/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* 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;
// Use default bullet asset initially, will be updated based on type
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Mortar projectile logic
if (self.type === 'mortar') {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
// Create explosion effect
var mortarEffect = new EffectIndicator(self.targetX, self.targetY, 'mortar');
game.addChild(mortarEffect);
// Area damage
var explosionRadius = CELL_SIZE * 1.5;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var enemyDx = enemy.x - self.targetX;
var enemyDy = enemy.y - self.targetY;
var enemyDist = Math.sqrt(enemyDx * enemyDx + enemyDy * enemyDy);
if (enemyDist <= explosionRadius) {
// Damage falls off with distance
var damageFactor = 1 - enemyDist / explosionRadius * 0.5;
enemy.health -= oneHitKillCheat ? 999999 : self.damage * damageFactor;
if (enemy.health <= 0) {
enemy.health = 0;
} else {
enemy.healthBar.width = enemy.health / enemy.maxHealth * 70;
}
}
}
self.destroy();
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
return;
}
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) {
// Apply damage to target enemy
self.targetEnemy.health -= self.damage;
LK.getSound('enemy_hit').play();
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// Apply special effects based on bullet type
if (self.type === 'splash') {
// Create visual splash effect
var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash');
game.addChild(splashEffect);
// Splash damage to nearby enemies
var splashRadius = CELL_SIZE * 1.5;
for (var i = 0; i < enemies.length; i++) {
var otherEnemy = enemies[i];
if (otherEnemy !== self.targetEnemy) {
var splashDx = otherEnemy.x - self.targetEnemy.x;
var splashDy = otherEnemy.y - self.targetEnemy.y;
var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy);
if (splashDistance <= splashRadius) {
// Apply splash damage (50% of original damage)
otherEnemy.health -= oneHitKillCheat ? 999999 : self.damage * 0.5;
if (otherEnemy.health <= 0) {
otherEnemy.health = 0;
} else {
otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70;
}
}
}
}
} else if (self.type === 'slow') {
// Prevent slow effect on immune enemies
if (!self.targetEnemy.isImmune) {
// Create visual slow effect
var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow');
game.addChild(slowEffect);
// Apply slow effect
// Make slow percentage scale with tower level (default 50%, up to 80% at max level)
var slowPct = 0.5;
if (self.sourceTowerLevel !== undefined) {
// Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6
var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8];
var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1));
slowPct = slowLevels[idx];
}
if (!self.targetEnemy.slowed) {
self.targetEnemy.originalSpeed = self.targetEnemy.speed;
self.targetEnemy.speed *= 1 - slowPct; // Slow by X%
self.targetEnemy.slowed = true;
self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS
} else {
self.targetEnemy.slowDuration = 180; // Reset duration
}
}
} else if (self.type === 'sniper') {
// Create visual critical hit effect for sniper
var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper');
game.addChild(sniperEffect);
} else if (self.type === 'wizard') {
// Check if tower has charm ability
if (self.hasCharmAbility) {
// Charm effect instead of confusion
if (!self.targetEnemy.isCharmed && !self.targetEnemy.isImmune) {
self.targetEnemy.isCharmed = true;
self.targetEnemy.charmDuration = 300; // 5 seconds at 60 FPS
self.targetEnemy.originalTeam = 'enemy';
// Visual effect for charm
var charmEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'charm');
game.addChild(charmEffect);
}
} else {
// Regular confusion effect
if (Math.random() < 0.5 && !self.targetEnemy.isConfused && !self.targetEnemy.isImmune) {
self.targetEnemy.isConfused = true;
self.targetEnemy.confusionDuration = 180; // 3 seconds at 60 FPS
// Visual effect for confusion
var confuseEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'confuse');
game.addChild(confuseEffect);
}
}
} else if (self.type === 'rapid' && self.hasBleedAbility) {
// 10% chance to apply bleed
if (Math.random() < 0.1 && !self.targetEnemy.isBleeding && !self.targetEnemy.isImmune) {
self.targetEnemy.isBleeding = true;
self.targetEnemy.bleedDuration = 300; // 5 seconds at 60 FPS
self.targetEnemy.bleedDamage = 5; // 5 damage per second
// Visual effect for bleed
var bleedEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'bleed');
game.addChild(bleedEffect);
}
} else if (self.type === 'slow' && self.hasPermafrostAbility) {
// Permanent slow effect
if (!self.targetEnemy.isImmune) {
// Create visual slow effect
var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow');
game.addChild(slowEffect);
// Apply permanent slow
if (!self.targetEnemy.slowed) {
self.targetEnemy.originalSpeed = self.targetEnemy.speed;
self.targetEnemy.speed *= 0.2; // 80% slow
self.targetEnemy.slowed = true;
self.targetEnemy.slowDuration = 999999; // Permanent
self.targetEnemy.permanentSlow = true;
}
}
}
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 CheatMenu = Container.expand(function () {
var self = Container.call(this);
// Background
var background = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
background.width = 800;
background.height = 600;
background.tint = 0x222222;
background.alpha = 0.95;
// Title
var titleText = new Text2('CHEATS', {
size: 80,
fill: 0xFF0000,
weight: 800
});
titleText.anchor.set(0.5, 0);
titleText.x = 0;
titleText.y = -250;
self.addChild(titleText);
// Unlimited Money Toggle
var moneyToggle = new Container();
var moneyBg = moneyToggle.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
moneyBg.width = 700;
moneyBg.height = 120;
moneyBg.tint = unlimitedMoneyCheat ? 0x00FF00 : 0x888888;
var moneyText = new Text2('Unlimited Money: ' + (unlimitedMoneyCheat ? 'ON' : 'OFF'), {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
moneyText.anchor.set(0.5, 0.5);
moneyToggle.addChild(moneyText);
moneyToggle.y = -80;
self.addChild(moneyToggle);
moneyToggle.down = function () {
unlimitedMoneyCheat = !unlimitedMoneyCheat;
moneyBg.tint = unlimitedMoneyCheat ? 0x00FF00 : 0x888888;
moneyText.setText('Unlimited Money: ' + (unlimitedMoneyCheat ? 'ON' : 'OFF'));
if (unlimitedMoneyCheat) {
setGold(999999);
}
};
// One Hit Kill Toggle
var oneHitToggle = new Container();
var oneHitBg = oneHitToggle.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
oneHitBg.width = 700;
oneHitBg.height = 120;
oneHitBg.tint = oneHitKillCheat ? 0x00FF00 : 0x888888;
var oneHitText = new Text2('One Hit Kills: ' + (oneHitKillCheat ? 'ON' : 'OFF'), {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
oneHitText.anchor.set(0.5, 0.5);
oneHitToggle.addChild(oneHitText);
oneHitToggle.y = 80;
self.addChild(oneHitToggle);
oneHitToggle.down = function () {
oneHitKillCheat = !oneHitKillCheat;
oneHitBg.tint = oneHitKillCheat ? 0x00FF00 : 0x888888;
oneHitText.setText('One Hit Kills: ' + (oneHitKillCheat ? 'ON' : 'OFF'));
};
// Close button
var closeButton = new Container();
var closeBg = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBg.width = 90;
closeBg.height = 90;
closeBg.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 = background.width / 2 - 57;
closeButton.y = -background.height / 2 + 57;
self.addChild(closeButton);
closeButton.down = function () {
self.destroy();
};
// Initial position (centered)
self.x = 2048 / 2;
self.y = 2732 / 2;
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('', {
size: 30,
fill: 0xFFFFFF,
weight: 800
});
numberLabel.anchor.set(.5, .5);
numberLabel.visible = false;
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.visible = false;
cellGraphics.tint = 0x880000;
return;
}
numberLabel.visible = false;
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;
}
self.removeArrows();
break;
}
case 1:
{
self.removeArrows();
cellGraphics.tint = 0xaaaaaa;
numberLabel.visible = false;
break;
}
case 3:
{
self.removeArrows();
cellGraphics.tint = 0x008800;
numberLabel.visible = false;
break;
}
}
};
});
// This update method was incorrectly placed here and should be removed
var EffectIndicator = Container.expand(function (x, y, type) {
var self = Container.call(this);
self.x = x;
self.y = y;
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 'sniper':
effectGraphics.tint = 0xFF5500;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'confuse':
effectGraphics.tint = 0xFF1493;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.2;
break;
case 'mortar':
effectGraphics.tint = 0x8B4513;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 3;
break;
case 'charm':
effectGraphics.tint = 0xFFB6C1;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5;
break;
case 'bleed':
effectGraphics.tint = 0x8B0000;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 0.8;
break;
}
effectGraphics.alpha = 0.7;
self.alpha = 0;
// Animate the effect
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;
});
// Base enemy class for common functionality
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;
self.isHidden = false;
self.hideDuration = 0;
self.hideTimer = 0;
self.hasSpawned = false;
// Check if this is a boss wave
// Check if this is a boss wave
// Apply different stats based on enemy type
switch (self.type) {
case 'fast':
self.speed *= 2; // Twice as fast
self.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; // Weaker enemies
break;
case 'flying_horde':
self.isFlying = true;
self.maxHealth = 25; // Very weak
self.speed *= 1.5; // Fast
break;
case 'mole':
self.maxHealth = 120; // Slightly tankier
self.speed *= 0.8; // Slower when visible
self.hideTimer = 300; // 5 seconds until first hide
break;
case 'mixed':
// Mixed will be handled as a special spawner type
self.maxHealth = 1; // Placeholder, should not be attacked
self.isSpawner = true;
break;
case 'normal':
default:
// Normal enemy uses default values
break;
}
if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') {
self.isBoss = true;
// Boss enemies have 20x health and are larger
self.maxHealth *= 20;
// Slower speed for bosses
self.speed = self.speed * 0.7;
}
self.health = self.maxHealth;
// Get appropriate asset for this enemy type
var assetId = 'enemy';
if (self.type !== 'normal') {
assetId = 'enemy_' + self.type;
}
var enemyGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Scale up boss enemies
if (self.isBoss) {
enemyGraphics.scaleX = 1.8;
enemyGraphics.scaleY = 1.8;
}
// Fall back to regular enemy asset if specific type asset not found
// Apply tint to differentiate enemy types
/*switch (self.type) {
case 'fast':
enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies
break;
case 'immune':
enemyGraphics.tint = 0xAA0000; // Red for immune enemies
break;
case 'flying':
enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies
break;
case 'swarm':
enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies
break;
}*/
// Create shadow for flying enemies
if (self.isFlying) {
// Create a shadow container that will be added to the shadow layer
self.shadow = new Container();
// Clone the enemy graphics for the shadow
var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply shadow effect
shadowGraphics.tint = 0x000000; // Black shadow
shadowGraphics.alpha = 0.4; // Semi-transparent
// If this is a boss, scale up the shadow to match
if (self.isBoss) {
shadowGraphics.scaleX = 1.8;
shadowGraphics.scaleY = 1.8;
}
// Position shadow slightly offset
self.shadow.x = 20; // Offset right
self.shadow.y = 20; // Offset down
// Ensure shadow has the same rotation as the enemy
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;
}
// Handle mole digging mechanics
if (self.type === 'mole') {
self.hideTimer--;
if (self.hideTimer <= 0) {
if (!self.isHidden) {
// Start hiding (go underground)
self.isHidden = true;
self.hideDuration = 90; // 1.5 seconds at 60 FPS
self.hideTimer = 300; // 5 seconds until next hide
// Double speed while hidden
if (self.originalSpeed === undefined) {
self.originalSpeed = self.speed;
}
self.speed = self.originalSpeed * 2;
// Visual effect - make semi-transparent and darker
enemyGraphics.alpha = 0.3;
enemyGraphics.tint = 0x444444;
// Hide health bar while underground
healthBarOutline.visible = false;
healthBarBG.visible = false;
healthBar.visible = false;
} else {
// Come back up (surface)
self.isHidden = false;
self.hideTimer = 300; // 5 seconds until next hide
// Reset speed
if (self.originalSpeed !== undefined) {
self.speed = self.originalSpeed;
}
// Restore visibility
enemyGraphics.alpha = 1;
enemyGraphics.tint = 0xFFFFFF;
// Show health bar again
healthBarOutline.visible = true;
healthBarBG.visible = true;
healthBar.visible = true;
}
} else if (self.isHidden) {
self.hideDuration--;
if (self.hideDuration <= 0) {
// Force surface if duration is over
self.isHidden = false;
self.hideTimer = 300; // Reset timer
// Reset speed
if (self.originalSpeed !== undefined) {
self.speed = self.originalSpeed;
}
// Restore visibility
enemyGraphics.alpha = 1;
enemyGraphics.tint = 0xFFFFFF;
// Show health bar again
healthBarOutline.visible = true;
healthBarBG.visible = true;
healthBar.visible = true;
}
}
}
// Handle flying horde spawning
if (self.type === 'flying_horde' && !self.hasSpawned && self.currentCellY >= 2) {
self.hasSpawned = true;
// Spawn 4-6 additional weak flying enemies
var spawnCount = 4 + Math.floor(Math.random() * 3);
for (var i = 0; i < spawnCount; i++) {
var newEnemy = new Enemy('flying');
newEnemy.maxHealth = 15; // Very weak
newEnemy.health = newEnemy.maxHealth;
newEnemy.speed = self.speed * (0.8 + Math.random() * 0.4); // Varied speed
// Position around the spawner
var angle = Math.PI * 2 / spawnCount * i + Math.random() * 0.5;
var distance = 50 + Math.random() * 30;
newEnemy.cellX = self.cellX;
newEnemy.cellY = self.cellY;
newEnemy.currentCellX = self.currentCellX + Math.cos(angle) * distance / CELL_SIZE;
newEnemy.currentCellY = self.currentCellY + Math.sin(angle) * distance / CELL_SIZE;
newEnemy.x = grid.x + newEnemy.currentCellX * CELL_SIZE;
newEnemy.y = grid.y + newEnemy.currentCellY * CELL_SIZE;
newEnemy.waveNumber = self.waveNumber;
// Add to flying layer
enemyLayerTop.addChild(newEnemy);
if (newEnemy.shadow) {
enemyLayerMiddle.addChild(newEnemy.shadow);
}
enemies.push(newEnemy);
}
}
// Handle confusion effect
if (self.isConfused && !self.isImmune) {
self.confusionDuration--;
if (self.confusionDuration <= 0) {
self.isConfused = false;
// Reset pathfinding when confusion ends
self.currentTarget = undefined;
}
}
// Handle charm effect
if (self.isCharmed && !self.isImmune) {
self.charmDuration--;
if (self.charmDuration <= 0) {
self.isCharmed = false;
self.originalTeam = 'enemy';
// Reset pathfinding when charm ends
self.currentTarget = undefined;
}
}
// Handle bleed effect
if (self.isBleeding && !self.isImmune) {
self.bleedDuration--;
// Take 5 damage every second (60 ticks)
if (self.bleedDuration % 60 === 0) {
self.health -= oneHitKillCheat ? 999999 : self.bleedDamage;
if (self.health <= 0) {
self.health = 0;
} else {
self.healthBar.width = self.health / self.maxHealth * 70;
}
// Visual feedback
LK.effects.flashObject(self, 0x8B0000, 100);
}
if (self.bleedDuration <= 0) {
self.isBleeding = false;
}
}
// Handle slow effect
if (self.isImmune) {
// Immune enemies cannot be slowed, clear any such effects
self.slowed = false;
self.slowEffect = false;
// Reset speed to original if needed
if (self.originalSpeed !== undefined) {
self.speed = self.originalSpeed;
}
} else {
// Handle slow effect
if (self.slowed) {
// Visual indication of slowed status
if (!self.slowEffect) {
self.slowEffect = true;
}
self.slowDuration--;
if (self.slowDuration <= 0) {
self.speed = self.originalSpeed;
self.slowed = false;
self.slowEffect = false;
// Only reset tint if not poisoned
if (!self.poisoned) {
enemyGraphics.tint = 0xFFFFFF; // Reset tint
}
}
}
}
// Set tint based on effect status
if (self.isImmune) {
enemyGraphics.tint = 0xFFFFFF;
} else if (self.isCharmed) {
enemyGraphics.tint = 0xFFB6C1; // Light pink for charmed
} else if (self.isConfused) {
enemyGraphics.tint = 0xFF1493; // Pink for confused
} else if (self.isBleeding) {
enemyGraphics.tint = 0x8B0000; // Dark red for bleeding
} 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
});
// Calculate the shortest angle to rotate
var currentRotation = enemyGraphics.rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
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: []
};
}
}
/*
Cell Types
0: Transparent floor
1: Wall
2: Spawn
3: Goal
*/
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var cell = self.cells[i][j];
var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0;
if (i > 11 - 3 && i <= 11 + 3) {
if (j === 0) {
cellType = 2;
self.spawns.push(cell);
} else if (j <= 4) {
cellType = 0;
} else if (j === gridHeight - 1) {
cellType = 3;
self.goals.push(cell);
} else if (j >= gridHeight - 4) {
cellType = 0;
}
}
cell.type = cellType;
cell.x = i;
cell.y = j;
cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1];
cell.up = self.cells[i - 1] && self.cells[i - 1][j];
cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1];
cell.left = self.cells[i][j - 1];
cell.right = self.cells[i][j + 1];
cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1];
cell.down = self.cells[i + 1] && self.cells[i + 1][j];
cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1];
cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left];
cell.targets = [];
if (j > 3 && j <= gridHeight - 4) {
var debugCell = new DebugCell();
self.addChild(debugCell);
debugCell.cell = cell;
debugCell.x = i * CELL_SIZE;
debugCell.y = j * CELL_SIZE;
cell.debugCell = debugCell;
}
}
}
self.getCell = function (x, y) {
return self.cells[x] && self.cells[x][y];
};
self.pathFind = function () {
var before = new Date().getTime();
var toProcess = self.goals.concat([]);
maxScore = 0;
pathId += 1;
for (var a = 0; a < toProcess.length; a++) {
toProcess[a].pathId = pathId;
}
function processNode(node, targetValue, targetNode) {
if (node && node.type != 1) {
if (node.pathId < pathId || targetValue < node.score) {
node.targets = [targetNode];
} else if (node.pathId == pathId && targetValue == node.score) {
node.targets.push(targetNode);
}
if (node.pathId < pathId || targetValue < node.score) {
node.score = targetValue;
if (node.pathId != pathId) {
toProcess.push(node);
}
node.pathId = pathId;
if (targetValue > maxScore) {
maxScore = targetValue;
}
}
}
}
while (toProcess.length) {
var nodes = toProcess;
toProcess = [];
for (var a = 0; a < nodes.length; a++) {
var node = nodes[a];
var targetScore = node.score + 14142;
if (node.up && node.left && node.up.type != 1 && node.left.type != 1) {
processNode(node.upLeft, targetScore, node);
}
if (node.up && node.right && node.up.type != 1 && node.right.type != 1) {
processNode(node.upRight, targetScore, node);
}
if (node.down && node.right && node.down.type != 1 && node.right.type != 1) {
processNode(node.downRight, targetScore, node);
}
if (node.down && node.left && node.down.type != 1 && node.left.type != 1) {
processNode(node.downLeft, targetScore, node);
}
targetScore = node.score + 10000;
processNode(node.up, targetScore, node);
processNode(node.right, targetScore, node);
processNode(node.down, targetScore, node);
processNode(node.left, targetScore, node);
}
}
for (var a = 0; a < self.spawns.length; a++) {
if (self.spawns[a].pathId != pathId) {
console.warn("Spawn blocked");
return true;
}
}
for (var a = 0; a < enemies.length; a++) {
var enemy = enemies[a];
// Skip enemies that haven't entered the viewable area yet
if (enemy.currentCellY < 4) {
continue;
}
// Skip flying enemies from path check as they can fly over obstacles
if (enemy.isFlying) {
continue;
}
var target = self.getCell(enemy.cellX, enemy.cellY);
if (enemy.currentTarget) {
if (enemy.currentTarget.pathId != pathId) {
if (!target || target.pathId != pathId) {
console.warn("Enemy blocked 1 ");
return true;
}
}
} else if (!target || target.pathId != pathId) {
console.warn("Enemy blocked 2");
return true;
}
}
console.log("Speed", new Date().getTime() - before);
};
self.renderDebug = function () {
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var debugCell = self.cells[i][j].debugCell;
if (debugCell) {
debugCell.render(self.cells[i][j]);
}
}
}
};
self.updateEnemy = function (enemy) {
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell.type == 3) {
return true;
}
if (enemy.isFlying && enemy.shadow) {
enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset
enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset
// Match shadow rotation with enemy rotation
if (enemy.children[0] && enemy.shadow.children[0]) {
enemy.shadow.children[0].rotation = enemy.children[0].rotation;
}
}
// Check if the enemy has reached the entry area (y position is at least 5)
var hasReachedEntryArea = enemy.currentCellY >= 4;
// If enemy hasn't reached the entry area yet, just move down vertically
if (!hasReachedEntryArea) {
// Move directly downward
enemy.currentCellY += enemy.speed;
// Rotate enemy graphic to face downward (PI/2 radians = 90 degrees)
var angle = Math.PI / 2;
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update enemy's position
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// If enemy has now reached the entry area, update cell coordinates
if (enemy.currentCellY >= 4) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
}
return false;
}
// After reaching entry area, handle flying enemies differently
if (enemy.isFlying) {
// Flying enemies head straight to the closest goal
if (!enemy.flyingTarget) {
// Set flying target to the closest goal
enemy.flyingTarget = self.goals[0];
// Find closest goal if there are multiple
if (self.goals.length > 1) {
var closestDist = Infinity;
for (var i = 0; i < self.goals.length; i++) {
var goal = self.goals[i];
var dx = goal.x - enemy.cellX;
var dy = goal.y - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < closestDist) {
closestDist = dist;
enemy.flyingTarget = goal;
}
}
}
}
// Move directly toward the goal
var ox = enemy.flyingTarget.x - enemy.currentCellX;
var oy = enemy.flyingTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
// Reached the goal
return true;
}
var angle = Math.atan2(oy, ox);
// Rotate enemy graphic to match movement direction
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update the cell position to track where the flying enemy is
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentCellX += Math.cos(angle) * enemy.speed;
enemy.currentCellY += Math.sin(angle) * enemy.speed;
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// Update shadow position if this is a flying enemy
return false;
}
// Handle normal pathfinding enemies
if (enemy.isCharmed) {
// Charmed enemies attack other enemies
var nearestEnemy = null;
var nearestDist = Infinity;
for (var i = 0; i < enemies.length; i++) {
var otherEnemy = enemies[i];
if (otherEnemy !== enemy && !otherEnemy.isCharmed) {
var dx = otherEnemy.cellX - enemy.cellX;
var dy = otherEnemy.cellY - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < nearestDist) {
nearestDist = dist;
nearestEnemy = otherEnemy;
}
}
}
if (nearestEnemy) {
// Move towards the nearest enemy
enemy.currentTarget = {
x: nearestEnemy.cellX,
y: nearestEnemy.cellY
};
// Deal damage if close enough
if (nearestDist < 2) {
if (LK.ticks % 60 === 0) {
// Attack once per second
nearestEnemy.health -= oneHitKillCheat ? 999999 : 10;
if (nearestEnemy.health <= 0) {
nearestEnemy.health = 0;
} else {
nearestEnemy.healthBar.width = nearestEnemy.health / nearestEnemy.maxHealth * 70;
}
LK.effects.flashObject(nearestEnemy, 0xFFB6C1, 100);
}
}
}
} else if (enemy.isConfused) {
// Confused enemies move towards the nearest tower
var nearestTower = null;
var nearestDist = Infinity;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var dx = tower.gridX - enemy.cellX;
var dy = tower.gridY - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < nearestDist) {
nearestDist = dist;
nearestTower = tower;
}
}
if (nearestTower) {
// Set target to move towards the tower
enemy.currentTarget = {
x: nearestTower.gridX,
y: nearestTower.gridY
};
}
} else if (!enemy.currentTarget) {
enemy.currentTarget = cell.targets[0];
}
if (enemy.currentTarget) {
if (!enemy.isConfused && cell.score < enemy.currentTarget.score) {
enemy.currentTarget = cell;
}
var ox = enemy.currentTarget.x - enemy.currentCellX;
var oy = enemy.currentTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentTarget = undefined;
return;
}
var angle = Math.atan2(oy, ox);
enemy.currentCellX += Math.cos(angle) * enemy.speed;
enemy.currentCellY += Math.sin(angle) * enemy.speed;
}
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
};
});
var LaserWall = Container.expand(function (tower1, tower2) {
var self = Container.call(this);
self.tower1 = tower1;
self.tower2 = tower2;
self.damage = 18; // Base damage per tick (increased by 2)
self.level = 1;
self.maxLevel = 6;
// Create laser visual
var laserGraphics = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
laserGraphics.tint = 0xFF0088;
laserGraphics.alpha = 0.8;
// Position between the two towers
self.updatePosition = function () {
self.x = Math.min(self.tower1.x, self.tower2.x);
self.y = self.tower1.y;
var distance = Math.abs(self.tower2.x - self.tower1.x);
laserGraphics.width = distance;
laserGraphics.height = CELL_SIZE * 0.5;
};
self.updatePosition();
// Level indicators
var levelIndicators = [];
var maxDots = self.maxLevel;
var dotSize = CELL_SIZE / 8;
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 + 2;
outlineCircle.height = dotSize + 2;
outlineCircle.tint = 0x000000;
var levelIndicator = dot.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
levelIndicator.width = dotSize;
levelIndicator.height = dotSize;
levelIndicator.tint = 0xCCCCCC;
dot.y = -CELL_SIZE * 0.4;
self.addChild(dot);
levelIndicators.push(dot);
}
self.updateLevelIndicators = function () {
var centerX = laserGraphics.width / 2;
var spacing = laserGraphics.width / (maxDots + 1);
for (var i = 0; i < maxDots; i++) {
var dot = levelIndicators[i];
dot.x = spacing * (i + 1);
var levelIndicator = dot.children[1];
if (i < self.level) {
levelIndicator.tint = 0xFFFFFF;
} else {
levelIndicator.tint = 0xFF0088;
}
}
};
self.updateLevelIndicators();
self.upgrade = function () {
if (self.level < self.maxLevel) {
var upgradeCost = Math.floor(40 * Math.pow(2, self.level - 1));
if (self.level === self.maxLevel - 1) {
upgradeCost = Math.floor(upgradeCost * 3.5 / 2);
}
if (gold >= upgradeCost) {
setGold(gold - upgradeCost);
self.level++;
self.damage = 18 + self.level * 24; // Increased base by 2 and maintain scaling
// Unlock special ability at level 3
if (self.level === 3) {
self.hasSpecialAbility = true;
var notification = game.addChild(new Notification("Laser Wall: Sky Piercer unlocked!"));
notification.x = 2048 / 2;
notification.y = grid.height - 100;
}
self.updateLevelIndicators();
// Visual feedback
tween(laserGraphics, {
scaleY: 1.5,
alpha: 1
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(laserGraphics, {
scaleY: 1,
alpha: 0.8
}, {
duration: 200,
easing: tween.easeIn
});
}
});
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold to upgrade laser wall!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
return false;
};
self.getTotalValue = function () {
var totalInvestment = 0;
for (var i = 1; i < self.level; i++) {
totalInvestment += Math.floor(40 * Math.pow(2, i - 1));
}
return totalInvestment;
};
self.update = function () {
// Check for enemies passing through the laser
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Skip flying enemies unless laser wall has special ability
if (enemy.isFlying && !self.hasSpecialAbility) {
continue;
}
// Skip hidden moles unless laser wall has special ability
if (enemy.isHidden && !self.hasSpecialAbility) {
continue;
}
// Check if enemy is in the same row as the laser
if (Math.abs(enemy.y - self.y) < CELL_SIZE / 2) {
// Check if enemy is within the laser's horizontal range
if (enemy.x >= self.x && enemy.x <= self.x + laserGraphics.width) {
// Deal damage every 30 ticks (0.5 seconds)
if (LK.ticks % 30 === 0) {
enemy.health -= oneHitKillCheat ? 999999 : self.damage;
if (enemy.health <= 0) {
enemy.health = 0;
} else {
enemy.healthBar.width = enemy.health / enemy.maxHealth * 70;
}
// Visual effect
LK.effects.flashObject(enemy, 0xFF0088, 100);
// Play laser sound occasionally
if (LK.ticks % 120 === 0) {
LK.getSound('laser_beam').play();
}
}
}
}
}
// Pulse effect
laserGraphics.alpha = 0.8 + Math.sin(LK.ticks * 0.1) * 0.2;
};
self.down = function (x, y, obj) {
// Show upgrade menu for laser wall
var existingMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
for (var i = 0; i < existingMenus.length; i++) {
existingMenus[i].destroy();
}
selectedTower = self;
var upgradeMenu = new LaserWallUpgradeMenu(self);
game.addChild(upgradeMenu);
upgradeMenu.x = 2048 / 2;
tween(upgradeMenu, {
y: 2732 - 275
}, {
duration: 200,
easing: tween.backOut
});
};
return self;
});
var LaserWallUpgradeMenu = Container.expand(function (laserWall) {
var self = Container.call(this);
self.laserWall = laserWall;
self.y = 2732 + 275;
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 titleText = new Text2('Laser Wall', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
titleText.anchor.set(0, 0);
titleText.x = -840;
titleText.y = -160;
self.addChild(titleText);
var statsText = new Text2('Level: ' + self.laserWall.level + '/' + self.laserWall.maxLevel + '\nDamage: ' + self.laserWall.damage + '/0.5s', {
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);
// Upgrade button
var upgradeButton = new Container();
buttonsContainer.addChild(upgradeButton);
var buttonBackground = upgradeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 500;
buttonBackground.height = 150;
var isMaxLevel = self.laserWall.level >= self.laserWall.maxLevel;
var upgradeCost = 0;
if (!isMaxLevel) {
upgradeCost = Math.floor(40 * Math.pow(2, self.laserWall.level - 1));
if (self.laserWall.level === self.laserWall.maxLevel - 1) {
upgradeCost = Math.floor(upgradeCost * 3.5 / 2);
}
}
buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888;
var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
upgradeButton.addChild(buttonText);
// Sell button
var sellButton = new Container();
buttonsContainer.addChild(sellButton);
var sellButtonBackground = sellButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
sellButtonBackground.width = 500;
sellButtonBackground.height = 150;
sellButtonBackground.tint = 0xCC0000;
var sellValue = getTowerSellValue(self.laserWall.getTotalValue());
var sellButtonText = new Text2('Remove Wall: +' + sellValue + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
sellButtonText.anchor.set(0.5, 0.5);
sellButton.addChild(sellButtonText);
upgradeButton.y = -85;
sellButton.y = 85;
// Close button
var closeButton = new Container();
self.addChild(closeButton);
var closeBackground = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBackground.width = 90;
closeBackground.height = 90;
closeBackground.tint = 0xAA0000;
var closeText = new Text2('X', {
size: 68,
fill: 0xFFFFFF,
weight: 800
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = menuBackground.width / 2 - 57;
closeButton.y = -menuBackground.height / 2 + 57;
upgradeButton.down = function () {
if (self.laserWall.level >= self.laserWall.maxLevel) {
var notification = game.addChild(new Notification("Laser wall is already at max level!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return;
}
if (self.laserWall.upgrade()) {
statsText.setText('Level: ' + self.laserWall.level + '/' + self.laserWall.maxLevel + '\nDamage: ' + self.laserWall.damage + '/0.5s');
if (self.laserWall.level >= self.laserWall.maxLevel) {
buttonBackground.tint = 0x888888;
buttonText.setText('Max Level');
} else {
var newCost = Math.floor(40 * Math.pow(2, self.laserWall.level - 1));
if (self.laserWall.level === self.laserWall.maxLevel - 1) {
newCost = Math.floor(newCost * 3.5 / 2);
}
buttonText.setText('Upgrade: ' + newCost + ' gold');
}
var newSellValue = getTowerSellValue(self.laserWall.getTotalValue());
sellButtonText.setText('Remove Wall: +' + newSellValue + ' gold');
}
};
sellButton.down = function () {
var sellValue = getTowerSellValue(self.laserWall.getTotalValue());
setGold(gold + sellValue);
var notification = game.addChild(new Notification("Laser wall removed for " + sellValue + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
// Remove laser wall from game
var wallIndex = laserWalls.indexOf(self.laserWall);
if (wallIndex !== -1) {
laserWalls.splice(wallIndex, 1);
}
game.removeChild(self.laserWall);
self.destroy();
selectedTower = null;
};
closeButton.down = function () {
hideUpgradeMenu(self);
selectedTower = null;
};
self.update = function () {
if (self.laserWall.level >= self.laserWall.maxLevel) {
return;
}
var currentUpgradeCost = Math.floor(40 * Math.pow(2, self.laserWall.level - 1));
if (self.laserWall.level === self.laserWall.maxLevel - 1) {
currentUpgradeCost = Math.floor(currentUpgradeCost * 3.5 / 2);
}
var canAfford = gold >= currentUpgradeCost;
buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
};
return self;
});
var Manual = Container.expand(function () {
var self = Container.call(this);
// Manual background
var background = self.attachAsset('manualBackground', {
anchorX: 0.5,
anchorY: 0.5
});
background.alpha = 0.95;
// Title
var titleText = new Text2('TOWER DEFENSE MANUAL', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
titleText.anchor.set(0.5, 0);
titleText.x = 0;
titleText.y = -1150;
self.addChild(titleText);
// Create scrollable content container
var contentContainer = new Container();
self.addChild(contentContainer);
var yPos = -1000;
var sectionSpacing = 350;
// Scrolling variables
var isDragging = false;
var startY = 0;
var startContentY = 0;
var velocity = 0;
var minY = -1000; // Top limit
var maxY = 0; // Will be calculated based on content height
var contentHeight = 0; // Will be calculated after adding all content
// Tower Classes Section
self.createSection = function (title, items, startY) {
var sectionY = startY;
// Section title
var sectionTitle = new Text2(title, {
size: 60,
fill: 0xFFD700,
weight: 800
});
sectionTitle.anchor.set(0.5, 0);
sectionTitle.x = 0;
sectionTitle.y = sectionY;
contentContainer.addChild(sectionTitle);
sectionY += 80;
// Items
for (var i = 0; i < items.length; i++) {
var item = items[i];
// Item background
var itemBg = contentContainer.attachAsset('manualSection', {
anchorX: 0.5,
anchorY: 0
});
itemBg.x = 0;
itemBg.y = sectionY;
itemBg.height = 200;
itemBg.alpha = 0.3;
// Item name
var itemName = new Text2(item.name, {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
itemName.anchor.set(0, 0);
itemName.x = -800;
itemName.y = sectionY + 20;
contentContainer.addChild(itemName);
// Item stats
var itemStats = new Text2(item.stats, {
size: 40,
fill: 0xCCCCCC,
weight: 400
});
itemStats.anchor.set(0, 0);
itemStats.x = -800;
itemStats.y = sectionY + 80;
contentContainer.addChild(itemStats);
sectionY += 220;
}
return sectionY + 50;
};
// Tower data
var towerData = [{
name: 'BOW (Default)',
stats: 'Cost: 5 gold • Damage: 10 • Range: 3 tiles • Rate: 1/s\nBalanced tower good for early game'
}, {
name: 'CROSSBOW (Rapid)',
stats: 'Cost: 15 gold • Damage: 5 • Range: 2.5 tiles • Rate: 2/s\nFast firing tower, good against swarms'
}, {
name: 'SNIPER',
stats: 'Cost: 25 gold • Damage: 25 • Range: 5 tiles • Rate: 0.67/s\nLong range, high damage, slow firing'
}, {
name: 'CANNON (Splash)',
stats: 'Cost: 35 gold • Damage: 15 • Range: 2 tiles • Rate: 0.8/s\nArea damage affects nearby enemies'
}, {
name: 'ICE WIZARD (Slow)',
stats: 'Cost: 45 gold • Damage: 8 • Range: 3.5 tiles • Rate: 1.2/s\nSlows enemies, ineffective vs immune'
}, {
name: 'FARM',
stats: 'Cost: 30 gold • Income: 10 gold/wave (+15 per level)\nGenerates passive income, no combat'
}, {
name: 'LASER BASE ALPHA',
stats: 'Cost: 40 gold • Requires 2+ in same row\nCreates laser wall, blocks ground enemies'
}, {
name: 'INFERNO (Single)',
stats: 'Cost: 50 gold • Damage: 5 DPS • Range: 4 tiles\nContinuous beam that drains health'
}, {
name: 'TRICKY WIZARD (Weakening)',
stats: 'Cost: 40 gold • Damage: 10 • Range: 3 tiles\n50% chance to confuse enemies'
}, {
name: 'CHURCH (Income)',
stats: 'Cost: 60 gold • Gives 1 life per wave\nNo combat ability, provides lives'
}, {
name: 'MORTAR (Area)',
stats: 'Cost: 55 gold • Damage: 30 • Range: 7 tiles\nHigh range area damage, min range 2 tiles'
}];
// Enemy data
var enemyData = [{
name: 'NORMAL',
stats: 'Health: 100 • Speed: Normal • Ground unit\nBasic enemy type'
}, {
name: 'FAST',
stats: 'Health: 100 • Speed: 2x Normal • Ground unit\nQuick moving enemy'
}, {
name: 'IMMUNE',
stats: 'Health: 80 • Speed: Normal • Ground unit\nImmune to slow effects'
}, {
name: 'FLYING',
stats: 'Health: 80 • Speed: Normal • Flying unit\nFlies over obstacles, immune to laser walls'
}, {
name: 'SWARM',
stats: 'Health: 50 • Speed: Normal • Ground unit\nWeaker but comes in large numbers'
}, {
name: 'FLYING HORDE',
stats: 'Health: 25 • Speed: 1.5x Normal • Flying unit\nSpawner creates multiple weak flying enemies'
}, {
name: 'MOLE DIGGER',
stats: 'Health: 120 • Speed: 0.8x/2x Normal • Ground unit\nHides underground periodically, untargetable while hidden'
}, {
name: 'BOSS',
stats: 'Health: 20x Normal • Speed: 0.7x Normal\nAppears every 10th wave, massive health'
}, {
name: 'MIXED',
stats: 'Spawns various random enemy types\nUnpredictable wave composition'
}];
// Create sections
yPos = self.createSection('TOWER TYPES', towerData, yPos);
yPos = self.createSection('ENEMY TYPES', enemyData, yPos);
// Game mechanics section
var mechanicsData = [{
name: 'TOWER TARGETING',
stats: 'First: Closest to exit • Last: Farthest from exit\nStrong: Highest HP • Crowd: Most nearby enemies'
}, {
name: 'WAVE PROGRESSION',
stats: 'Waves 1-10: Fixed types to introduce mechanics\nAfter wave 10: Random types except boss waves'
}, {
name: 'DIFFICULTY SCALING',
stats: 'Enemy health increases 12% per wave\nBoss waves every 10th wave'
}, {
name: 'TOWER UPGRADES',
stats: 'Level 1-5: Exponential cost increase\nLevel 6: Extra powerful, costs 3.5x previous'
}, {
name: 'SELLING TOWERS',
stats: 'Returns 60% of total investment\nStrategic for repositioning'
}];
yPos = self.createSection('GAME MECHANICS', mechanicsData, yPos);
// Calculate content height and set scroll limits
contentHeight = yPos + 1000; // yPos is negative, so we add back the initial offset
maxY = Math.min(0, -contentHeight + 1800); // 1800 is approximate visible height
// Close button
var closeButton = new Container();
self.addChild(closeButton);
var closeBg = closeButton.attachAsset('manualButton', {
anchorX: 0.5,
anchorY: 0.5
});
closeBg.width = 100;
closeBg.height = 100;
closeBg.tint = 0xFF4444;
var closeText = new Text2('X', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = 850;
closeButton.y = -1150;
closeButton.down = function () {
self.destroy();
};
// Touch event handlers for scrolling
self.down = function (x, y, obj) {
// Don't start scrolling if clicking on the close button
// Check if click is on close button using passed x,y coordinates
var dx = x - closeButton.x;
var dy = y - closeButton.y;
if (Math.abs(dx) < 50 && Math.abs(dy) < 50) {
return;
}
isDragging = true;
startY = y;
startContentY = contentContainer.y;
velocity = 0;
};
self.move = function (x, y, obj) {
if (isDragging) {
var deltaY = y - startY;
var newY = startContentY + deltaY;
// Apply bounds
newY = Math.max(maxY, Math.min(minY, newY));
contentContainer.y = newY;
// Calculate velocity for momentum
velocity = deltaY * 0.5;
}
};
self.up = function (x, y, obj) {
isDragging = false;
};
// Update function for momentum scrolling
self.update = function () {
if (!isDragging && Math.abs(velocity) > 0.1) {
// Apply momentum
contentContainer.y += velocity;
// Apply bounds
contentContainer.y = Math.max(maxY, Math.min(minY, contentContainer.y));
// Apply friction
velocity *= 0.92;
// Stop if velocity is too small
if (Math.abs(velocity) < 0.1) {
velocity = 0;
}
}
};
// Initial position (hidden)
self.x = 2048 / 2; // Center horizontally
self.y = 2732 + 1200;
// Animate in
tween(self, {
y: 2732 / 2
}, {
duration: 300,
easing: tween.backOut
});
return self;
});
var NextWaveButton = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 300;
buttonBackground.height = 100;
buttonBackground.tint = 0x0088FF;
var buttonText = new Text2("Next Wave", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.enabled = false;
self.visible = false;
self.update = function () {
if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) {
self.enabled = true;
self.visible = true;
buttonBackground.tint = 0x0088FF;
self.alpha = 1;
} else {
self.enabled = false;
self.visible = false;
buttonBackground.tint = 0x888888;
self.alpha = 0.7;
}
};
self.down = function () {
if (!self.enabled) {
return;
}
if (waveIndicator.gameStarted && currentWave < totalWaves) {
currentWave++; // Increment to the next wave directly
waveTimer = 0; // Reset wave timer
waveInProgress = true;
waveSpawned = false;
// Get the type of the current wave (which is now the next wave)
var waveType = waveIndicator.getWaveTypeName(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
};
return self;
});
var Notification = Container.expand(function (message) {
var self = Container.call(this);
var notificationGraphics = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
var notificationText = new Text2(message, {
size: 50,
fill: 0x000000,
weight: 800
});
notificationText.anchor.set(0.5, 0.5);
notificationGraphics.width = notificationText.width + 30;
self.addChild(notificationText);
self.alpha = 1;
var fadeOutTime = 120;
self.update = function () {
if (fadeOutTime > 0) {
fadeOutTime--;
self.alpha = Math.min(fadeOutTime / 120 * 2, 1);
} else {
self.destroy();
}
};
return self;
});
var SourceTower = Container.expand(function (towerType) {
var self = Container.call(this);
self.towerType = towerType || 'default';
// Use specific tower asset based on type
var towerAssetId = 'tower_' + self.towerType;
if (self.towerType === 'default') {
towerAssetId = 'tower_default';
}
// Increase size of base for easier touch
var baseGraphics = self.attachAsset(towerAssetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
// No need to tint anymore as we have specific assets
var towerCost = getTowerCost(self.towerType);
// Get display name for tower type
var displayName = self.towerType;
switch (self.towerType) {
case 'default':
displayName = 'Bow';
break;
case 'rapid':
displayName = 'Crossbow';
break;
case 'splash':
displayName = 'Cannon';
break;
case 'slow':
displayName = 'Ice Wizard';
break;
case 'farm':
displayName = 'Farm';
break;
case 'laser':
displayName = 'Laser Base';
break;
case 'inferno':
displayName = 'Inferno';
break;
case 'wizard':
displayName = 'Tricky Wizard';
break;
case 'church':
displayName = 'Church';
break;
case 'mortar':
displayName = 'Mortar';
break;
}
// Add shadow for tower type label
var typeLabelShadow = new Text2(displayName, {
size: 50,
fill: 0x000000,
weight: 800
});
typeLabelShadow.anchor.set(0.5, 0.5);
typeLabelShadow.x = 4;
typeLabelShadow.y = -20 + 4;
self.addChild(typeLabelShadow);
// Add tower type label
var typeLabel = new Text2(displayName, {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
typeLabel.anchor.set(0.5, 0.5);
typeLabel.y = -20; // Position above center of tower
self.addChild(typeLabel);
// Add cost shadow
var costLabelShadow = new Text2(towerCost, {
size: 50,
fill: 0x000000,
weight: 800
});
costLabelShadow.anchor.set(0.5, 0.5);
costLabelShadow.x = 4;
costLabelShadow.y = 24 + 12;
self.addChild(costLabelShadow);
// Add cost label
var costLabel = new Text2(towerCost, {
size: 50,
fill: 0xFFD700,
weight: 800
});
costLabel.anchor.set(0.5, 0.5);
costLabel.y = 20 + 12;
self.addChild(costLabel);
self.update = function () {
// Check if player can afford this tower
var canAfford = gold >= getTowerCost(self.towerType);
// Set opacity based on affordability
self.alpha = canAfford ? 1 : 0.5;
};
return self;
});
var Tower = Container.expand(function (id) {
var self = Container.call(this);
self.id = id || 'default';
self.level = 1;
self.maxLevel = 6;
self.gridX = 0;
self.gridY = 0;
self.range = 3 * CELL_SIZE;
self.targetingMode = 'first'; // Options: 'first', 'last', 'strong', 'crowd'
self.hasSpecialAbility = false; // Unlocked at max level
self.specialAbilityActive = false;
self.specialAbilityTimer = 0;
self.rapidBurstCount = 0; // For archer rapid fire
self.infernoTargets = []; // For inferno multi-target
// Standardized method to get the current range of the tower
self.getRange = function () {
// Always calculate range based on tower type and level
switch (self.id) {
case 'sniper':
// Sniper: base 5, +0.8 per level, infinite range with special ability
if (self.hasSpecialAbility) {
return 999 * CELL_SIZE; // Effectively infinite range
}
return (5 + (self.level - 1) * 0.8) * CELL_SIZE;
case 'splash':
// Splash: base 2, +0.2 per level (max ~4 blocks at max level)
return (2 + (self.level - 1) * 0.2) * CELL_SIZE;
case 'rapid':
// Rapid: base 2.5, +0.5 per level
return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'slow':
// Slow: base 3.5, +0.5 per level
return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'farm':
// Farm has no range
return 0;
case 'laser':
// Laser has no shooting range
return 0;
case 'inferno':
// Inferno: base 4, +0.3 per level
return (4 + (self.level - 1) * 0.3) * CELL_SIZE;
case 'wizard':
// Wizard: base 3, +0.4 per level
return (3 + (self.level - 1) * 0.4) * CELL_SIZE;
case 'church':
// Church has no range
return 0;
case 'mortar':
// Mortar: base 7, +0.5 per level (high range)
return (7 + (self.level - 1) * 0.5) * CELL_SIZE;
default:
// Default: base 3, +0.5 per level
return (3 + (self.level - 1) * 0.5) * CELL_SIZE;
}
};
self.cellsInRange = [];
self.fireRate = 60;
self.bulletSpeed = 5;
self.damage = 10;
self.lastFired = 0;
self.targetEnemy = null;
switch (self.id) {
case 'rapid':
self.fireRate = 30;
self.damage = 5;
self.range = 2.5 * CELL_SIZE;
self.bulletSpeed = 7;
break;
case 'sniper':
self.fireRate = 90;
self.damage = 25;
self.range = 5 * CELL_SIZE;
self.bulletSpeed = 25;
break;
case 'splash':
self.fireRate = 75;
self.damage = 15;
self.range = 2 * CELL_SIZE;
self.bulletSpeed = 4;
break;
case 'slow':
self.fireRate = 50;
self.damage = 8;
self.range = 3.5 * CELL_SIZE;
self.bulletSpeed = 5;
break;
case 'farm':
self.fireRate = 999999; // Farm doesn't shoot
self.damage = 0;
self.range = 0;
self.bulletSpeed = 0;
break;
case 'laser':
self.fireRate = 999999; // Laser doesn't shoot normally
self.damage = 0;
self.range = 0;
self.bulletSpeed = 0;
break;
case 'inferno':
self.fireRate = 999999; // Inferno uses continuous beam
self.damage = 5; // Base DPS
self.range = 4 * CELL_SIZE;
self.bulletSpeed = 0;
break;
case 'wizard':
self.fireRate = 120; // Slower fire rate
self.damage = 10;
self.range = 3 * CELL_SIZE;
self.bulletSpeed = 6;
break;
case 'church':
self.fireRate = 999999; // Church doesn't shoot
self.damage = 0;
self.range = 0;
self.bulletSpeed = 0;
break;
case 'mortar':
self.fireRate = 180; // Very slow fire rate
self.damage = 30;
self.range = 7 * CELL_SIZE;
self.minRange = 2 * CELL_SIZE; // Can't hit close enemies
self.bulletSpeed = 3;
break;
}
// Use specific tower asset based on type
var towerAssetId = 'tower_' + self.id;
if (self.id === 'default') {
towerAssetId = 'tower_default';
}
var baseGraphics = self.attachAsset(towerAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
// No need to tint anymore as we have specific assets
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);
// Use specific defense asset based on type
var defenseAssetId = 'defense_' + self.id;
if (self.id === 'default') {
defenseAssetId = 'defense_default';
}
var gunGraphics = gunContainer.attachAsset(defenseAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.updateLevelIndicators = function () {
for (var i = 0; i < maxDots; i++) {
var dot = levelIndicators[i];
var towerLevelIndicator = dot.children[1];
if (i < self.level) {
towerLevelIndicator.tint = 0xFFFFFF;
} else {
switch (self.id) {
case 'rapid':
towerLevelIndicator.tint = 0x00AAFF;
break;
case 'sniper':
towerLevelIndicator.tint = 0xFF5500;
break;
case 'splash':
towerLevelIndicator.tint = 0x33CC00;
break;
case 'slow':
towerLevelIndicator.tint = 0x9900FF;
break;
case 'farm':
towerLevelIndicator.tint = 0xFFD700; // Gold color
break;
case 'laser':
towerLevelIndicator.tint = 0xFF0088; // Pink color
break;
case 'inferno':
towerLevelIndicator.tint = 0xFF4500; // Orange-red
break;
case 'wizard':
towerLevelIndicator.tint = 0xFF1493; // Deep pink
break;
case 'church':
towerLevelIndicator.tint = 0xFFD700; // Gold
break;
case 'mortar':
towerLevelIndicator.tint = 0x8B4513; // Saddle brown
break;
default:
towerLevelIndicator.tint = 0xAAAAAA;
}
}
}
};
self.updateLevelIndicators();
// Create inferno beam visual if this is an inferno tower
if (self.id === 'inferno') {
self.infernoBeam = self.attachAsset('infernoBeam', {
anchorX: 0,
anchorY: 0.5
});
self.infernoBeam.visible = false;
self.infernoBeam.alpha = 0.8;
self.infernoDamageTimer = 0;
}
self.refreshCellsInRange = function () {
for (var i = 0; i < self.cellsInRange.length; i++) {
var cell = self.cellsInRange[i];
var towerIndex = cell.towersInRange.indexOf(self);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
self.cellsInRange = [];
var rangeRadius = self.getRange() / CELL_SIZE;
var centerX = self.gridX + 1;
var centerY = self.gridY + 1;
var minI = Math.floor(centerX - rangeRadius - 0.5);
var maxI = Math.ceil(centerX + rangeRadius + 0.5);
var minJ = Math.floor(centerY - rangeRadius - 0.5);
var maxJ = Math.ceil(centerY + rangeRadius + 0.5);
for (var i = minI; i <= maxI; i++) {
for (var j = minJ; j <= maxJ; j++) {
var closestX = Math.max(i, Math.min(centerX, i + 1));
var closestY = Math.max(j, Math.min(centerY, j + 1));
var deltaX = closestX - centerX;
var deltaY = closestY - centerY;
var distanceSquared = deltaX * deltaX + deltaY * deltaY;
if (distanceSquared <= rangeRadius * rangeRadius) {
var cell = grid.getCell(i, j);
if (cell) {
self.cellsInRange.push(cell);
cell.towersInRange.push(self);
}
}
}
}
grid.renderDebug();
};
self.getTotalValue = function () {
var baseTowerCost = getTowerCost(self.id);
var totalInvestment = baseTowerCost;
var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost
for (var i = 1; i < self.level; i++) {
totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1));
}
return totalInvestment;
};
self.getSpecialAbilityName = function () {
switch (self.id) {
case 'default':
return 'Rapid Fire';
case 'rapid':
return 'Bleeding Shots';
case 'sniper':
return 'Infinite Range';
case 'inferno':
return 'Triple Beam';
case 'splash':
return 'Mega Blast';
case 'laser':
return 'Sky Piercer';
case 'mortar':
return 'Quad Shot';
case 'slow':
return 'Permafrost';
case 'wizard':
return 'Charm';
case 'farm':
return 'Gold Boost';
case 'church':
return 'Divine Intervention';
default:
return null;
}
};
self.getSpecialAbilityCost = function () {
// Special ability costs 3x the base tower cost
return getTowerCost(self.id) * 3;
};
self.unlockSpecialAbility = function () {
if (self.level >= 3 && !self.hasSpecialAbility) {
var cost = self.getSpecialAbilityCost();
if (gold >= cost) {
setGold(gold - cost);
self.hasSpecialAbility = true;
// Show special ability unlocked notification
var abilityName = self.getSpecialAbilityName();
if (abilityName) {
var notification = game.addChild(new Notification("Special Ability Unlocked: " + abilityName));
notification.x = 2048 / 2;
notification.y = grid.height - 100;
}
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold for special ability!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
return false;
};
self.upgrade = function () {
if (self.level < self.maxLevel) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.id);
var upgradeCost;
// Make last upgrade level extra expensive
if (self.level === self.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1));
}
if (gold >= upgradeCost) {
setGold(gold - upgradeCost);
self.level++;
LK.getSound('tower_upgrade').play();
// Special ability is unlocked separately at level 3 (no longer automatic)
// Special ability unlocking is now handled by separate purchase button
// No need to update self.range here; getRange() is now the source of truth
// Apply tower-specific upgrades based on type
if (self.id === 'rapid') {
if (self.level === self.maxLevel) {
// Extra powerful last upgrade (double the effect)
self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect
self.damage = 5 + self.level * 10; // double the effect
self.bulletSpeed = 7 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades
self.damage = 5 + self.level * 3;
self.bulletSpeed = 7 + self.level * 0.7;
}
} else if (self.id === 'inferno') {
// Inferno tower damage scales differently (DPS)
self.damage = 5 + self.level * 3;
} else if (self.id === 'wizard') {
if (self.level === self.maxLevel) {
self.fireRate = Math.max(30, 120 - self.level * 30);
self.damage = 10 + self.level * 15;
self.bulletSpeed = 6 + self.level * 1.5;
} else {
self.fireRate = Math.max(60, 120 - self.level * 10);
self.damage = 10 + self.level * 5;
self.bulletSpeed = 6 + self.level * 0.5;
}
} else if (self.id === 'mortar') {
if (self.level === self.maxLevel) {
self.fireRate = Math.max(60, 180 - self.level * 40);
self.damage = 30 + self.level * 25;
self.bulletSpeed = 3 + self.level * 1.0;
} else {
self.fireRate = Math.max(120, 180 - self.level * 10);
self.damage = 30 + self.level * 8;
self.bulletSpeed = 3 + self.level * 0.3;
}
} else {
if (self.level === self.maxLevel) {
// Extra powerful last upgrade for all other towers (double the effect)
self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect
self.damage = 10 + self.level * 20; // double the effect
self.bulletSpeed = 5 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(20, 60 - self.level * 8);
self.damage = 10 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
}
}
self.refreshCellsInRange();
self.updateLevelIndicators();
if (self.level > 1) {
var levelDot = levelIndicators[self.level - 1].children[1];
tween(levelDot, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(levelDot, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
});
}
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold to upgrade!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
return false;
};
self.findTarget = function () {
var enemiesInRange = [];
// First, collect all enemies in 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 distance = Math.sqrt(dx * dx + dy * dy);
// Check if enemy is in range and not hidden underground
if (distance <= self.getRange() && !enemy.isHidden) {
// Mortar can't hit enemies that are too close
if (self.id === 'mortar' && distance < self.minRange) {
continue;
}
enemiesInRange.push({
enemy: enemy,
distance: distance,
dx: dx,
dy: dy
});
}
}
if (enemiesInRange.length === 0) {
self.targetEnemy = null;
return null;
}
var targetEnemy = null;
switch (self.targetingMode) {
case 'first':
// Target enemy closest to the base (lowest path score or closest to goal for flying)
var lowestScore = Infinity;
for (var i = 0; i < enemiesInRange.length; i++) {
var enemyData = enemiesInRange[i];
var enemy = enemyData.enemy;
if (enemy.isFlying) {
// For flying enemies, prioritize by distance to the goal
if (enemy.flyingTarget) {
var goalX = enemy.flyingTarget.x;
var goalY = enemy.flyingTarget.y;
var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY));
// Use distance to goal as score
if (distToGoal < lowestScore) {
lowestScore = distToGoal;
targetEnemy = enemy;
}
} else {
// If no flying target yet (shouldn't happen), prioritize by distance to tower
if (enemyData.distance < lowestScore) {
lowestScore = enemyData.distance;
targetEnemy = enemy;
}
}
} else {
// For ground enemies, use the original path-based targeting
// Get the cell for this enemy
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && cell.pathId === pathId) {
// Use the cell's score (distance to exit) for prioritization
// Lower score means closer to exit
if (cell.score < lowestScore) {
lowestScore = cell.score;
targetEnemy = enemy;
}
}
}
}
break;
case 'last':
// Target enemy farthest from the base (highest path score)
var highestScore = -Infinity;
for (var i = 0; i < enemiesInRange.length; i++) {
var enemyData = enemiesInRange[i];
var enemy = enemyData.enemy;
if (enemy.isFlying) {
// For flying enemies, prioritize by distance to the goal (inverse)
if (enemy.flyingTarget) {
var goalX = enemy.flyingTarget.x;
var goalY = enemy.flyingTarget.y;
var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY));
// Use inverse distance to goal as score
if (distToGoal > highestScore) {
highestScore = distToGoal;
targetEnemy = enemy;
}
}
} else {
// For ground enemies
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && cell.pathId === pathId) {
// Higher score means farther from exit
if (cell.score > highestScore) {
highestScore = cell.score;
targetEnemy = enemy;
}
}
}
}
break;
case 'strong':
// Target enemy with the most HP
var mostHP = -1;
for (var i = 0; i < enemiesInRange.length; i++) {
var enemy = enemiesInRange[i].enemy;
if (enemy.health > mostHP) {
mostHP = enemy.health;
targetEnemy = enemy;
}
}
break;
case 'crowd':
// Target enemy with the most other enemies nearby
var maxCrowdScore = -1;
for (var i = 0; i < enemiesInRange.length; i++) {
var enemyData = enemiesInRange[i];
var enemy = enemyData.enemy;
var crowdScore = 0;
// Count enemies within 2 cells of this enemy
for (var j = 0; j < enemies.length; j++) {
if (enemies[j] !== enemy) {
var edx = enemies[j].x - enemy.x;
var edy = enemies[j].y - enemy.y;
var edist = Math.sqrt(edx * edx + edy * edy);
if (edist <= CELL_SIZE * 2) {
crowdScore++;
}
}
}
if (crowdScore > maxCrowdScore) {
maxCrowdScore = crowdScore;
targetEnemy = enemy;
}
}
break;
}
// For inferno tower with special ability, find up to 3 targets
if (self.id === 'inferno' && self.hasSpecialAbility && enemiesInRange.length > 0) {
self.infernoTargets = [];
// Sort enemies by distance
enemiesInRange.sort(function (a, b) {
return a.distance - b.distance;
});
// Get up to 3 targets
for (var i = 0; i < Math.min(3, enemiesInRange.length); i++) {
self.infernoTargets.push(enemiesInRange[i].enemy);
}
return self.infernoTargets[0]; // Return primary target
}
return targetEnemy;
};
self.update = function () {
// Farm towers don't target or shoot
if (self.id === 'farm') {
return;
}
// Laser towers are handled separately
if (self.id === 'laser') {
return;
}
// Church towers don't shoot
if (self.id === 'church') {
return;
}
// Inferno tower uses continuous beam
if (self.id === 'inferno') {
self.targetEnemy = self.findTarget();
if (self.targetEnemy) {
// Show and position beam
self.infernoBeam.visible = true;
var dx = self.targetEnemy.x - self.x;
var dy = self.targetEnemy.y - self.y;
var angle = Math.atan2(dy, dx);
var distance = Math.sqrt(dx * dx + dy * dy);
self.infernoBeam.rotation = angle;
self.infernoBeam.width = distance;
gunContainer.rotation = angle;
// Deal damage every 10 ticks
self.infernoDamageTimer++;
if (self.infernoDamageTimer >= 10) {
self.infernoDamageTimer = 0;
// Calculate damage based on level
var damagePerTick = oneHitKillCheat ? 999999 : self.damage + self.level * 3;
self.targetEnemy.health -= damagePerTick;
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// Visual effect
LK.effects.flashObject(self.targetEnemy, 0xFF4500, 100);
// Handle multi-target ability
if (self.hasSpecialAbility && self.infernoTargets.length > 1) {
// Damage additional targets (50% damage)
for (var i = 1; i < self.infernoTargets.length; i++) {
var additionalTarget = self.infernoTargets[i];
if (additionalTarget && additionalTarget.parent && !additionalTarget.isHidden) {
additionalTarget.health -= oneHitKillCheat ? 999999 : damagePerTick * 0.5;
if (additionalTarget.health <= 0) {
additionalTarget.health = 0;
} else {
additionalTarget.healthBar.width = additionalTarget.health / additionalTarget.maxHealth * 70;
}
LK.effects.flashObject(additionalTarget, 0xFF4500, 100);
}
}
}
}
} else {
self.infernoBeam.visible = false;
self.infernoDamageTimer = 0;
self.infernoTargets = [];
}
return;
}
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;
// Handle rapid burst fire for archer
if (self.rapidBurstCount > 0) {
if (LK.ticks - self.lastFired >= 6) {
// Very fast fire rate during burst
self.fire();
self.lastFired = LK.ticks;
self.rapidBurstCount--;
if (self.rapidBurstCount === 0) {
self.specialAbilityActive = false;
}
}
} else if (LK.ticks - self.lastFired >= self.fireRate) {
self.fire();
self.lastFired = LK.ticks;
}
}
};
self.down = function (x, y, obj) {
var existingMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
var hasOwnMenu = false;
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self) {
rangeCircle = game.children[i];
break;
}
}
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hasOwnMenu = true;
break;
}
}
if (hasOwnMenu) {
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hideUpgradeMenu(existingMenus[i]);
}
}
if (rangeCircle) {
game.removeChild(rangeCircle);
}
selectedTower = null;
grid.renderDebug();
return;
}
for (var i = 0; i < existingMenus.length; i++) {
existingMenus[i].destroy();
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = self;
var rangeIndicator = new Container();
rangeIndicator.isTowerRange = true;
rangeIndicator.tower = self;
game.addChild(rangeIndicator);
rangeIndicator.x = self.x;
rangeIndicator.y = self.y;
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.getRange() * 2;
rangeGraphics.alpha = 0.3;
var upgradeMenu = new UpgradeMenu(self);
game.addChild(upgradeMenu);
upgradeMenu.x = 2048 / 2;
tween(upgradeMenu, {
y: 2732 - 325
}, {
duration: 200,
easing: tween.backOut
});
grid.renderDebug();
};
self.isInRange = function (enemy) {
if (!enemy) {
return false;
}
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
return distance <= self.getRange();
};
self.fire = function () {
// Handle archer rapid fire ability
if (self.id === 'default' && self.hasSpecialAbility && Math.random() < 0.25) {
self.rapidBurstCount = 5;
self.specialAbilityActive = true;
}
// Handle mortar quad shot ability
if (self.id === 'mortar' && self.hasSpecialAbility) {
// Fire 4 projectiles at once
if (self.targetEnemy) {
for (var i = 0; i < 4; i++) {
var offsetAngle = (i - 1.5) * 0.3; // Spread the shots
var targetX = self.targetEnemy.x + Math.cos(offsetAngle) * 50;
var targetY = self.targetEnemy.y + Math.sin(offsetAngle) * 50;
var bulletX = self.x + Math.cos(gunContainer.rotation + offsetAngle) * 40;
var bulletY = self.y + Math.sin(gunContainer.rotation + offsetAngle) * 40;
var bullet = new Bullet(bulletX, bulletY, null, self.damage, self.bulletSpeed);
bullet.type = 'mortar';
bullet.targetX = targetX;
bullet.targetY = targetY;
// Replace bullet graphics
bullet.removeChild(bullet.children[0]);
var mortarGraphics = bullet.attachAsset('bullet_mortar', {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(bullet);
bullets.push(bullet);
}
}
return;
}
// Handle cannon mega blast ability
if (self.id === 'splash' && self.hasSpecialAbility && self.specialAbilityTimer <= 0) {
self.fireRate = 25; // Triple fire rate
self.specialAbilityTimer = 180; // 3 second duration
}
if (self.id === 'splash' && self.specialAbilityTimer > 0) {
self.specialAbilityTimer--;
if (self.specialAbilityTimer === 0) {
self.fireRate = 75; // Reset to normal
}
}
if (self.targetEnemy) {
var potentialDamage = 0;
for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) {
potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage;
}
if (self.targetEnemy.health > potentialDamage) {
var bulletX = self.x + Math.cos(gunContainer.rotation) * 40;
var bulletY = self.y + Math.sin(gunContainer.rotation) * 40;
var bulletDamage = oneHitKillCheat ? 999999 : self.damage;
var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, bulletDamage, self.bulletSpeed);
// Set bullet type based on tower type
bullet.type = self.id;
// For slow tower, pass level for scaling slow effect
if (self.id === 'slow') {
bullet.sourceTowerLevel = self.level;
bullet.hasPermafrostAbility = self.hasSpecialAbility;
} else if (self.id === 'rapid') {
bullet.hasBleedAbility = self.hasSpecialAbility;
} else if (self.id === 'wizard') {
bullet.hasCharmAbility = self.hasSpecialAbility;
}
// For mortar, store target position instead of enemy
if (self.id === 'mortar') {
bullet.targetX = self.targetEnemy.x;
bullet.targetY = self.targetEnemy.y;
bullet.targetEnemy = null; // Mortar targets location, not enemy
}
// Replace bullet graphics with tower-specific asset
var bulletAssetId = 'bullet';
if (self.id !== 'default') {
bulletAssetId = 'bullet_' + self.id;
}
// Remove the old generic bullet graphic
bullet.removeChild(bullet.children[0]);
// Attach the specific bullet asset
var specificBulletGraphics = bullet.attachAsset(bulletAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(bullet);
bullets.push(bullet);
self.targetEnemy.bulletsTargetingThis.push(bullet);
// Play shooting sound based on tower type
if (self.id === 'sniper') {
LK.getSound('tower_shoot').play();
} else if (self.id === 'splash' || self.id === 'mortar') {
LK.getSound('explosion').play();
} else if (self.id === 'slow') {
LK.getSound('freeze').play();
} else if (self.id === 'wizard') {
LK.getSound('charm').play();
} else {
LK.getSound('tower_shoot').play();
}
// --- Fire recoil effect for gunContainer ---
// Stop any ongoing recoil tweens before starting a new one
tween.stop(gunContainer, {
x: true,
y: true,
scaleX: true,
scaleY: true
});
// Always use the original resting position for recoil, never accumulate offset
if (gunContainer._restX === undefined) {
gunContainer._restX = 0;
}
if (gunContainer._restY === undefined) {
gunContainer._restY = 0;
}
if (gunContainer._restScaleX === undefined) {
gunContainer._restScaleX = 1;
}
if (gunContainer._restScaleY === undefined) {
gunContainer._restScaleY = 1;
}
// Reset to resting position before animating (in case of interrupted tweens)
gunContainer.x = gunContainer._restX;
gunContainer.y = gunContainer._restY;
gunContainer.scaleX = gunContainer._restScaleX;
gunContainer.scaleY = gunContainer._restScaleY;
// Calculate recoil offset (recoil back along the gun's rotation)
var recoilDistance = 8;
var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance;
var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance;
// Animate recoil back from the resting position
tween(gunContainer, {
x: gunContainer._restX + recoilX,
y: gunContainer._restY + recoilY
}, {
duration: 60,
easing: tween.cubicOut,
onFinish: function onFinish() {
// Animate return to original position/scale
tween(gunContainer, {
x: gunContainer._restX,
y: gunContainer._restY
}, {
duration: 90,
easing: tween.cubicIn
});
}
});
}
}
};
self.placeOnGrid = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2;
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cell.type = 1;
}
}
}
self.refreshCellsInRange();
};
return self;
});
var TowerPreview = Container.expand(function () {
var self = Container.call(this);
var towerRange = 3;
var rangeInPixels = towerRange * CELL_SIZE;
self.towerType = 'default';
self.hasEnoughGold = true;
var rangeIndicator = new Container();
self.addChild(rangeIndicator);
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.alpha = 0.3;
var previewGraphics = self.attachAsset('towerpreview', {
anchorX: 0.5,
anchorY: 0.5
});
previewGraphics.width = CELL_SIZE * 2;
previewGraphics.height = CELL_SIZE * 2;
self.canPlace = false;
self.gridX = 0;
self.gridY = 0;
self.blockedByEnemy = false;
self.update = function () {
var previousHasEnoughGold = self.hasEnoughGold;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
// Only update appearance if the affordability status has changed
if (previousHasEnoughGold !== self.hasEnoughGold) {
self.updateAppearance();
}
};
self.updateAppearance = function () {
// Use Tower class to get the source of truth for range
var tempTower = new Tower(self.towerType);
var previewRange = tempTower.getRange();
// Clean up tempTower to avoid memory leaks
if (tempTower && tempTower.destroy) {
tempTower.destroy();
}
// Set range indicator using unified range logic
rangeGraphics.width = rangeGraphics.height = previewRange * 2;
switch (self.towerType) {
case 'rapid':
previewGraphics.tint = 0x00AAFF;
break;
case 'sniper':
previewGraphics.tint = 0xFF5500;
break;
case 'splash':
previewGraphics.tint = 0x33CC00;
break;
case 'slow':
previewGraphics.tint = 0x9900FF;
break;
case 'farm':
previewGraphics.tint = 0xFFD700; // Gold color
break;
case 'laser':
previewGraphics.tint = 0xFF0088; // Pink color
break;
case 'inferno':
previewGraphics.tint = 0xFF4500; // Orange-red
break;
case 'wizard':
previewGraphics.tint = 0xFF1493; // Deep pink
break;
case 'church':
previewGraphics.tint = 0xFFD700; // Gold
break;
case 'mortar':
previewGraphics.tint = 0x8B4513; // Saddle brown
break;
default:
previewGraphics.tint = 0xAAAAAA;
}
if (!self.canPlace || !self.hasEnoughGold) {
previewGraphics.tint = 0xFF0000;
}
};
self.updatePlacementStatus = function () {
var validGridPlacement = true;
if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) {
validGridPlacement = false;
} else {
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(self.gridX + i, self.gridY + j);
if (!cell || cell.type !== 0) {
validGridPlacement = false;
break;
}
}
if (!validGridPlacement) {
break;
}
}
}
self.blockedByEnemy = false;
if (validGridPlacement) {
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.currentCellY < 4) {
continue;
}
// Only check non-flying enemies, flying enemies can pass over towers
if (!enemy.isFlying) {
if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) {
self.blockedByEnemy = true;
break;
}
if (enemy.currentTarget) {
var targetX = enemy.currentTarget.x;
var targetY = enemy.currentTarget.y;
if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) {
self.blockedByEnemy = true;
break;
}
}
}
}
}
self.canPlace = validGridPlacement && !self.blockedByEnemy;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
self.updateAppearance();
};
self.checkPlacement = function () {
self.updatePlacementStatus();
};
self.snapToGrid = function (x, y) {
var gridPosX = x - grid.x;
var gridPosY = y - grid.y;
self.gridX = Math.floor(gridPosX / CELL_SIZE);
self.gridY = Math.floor(gridPosY / CELL_SIZE);
self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2;
self.checkPlacement();
};
return self;
});
var UpgradeMenu = Container.expand(function (tower) {
var self = Container.call(this);
self.tower = tower;
self.y = 2732 + 325;
var menuBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
menuBackground.width = 2048;
menuBackground.height = 700;
menuBackground.tint = 0x444444;
menuBackground.alpha = 0.9;
// Get display name for tower type
var displayName = self.tower.id;
switch (self.tower.id) {
case 'default':
displayName = 'Bow';
break;
case 'rapid':
displayName = 'Crossbow';
break;
case 'splash':
displayName = 'Cannon';
break;
case 'slow':
displayName = 'Ice Wizard';
break;
case 'farm':
displayName = 'Farm';
break;
case 'laser':
displayName = 'Laser Base Alpha';
break;
case 'inferno':
displayName = 'Inferno';
break;
case 'wizard':
displayName = 'Tricky Wizard';
break;
case 'church':
displayName = 'Church';
break;
case 'mortar':
displayName = 'Mortar';
break;
}
var towerTypeText = new Text2(displayName + ' Tower', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
towerTypeText.anchor.set(0, 0);
towerTypeText.x = -840;
towerTypeText.y = -160;
self.addChild(towerTypeText);
var statsText = new Text2(self.tower.id === 'inferno' ? 'Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + (self.tower.damage + self.tower.level * 3) + ' DPS\nRange: ' + (self.tower.getRange() / CELL_SIZE).toFixed(1) + ' tiles' : self.tower.id === 'church' ? 'Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nLives per wave: ' + self.tower.level + '\nNo combat ability' : 'Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', {
size: 70,
fill: 0xFFFFFF,
weight: 400
});
statsText.anchor.set(0, 0.5);
statsText.x = -840;
statsText.y = 50;
self.addChild(statsText);
var buttonsContainer = new Container();
buttonsContainer.x = 500;
self.addChild(buttonsContainer);
var upgradeButton = new Container();
buttonsContainer.addChild(upgradeButton);
var buttonBackground = upgradeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 500;
buttonBackground.height = 150;
var isMaxLevel = self.tower.level >= self.tower.maxLevel;
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var upgradeCost;
if (isMaxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888;
var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
upgradeButton.addChild(buttonText);
// Special ability button
var specialButton = new Container();
buttonsContainer.addChild(specialButton);
var specialBackground = specialButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
specialBackground.width = 500;
specialBackground.height = 150;
var hasAbility = self.tower.hasSpecialAbility;
var abilityName = self.tower.getSpecialAbilityName();
var canUnlock = self.tower.level >= 3 && !hasAbility;
var abilityCost = canUnlock ? self.tower.getSpecialAbilityCost() : 0;
var lockText = self.tower.level < 3 ? 'Locked (Lv 3)' : canUnlock ? 'Buy: ' + abilityCost + ' gold' : 'Locked';
specialBackground.tint = hasAbility ? 0x9400D3 : canUnlock ? gold >= abilityCost ? 0x00AA00 : 0x888888 : 0x444444;
var specialText = new Text2(hasAbility ? abilityName : lockText, {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
specialText.anchor.set(0.5, 0.5);
specialButton.addChild(specialText);
var sellButton = new Container();
buttonsContainer.addChild(sellButton);
var sellButtonBackground = sellButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
sellButtonBackground.width = 500;
sellButtonBackground.height = 150;
sellButtonBackground.tint = 0xCC0000;
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
sellButtonText.anchor.set(0.5, 0.5);
sellButton.addChild(sellButtonText);
// Targeting mode button
var targetingButton = new Container();
buttonsContainer.addChild(targetingButton);
var targetingBackground = targetingButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
targetingBackground.width = 500;
targetingBackground.height = 150;
targetingBackground.tint = 0x0088FF;
var targetingModeNames = {
'first': 'First',
'last': 'Last',
'strong': 'Strong',
'crowd': 'Crowd'
};
var targetingText = new Text2('Target: ' + targetingModeNames[self.tower.targetingMode], {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
targetingText.anchor.set(0.5, 0.5);
targetingButton.addChild(targetingText);
upgradeButton.y = -210;
specialButton.y = -70;
targetingButton.y = 70;
sellButton.y = 210;
var closeButton = new Container();
self.addChild(closeButton);
var closeBackground = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBackground.width = 90;
closeBackground.height = 90;
closeBackground.tint = 0xAA0000;
var closeText = new Text2('X', {
size: 68,
fill: 0xFFFFFF,
weight: 800
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = menuBackground.width / 2 - 57;
closeButton.y = -menuBackground.height / 2 + 57;
upgradeButton.down = function (x, y, obj) {
LK.getSound('button_click').play();
if (self.tower.level >= self.tower.maxLevel) {
var notification = game.addChild(new Notification("Tower is already at max level!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return;
}
if (self.tower.upgrade()) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
if (self.tower.level >= self.tower.maxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
if (self.tower.id === 'inferno') {
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + (self.tower.damage + self.tower.level * 3) + ' DPS\nRange: ' + (self.tower.getRange() / CELL_SIZE).toFixed(1) + ' tiles');
} else if (self.tower.id === 'church') {
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nLives per wave: ' + self.tower.level + '\nNo combat ability');
} else {
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s');
}
// Update special ability button when upgrading
if (self.tower.hasSpecialAbility && !hasAbility) {
specialBackground.tint = 0x9400D3;
specialText.setText(self.tower.getSpecialAbilityName());
}
buttonText.setText('Upgrade: ' + upgradeCost + ' gold');
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = Math.floor(totalInvestment * 0.6);
sellButtonText.setText('Sell: +' + sellValue + ' gold');
if (self.tower.level >= self.tower.maxLevel) {
buttonBackground.tint = 0x888888;
buttonText.setText('Max Level');
}
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
rangeCircle = game.children[i];
break;
}
}
if (rangeCircle) {
var rangeGraphics = rangeCircle.children[0];
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
} else {
var newRangeIndicator = new Container();
newRangeIndicator.isTowerRange = true;
newRangeIndicator.tower = self.tower;
game.addChildAt(newRangeIndicator, 0);
newRangeIndicator.x = self.tower.x;
newRangeIndicator.y = self.tower.y;
var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
rangeGraphics.alpha = 0.3;
}
tween(self, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
}
};
specialButton.down = function () {
if (self.tower.hasSpecialAbility) {
var notification = game.addChild(new Notification("Special Ability: " + self.tower.getSpecialAbilityName()));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
} else if (self.tower.level >= 3) {
// Try to purchase special ability
if (self.tower.unlockSpecialAbility()) {
// Update button appearance after successful purchase
specialBackground.tint = 0x9400D3;
specialText.setText(self.tower.getSpecialAbilityName());
}
} else {
var notification = game.addChild(new Notification("Reach level 3 to unlock special ability!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
};
targetingButton.down = function () {
// Cycle through targeting modes
var modes = ['first', 'last', 'strong', 'crowd'];
var currentIndex = modes.indexOf(self.tower.targetingMode);
var nextIndex = (currentIndex + 1) % modes.length;
self.tower.targetingMode = modes[nextIndex];
var targetingModeNames = {
'first': 'First',
'last': 'Last',
'strong': 'Strong',
'crowd': 'Crowd'
};
targetingText.setText('Target: ' + targetingModeNames[self.tower.targetingMode]);
// Visual feedback
tween(targetingButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(targetingButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
};
sellButton.down = function (x, y, obj) {
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
setGold(gold + sellValue);
var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
var gridX = self.tower.gridX;
var gridY = self.tower.gridY;
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cell.type = 0;
var towerIndex = cell.towersInRange.indexOf(self.tower);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
}
}
if (selectedTower === self.tower) {
selectedTower = null;
}
var towerIndex = towers.indexOf(self.tower);
if (towerIndex !== -1) {
towers.splice(towerIndex, 1);
}
towerLayer.removeChild(self.tower);
grid.pathFind();
grid.renderDebug();
// Update laser walls if we removed a laser tower
if (self.tower.id === 'laser') {
updateLaserWalls();
}
self.destroy();
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
game.removeChild(game.children[i]);
break;
}
}
};
closeButton.down = function (x, y, obj) {
hideUpgradeMenu(self);
selectedTower = null;
grid.renderDebug();
};
self.update = function () {
if (self.tower.level >= self.tower.maxLevel) {
if (buttonText.text !== 'Max Level') {
buttonText.setText('Max Level');
buttonBackground.tint = 0x888888;
}
} else {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var currentUpgradeCost;
if (self.tower.level >= self.tower.maxLevel) {
currentUpgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
var canAfford = gold >= currentUpgradeCost;
buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
var newText = 'Upgrade: ' + currentUpgradeCost + ' gold';
if (buttonText.text !== newText) {
buttonText.setText(newText);
}
}
// Update special ability button
if (!self.tower.hasSpecialAbility && self.tower.level >= 3) {
var abilityCost = self.tower.getSpecialAbilityCost();
var canAffordAbility = gold >= abilityCost;
specialBackground.tint = canAffordAbility ? 0x00AA00 : 0x888888;
var newSpecialText = 'Buy: ' + abilityCost + ' gold';
if (specialText.text !== newSpecialText) {
specialText.setText(newSpecialText);
}
}
};
return self;
});
var WaveIndicator = Container.expand(function () {
var self = Container.call(this);
self.gameStarted = false;
self.waveMarkers = [];
self.waveTypes = [];
self.enemyCounts = [];
self.indicatorWidth = 0;
self.lastBossType = null; // Track the last boss type to avoid repeating
var blockWidth = 400;
var totalBlocksWidth = blockWidth * totalWaves;
var startMarker = new Container();
var startBlock = startMarker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
startBlock.width = blockWidth - 10;
startBlock.height = 70 * 2;
startBlock.tint = 0x00AA00;
// Add shadow for start text
var startTextShadow = new Text2("Start Game", {
size: 50,
fill: 0x000000,
weight: 800
});
startTextShadow.anchor.set(0.5, 0.5);
startTextShadow.x = 4;
startTextShadow.y = 4;
startMarker.addChild(startTextShadow);
var startText = new Text2("Start Game", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
startText.anchor.set(0.5, 0.5);
startMarker.addChild(startText);
startMarker.x = -self.indicatorWidth;
self.addChild(startMarker);
self.waveMarkers.push(startMarker);
startMarker.down = function () {
if (!self.gameStarted) {
self.gameStarted = true;
currentWave = 0;
waveTimer = nextWaveTime;
startBlock.tint = 0x00FF00;
startText.setText("Started!");
startTextShadow.setText("Started!");
// Make sure shadow position remains correct after text change
startTextShadow.x = 4;
startTextShadow.y = 4;
var notification = game.addChild(new Notification("Game started! Wave 1 incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
LK.getSound('wave_start').play();
}
};
for (var i = 0; i < totalWaves; i++) {
var marker = new Container();
var block = marker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
block.width = blockWidth - 10;
block.height = 70 * 2;
// --- Begin new unified wave logic ---
var waveType = "normal";
var enemyType = "normal";
var enemyCount = 10;
var isBossWave = (i + 1) % 10 === 0;
// Ensure all types appear in early waves
if (i === 0) {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
} else if (i === 1) {
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 10;
} else if (i === 2) {
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 10;
} else if (i === 3) {
block.tint = 0xFFFF00;
waveType = "Flying";
enemyType = "flying";
enemyCount = 10;
} else if (i === 4) {
block.tint = 0xFF00FF;
waveType = "Swarm";
enemyType = "swarm";
enemyCount = 30;
} else if (i === 5) {
block.tint = 0x00FFFF;
waveType = "Flying Horde";
enemyType = "flying_horde";
enemyCount = 3; // Few spawners that create many
} else if (i === 6) {
block.tint = 0x8B4513;
waveType = "Mole Digger";
enemyType = "mole";
enemyCount = 8;
} else if (i === 7) {
block.tint = 0xFFFFFF;
waveType = "Mixed";
enemyType = "mixed";
enemyCount = 12;
} else if (isBossWave) {
// Boss waves: cycle through all boss types, last boss is always flying
var bossTypes = ['normal', 'fast', 'immune', 'flying'];
var bossTypeIndex = Math.floor((i + 1) / 10) - 1;
if (i === totalWaves - 1) {
// Last boss is always flying
enemyType = 'flying';
waveType = "Boss Flying";
block.tint = 0xFFFF00;
} else {
enemyType = bossTypes[bossTypeIndex % bossTypes.length];
switch (enemyType) {
case 'normal':
block.tint = 0xAAAAAA;
waveType = "Boss Normal";
break;
case 'fast':
block.tint = 0x00AAFF;
waveType = "Boss Fast";
break;
case 'immune':
block.tint = 0xAA0000;
waveType = "Boss Immune";
break;
case 'flying':
block.tint = 0xFFFF00;
waveType = "Boss Flying";
break;
}
}
enemyCount = 1;
// Make the wave indicator for boss waves stand out
// Set boss wave color to the color of the wave type
switch (enemyType) {
case 'normal':
block.tint = 0xAAAAAA;
break;
case 'fast':
block.tint = 0x00AAFF;
break;
case 'immune':
block.tint = 0xAA0000;
break;
case 'flying':
block.tint = 0xFFFF00;
break;
default:
block.tint = 0xFF0000;
break;
}
} else if (i + 1 > 10) {
// After wave 10, all non-boss waves are completely random
var randomWaveTypes = [{
type: 'normal',
name: 'Normal',
tint: 0xAAAAAA,
count: 10
}, {
type: 'fast',
name: 'Fast',
tint: 0x00AAFF,
count: 10
}, {
type: 'immune',
name: 'Immune',
tint: 0xAA0000,
count: 10
}, {
type: 'flying',
name: 'Flying',
tint: 0xFFFF00,
count: 10
}, {
type: 'swarm',
name: 'Swarm',
tint: 0xFF00FF,
count: 30
}, {
type: 'flying_horde',
name: 'Flying Horde',
tint: 0x00FFFF,
count: 3
}, {
type: 'mole',
name: 'Mole Digger',
tint: 0x8B4513,
count: 8
}, {
type: 'mixed',
name: 'Mixed',
tint: 0xFFFFFF,
count: 12
}];
var randomChoice = randomWaveTypes[Math.floor(Math.random() * randomWaveTypes.length)];
enemyType = randomChoice.type;
waveType = randomChoice.name;
block.tint = randomChoice.tint;
enemyCount = randomChoice.count;
} else if ((i + 1) % 5 === 0) {
// Every 5th non-boss wave is fast
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 10;
} else if ((i + 1) % 4 === 0) {
// Every 4th non-boss wave is immune
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 10;
} else if ((i + 1) % 7 === 0) {
// Every 7th non-boss wave is flying
block.tint = 0xFFFF00;
waveType = "Flying";
enemyType = "flying";
enemyCount = 10;
} else if ((i + 1) % 3 === 0) {
// Every 3rd non-boss wave is swarm
block.tint = 0xFF00FF;
waveType = "Swarm";
enemyType = "swarm";
enemyCount = 30;
} else if ((i + 1) % 8 === 0) {
// Every 8th non-boss wave is flying horde
block.tint = 0x00FFFF;
waveType = "Flying Horde";
enemyType = "flying_horde";
enemyCount = 3;
} else if ((i + 1) % 9 === 0) {
// Every 9th non-boss wave is mole digger
block.tint = 0x8B4513;
waveType = "Mole Digger";
enemyType = "mole";
enemyCount = 8;
} else if ((i + 1) % 6 === 0) {
// Every 6th non-boss wave is mixed
block.tint = 0xFFFFFF;
waveType = "Mixed";
enemyType = "mixed";
enemyCount = 12;
} else {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
}
// --- End new unified wave logic ---
// Mark boss waves with a special visual indicator
if (isBossWave && enemyType !== 'swarm') {
// Add a crown or some indicator to the wave marker for boss waves
var bossIndicator = marker.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
bossIndicator.width = 30;
bossIndicator.height = 30;
bossIndicator.tint = 0xFFD700; // Gold color
bossIndicator.y = -block.height / 2 - 15;
// Change the wave type text to indicate boss
waveType = "BOSS";
}
// Store the wave type and enemy count
self.waveTypes[i] = enemyType;
self.enemyCounts[i] = enemyCount;
// Add shadow for wave type - 30% smaller than before
var waveTypeShadow = new Text2(waveType, {
size: 56,
fill: 0x000000,
weight: 800
});
waveTypeShadow.anchor.set(0.5, 0.5);
waveTypeShadow.x = 4;
waveTypeShadow.y = 4;
marker.addChild(waveTypeShadow);
// Add wave type text - 30% smaller than before
var waveTypeText = new Text2(waveType, {
size: 56,
fill: 0xFFFFFF,
weight: 800
});
waveTypeText.anchor.set(0.5, 0.5);
waveTypeText.y = 0;
marker.addChild(waveTypeText);
// Add shadow for wave number - 20% larger than before
var waveNumShadow = new Text2((i + 1).toString(), {
size: 48,
fill: 0x000000,
weight: 800
});
waveNumShadow.anchor.set(1.0, 1.0);
waveNumShadow.x = blockWidth / 2 - 16 + 5;
waveNumShadow.y = block.height / 2 - 12 + 5;
marker.addChild(waveNumShadow);
// Main wave number text - 20% larger than before
var waveNum = new Text2((i + 1).toString(), {
size: 48,
fill: 0xFFFFFF,
weight: 800
});
waveNum.anchor.set(1.0, 1.0);
waveNum.x = blockWidth / 2 - 16;
waveNum.y = block.height / 2 - 12;
marker.addChild(waveNum);
marker.x = -self.indicatorWidth + (i + 1) * blockWidth;
self.addChild(marker);
self.waveMarkers.push(marker);
}
// Get wave type for a specific wave number
self.getWaveType = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return "normal";
}
// If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType
// then we should return a different boss type
var waveType = self.waveTypes[waveNumber - 1];
return waveType;
};
// Get enemy count for a specific wave number
self.getEnemyCount = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return 10;
}
return self.enemyCounts[waveNumber - 1];
};
// Get display name for a wave type
self.getWaveTypeName = function (waveNumber) {
var type = self.getWaveType(waveNumber);
var typeName = type.charAt(0).toUpperCase() + type.slice(1);
// Add boss prefix for boss waves (every 10th wave)
if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') {
typeName = "BOSS";
}
return typeName;
};
self.positionIndicator = new Container();
var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator.width = blockWidth - 10;
indicator.height = 16;
indicator.tint = 0xffad0e;
indicator.y = -65;
var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator2.width = blockWidth - 10;
indicator2.height = 16;
indicator2.tint = 0xffad0e;
indicator2.y = 65;
var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
leftWall.width = 16;
leftWall.height = 146;
leftWall.tint = 0xffad0e;
leftWall.x = -(blockWidth - 16) / 2;
var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
rightWall.width = 16;
rightWall.height = 146;
rightWall.tint = 0xffad0e;
rightWall.x = (blockWidth - 16) / 2;
self.addChild(self.positionIndicator);
self.update = function () {
var progress = waveTimer / nextWaveTime;
var moveAmount = (progress + currentWave) * blockWidth;
for (var i = 0; i < self.waveMarkers.length; i++) {
var marker = self.waveMarkers[i];
marker.x = -moveAmount + i * blockWidth;
}
self.positionIndicator.x = 0;
for (var i = 0; i < totalWaves + 1; i++) {
var marker = self.waveMarkers[i];
if (i === 0) {
continue;
}
var block = marker.children[0];
if (i - 1 < currentWave) {
block.alpha = .5;
}
}
self.handleWaveProgression = function () {
if (!self.gameStarted) {
return;
}
if (currentWave < totalWaves) {
waveTimer++;
if (waveTimer >= nextWaveTime) {
waveTimer = 0;
currentWave++;
waveInProgress = true;
waveSpawned = false;
if (currentWave != 1) {
var waveType = self.getWaveTypeName(currentWave);
var enemyCount = self.getEnemyCount(currentWave);
var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
}
}
};
self.handleWaveProgression();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x333333
});
/****
* Game Code
****/
var isHidingUpgradeMenu = false;
function hideUpgradeMenu(menu) {
if (isHidingUpgradeMenu) {
return;
}
isHidingUpgradeMenu = true;
tween(menu, {
y: 2732 + 325
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
menu.destroy();
isHidingUpgradeMenu = false;
}
});
}
var CELL_SIZE = 76;
var pathId = 1;
var maxScore = 0;
var enemies = [];
var towers = [];
var bullets = [];
var defenses = [];
var laserWalls = [];
var selectedTower = null;
var gold = 100;
var lives = 20;
var score = 0;
var currentWave = 0;
var totalWaves = 50;
var waveTimer = 0;
var waveInProgress = false;
var waveSpawned = false;
var nextWaveTime = 12000 / 2;
var sourceTower = null;
var enemiesToSpawn = 10; // Default number of enemies per wave
// Cheat variables
var unlimitedMoneyCheat = false;
var oneHitKillCheat = false;
var goldText = new Text2('Gold: ' + gold, {
size: 60,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
var livesText = new Text2('Lives: ' + lives, {
size: 60,
fill: 0x00FF00,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
var scoreText = new Text2('Score: ' + score, {
size: 60,
fill: 0xFF0000,
weight: 800
});
scoreText.anchor.set(0.5, 0.5);
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 400;
LK.gui.top.addChild(goldText);
LK.gui.top.addChild(livesText);
LK.gui.top.addChild(scoreText);
livesText.x = 0;
livesText.y = topMargin;
goldText.x = -spacing;
goldText.y = topMargin;
scoreText.x = spacing;
scoreText.y = topMargin;
function updateUI() {
goldText.setText('Gold: ' + gold);
livesText.setText('Lives: ' + lives);
scoreText.setText('Score: ' + score);
}
function setGold(value) {
if (unlimitedMoneyCheat) {
gold = 999999;
} else {
gold = value;
}
updateUI();
}
var debugLayer = new Container();
var towerLayer = new Container();
// Create three separate layers for enemy hierarchy
var enemyLayerBottom = new Container(); // For normal enemies
var enemyLayerMiddle = new Container(); // For shadows
var enemyLayerTop = new Container(); // For flying enemies
var enemyLayer = new Container(); // Main container to hold all enemy layers
// Add layers in correct order (bottom first, then middle for shadows, then top)
enemyLayer.addChild(enemyLayerBottom);
enemyLayer.addChild(enemyLayerMiddle);
enemyLayer.addChild(enemyLayerTop);
var grid = new Grid(24, 29 + 6);
grid.x = 150;
grid.y = 200 - CELL_SIZE * 4;
grid.pathFind();
grid.renderDebug();
debugLayer.addChild(grid);
game.addChild(debugLayer);
game.addChild(towerLayer);
game.addChild(enemyLayer);
var offset = 0;
var towerPreview = new TowerPreview();
game.addChild(towerPreview);
towerPreview.visible = false;
var isDragging = false;
function wouldBlockPath(gridX, gridY) {
var cells = [];
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cells.push({
cell: cell,
originalType: cell.type
});
cell.type = 1;
}
}
}
var blocked = grid.pathFind();
for (var i = 0; i < cells.length; i++) {
cells[i].cell.type = cells[i].originalType;
}
grid.pathFind();
grid.renderDebug();
return blocked;
}
function getTowerCost(towerType) {
var cost = 5;
switch (towerType) {
case 'rapid':
cost = 15;
break;
case 'sniper':
cost = 25;
break;
case 'splash':
cost = 35;
break;
case 'slow':
cost = 45;
break;
case 'farm':
cost = 30;
break;
case 'laser':
cost = 40;
break;
case 'inferno':
cost = 50;
break;
case 'wizard':
cost = 40;
break;
case 'church':
cost = 60;
break;
case 'mortar':
cost = 55;
break;
}
return cost;
}
function getTowerSellValue(totalValue) {
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function updateLaserWalls() {
// Remove all existing laser walls
for (var i = laserWalls.length - 1; i >= 0; i--) {
game.removeChild(laserWalls[i]);
}
laserWalls = [];
// Group laser towers by row
var laserTowersByRow = {};
for (var i = 0; i < towers.length; i++) {
if (towers[i].id === 'laser') {
var row = towers[i].gridY;
if (!laserTowersByRow[row]) {
laserTowersByRow[row] = [];
}
laserTowersByRow[row].push(towers[i]);
}
}
// Create laser walls for rows with 2 or more laser towers
for (var row in laserTowersByRow) {
var rowTowers = laserTowersByRow[row];
if (rowTowers.length >= 2) {
// Sort towers by x position
rowTowers.sort(function (a, b) {
return a.x - b.x;
});
// Create walls between adjacent towers
for (var i = 0; i < rowTowers.length - 1; i++) {
var wall = new LaserWall(rowTowers[i], rowTowers[i + 1]);
game.addChild(wall);
laserWalls.push(wall);
}
}
}
}
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);
LK.getSound('place_tower').play();
grid.pathFind();
grid.renderDebug();
// Update laser walls if we placed a laser tower
if (towerType === 'laser') {
updateLaserWalls();
}
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
LK.getSound('error').play();
return false;
}
}
game.down = function (x, y, obj) {
var upgradeMenuVisible = game.children.some(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenuVisible) {
return;
}
// Check if clicking on a class button
for (var i = 0; i < classButtons.length; i++) {
var button = classButtons[i];
if (x >= button.x - button.width / 2 && x <= button.x + button.width / 2 && y >= button.y - button.height / 2 && y <= button.y + button.height / 2) {
// Class button was clicked, let it handle the event
return;
}
}
for (var i = 0; i < sourceTowers.length; i++) {
var tower = sourceTowers[i];
if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) {
towerPreview.visible = true;
isDragging = true;
towerPreview.towerType = tower.towerType;
towerPreview.updateAppearance();
// Apply the same offset as in move handler to ensure consistency when starting drag
towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
break;
}
}
};
game.move = function (x, y, obj) {
if (isDragging) {
// Shift the y position upward by 1.5 tiles to show preview above finger
towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
}
};
game.up = function (x, y, obj) {
var clickedOnTower = false;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var towerLeft = tower.x - tower.width / 2;
var towerRight = tower.x + tower.width / 2;
var towerTop = tower.y - tower.height / 2;
var towerBottom = tower.y + tower.height / 2;
if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) {
clickedOnTower = true;
break;
}
}
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) {
var clickedOnMenu = false;
for (var i = 0; i < upgradeMenus.length; i++) {
var menu = upgradeMenus[i];
var menuWidth = 2048;
var menuHeight = 450;
var menuLeft = menu.x - menuWidth / 2;
var menuRight = menu.x + menuWidth / 2;
var menuTop = menu.y - menuHeight / 2;
var menuBottom = menu.y + menuHeight / 2;
if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) {
clickedOnMenu = true;
break;
}
}
if (!clickedOnMenu) {
for (var i = 0; i < upgradeMenus.length; i++) {
var menu = upgradeMenus[i];
hideUpgradeMenu(menu);
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = null;
grid.renderDebug();
}
}
if (isDragging) {
isDragging = false;
if (towerPreview.canPlace) {
if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) {
placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType);
} else {
var notification = game.addChild(new Notification("Tower would block the path!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
} else if (towerPreview.blockedByEnemy) {
var notification = game.addChild(new Notification("Cannot build: Enemy in the way!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
} else if (towerPreview.visible) {
var notification = game.addChild(new Notification("Cannot build here!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
towerPreview.visible = false;
if (isDragging) {
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
for (var i = 0; i < upgradeMenus.length; i++) {
upgradeMenus[i].destroy();
}
}
}
};
var waveIndicator = new WaveIndicator();
waveIndicator.x = 2048 / 2;
waveIndicator.y = 2732 - 80;
game.addChild(waveIndicator);
var nextWaveButtonContainer = new Container();
var nextWaveButton = new NextWaveButton();
nextWaveButton.x = 2048 - 200;
nextWaveButton.y = 2732 - 100 + 20;
nextWaveButtonContainer.addChild(nextWaveButton);
game.addChild(nextWaveButtonContainer);
// Tower classes configuration
var towerClasses = {
'Single Damage': {
towers: ['default', 'rapid', 'sniper', 'inferno'],
color: 0x4488FF
},
'Area Damage': {
towers: ['splash', 'laser', 'mortar'],
color: 0xFF8844
},
'Weakening': {
towers: ['slow', 'wizard'],
color: 0x8844FF
},
'Income/Lives': {
towers: ['farm', 'church'],
color: 0x44FF88
}
};
var sourceTowers = [];
var classButtons = [];
var currentClass = null;
var towerSelectionContainer = new Container();
game.addChild(towerSelectionContainer);
// Create class buttons
var classButtonWidth = 400;
var classButtonHeight = 80;
var classButtonSpacing = 20;
var classNames = Object.keys(towerClasses);
var totalClassWidth = classNames.length * classButtonWidth + (classNames.length - 1) * classButtonSpacing;
var classStartX = 2048 / 2 - totalClassWidth / 2 + classButtonWidth / 2;
var classButtonY = 2732 - CELL_SIZE * 3 - 180;
for (var i = 0; i < classNames.length; i++) {
var className = classNames[i];
var classData = towerClasses[className];
var classButton = new Container();
classButton.className = className;
classButton.classData = classData;
var buttonBg = classButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBg.width = classButtonWidth;
buttonBg.height = classButtonHeight;
buttonBg.tint = classData.color;
buttonBg.alpha = 0.7;
var buttonText = new Text2(className, {
size: 40,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
classButton.addChild(buttonText);
classButton.x = classStartX + i * (classButtonWidth + classButtonSpacing);
classButton.y = classButtonY;
classButton.down = function () {
selectTowerClass(this.className);
};
towerSelectionContainer.addChild(classButton);
classButtons.push(classButton);
}
// Function to select a tower class
function selectTowerClass(className) {
// Update class button appearances
for (var i = 0; i < classButtons.length; i++) {
var button = classButtons[i];
var bg = button.children[0];
if (button.className === className) {
bg.alpha = 1.0;
bg.tint = button.classData.color;
} else {
bg.alpha = 0.3;
bg.tint = 0x666666;
}
}
// Clear existing source towers
for (var i = 0; i < sourceTowers.length; i++) {
towerLayer.removeChild(sourceTowers[i]);
}
sourceTowers = [];
// Create towers for selected class
currentClass = className;
var classData = towerClasses[className];
var towerTypes = classData.towers;
var towerSpacing = 300;
var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2;
var towerY = 2732 - CELL_SIZE * 3 - 90;
for (var i = 0; i < towerTypes.length; i++) {
var tower = new SourceTower(towerTypes[i]);
tower.x = startX + i * towerSpacing;
tower.y = towerY;
towerLayer.addChild(tower);
sourceTowers.push(tower);
}
}
// Select first class by default
selectTowerClass(classNames[0]);
// Play theme music
LK.playMusic('game_theme');
// Create manual button
var manualButton = new Container();
var manualBg = manualButton.attachAsset('manualButton', {
anchorX: 0.5,
anchorY: 0.5
});
manualBg.tint = 0x4CAF50;
var manualText = new Text2('?', {
size: 70,
fill: 0xFFFFFF,
weight: 800
});
manualText.anchor.set(0.5, 0.5);
manualButton.addChild(manualText);
manualButton.x = 2048 - 80;
manualButton.y = 150;
manualButton.down = function () {
var manual = new Manual();
game.addChild(manual);
};
game.addChild(manualButton);
// Create cheat button
var cheatButton = new Container();
var cheatBg = cheatButton.attachAsset('manualButton', {
anchorX: 0.5,
anchorY: 0.5
});
cheatBg.tint = 0xFF0000;
var cheatText = new Text2('C', {
size: 70,
fill: 0xFFFFFF,
weight: 800
});
cheatText.anchor.set(0.5, 0.5);
cheatButton.addChild(cheatText);
cheatButton.x = 2048 - 200;
cheatButton.y = 150;
cheatButton.down = function () {
var cheatMenu = new CheatMenu();
game.addChild(cheatMenu);
};
game.addChild(cheatButton);
sourceTower = null;
enemiesToSpawn = 10;
game.update = function () {
if (waveInProgress) {
if (!waveSpawned) {
waveSpawned = true;
// Get wave type and enemy count from the wave indicator
var waveType = waveIndicator.getWaveType(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
// Check if this is a boss wave
var isBossWave = currentWave % 10 === 0 && currentWave > 0;
if (isBossWave && waveType !== 'swarm') {
// Boss waves have just 1 enemy regardless of what the wave indicator says
enemyCount = 1;
// Show boss announcement
var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️"));
notification.x = 2048 / 2;
notification.y = grid.height - 200;
LK.getSound('boss_spawn').play();
}
// Spawn the appropriate number of enemies
for (var i = 0; i < enemyCount; i++) {
var enemy;
if (waveType === 'mixed') {
// Mixed wave spawns random enemy types
var mixedTypes = ['normal', 'fast', 'immune', 'flying', 'swarm', 'mole'];
var randomType = mixedTypes[Math.floor(Math.random() * mixedTypes.length)];
enemy = new Enemy(randomType);
} else {
enemy = new Enemy(waveType);
}
// Add enemy to the appropriate layer based on type
if (enemy.isFlying) {
// Add flying enemy to the top layer
enemyLayerTop.addChild(enemy);
// If it's a flying enemy, add its shadow to the middle layer
if (enemy.shadow) {
enemyLayerMiddle.addChild(enemy.shadow);
}
} else {
// Add normal/ground enemies to the bottom layer
enemyLayerBottom.addChild(enemy);
}
// Scale difficulty with wave number but don't apply to boss
// as bosses already have their health multiplier
// Use exponential scaling for health
var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave
enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier);
enemy.health = enemy.maxHealth;
// Increment speed slightly with wave number
//enemy.speed = enemy.speed + currentWave * 0.002;
// All enemy types now spawn in the middle 6 tiles at the top spacing
var gridWidth = 24;
var midPoint = Math.floor(gridWidth / 2); // 12
// Find a column that isn't occupied by another enemy that's not yet in view
var availableColumns = [];
for (var col = midPoint - 3; col < midPoint + 3; col++) {
var columnOccupied = false;
// Check if any enemy is already in this column but not yet in view
for (var e = 0; e < enemies.length; e++) {
if (enemies[e].cellX === col && enemies[e].currentCellY < 4) {
columnOccupied = true;
break;
}
}
if (!columnOccupied) {
availableColumns.push(col);
}
}
// If all columns are occupied, use original random method
var spawnX;
if (availableColumns.length > 0) {
// Choose a random unoccupied column
spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)];
} else {
// Fallback to random if all columns are occupied
spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14
}
var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading
enemy.cellX = spawnX;
enemy.cellY = 5; // Position after entry
enemy.currentCellX = spawnX;
enemy.currentCellY = spawnY;
enemy.waveNumber = currentWave;
enemies.push(enemy);
}
}
var currentWaveEnemiesRemaining = false;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].waveNumber === currentWave) {
currentWaveEnemiesRemaining = true;
break;
}
}
if (waveSpawned && !currentWaveEnemiesRemaining) {
waveInProgress = false;
waveSpawned = false;
// Give income from all farm towers
var totalFarmIncome = 0;
for (var i = 0; i < towers.length; i++) {
if (towers[i].id === 'farm') {
// Base income 10, +15 per level
var farmIncome = 10 + (towers[i].level - 1) * 15;
totalFarmIncome += farmIncome;
}
}
if (totalFarmIncome > 0) {
setGold(gold + totalFarmIncome);
var notification = game.addChild(new Notification("Farm income: +" + totalFarmIncome + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 250;
}
// Give lives from all church towers
var totalChurchLives = 0;
var hasDivineIntervention = false;
for (var i = 0; i < towers.length; i++) {
if (towers[i].id === 'church') {
// Church gives 1 life per wave at level 1, +1 per level upgrade
totalChurchLives += towers[i].level; // Level 1 = 1 life, Level 2 = 2 lives, etc.
// Check for divine intervention ability
if (towers[i].hasSpecialAbility && Math.random() < 0.1) {
// 10% chance
hasDivineIntervention = true;
}
}
}
if (totalChurchLives > 0) {
lives += totalChurchLives;
updateUI();
var notification = game.addChild(new Notification("Church blessing: +" + totalChurchLives + " lives!"));
notification.x = 2048 / 2;
notification.y = grid.height - 300;
}
// Handle divine intervention
if (hasDivineIntervention && currentWave < totalWaves) {
// Skip the next wave and give 350 gold
currentWave++;
waveTimer = 0;
setGold(gold + 350);
var notification = game.addChild(new Notification("Divine Intervention! Wave skipped +350 gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 350;
LK.getSound('divine_intervention').play();
}
// Check for laser tower pairs and create/update laser walls
updateLaserWalls();
}
}
for (var a = enemies.length - 1; a >= 0; a--) {
var enemy = enemies[a];
if (enemy.health <= 0) {
for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) {
var bullet = enemy.bulletsTargetingThis[i];
bullet.targetEnemy = null;
}
// Boss enemies give more gold and score
var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5);
// Check if killed by a tower in range of a farm with special ability
var farmBonus = 0;
for (var i = 0; i < towers.length; i++) {
if (towers[i].id === 'farm' && towers[i].hasSpecialAbility) {
// Check if any tower that could have killed this enemy is in range of the farm
var farmX = towers[i].x;
var farmY = towers[i].y;
var farmRange = 3 * CELL_SIZE; // Farm boost range
for (var j = 0; j < towers.length; j++) {
if (towers[j].id !== 'farm') {
var dx = towers[j].x - farmX;
var dy = towers[j].y - farmY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= farmRange) {
// Check if this tower could have killed the enemy
var towerToEnemyDx = enemy.x - towers[j].x;
var towerToEnemyDy = enemy.y - towers[j].y;
var towerToEnemyDist = Math.sqrt(towerToEnemyDx * towerToEnemyDx + towerToEnemyDy * towerToEnemyDy);
if (towerToEnemyDist <= towers[j].getRange()) {
farmBonus = Math.ceil(goldEarned * 0.25); // 25% bonus
break;
}
}
}
}
if (farmBonus > 0) break;
}
}
var totalGold = goldEarned + farmBonus;
var goldIndicator = new GoldIndicator(totalGold, enemy.x, enemy.y);
game.addChild(goldIndicator);
setGold(gold + totalGold);
LK.getSound('enemy_death').play();
LK.getSound('gold_collect').play();
// Give more score for defeating a boss
var scoreValue = enemy.isBoss ? 100 : 5;
score += scoreValue;
// Add a notification for boss defeat
if (enemy.isBoss) {
var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
updateUI();
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
continue;
}
if (grid.updateEnemy(enemy)) {
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
lives = Math.max(0, lives - 1);
updateUI();
if (lives <= 0) {
LK.getSound('game_over').play();
LK.stopMusic();
LK.showGameOver();
}
}
}
for (var i = bullets.length - 1; i >= 0; i--) {
if (!bullets[i].parent) {
if (bullets[i].targetEnemy) {
var targetEnemy = bullets[i].targetEnemy;
var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]);
if (bulletIndex !== -1) {
targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1);
}
}
bullets.splice(i, 1);
}
}
if (towerPreview.visible) {
towerPreview.checkPlacement();
}
// Update all laser walls
for (var i = 0; i < laserWalls.length; i++) {
laserWalls[i].update();
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.getSound('victory').play();
LK.stopMusic();
LK.showYouWin();
}
}; /****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* 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;
// Use default bullet asset initially, will be updated based on type
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Mortar projectile logic
if (self.type === 'mortar') {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
// Create explosion effect
var mortarEffect = new EffectIndicator(self.targetX, self.targetY, 'mortar');
game.addChild(mortarEffect);
// Area damage
var explosionRadius = CELL_SIZE * 1.5;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var enemyDx = enemy.x - self.targetX;
var enemyDy = enemy.y - self.targetY;
var enemyDist = Math.sqrt(enemyDx * enemyDx + enemyDy * enemyDy);
if (enemyDist <= explosionRadius) {
// Damage falls off with distance
var damageFactor = 1 - enemyDist / explosionRadius * 0.5;
enemy.health -= oneHitKillCheat ? 999999 : self.damage * damageFactor;
if (enemy.health <= 0) {
enemy.health = 0;
} else {
enemy.healthBar.width = enemy.health / enemy.maxHealth * 70;
}
}
}
self.destroy();
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
return;
}
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) {
// Apply damage to target enemy
self.targetEnemy.health -= self.damage;
LK.getSound('enemy_hit').play();
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// Apply special effects based on bullet type
if (self.type === 'splash') {
// Create visual splash effect
var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash');
game.addChild(splashEffect);
// Splash damage to nearby enemies
var splashRadius = CELL_SIZE * 1.5;
for (var i = 0; i < enemies.length; i++) {
var otherEnemy = enemies[i];
if (otherEnemy !== self.targetEnemy) {
var splashDx = otherEnemy.x - self.targetEnemy.x;
var splashDy = otherEnemy.y - self.targetEnemy.y;
var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy);
if (splashDistance <= splashRadius) {
// Apply splash damage (50% of original damage)
otherEnemy.health -= oneHitKillCheat ? 999999 : self.damage * 0.5;
if (otherEnemy.health <= 0) {
otherEnemy.health = 0;
} else {
otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70;
}
}
}
}
} else if (self.type === 'slow') {
// Prevent slow effect on immune enemies
if (!self.targetEnemy.isImmune) {
// Create visual slow effect
var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow');
game.addChild(slowEffect);
// Apply slow effect
// Make slow percentage scale with tower level (default 50%, up to 80% at max level)
var slowPct = 0.5;
if (self.sourceTowerLevel !== undefined) {
// Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6
var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8];
var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1));
slowPct = slowLevels[idx];
}
if (!self.targetEnemy.slowed) {
self.targetEnemy.originalSpeed = self.targetEnemy.speed;
self.targetEnemy.speed *= 1 - slowPct; // Slow by X%
self.targetEnemy.slowed = true;
self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS
} else {
self.targetEnemy.slowDuration = 180; // Reset duration
}
}
} else if (self.type === 'sniper') {
// Create visual critical hit effect for sniper
var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper');
game.addChild(sniperEffect);
} else if (self.type === 'wizard') {
// Check if tower has charm ability
if (self.hasCharmAbility) {
// Charm effect instead of confusion
if (!self.targetEnemy.isCharmed && !self.targetEnemy.isImmune) {
self.targetEnemy.isCharmed = true;
self.targetEnemy.charmDuration = 300; // 5 seconds at 60 FPS
self.targetEnemy.originalTeam = 'enemy';
// Visual effect for charm
var charmEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'charm');
game.addChild(charmEffect);
}
} else {
// Regular confusion effect
if (Math.random() < 0.5 && !self.targetEnemy.isConfused && !self.targetEnemy.isImmune) {
self.targetEnemy.isConfused = true;
self.targetEnemy.confusionDuration = 180; // 3 seconds at 60 FPS
// Visual effect for confusion
var confuseEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'confuse');
game.addChild(confuseEffect);
}
}
} else if (self.type === 'rapid' && self.hasBleedAbility) {
// 10% chance to apply bleed
if (Math.random() < 0.1 && !self.targetEnemy.isBleeding && !self.targetEnemy.isImmune) {
self.targetEnemy.isBleeding = true;
self.targetEnemy.bleedDuration = 300; // 5 seconds at 60 FPS
self.targetEnemy.bleedDamage = 5; // 5 damage per second
// Visual effect for bleed
var bleedEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'bleed');
game.addChild(bleedEffect);
}
} else if (self.type === 'slow' && self.hasPermafrostAbility) {
// Permanent slow effect
if (!self.targetEnemy.isImmune) {
// Create visual slow effect
var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow');
game.addChild(slowEffect);
// Apply permanent slow
if (!self.targetEnemy.slowed) {
self.targetEnemy.originalSpeed = self.targetEnemy.speed;
self.targetEnemy.speed *= 0.2; // 80% slow
self.targetEnemy.slowed = true;
self.targetEnemy.slowDuration = 999999; // Permanent
self.targetEnemy.permanentSlow = true;
}
}
}
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 CheatMenu = Container.expand(function () {
var self = Container.call(this);
// Background
var background = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
background.width = 800;
background.height = 600;
background.tint = 0x222222;
background.alpha = 0.95;
// Title
var titleText = new Text2('CHEATS', {
size: 80,
fill: 0xFF0000,
weight: 800
});
titleText.anchor.set(0.5, 0);
titleText.x = 0;
titleText.y = -250;
self.addChild(titleText);
// Unlimited Money Toggle
var moneyToggle = new Container();
var moneyBg = moneyToggle.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
moneyBg.width = 700;
moneyBg.height = 120;
moneyBg.tint = unlimitedMoneyCheat ? 0x00FF00 : 0x888888;
var moneyText = new Text2('Unlimited Money: ' + (unlimitedMoneyCheat ? 'ON' : 'OFF'), {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
moneyText.anchor.set(0.5, 0.5);
moneyToggle.addChild(moneyText);
moneyToggle.y = -80;
self.addChild(moneyToggle);
moneyToggle.down = function () {
unlimitedMoneyCheat = !unlimitedMoneyCheat;
moneyBg.tint = unlimitedMoneyCheat ? 0x00FF00 : 0x888888;
moneyText.setText('Unlimited Money: ' + (unlimitedMoneyCheat ? 'ON' : 'OFF'));
if (unlimitedMoneyCheat) {
setGold(999999);
}
};
// One Hit Kill Toggle
var oneHitToggle = new Container();
var oneHitBg = oneHitToggle.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
oneHitBg.width = 700;
oneHitBg.height = 120;
oneHitBg.tint = oneHitKillCheat ? 0x00FF00 : 0x888888;
var oneHitText = new Text2('One Hit Kills: ' + (oneHitKillCheat ? 'ON' : 'OFF'), {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
oneHitText.anchor.set(0.5, 0.5);
oneHitToggle.addChild(oneHitText);
oneHitToggle.y = 80;
self.addChild(oneHitToggle);
oneHitToggle.down = function () {
oneHitKillCheat = !oneHitKillCheat;
oneHitBg.tint = oneHitKillCheat ? 0x00FF00 : 0x888888;
oneHitText.setText('One Hit Kills: ' + (oneHitKillCheat ? 'ON' : 'OFF'));
};
// Close button
var closeButton = new Container();
var closeBg = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBg.width = 90;
closeBg.height = 90;
closeBg.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 = background.width / 2 - 57;
closeButton.y = -background.height / 2 + 57;
self.addChild(closeButton);
closeButton.down = function () {
self.destroy();
};
// Initial position (centered)
self.x = 2048 / 2;
self.y = 2732 / 2;
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('', {
size: 30,
fill: 0xFFFFFF,
weight: 800
});
numberLabel.anchor.set(.5, .5);
numberLabel.visible = false;
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.visible = false;
cellGraphics.tint = 0x880000;
return;
}
numberLabel.visible = false;
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;
}
self.removeArrows();
break;
}
case 1:
{
self.removeArrows();
cellGraphics.tint = 0xaaaaaa;
numberLabel.visible = false;
break;
}
case 3:
{
self.removeArrows();
cellGraphics.tint = 0x008800;
numberLabel.visible = false;
break;
}
}
};
});
// This update method was incorrectly placed here and should be removed
var EffectIndicator = Container.expand(function (x, y, type) {
var self = Container.call(this);
self.x = x;
self.y = y;
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 'sniper':
effectGraphics.tint = 0xFF5500;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'confuse':
effectGraphics.tint = 0xFF1493;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.2;
break;
case 'mortar':
effectGraphics.tint = 0x8B4513;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 3;
break;
case 'charm':
effectGraphics.tint = 0xFFB6C1;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5;
break;
case 'bleed':
effectGraphics.tint = 0x8B0000;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 0.8;
break;
}
effectGraphics.alpha = 0.7;
self.alpha = 0;
// Animate the effect
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;
});
// Base enemy class for common functionality
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;
self.isHidden = false;
self.hideDuration = 0;
self.hideTimer = 0;
self.hasSpawned = false;
// Check if this is a boss wave
// Check if this is a boss wave
// Apply different stats based on enemy type
switch (self.type) {
case 'fast':
self.speed *= 2; // Twice as fast
self.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; // Weaker enemies
break;
case 'flying_horde':
self.isFlying = true;
self.maxHealth = 25; // Very weak
self.speed *= 1.5; // Fast
break;
case 'mole':
self.maxHealth = 120; // Slightly tankier
self.speed *= 0.8; // Slower when visible
self.hideTimer = 300; // 5 seconds until first hide
break;
case 'mixed':
// Mixed will be handled as a special spawner type
self.maxHealth = 1; // Placeholder, should not be attacked
self.isSpawner = true;
break;
case 'normal':
default:
// Normal enemy uses default values
break;
}
if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') {
self.isBoss = true;
// Boss enemies have 20x health and are larger
self.maxHealth *= 20;
// Slower speed for bosses
self.speed = self.speed * 0.7;
}
self.health = self.maxHealth;
// Get appropriate asset for this enemy type
var assetId = 'enemy';
if (self.type !== 'normal') {
assetId = 'enemy_' + self.type;
}
var enemyGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Scale up boss enemies
if (self.isBoss) {
enemyGraphics.scaleX = 1.8;
enemyGraphics.scaleY = 1.8;
}
// Fall back to regular enemy asset if specific type asset not found
// Apply tint to differentiate enemy types
/*switch (self.type) {
case 'fast':
enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies
break;
case 'immune':
enemyGraphics.tint = 0xAA0000; // Red for immune enemies
break;
case 'flying':
enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies
break;
case 'swarm':
enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies
break;
}*/
// Create shadow for flying enemies
if (self.isFlying) {
// Create a shadow container that will be added to the shadow layer
self.shadow = new Container();
// Clone the enemy graphics for the shadow
var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply shadow effect
shadowGraphics.tint = 0x000000; // Black shadow
shadowGraphics.alpha = 0.4; // Semi-transparent
// If this is a boss, scale up the shadow to match
if (self.isBoss) {
shadowGraphics.scaleX = 1.8;
shadowGraphics.scaleY = 1.8;
}
// Position shadow slightly offset
self.shadow.x = 20; // Offset right
self.shadow.y = 20; // Offset down
// Ensure shadow has the same rotation as the enemy
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;
}
// Handle mole digging mechanics
if (self.type === 'mole') {
self.hideTimer--;
if (self.hideTimer <= 0) {
if (!self.isHidden) {
// Start hiding (go underground)
self.isHidden = true;
self.hideDuration = 90; // 1.5 seconds at 60 FPS
self.hideTimer = 300; // 5 seconds until next hide
// Double speed while hidden
if (self.originalSpeed === undefined) {
self.originalSpeed = self.speed;
}
self.speed = self.originalSpeed * 2;
// Visual effect - make semi-transparent and darker
enemyGraphics.alpha = 0.3;
enemyGraphics.tint = 0x444444;
// Hide health bar while underground
healthBarOutline.visible = false;
healthBarBG.visible = false;
healthBar.visible = false;
} else {
// Come back up (surface)
self.isHidden = false;
self.hideTimer = 300; // 5 seconds until next hide
// Reset speed
if (self.originalSpeed !== undefined) {
self.speed = self.originalSpeed;
}
// Restore visibility
enemyGraphics.alpha = 1;
enemyGraphics.tint = 0xFFFFFF;
// Show health bar again
healthBarOutline.visible = true;
healthBarBG.visible = true;
healthBar.visible = true;
}
} else if (self.isHidden) {
self.hideDuration--;
if (self.hideDuration <= 0) {
// Force surface if duration is over
self.isHidden = false;
self.hideTimer = 300; // Reset timer
// Reset speed
if (self.originalSpeed !== undefined) {
self.speed = self.originalSpeed;
}
// Restore visibility
enemyGraphics.alpha = 1;
enemyGraphics.tint = 0xFFFFFF;
// Show health bar again
healthBarOutline.visible = true;
healthBarBG.visible = true;
healthBar.visible = true;
}
}
}
// Handle flying horde spawning
if (self.type === 'flying_horde' && !self.hasSpawned && self.currentCellY >= 2) {
self.hasSpawned = true;
// Spawn 4-6 additional weak flying enemies
var spawnCount = 4 + Math.floor(Math.random() * 3);
for (var i = 0; i < spawnCount; i++) {
var newEnemy = new Enemy('flying');
newEnemy.maxHealth = 15; // Very weak
newEnemy.health = newEnemy.maxHealth;
newEnemy.speed = self.speed * (0.8 + Math.random() * 0.4); // Varied speed
// Position around the spawner
var angle = Math.PI * 2 / spawnCount * i + Math.random() * 0.5;
var distance = 50 + Math.random() * 30;
newEnemy.cellX = self.cellX;
newEnemy.cellY = self.cellY;
newEnemy.currentCellX = self.currentCellX + Math.cos(angle) * distance / CELL_SIZE;
newEnemy.currentCellY = self.currentCellY + Math.sin(angle) * distance / CELL_SIZE;
newEnemy.x = grid.x + newEnemy.currentCellX * CELL_SIZE;
newEnemy.y = grid.y + newEnemy.currentCellY * CELL_SIZE;
newEnemy.waveNumber = self.waveNumber;
// Add to flying layer
enemyLayerTop.addChild(newEnemy);
if (newEnemy.shadow) {
enemyLayerMiddle.addChild(newEnemy.shadow);
}
enemies.push(newEnemy);
}
}
// Handle confusion effect
if (self.isConfused && !self.isImmune) {
self.confusionDuration--;
if (self.confusionDuration <= 0) {
self.isConfused = false;
// Reset pathfinding when confusion ends
self.currentTarget = undefined;
}
}
// Handle charm effect
if (self.isCharmed && !self.isImmune) {
self.charmDuration--;
if (self.charmDuration <= 0) {
self.isCharmed = false;
self.originalTeam = 'enemy';
// Reset pathfinding when charm ends
self.currentTarget = undefined;
}
}
// Handle bleed effect
if (self.isBleeding && !self.isImmune) {
self.bleedDuration--;
// Take 5 damage every second (60 ticks)
if (self.bleedDuration % 60 === 0) {
self.health -= oneHitKillCheat ? 999999 : self.bleedDamage;
if (self.health <= 0) {
self.health = 0;
} else {
self.healthBar.width = self.health / self.maxHealth * 70;
}
// Visual feedback
LK.effects.flashObject(self, 0x8B0000, 100);
}
if (self.bleedDuration <= 0) {
self.isBleeding = false;
}
}
// Handle slow effect
if (self.isImmune) {
// Immune enemies cannot be slowed, clear any such effects
self.slowed = false;
self.slowEffect = false;
// Reset speed to original if needed
if (self.originalSpeed !== undefined) {
self.speed = self.originalSpeed;
}
} else {
// Handle slow effect
if (self.slowed) {
// Visual indication of slowed status
if (!self.slowEffect) {
self.slowEffect = true;
}
self.slowDuration--;
if (self.slowDuration <= 0) {
self.speed = self.originalSpeed;
self.slowed = false;
self.slowEffect = false;
// Only reset tint if not poisoned
if (!self.poisoned) {
enemyGraphics.tint = 0xFFFFFF; // Reset tint
}
}
}
}
// Set tint based on effect status
if (self.isImmune) {
enemyGraphics.tint = 0xFFFFFF;
} else if (self.isCharmed) {
enemyGraphics.tint = 0xFFB6C1; // Light pink for charmed
} else if (self.isConfused) {
enemyGraphics.tint = 0xFF1493; // Pink for confused
} else if (self.isBleeding) {
enemyGraphics.tint = 0x8B0000; // Dark red for bleeding
} 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
});
// Calculate the shortest angle to rotate
var currentRotation = enemyGraphics.rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
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: []
};
}
}
/*
Cell Types
0: Transparent floor
1: Wall
2: Spawn
3: Goal
*/
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var cell = self.cells[i][j];
var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0;
if (i > 11 - 3 && i <= 11 + 3) {
if (j === 0) {
cellType = 2;
self.spawns.push(cell);
} else if (j <= 4) {
cellType = 0;
} else if (j === gridHeight - 1) {
cellType = 3;
self.goals.push(cell);
} else if (j >= gridHeight - 4) {
cellType = 0;
}
}
cell.type = cellType;
cell.x = i;
cell.y = j;
cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1];
cell.up = self.cells[i - 1] && self.cells[i - 1][j];
cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1];
cell.left = self.cells[i][j - 1];
cell.right = self.cells[i][j + 1];
cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1];
cell.down = self.cells[i + 1] && self.cells[i + 1][j];
cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1];
cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left];
cell.targets = [];
if (j > 3 && j <= gridHeight - 4) {
var debugCell = new DebugCell();
self.addChild(debugCell);
debugCell.cell = cell;
debugCell.x = i * CELL_SIZE;
debugCell.y = j * CELL_SIZE;
cell.debugCell = debugCell;
}
}
}
self.getCell = function (x, y) {
return self.cells[x] && self.cells[x][y];
};
self.pathFind = function () {
var before = new Date().getTime();
var toProcess = self.goals.concat([]);
maxScore = 0;
pathId += 1;
for (var a = 0; a < toProcess.length; a++) {
toProcess[a].pathId = pathId;
}
function processNode(node, targetValue, targetNode) {
if (node && node.type != 1) {
if (node.pathId < pathId || targetValue < node.score) {
node.targets = [targetNode];
} else if (node.pathId == pathId && targetValue == node.score) {
node.targets.push(targetNode);
}
if (node.pathId < pathId || targetValue < node.score) {
node.score = targetValue;
if (node.pathId != pathId) {
toProcess.push(node);
}
node.pathId = pathId;
if (targetValue > maxScore) {
maxScore = targetValue;
}
}
}
}
while (toProcess.length) {
var nodes = toProcess;
toProcess = [];
for (var a = 0; a < nodes.length; a++) {
var node = nodes[a];
var targetScore = node.score + 14142;
if (node.up && node.left && node.up.type != 1 && node.left.type != 1) {
processNode(node.upLeft, targetScore, node);
}
if (node.up && node.right && node.up.type != 1 && node.right.type != 1) {
processNode(node.upRight, targetScore, node);
}
if (node.down && node.right && node.down.type != 1 && node.right.type != 1) {
processNode(node.downRight, targetScore, node);
}
if (node.down && node.left && node.down.type != 1 && node.left.type != 1) {
processNode(node.downLeft, targetScore, node);
}
targetScore = node.score + 10000;
processNode(node.up, targetScore, node);
processNode(node.right, targetScore, node);
processNode(node.down, targetScore, node);
processNode(node.left, targetScore, node);
}
}
for (var a = 0; a < self.spawns.length; a++) {
if (self.spawns[a].pathId != pathId) {
console.warn("Spawn blocked");
return true;
}
}
for (var a = 0; a < enemies.length; a++) {
var enemy = enemies[a];
// Skip enemies that haven't entered the viewable area yet
if (enemy.currentCellY < 4) {
continue;
}
// Skip flying enemies from path check as they can fly over obstacles
if (enemy.isFlying) {
continue;
}
var target = self.getCell(enemy.cellX, enemy.cellY);
if (enemy.currentTarget) {
if (enemy.currentTarget.pathId != pathId) {
if (!target || target.pathId != pathId) {
console.warn("Enemy blocked 1 ");
return true;
}
}
} else if (!target || target.pathId != pathId) {
console.warn("Enemy blocked 2");
return true;
}
}
console.log("Speed", new Date().getTime() - before);
};
self.renderDebug = function () {
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var debugCell = self.cells[i][j].debugCell;
if (debugCell) {
debugCell.render(self.cells[i][j]);
}
}
}
};
self.updateEnemy = function (enemy) {
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell.type == 3) {
return true;
}
if (enemy.isFlying && enemy.shadow) {
enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset
enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset
// Match shadow rotation with enemy rotation
if (enemy.children[0] && enemy.shadow.children[0]) {
enemy.shadow.children[0].rotation = enemy.children[0].rotation;
}
}
// Check if the enemy has reached the entry area (y position is at least 5)
var hasReachedEntryArea = enemy.currentCellY >= 4;
// If enemy hasn't reached the entry area yet, just move down vertically
if (!hasReachedEntryArea) {
// Move directly downward
enemy.currentCellY += enemy.speed;
// Rotate enemy graphic to face downward (PI/2 radians = 90 degrees)
var angle = Math.PI / 2;
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update enemy's position
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// If enemy has now reached the entry area, update cell coordinates
if (enemy.currentCellY >= 4) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
}
return false;
}
// After reaching entry area, handle flying enemies differently
if (enemy.isFlying) {
// Flying enemies head straight to the closest goal
if (!enemy.flyingTarget) {
// Set flying target to the closest goal
enemy.flyingTarget = self.goals[0];
// Find closest goal if there are multiple
if (self.goals.length > 1) {
var closestDist = Infinity;
for (var i = 0; i < self.goals.length; i++) {
var goal = self.goals[i];
var dx = goal.x - enemy.cellX;
var dy = goal.y - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < closestDist) {
closestDist = dist;
enemy.flyingTarget = goal;
}
}
}
}
// Move directly toward the goal
var ox = enemy.flyingTarget.x - enemy.currentCellX;
var oy = enemy.flyingTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
// Reached the goal
return true;
}
var angle = Math.atan2(oy, ox);
// Rotate enemy graphic to match movement direction
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update the cell position to track where the flying enemy is
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentCellX += Math.cos(angle) * enemy.speed;
enemy.currentCellY += Math.sin(angle) * enemy.speed;
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// Update shadow position if this is a flying enemy
return false;
}
// Handle normal pathfinding enemies
if (enemy.isCharmed) {
// Charmed enemies attack other enemies
var nearestEnemy = null;
var nearestDist = Infinity;
for (var i = 0; i < enemies.length; i++) {
var otherEnemy = enemies[i];
if (otherEnemy !== enemy && !otherEnemy.isCharmed) {
var dx = otherEnemy.cellX - enemy.cellX;
var dy = otherEnemy.cellY - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < nearestDist) {
nearestDist = dist;
nearestEnemy = otherEnemy;
}
}
}
if (nearestEnemy) {
// Move towards the nearest enemy
enemy.currentTarget = {
x: nearestEnemy.cellX,
y: nearestEnemy.cellY
};
// Deal damage if close enough
if (nearestDist < 2) {
if (LK.ticks % 60 === 0) {
// Attack once per second
nearestEnemy.health -= oneHitKillCheat ? 999999 : 10;
if (nearestEnemy.health <= 0) {
nearestEnemy.health = 0;
} else {
nearestEnemy.healthBar.width = nearestEnemy.health / nearestEnemy.maxHealth * 70;
}
LK.effects.flashObject(nearestEnemy, 0xFFB6C1, 100);
}
}
}
} else if (enemy.isConfused) {
// Confused enemies move towards the nearest tower
var nearestTower = null;
var nearestDist = Infinity;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var dx = tower.gridX - enemy.cellX;
var dy = tower.gridY - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < nearestDist) {
nearestDist = dist;
nearestTower = tower;
}
}
if (nearestTower) {
// Set target to move towards the tower
enemy.currentTarget = {
x: nearestTower.gridX,
y: nearestTower.gridY
};
}
} else if (!enemy.currentTarget) {
enemy.currentTarget = cell.targets[0];
}
if (enemy.currentTarget) {
if (!enemy.isConfused && cell.score < enemy.currentTarget.score) {
enemy.currentTarget = cell;
}
var ox = enemy.currentTarget.x - enemy.currentCellX;
var oy = enemy.currentTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentTarget = undefined;
return;
}
var angle = Math.atan2(oy, ox);
enemy.currentCellX += Math.cos(angle) * enemy.speed;
enemy.currentCellY += Math.sin(angle) * enemy.speed;
}
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
};
});
var LaserWall = Container.expand(function (tower1, tower2) {
var self = Container.call(this);
self.tower1 = tower1;
self.tower2 = tower2;
self.damage = 18; // Base damage per tick (increased by 2)
self.level = 1;
self.maxLevel = 6;
// Create laser visual
var laserGraphics = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
laserGraphics.tint = 0xFF0088;
laserGraphics.alpha = 0.8;
// Position between the two towers
self.updatePosition = function () {
self.x = Math.min(self.tower1.x, self.tower2.x);
self.y = self.tower1.y;
var distance = Math.abs(self.tower2.x - self.tower1.x);
laserGraphics.width = distance;
laserGraphics.height = CELL_SIZE * 0.5;
};
self.updatePosition();
// Level indicators
var levelIndicators = [];
var maxDots = self.maxLevel;
var dotSize = CELL_SIZE / 8;
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 + 2;
outlineCircle.height = dotSize + 2;
outlineCircle.tint = 0x000000;
var levelIndicator = dot.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
levelIndicator.width = dotSize;
levelIndicator.height = dotSize;
levelIndicator.tint = 0xCCCCCC;
dot.y = -CELL_SIZE * 0.4;
self.addChild(dot);
levelIndicators.push(dot);
}
self.updateLevelIndicators = function () {
var centerX = laserGraphics.width / 2;
var spacing = laserGraphics.width / (maxDots + 1);
for (var i = 0; i < maxDots; i++) {
var dot = levelIndicators[i];
dot.x = spacing * (i + 1);
var levelIndicator = dot.children[1];
if (i < self.level) {
levelIndicator.tint = 0xFFFFFF;
} else {
levelIndicator.tint = 0xFF0088;
}
}
};
self.updateLevelIndicators();
self.upgrade = function () {
if (self.level < self.maxLevel) {
var upgradeCost = Math.floor(40 * Math.pow(2, self.level - 1));
if (self.level === self.maxLevel - 1) {
upgradeCost = Math.floor(upgradeCost * 3.5 / 2);
}
if (gold >= upgradeCost) {
setGold(gold - upgradeCost);
self.level++;
self.damage = 18 + self.level * 24; // Increased base by 2 and maintain scaling
// Unlock special ability at level 3
if (self.level === 3) {
self.hasSpecialAbility = true;
var notification = game.addChild(new Notification("Laser Wall: Sky Piercer unlocked!"));
notification.x = 2048 / 2;
notification.y = grid.height - 100;
}
self.updateLevelIndicators();
// Visual feedback
tween(laserGraphics, {
scaleY: 1.5,
alpha: 1
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(laserGraphics, {
scaleY: 1,
alpha: 0.8
}, {
duration: 200,
easing: tween.easeIn
});
}
});
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold to upgrade laser wall!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
return false;
};
self.getTotalValue = function () {
var totalInvestment = 0;
for (var i = 1; i < self.level; i++) {
totalInvestment += Math.floor(40 * Math.pow(2, i - 1));
}
return totalInvestment;
};
self.update = function () {
// Check for enemies passing through the laser
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Skip flying enemies unless laser wall has special ability
if (enemy.isFlying && !self.hasSpecialAbility) {
continue;
}
// Skip hidden moles unless laser wall has special ability
if (enemy.isHidden && !self.hasSpecialAbility) {
continue;
}
// Check if enemy is in the same row as the laser
if (Math.abs(enemy.y - self.y) < CELL_SIZE / 2) {
// Check if enemy is within the laser's horizontal range
if (enemy.x >= self.x && enemy.x <= self.x + laserGraphics.width) {
// Deal damage every 30 ticks (0.5 seconds)
if (LK.ticks % 30 === 0) {
enemy.health -= oneHitKillCheat ? 999999 : self.damage;
if (enemy.health <= 0) {
enemy.health = 0;
} else {
enemy.healthBar.width = enemy.health / enemy.maxHealth * 70;
}
// Visual effect
LK.effects.flashObject(enemy, 0xFF0088, 100);
// Play laser sound occasionally
if (LK.ticks % 120 === 0) {
LK.getSound('laser_beam').play();
}
}
}
}
}
// Pulse effect
laserGraphics.alpha = 0.8 + Math.sin(LK.ticks * 0.1) * 0.2;
};
self.down = function (x, y, obj) {
// Show upgrade menu for laser wall
var existingMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
for (var i = 0; i < existingMenus.length; i++) {
existingMenus[i].destroy();
}
selectedTower = self;
var upgradeMenu = new LaserWallUpgradeMenu(self);
game.addChild(upgradeMenu);
upgradeMenu.x = 2048 / 2;
tween(upgradeMenu, {
y: 2732 - 275
}, {
duration: 200,
easing: tween.backOut
});
};
return self;
});
var LaserWallUpgradeMenu = Container.expand(function (laserWall) {
var self = Container.call(this);
self.laserWall = laserWall;
self.y = 2732 + 275;
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 titleText = new Text2('Laser Wall', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
titleText.anchor.set(0, 0);
titleText.x = -840;
titleText.y = -160;
self.addChild(titleText);
var statsText = new Text2('Level: ' + self.laserWall.level + '/' + self.laserWall.maxLevel + '\nDamage: ' + self.laserWall.damage + '/0.5s', {
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);
// Upgrade button
var upgradeButton = new Container();
buttonsContainer.addChild(upgradeButton);
var buttonBackground = upgradeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 500;
buttonBackground.height = 150;
var isMaxLevel = self.laserWall.level >= self.laserWall.maxLevel;
var upgradeCost = 0;
if (!isMaxLevel) {
upgradeCost = Math.floor(40 * Math.pow(2, self.laserWall.level - 1));
if (self.laserWall.level === self.laserWall.maxLevel - 1) {
upgradeCost = Math.floor(upgradeCost * 3.5 / 2);
}
}
buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888;
var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
upgradeButton.addChild(buttonText);
// Sell button
var sellButton = new Container();
buttonsContainer.addChild(sellButton);
var sellButtonBackground = sellButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
sellButtonBackground.width = 500;
sellButtonBackground.height = 150;
sellButtonBackground.tint = 0xCC0000;
var sellValue = getTowerSellValue(self.laserWall.getTotalValue());
var sellButtonText = new Text2('Remove Wall: +' + sellValue + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
sellButtonText.anchor.set(0.5, 0.5);
sellButton.addChild(sellButtonText);
upgradeButton.y = -85;
sellButton.y = 85;
// Close button
var closeButton = new Container();
self.addChild(closeButton);
var closeBackground = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBackground.width = 90;
closeBackground.height = 90;
closeBackground.tint = 0xAA0000;
var closeText = new Text2('X', {
size: 68,
fill: 0xFFFFFF,
weight: 800
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = menuBackground.width / 2 - 57;
closeButton.y = -menuBackground.height / 2 + 57;
upgradeButton.down = function () {
if (self.laserWall.level >= self.laserWall.maxLevel) {
var notification = game.addChild(new Notification("Laser wall is already at max level!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return;
}
if (self.laserWall.upgrade()) {
statsText.setText('Level: ' + self.laserWall.level + '/' + self.laserWall.maxLevel + '\nDamage: ' + self.laserWall.damage + '/0.5s');
if (self.laserWall.level >= self.laserWall.maxLevel) {
buttonBackground.tint = 0x888888;
buttonText.setText('Max Level');
} else {
var newCost = Math.floor(40 * Math.pow(2, self.laserWall.level - 1));
if (self.laserWall.level === self.laserWall.maxLevel - 1) {
newCost = Math.floor(newCost * 3.5 / 2);
}
buttonText.setText('Upgrade: ' + newCost + ' gold');
}
var newSellValue = getTowerSellValue(self.laserWall.getTotalValue());
sellButtonText.setText('Remove Wall: +' + newSellValue + ' gold');
}
};
sellButton.down = function () {
var sellValue = getTowerSellValue(self.laserWall.getTotalValue());
setGold(gold + sellValue);
var notification = game.addChild(new Notification("Laser wall removed for " + sellValue + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
// Remove laser wall from game
var wallIndex = laserWalls.indexOf(self.laserWall);
if (wallIndex !== -1) {
laserWalls.splice(wallIndex, 1);
}
game.removeChild(self.laserWall);
self.destroy();
selectedTower = null;
};
closeButton.down = function () {
hideUpgradeMenu(self);
selectedTower = null;
};
self.update = function () {
if (self.laserWall.level >= self.laserWall.maxLevel) {
return;
}
var currentUpgradeCost = Math.floor(40 * Math.pow(2, self.laserWall.level - 1));
if (self.laserWall.level === self.laserWall.maxLevel - 1) {
currentUpgradeCost = Math.floor(currentUpgradeCost * 3.5 / 2);
}
var canAfford = gold >= currentUpgradeCost;
buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
};
return self;
});
var Manual = Container.expand(function () {
var self = Container.call(this);
// Manual background
var background = self.attachAsset('manualBackground', {
anchorX: 0.5,
anchorY: 0.5
});
background.alpha = 0.95;
// Title
var titleText = new Text2('TOWER DEFENSE MANUAL', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
titleText.anchor.set(0.5, 0);
titleText.x = 0;
titleText.y = -1150;
self.addChild(titleText);
// Create scrollable content container
var contentContainer = new Container();
self.addChild(contentContainer);
var yPos = -1000;
var sectionSpacing = 350;
// Scrolling variables
var isDragging = false;
var startY = 0;
var startContentY = 0;
var velocity = 0;
var minY = -1000; // Top limit
var maxY = 0; // Will be calculated based on content height
var contentHeight = 0; // Will be calculated after adding all content
// Tower Classes Section
self.createSection = function (title, items, startY) {
var sectionY = startY;
// Section title
var sectionTitle = new Text2(title, {
size: 60,
fill: 0xFFD700,
weight: 800
});
sectionTitle.anchor.set(0.5, 0);
sectionTitle.x = 0;
sectionTitle.y = sectionY;
contentContainer.addChild(sectionTitle);
sectionY += 80;
// Items
for (var i = 0; i < items.length; i++) {
var item = items[i];
// Item background
var itemBg = contentContainer.attachAsset('manualSection', {
anchorX: 0.5,
anchorY: 0
});
itemBg.x = 0;
itemBg.y = sectionY;
itemBg.height = 200;
itemBg.alpha = 0.3;
// Item name
var itemName = new Text2(item.name, {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
itemName.anchor.set(0, 0);
itemName.x = -800;
itemName.y = sectionY + 20;
contentContainer.addChild(itemName);
// Item stats
var itemStats = new Text2(item.stats, {
size: 40,
fill: 0xCCCCCC,
weight: 400
});
itemStats.anchor.set(0, 0);
itemStats.x = -800;
itemStats.y = sectionY + 80;
contentContainer.addChild(itemStats);
sectionY += 220;
}
return sectionY + 50;
};
// Tower data
var towerData = [{
name: 'BOW (Default)',
stats: 'Cost: 5 gold • Damage: 10 • Range: 3 tiles • Rate: 1/s\nBalanced tower good for early game'
}, {
name: 'CROSSBOW (Rapid)',
stats: 'Cost: 15 gold • Damage: 5 • Range: 2.5 tiles • Rate: 2/s\nFast firing tower, good against swarms'
}, {
name: 'SNIPER',
stats: 'Cost: 25 gold • Damage: 25 • Range: 5 tiles • Rate: 0.67/s\nLong range, high damage, slow firing'
}, {
name: 'CANNON (Splash)',
stats: 'Cost: 35 gold • Damage: 15 • Range: 2 tiles • Rate: 0.8/s\nArea damage affects nearby enemies'
}, {
name: 'ICE WIZARD (Slow)',
stats: 'Cost: 45 gold • Damage: 8 • Range: 3.5 tiles • Rate: 1.2/s\nSlows enemies, ineffective vs immune'
}, {
name: 'FARM',
stats: 'Cost: 30 gold • Income: 10 gold/wave (+15 per level)\nGenerates passive income, no combat'
}, {
name: 'LASER BASE ALPHA',
stats: 'Cost: 40 gold • Requires 2+ in same row\nCreates laser wall, blocks ground enemies'
}, {
name: 'INFERNO (Single)',
stats: 'Cost: 50 gold • Damage: 5 DPS • Range: 4 tiles\nContinuous beam that drains health'
}, {
name: 'TRICKY WIZARD (Weakening)',
stats: 'Cost: 40 gold • Damage: 10 • Range: 3 tiles\n50% chance to confuse enemies'
}, {
name: 'CHURCH (Income)',
stats: 'Cost: 60 gold • Gives 1 life per wave\nNo combat ability, provides lives'
}, {
name: 'MORTAR (Area)',
stats: 'Cost: 55 gold • Damage: 30 • Range: 7 tiles\nHigh range area damage, min range 2 tiles'
}];
// Enemy data
var enemyData = [{
name: 'NORMAL',
stats: 'Health: 100 • Speed: Normal • Ground unit\nBasic enemy type'
}, {
name: 'FAST',
stats: 'Health: 100 • Speed: 2x Normal • Ground unit\nQuick moving enemy'
}, {
name: 'IMMUNE',
stats: 'Health: 80 • Speed: Normal • Ground unit\nImmune to slow effects'
}, {
name: 'FLYING',
stats: 'Health: 80 • Speed: Normal • Flying unit\nFlies over obstacles, immune to laser walls'
}, {
name: 'SWARM',
stats: 'Health: 50 • Speed: Normal • Ground unit\nWeaker but comes in large numbers'
}, {
name: 'FLYING HORDE',
stats: 'Health: 25 • Speed: 1.5x Normal • Flying unit\nSpawner creates multiple weak flying enemies'
}, {
name: 'MOLE DIGGER',
stats: 'Health: 120 • Speed: 0.8x/2x Normal • Ground unit\nHides underground periodically, untargetable while hidden'
}, {
name: 'BOSS',
stats: 'Health: 20x Normal • Speed: 0.7x Normal\nAppears every 10th wave, massive health'
}, {
name: 'MIXED',
stats: 'Spawns various random enemy types\nUnpredictable wave composition'
}];
// Create sections
yPos = self.createSection('TOWER TYPES', towerData, yPos);
yPos = self.createSection('ENEMY TYPES', enemyData, yPos);
// Game mechanics section
var mechanicsData = [{
name: 'TOWER TARGETING',
stats: 'First: Closest to exit • Last: Farthest from exit\nStrong: Highest HP • Crowd: Most nearby enemies'
}, {
name: 'WAVE PROGRESSION',
stats: 'Waves 1-10: Fixed types to introduce mechanics\nAfter wave 10: Random types except boss waves'
}, {
name: 'DIFFICULTY SCALING',
stats: 'Enemy health increases 12% per wave\nBoss waves every 10th wave'
}, {
name: 'TOWER UPGRADES',
stats: 'Level 1-5: Exponential cost increase\nLevel 6: Extra powerful, costs 3.5x previous'
}, {
name: 'SELLING TOWERS',
stats: 'Returns 60% of total investment\nStrategic for repositioning'
}];
yPos = self.createSection('GAME MECHANICS', mechanicsData, yPos);
// Calculate content height and set scroll limits
contentHeight = yPos + 1000; // yPos is negative, so we add back the initial offset
maxY = Math.min(0, -contentHeight + 1800); // 1800 is approximate visible height
// Close button
var closeButton = new Container();
self.addChild(closeButton);
var closeBg = closeButton.attachAsset('manualButton', {
anchorX: 0.5,
anchorY: 0.5
});
closeBg.width = 100;
closeBg.height = 100;
closeBg.tint = 0xFF4444;
var closeText = new Text2('X', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = 850;
closeButton.y = -1150;
closeButton.down = function () {
self.destroy();
};
// Touch event handlers for scrolling
self.down = function (x, y, obj) {
// Don't start scrolling if clicking on the close button
// Check if click is on close button using passed x,y coordinates
var dx = x - closeButton.x;
var dy = y - closeButton.y;
if (Math.abs(dx) < 50 && Math.abs(dy) < 50) {
return;
}
isDragging = true;
startY = y;
startContentY = contentContainer.y;
velocity = 0;
};
self.move = function (x, y, obj) {
if (isDragging) {
var deltaY = y - startY;
var newY = startContentY + deltaY;
// Apply bounds
newY = Math.max(maxY, Math.min(minY, newY));
contentContainer.y = newY;
// Calculate velocity for momentum
velocity = deltaY * 0.5;
}
};
self.up = function (x, y, obj) {
isDragging = false;
};
// Update function for momentum scrolling
self.update = function () {
if (!isDragging && Math.abs(velocity) > 0.1) {
// Apply momentum
contentContainer.y += velocity;
// Apply bounds
contentContainer.y = Math.max(maxY, Math.min(minY, contentContainer.y));
// Apply friction
velocity *= 0.92;
// Stop if velocity is too small
if (Math.abs(velocity) < 0.1) {
velocity = 0;
}
}
};
// Initial position (hidden)
self.x = 2048 / 2; // Center horizontally
self.y = 2732 + 1200;
// Animate in
tween(self, {
y: 2732 / 2
}, {
duration: 300,
easing: tween.backOut
});
return self;
});
var NextWaveButton = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 300;
buttonBackground.height = 100;
buttonBackground.tint = 0x0088FF;
var buttonText = new Text2("Next Wave", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.enabled = false;
self.visible = false;
self.update = function () {
if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) {
self.enabled = true;
self.visible = true;
buttonBackground.tint = 0x0088FF;
self.alpha = 1;
} else {
self.enabled = false;
self.visible = false;
buttonBackground.tint = 0x888888;
self.alpha = 0.7;
}
};
self.down = function () {
if (!self.enabled) {
return;
}
if (waveIndicator.gameStarted && currentWave < totalWaves) {
currentWave++; // Increment to the next wave directly
waveTimer = 0; // Reset wave timer
waveInProgress = true;
waveSpawned = false;
// Get the type of the current wave (which is now the next wave)
var waveType = waveIndicator.getWaveTypeName(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
};
return self;
});
var Notification = Container.expand(function (message) {
var self = Container.call(this);
var notificationGraphics = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
var notificationText = new Text2(message, {
size: 50,
fill: 0x000000,
weight: 800
});
notificationText.anchor.set(0.5, 0.5);
notificationGraphics.width = notificationText.width + 30;
self.addChild(notificationText);
self.alpha = 1;
var fadeOutTime = 120;
self.update = function () {
if (fadeOutTime > 0) {
fadeOutTime--;
self.alpha = Math.min(fadeOutTime / 120 * 2, 1);
} else {
self.destroy();
}
};
return self;
});
var SourceTower = Container.expand(function (towerType) {
var self = Container.call(this);
self.towerType = towerType || 'default';
// Use specific tower asset based on type
var towerAssetId = 'tower_' + self.towerType;
if (self.towerType === 'default') {
towerAssetId = 'tower_default';
}
// Increase size of base for easier touch
var baseGraphics = self.attachAsset(towerAssetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
// No need to tint anymore as we have specific assets
var towerCost = getTowerCost(self.towerType);
// Get display name for tower type
var displayName = self.towerType;
switch (self.towerType) {
case 'default':
displayName = 'Bow';
break;
case 'rapid':
displayName = 'Crossbow';
break;
case 'splash':
displayName = 'Cannon';
break;
case 'slow':
displayName = 'Ice Wizard';
break;
case 'farm':
displayName = 'Farm';
break;
case 'laser':
displayName = 'Laser Base';
break;
case 'inferno':
displayName = 'Inferno';
break;
case 'wizard':
displayName = 'Tricky Wizard';
break;
case 'church':
displayName = 'Church';
break;
case 'mortar':
displayName = 'Mortar';
break;
}
// Add shadow for tower type label
var typeLabelShadow = new Text2(displayName, {
size: 50,
fill: 0x000000,
weight: 800
});
typeLabelShadow.anchor.set(0.5, 0.5);
typeLabelShadow.x = 4;
typeLabelShadow.y = -20 + 4;
self.addChild(typeLabelShadow);
// Add tower type label
var typeLabel = new Text2(displayName, {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
typeLabel.anchor.set(0.5, 0.5);
typeLabel.y = -20; // Position above center of tower
self.addChild(typeLabel);
// Add cost shadow
var costLabelShadow = new Text2(towerCost, {
size: 50,
fill: 0x000000,
weight: 800
});
costLabelShadow.anchor.set(0.5, 0.5);
costLabelShadow.x = 4;
costLabelShadow.y = 24 + 12;
self.addChild(costLabelShadow);
// Add cost label
var costLabel = new Text2(towerCost, {
size: 50,
fill: 0xFFD700,
weight: 800
});
costLabel.anchor.set(0.5, 0.5);
costLabel.y = 20 + 12;
self.addChild(costLabel);
self.update = function () {
// Check if player can afford this tower
var canAfford = gold >= getTowerCost(self.towerType);
// Set opacity based on affordability
self.alpha = canAfford ? 1 : 0.5;
};
return self;
});
var Tower = Container.expand(function (id) {
var self = Container.call(this);
self.id = id || 'default';
self.level = 1;
self.maxLevel = 6;
self.gridX = 0;
self.gridY = 0;
self.range = 3 * CELL_SIZE;
self.targetingMode = 'first'; // Options: 'first', 'last', 'strong', 'crowd'
self.hasSpecialAbility = false; // Unlocked at max level
self.specialAbilityActive = false;
self.specialAbilityTimer = 0;
self.rapidBurstCount = 0; // For archer rapid fire
self.infernoTargets = []; // For inferno multi-target
// Standardized method to get the current range of the tower
self.getRange = function () {
// Always calculate range based on tower type and level
switch (self.id) {
case 'sniper':
// Sniper: base 5, +0.8 per level, infinite range with special ability
if (self.hasSpecialAbility) {
return 999 * CELL_SIZE; // Effectively infinite range
}
return (5 + (self.level - 1) * 0.8) * CELL_SIZE;
case 'splash':
// Splash: base 2, +0.2 per level (max ~4 blocks at max level)
return (2 + (self.level - 1) * 0.2) * CELL_SIZE;
case 'rapid':
// Rapid: base 2.5, +0.5 per level
return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'slow':
// Slow: base 3.5, +0.5 per level
return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'farm':
// Farm has no range
return 0;
case 'laser':
// Laser has no shooting range
return 0;
case 'inferno':
// Inferno: base 4, +0.3 per level
return (4 + (self.level - 1) * 0.3) * CELL_SIZE;
case 'wizard':
// Wizard: base 3, +0.4 per level
return (3 + (self.level - 1) * 0.4) * CELL_SIZE;
case 'church':
// Church has no range
return 0;
case 'mortar':
// Mortar: base 7, +0.5 per level (high range)
return (7 + (self.level - 1) * 0.5) * CELL_SIZE;
default:
// Default: base 3, +0.5 per level
return (3 + (self.level - 1) * 0.5) * CELL_SIZE;
}
};
self.cellsInRange = [];
self.fireRate = 60;
self.bulletSpeed = 5;
self.damage = 10;
self.lastFired = 0;
self.targetEnemy = null;
switch (self.id) {
case 'rapid':
self.fireRate = 30;
self.damage = 5;
self.range = 2.5 * CELL_SIZE;
self.bulletSpeed = 7;
break;
case 'sniper':
self.fireRate = 90;
self.damage = 25;
self.range = 5 * CELL_SIZE;
self.bulletSpeed = 25;
break;
case 'splash':
self.fireRate = 75;
self.damage = 15;
self.range = 2 * CELL_SIZE;
self.bulletSpeed = 4;
break;
case 'slow':
self.fireRate = 50;
self.damage = 8;
self.range = 3.5 * CELL_SIZE;
self.bulletSpeed = 5;
break;
case 'farm':
self.fireRate = 999999; // Farm doesn't shoot
self.damage = 0;
self.range = 0;
self.bulletSpeed = 0;
break;
case 'laser':
self.fireRate = 999999; // Laser doesn't shoot normally
self.damage = 0;
self.range = 0;
self.bulletSpeed = 0;
break;
case 'inferno':
self.fireRate = 999999; // Inferno uses continuous beam
self.damage = 5; // Base DPS
self.range = 4 * CELL_SIZE;
self.bulletSpeed = 0;
break;
case 'wizard':
self.fireRate = 120; // Slower fire rate
self.damage = 10;
self.range = 3 * CELL_SIZE;
self.bulletSpeed = 6;
break;
case 'church':
self.fireRate = 999999; // Church doesn't shoot
self.damage = 0;
self.range = 0;
self.bulletSpeed = 0;
break;
case 'mortar':
self.fireRate = 180; // Very slow fire rate
self.damage = 30;
self.range = 7 * CELL_SIZE;
self.minRange = 2 * CELL_SIZE; // Can't hit close enemies
self.bulletSpeed = 3;
break;
}
// Use specific tower asset based on type
var towerAssetId = 'tower_' + self.id;
if (self.id === 'default') {
towerAssetId = 'tower_default';
}
var baseGraphics = self.attachAsset(towerAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
// No need to tint anymore as we have specific assets
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);
// Use specific defense asset based on type
var defenseAssetId = 'defense_' + self.id;
if (self.id === 'default') {
defenseAssetId = 'defense_default';
}
var gunGraphics = gunContainer.attachAsset(defenseAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.updateLevelIndicators = function () {
for (var i = 0; i < maxDots; i++) {
var dot = levelIndicators[i];
var towerLevelIndicator = dot.children[1];
if (i < self.level) {
towerLevelIndicator.tint = 0xFFFFFF;
} else {
switch (self.id) {
case 'rapid':
towerLevelIndicator.tint = 0x00AAFF;
break;
case 'sniper':
towerLevelIndicator.tint = 0xFF5500;
break;
case 'splash':
towerLevelIndicator.tint = 0x33CC00;
break;
case 'slow':
towerLevelIndicator.tint = 0x9900FF;
break;
case 'farm':
towerLevelIndicator.tint = 0xFFD700; // Gold color
break;
case 'laser':
towerLevelIndicator.tint = 0xFF0088; // Pink color
break;
case 'inferno':
towerLevelIndicator.tint = 0xFF4500; // Orange-red
break;
case 'wizard':
towerLevelIndicator.tint = 0xFF1493; // Deep pink
break;
case 'church':
towerLevelIndicator.tint = 0xFFD700; // Gold
break;
case 'mortar':
towerLevelIndicator.tint = 0x8B4513; // Saddle brown
break;
default:
towerLevelIndicator.tint = 0xAAAAAA;
}
}
}
};
self.updateLevelIndicators();
// Create inferno beam visual if this is an inferno tower
if (self.id === 'inferno') {
self.infernoBeam = self.attachAsset('infernoBeam', {
anchorX: 0,
anchorY: 0.5
});
self.infernoBeam.visible = false;
self.infernoBeam.alpha = 0.8;
self.infernoDamageTimer = 0;
}
self.refreshCellsInRange = function () {
for (var i = 0; i < self.cellsInRange.length; i++) {
var cell = self.cellsInRange[i];
var towerIndex = cell.towersInRange.indexOf(self);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
self.cellsInRange = [];
var rangeRadius = self.getRange() / CELL_SIZE;
var centerX = self.gridX + 1;
var centerY = self.gridY + 1;
var minI = Math.floor(centerX - rangeRadius - 0.5);
var maxI = Math.ceil(centerX + rangeRadius + 0.5);
var minJ = Math.floor(centerY - rangeRadius - 0.5);
var maxJ = Math.ceil(centerY + rangeRadius + 0.5);
for (var i = minI; i <= maxI; i++) {
for (var j = minJ; j <= maxJ; j++) {
var closestX = Math.max(i, Math.min(centerX, i + 1));
var closestY = Math.max(j, Math.min(centerY, j + 1));
var deltaX = closestX - centerX;
var deltaY = closestY - centerY;
var distanceSquared = deltaX * deltaX + deltaY * deltaY;
if (distanceSquared <= rangeRadius * rangeRadius) {
var cell = grid.getCell(i, j);
if (cell) {
self.cellsInRange.push(cell);
cell.towersInRange.push(self);
}
}
}
}
grid.renderDebug();
};
self.getTotalValue = function () {
var baseTowerCost = getTowerCost(self.id);
var totalInvestment = baseTowerCost;
var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost
for (var i = 1; i < self.level; i++) {
totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1));
}
return totalInvestment;
};
self.getSpecialAbilityName = function () {
switch (self.id) {
case 'default':
return 'Rapid Fire';
case 'rapid':
return 'Bleeding Shots';
case 'sniper':
return 'Infinite Range';
case 'inferno':
return 'Triple Beam';
case 'splash':
return 'Mega Blast';
case 'laser':
return 'Sky Piercer';
case 'mortar':
return 'Quad Shot';
case 'slow':
return 'Permafrost';
case 'wizard':
return 'Charm';
case 'farm':
return 'Gold Boost';
case 'church':
return 'Divine Intervention';
default:
return null;
}
};
self.getSpecialAbilityCost = function () {
// Special ability costs 3x the base tower cost
return getTowerCost(self.id) * 3;
};
self.unlockSpecialAbility = function () {
if (self.level >= 3 && !self.hasSpecialAbility) {
var cost = self.getSpecialAbilityCost();
if (gold >= cost) {
setGold(gold - cost);
self.hasSpecialAbility = true;
// Show special ability unlocked notification
var abilityName = self.getSpecialAbilityName();
if (abilityName) {
var notification = game.addChild(new Notification("Special Ability Unlocked: " + abilityName));
notification.x = 2048 / 2;
notification.y = grid.height - 100;
}
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold for special ability!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
return false;
};
self.upgrade = function () {
if (self.level < self.maxLevel) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.id);
var upgradeCost;
// Make last upgrade level extra expensive
if (self.level === self.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1));
}
if (gold >= upgradeCost) {
setGold(gold - upgradeCost);
self.level++;
LK.getSound('tower_upgrade').play();
// Special ability is unlocked separately at level 3 (no longer automatic)
// Special ability unlocking is now handled by separate purchase button
// No need to update self.range here; getRange() is now the source of truth
// Apply tower-specific upgrades based on type
if (self.id === 'rapid') {
if (self.level === self.maxLevel) {
// Extra powerful last upgrade (double the effect)
self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect
self.damage = 5 + self.level * 10; // double the effect
self.bulletSpeed = 7 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades
self.damage = 5 + self.level * 3;
self.bulletSpeed = 7 + self.level * 0.7;
}
} else if (self.id === 'inferno') {
// Inferno tower damage scales differently (DPS)
self.damage = 5 + self.level * 3;
} else if (self.id === 'wizard') {
if (self.level === self.maxLevel) {
self.fireRate = Math.max(30, 120 - self.level * 30);
self.damage = 10 + self.level * 15;
self.bulletSpeed = 6 + self.level * 1.5;
} else {
self.fireRate = Math.max(60, 120 - self.level * 10);
self.damage = 10 + self.level * 5;
self.bulletSpeed = 6 + self.level * 0.5;
}
} else if (self.id === 'mortar') {
if (self.level === self.maxLevel) {
self.fireRate = Math.max(60, 180 - self.level * 40);
self.damage = 30 + self.level * 25;
self.bulletSpeed = 3 + self.level * 1.0;
} else {
self.fireRate = Math.max(120, 180 - self.level * 10);
self.damage = 30 + self.level * 8;
self.bulletSpeed = 3 + self.level * 0.3;
}
} else {
if (self.level === self.maxLevel) {
// Extra powerful last upgrade for all other towers (double the effect)
self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect
self.damage = 10 + self.level * 20; // double the effect
self.bulletSpeed = 5 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(20, 60 - self.level * 8);
self.damage = 10 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
}
}
self.refreshCellsInRange();
self.updateLevelIndicators();
if (self.level > 1) {
var levelDot = levelIndicators[self.level - 1].children[1];
tween(levelDot, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(levelDot, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
});
}
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold to upgrade!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
return false;
};
self.findTarget = function () {
var enemiesInRange = [];
// First, collect all enemies in 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 distance = Math.sqrt(dx * dx + dy * dy);
// Check if enemy is in range and not hidden underground
if (distance <= self.getRange() && !enemy.isHidden) {
// Mortar can't hit enemies that are too close
if (self.id === 'mortar' && distance < self.minRange) {
continue;
}
enemiesInRange.push({
enemy: enemy,
distance: distance,
dx: dx,
dy: dy
});
}
}
if (enemiesInRange.length === 0) {
self.targetEnemy = null;
return null;
}
var targetEnemy = null;
switch (self.targetingMode) {
case 'first':
// Target enemy closest to the base (lowest path score or closest to goal for flying)
var lowestScore = Infinity;
for (var i = 0; i < enemiesInRange.length; i++) {
var enemyData = enemiesInRange[i];
var enemy = enemyData.enemy;
if (enemy.isFlying) {
// For flying enemies, prioritize by distance to the goal
if (enemy.flyingTarget) {
var goalX = enemy.flyingTarget.x;
var goalY = enemy.flyingTarget.y;
var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY));
// Use distance to goal as score
if (distToGoal < lowestScore) {
lowestScore = distToGoal;
targetEnemy = enemy;
}
} else {
// If no flying target yet (shouldn't happen), prioritize by distance to tower
if (enemyData.distance < lowestScore) {
lowestScore = enemyData.distance;
targetEnemy = enemy;
}
}
} else {
// For ground enemies, use the original path-based targeting
// Get the cell for this enemy
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && cell.pathId === pathId) {
// Use the cell's score (distance to exit) for prioritization
// Lower score means closer to exit
if (cell.score < lowestScore) {
lowestScore = cell.score;
targetEnemy = enemy;
}
}
}
}
break;
case 'last':
// Target enemy farthest from the base (highest path score)
var highestScore = -Infinity;
for (var i = 0; i < enemiesInRange.length; i++) {
var enemyData = enemiesInRange[i];
var enemy = enemyData.enemy;
if (enemy.isFlying) {
// For flying enemies, prioritize by distance to the goal (inverse)
if (enemy.flyingTarget) {
var goalX = enemy.flyingTarget.x;
var goalY = enemy.flyingTarget.y;
var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY));
// Use inverse distance to goal as score
if (distToGoal > highestScore) {
highestScore = distToGoal;
targetEnemy = enemy;
}
}
} else {
// For ground enemies
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && cell.pathId === pathId) {
// Higher score means farther from exit
if (cell.score > highestScore) {
highestScore = cell.score;
targetEnemy = enemy;
}
}
}
}
break;
case 'strong':
// Target enemy with the most HP
var mostHP = -1;
for (var i = 0; i < enemiesInRange.length; i++) {
var enemy = enemiesInRange[i].enemy;
if (enemy.health > mostHP) {
mostHP = enemy.health;
targetEnemy = enemy;
}
}
break;
case 'crowd':
// Target enemy with the most other enemies nearby
var maxCrowdScore = -1;
for (var i = 0; i < enemiesInRange.length; i++) {
var enemyData = enemiesInRange[i];
var enemy = enemyData.enemy;
var crowdScore = 0;
// Count enemies within 2 cells of this enemy
for (var j = 0; j < enemies.length; j++) {
if (enemies[j] !== enemy) {
var edx = enemies[j].x - enemy.x;
var edy = enemies[j].y - enemy.y;
var edist = Math.sqrt(edx * edx + edy * edy);
if (edist <= CELL_SIZE * 2) {
crowdScore++;
}
}
}
if (crowdScore > maxCrowdScore) {
maxCrowdScore = crowdScore;
targetEnemy = enemy;
}
}
break;
}
// For inferno tower with special ability, find up to 3 targets
if (self.id === 'inferno' && self.hasSpecialAbility && enemiesInRange.length > 0) {
self.infernoTargets = [];
// Sort enemies by distance
enemiesInRange.sort(function (a, b) {
return a.distance - b.distance;
});
// Get up to 3 targets
for (var i = 0; i < Math.min(3, enemiesInRange.length); i++) {
self.infernoTargets.push(enemiesInRange[i].enemy);
}
return self.infernoTargets[0]; // Return primary target
}
return targetEnemy;
};
self.update = function () {
// Farm towers don't target or shoot
if (self.id === 'farm') {
return;
}
// Laser towers are handled separately
if (self.id === 'laser') {
return;
}
// Church towers don't shoot
if (self.id === 'church') {
return;
}
// Inferno tower uses continuous beam
if (self.id === 'inferno') {
self.targetEnemy = self.findTarget();
if (self.targetEnemy) {
// Show and position beam
self.infernoBeam.visible = true;
var dx = self.targetEnemy.x - self.x;
var dy = self.targetEnemy.y - self.y;
var angle = Math.atan2(dy, dx);
var distance = Math.sqrt(dx * dx + dy * dy);
self.infernoBeam.rotation = angle;
self.infernoBeam.width = distance;
gunContainer.rotation = angle;
// Deal damage every 10 ticks
self.infernoDamageTimer++;
if (self.infernoDamageTimer >= 10) {
self.infernoDamageTimer = 0;
// Calculate damage based on level
var damagePerTick = oneHitKillCheat ? 999999 : self.damage + self.level * 3;
self.targetEnemy.health -= damagePerTick;
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// Visual effect
LK.effects.flashObject(self.targetEnemy, 0xFF4500, 100);
// Handle multi-target ability
if (self.hasSpecialAbility && self.infernoTargets.length > 1) {
// Damage additional targets (50% damage)
for (var i = 1; i < self.infernoTargets.length; i++) {
var additionalTarget = self.infernoTargets[i];
if (additionalTarget && additionalTarget.parent && !additionalTarget.isHidden) {
additionalTarget.health -= oneHitKillCheat ? 999999 : damagePerTick * 0.5;
if (additionalTarget.health <= 0) {
additionalTarget.health = 0;
} else {
additionalTarget.healthBar.width = additionalTarget.health / additionalTarget.maxHealth * 70;
}
LK.effects.flashObject(additionalTarget, 0xFF4500, 100);
}
}
}
}
} else {
self.infernoBeam.visible = false;
self.infernoDamageTimer = 0;
self.infernoTargets = [];
}
return;
}
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;
// Handle rapid burst fire for archer
if (self.rapidBurstCount > 0) {
if (LK.ticks - self.lastFired >= 6) {
// Very fast fire rate during burst
self.fire();
self.lastFired = LK.ticks;
self.rapidBurstCount--;
if (self.rapidBurstCount === 0) {
self.specialAbilityActive = false;
}
}
} else if (LK.ticks - self.lastFired >= self.fireRate) {
self.fire();
self.lastFired = LK.ticks;
}
}
};
self.down = function (x, y, obj) {
var existingMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
var hasOwnMenu = false;
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self) {
rangeCircle = game.children[i];
break;
}
}
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hasOwnMenu = true;
break;
}
}
if (hasOwnMenu) {
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hideUpgradeMenu(existingMenus[i]);
}
}
if (rangeCircle) {
game.removeChild(rangeCircle);
}
selectedTower = null;
grid.renderDebug();
return;
}
for (var i = 0; i < existingMenus.length; i++) {
existingMenus[i].destroy();
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = self;
var rangeIndicator = new Container();
rangeIndicator.isTowerRange = true;
rangeIndicator.tower = self;
game.addChild(rangeIndicator);
rangeIndicator.x = self.x;
rangeIndicator.y = self.y;
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.getRange() * 2;
rangeGraphics.alpha = 0.3;
var upgradeMenu = new UpgradeMenu(self);
game.addChild(upgradeMenu);
upgradeMenu.x = 2048 / 2;
tween(upgradeMenu, {
y: 2732 - 325
}, {
duration: 200,
easing: tween.backOut
});
grid.renderDebug();
};
self.isInRange = function (enemy) {
if (!enemy) {
return false;
}
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
return distance <= self.getRange();
};
self.fire = function () {
// Handle archer rapid fire ability
if (self.id === 'default' && self.hasSpecialAbility && Math.random() < 0.25) {
self.rapidBurstCount = 5;
self.specialAbilityActive = true;
}
// Handle mortar quad shot ability
if (self.id === 'mortar' && self.hasSpecialAbility) {
// Fire 4 projectiles at once
if (self.targetEnemy) {
for (var i = 0; i < 4; i++) {
var offsetAngle = (i - 1.5) * 0.3; // Spread the shots
var targetX = self.targetEnemy.x + Math.cos(offsetAngle) * 50;
var targetY = self.targetEnemy.y + Math.sin(offsetAngle) * 50;
var bulletX = self.x + Math.cos(gunContainer.rotation + offsetAngle) * 40;
var bulletY = self.y + Math.sin(gunContainer.rotation + offsetAngle) * 40;
var bullet = new Bullet(bulletX, bulletY, null, self.damage, self.bulletSpeed);
bullet.type = 'mortar';
bullet.targetX = targetX;
bullet.targetY = targetY;
// Replace bullet graphics
bullet.removeChild(bullet.children[0]);
var mortarGraphics = bullet.attachAsset('bullet_mortar', {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(bullet);
bullets.push(bullet);
}
}
return;
}
// Handle cannon mega blast ability
if (self.id === 'splash' && self.hasSpecialAbility && self.specialAbilityTimer <= 0) {
self.fireRate = 25; // Triple fire rate
self.specialAbilityTimer = 180; // 3 second duration
}
if (self.id === 'splash' && self.specialAbilityTimer > 0) {
self.specialAbilityTimer--;
if (self.specialAbilityTimer === 0) {
self.fireRate = 75; // Reset to normal
}
}
if (self.targetEnemy) {
var potentialDamage = 0;
for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) {
potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage;
}
if (self.targetEnemy.health > potentialDamage) {
var bulletX = self.x + Math.cos(gunContainer.rotation) * 40;
var bulletY = self.y + Math.sin(gunContainer.rotation) * 40;
var bulletDamage = oneHitKillCheat ? 999999 : self.damage;
var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, bulletDamage, self.bulletSpeed);
// Set bullet type based on tower type
bullet.type = self.id;
// For slow tower, pass level for scaling slow effect
if (self.id === 'slow') {
bullet.sourceTowerLevel = self.level;
bullet.hasPermafrostAbility = self.hasSpecialAbility;
} else if (self.id === 'rapid') {
bullet.hasBleedAbility = self.hasSpecialAbility;
} else if (self.id === 'wizard') {
bullet.hasCharmAbility = self.hasSpecialAbility;
}
// For mortar, store target position instead of enemy
if (self.id === 'mortar') {
bullet.targetX = self.targetEnemy.x;
bullet.targetY = self.targetEnemy.y;
bullet.targetEnemy = null; // Mortar targets location, not enemy
}
// Replace bullet graphics with tower-specific asset
var bulletAssetId = 'bullet';
if (self.id !== 'default') {
bulletAssetId = 'bullet_' + self.id;
}
// Remove the old generic bullet graphic
bullet.removeChild(bullet.children[0]);
// Attach the specific bullet asset
var specificBulletGraphics = bullet.attachAsset(bulletAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(bullet);
bullets.push(bullet);
self.targetEnemy.bulletsTargetingThis.push(bullet);
// Play shooting sound based on tower type
if (self.id === 'sniper') {
LK.getSound('tower_shoot').play();
} else if (self.id === 'splash' || self.id === 'mortar') {
LK.getSound('explosion').play();
} else if (self.id === 'slow') {
LK.getSound('freeze').play();
} else if (self.id === 'wizard') {
LK.getSound('charm').play();
} else {
LK.getSound('tower_shoot').play();
}
// --- Fire recoil effect for gunContainer ---
// Stop any ongoing recoil tweens before starting a new one
tween.stop(gunContainer, {
x: true,
y: true,
scaleX: true,
scaleY: true
});
// Always use the original resting position for recoil, never accumulate offset
if (gunContainer._restX === undefined) {
gunContainer._restX = 0;
}
if (gunContainer._restY === undefined) {
gunContainer._restY = 0;
}
if (gunContainer._restScaleX === undefined) {
gunContainer._restScaleX = 1;
}
if (gunContainer._restScaleY === undefined) {
gunContainer._restScaleY = 1;
}
// Reset to resting position before animating (in case of interrupted tweens)
gunContainer.x = gunContainer._restX;
gunContainer.y = gunContainer._restY;
gunContainer.scaleX = gunContainer._restScaleX;
gunContainer.scaleY = gunContainer._restScaleY;
// Calculate recoil offset (recoil back along the gun's rotation)
var recoilDistance = 8;
var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance;
var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance;
// Animate recoil back from the resting position
tween(gunContainer, {
x: gunContainer._restX + recoilX,
y: gunContainer._restY + recoilY
}, {
duration: 60,
easing: tween.cubicOut,
onFinish: function onFinish() {
// Animate return to original position/scale
tween(gunContainer, {
x: gunContainer._restX,
y: gunContainer._restY
}, {
duration: 90,
easing: tween.cubicIn
});
}
});
}
}
};
self.placeOnGrid = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2;
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cell.type = 1;
}
}
}
self.refreshCellsInRange();
};
return self;
});
var TowerPreview = Container.expand(function () {
var self = Container.call(this);
var towerRange = 3;
var rangeInPixels = towerRange * CELL_SIZE;
self.towerType = 'default';
self.hasEnoughGold = true;
var rangeIndicator = new Container();
self.addChild(rangeIndicator);
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.alpha = 0.3;
var previewGraphics = self.attachAsset('towerpreview', {
anchorX: 0.5,
anchorY: 0.5
});
previewGraphics.width = CELL_SIZE * 2;
previewGraphics.height = CELL_SIZE * 2;
self.canPlace = false;
self.gridX = 0;
self.gridY = 0;
self.blockedByEnemy = false;
self.update = function () {
var previousHasEnoughGold = self.hasEnoughGold;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
// Only update appearance if the affordability status has changed
if (previousHasEnoughGold !== self.hasEnoughGold) {
self.updateAppearance();
}
};
self.updateAppearance = function () {
// Use Tower class to get the source of truth for range
var tempTower = new Tower(self.towerType);
var previewRange = tempTower.getRange();
// Clean up tempTower to avoid memory leaks
if (tempTower && tempTower.destroy) {
tempTower.destroy();
}
// Set range indicator using unified range logic
rangeGraphics.width = rangeGraphics.height = previewRange * 2;
switch (self.towerType) {
case 'rapid':
previewGraphics.tint = 0x00AAFF;
break;
case 'sniper':
previewGraphics.tint = 0xFF5500;
break;
case 'splash':
previewGraphics.tint = 0x33CC00;
break;
case 'slow':
previewGraphics.tint = 0x9900FF;
break;
case 'farm':
previewGraphics.tint = 0xFFD700; // Gold color
break;
case 'laser':
previewGraphics.tint = 0xFF0088; // Pink color
break;
case 'inferno':
previewGraphics.tint = 0xFF4500; // Orange-red
break;
case 'wizard':
previewGraphics.tint = 0xFF1493; // Deep pink
break;
case 'church':
previewGraphics.tint = 0xFFD700; // Gold
break;
case 'mortar':
previewGraphics.tint = 0x8B4513; // Saddle brown
break;
default:
previewGraphics.tint = 0xAAAAAA;
}
if (!self.canPlace || !self.hasEnoughGold) {
previewGraphics.tint = 0xFF0000;
}
};
self.updatePlacementStatus = function () {
var validGridPlacement = true;
if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) {
validGridPlacement = false;
} else {
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(self.gridX + i, self.gridY + j);
if (!cell || cell.type !== 0) {
validGridPlacement = false;
break;
}
}
if (!validGridPlacement) {
break;
}
}
}
self.blockedByEnemy = false;
if (validGridPlacement) {
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.currentCellY < 4) {
continue;
}
// Only check non-flying enemies, flying enemies can pass over towers
if (!enemy.isFlying) {
if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) {
self.blockedByEnemy = true;
break;
}
if (enemy.currentTarget) {
var targetX = enemy.currentTarget.x;
var targetY = enemy.currentTarget.y;
if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) {
self.blockedByEnemy = true;
break;
}
}
}
}
}
self.canPlace = validGridPlacement && !self.blockedByEnemy;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
self.updateAppearance();
};
self.checkPlacement = function () {
self.updatePlacementStatus();
};
self.snapToGrid = function (x, y) {
var gridPosX = x - grid.x;
var gridPosY = y - grid.y;
self.gridX = Math.floor(gridPosX / CELL_SIZE);
self.gridY = Math.floor(gridPosY / CELL_SIZE);
self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2;
self.checkPlacement();
};
return self;
});
var UpgradeMenu = Container.expand(function (tower) {
var self = Container.call(this);
self.tower = tower;
self.y = 2732 + 325;
var menuBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
menuBackground.width = 2048;
menuBackground.height = 700;
menuBackground.tint = 0x444444;
menuBackground.alpha = 0.9;
// Get display name for tower type
var displayName = self.tower.id;
switch (self.tower.id) {
case 'default':
displayName = 'Bow';
break;
case 'rapid':
displayName = 'Crossbow';
break;
case 'splash':
displayName = 'Cannon';
break;
case 'slow':
displayName = 'Ice Wizard';
break;
case 'farm':
displayName = 'Farm';
break;
case 'laser':
displayName = 'Laser Base Alpha';
break;
case 'inferno':
displayName = 'Inferno';
break;
case 'wizard':
displayName = 'Tricky Wizard';
break;
case 'church':
displayName = 'Church';
break;
case 'mortar':
displayName = 'Mortar';
break;
}
var towerTypeText = new Text2(displayName + ' Tower', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
towerTypeText.anchor.set(0, 0);
towerTypeText.x = -840;
towerTypeText.y = -160;
self.addChild(towerTypeText);
var statsText = new Text2(self.tower.id === 'inferno' ? 'Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + (self.tower.damage + self.tower.level * 3) + ' DPS\nRange: ' + (self.tower.getRange() / CELL_SIZE).toFixed(1) + ' tiles' : self.tower.id === 'church' ? 'Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nLives per wave: ' + self.tower.level + '\nNo combat ability' : 'Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', {
size: 70,
fill: 0xFFFFFF,
weight: 400
});
statsText.anchor.set(0, 0.5);
statsText.x = -840;
statsText.y = 50;
self.addChild(statsText);
var buttonsContainer = new Container();
buttonsContainer.x = 500;
self.addChild(buttonsContainer);
var upgradeButton = new Container();
buttonsContainer.addChild(upgradeButton);
var buttonBackground = upgradeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 500;
buttonBackground.height = 150;
var isMaxLevel = self.tower.level >= self.tower.maxLevel;
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var upgradeCost;
if (isMaxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888;
var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
upgradeButton.addChild(buttonText);
// Special ability button
var specialButton = new Container();
buttonsContainer.addChild(specialButton);
var specialBackground = specialButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
specialBackground.width = 500;
specialBackground.height = 150;
var hasAbility = self.tower.hasSpecialAbility;
var abilityName = self.tower.getSpecialAbilityName();
var canUnlock = self.tower.level >= 3 && !hasAbility;
var abilityCost = canUnlock ? self.tower.getSpecialAbilityCost() : 0;
var lockText = self.tower.level < 3 ? 'Locked (Lv 3)' : canUnlock ? 'Buy: ' + abilityCost + ' gold' : 'Locked';
specialBackground.tint = hasAbility ? 0x9400D3 : canUnlock ? gold >= abilityCost ? 0x00AA00 : 0x888888 : 0x444444;
var specialText = new Text2(hasAbility ? abilityName : lockText, {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
specialText.anchor.set(0.5, 0.5);
specialButton.addChild(specialText);
var sellButton = new Container();
buttonsContainer.addChild(sellButton);
var sellButtonBackground = sellButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
sellButtonBackground.width = 500;
sellButtonBackground.height = 150;
sellButtonBackground.tint = 0xCC0000;
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
sellButtonText.anchor.set(0.5, 0.5);
sellButton.addChild(sellButtonText);
// Targeting mode button
var targetingButton = new Container();
buttonsContainer.addChild(targetingButton);
var targetingBackground = targetingButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
targetingBackground.width = 500;
targetingBackground.height = 150;
targetingBackground.tint = 0x0088FF;
var targetingModeNames = {
'first': 'First',
'last': 'Last',
'strong': 'Strong',
'crowd': 'Crowd'
};
var targetingText = new Text2('Target: ' + targetingModeNames[self.tower.targetingMode], {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
targetingText.anchor.set(0.5, 0.5);
targetingButton.addChild(targetingText);
upgradeButton.y = -210;
specialButton.y = -70;
targetingButton.y = 70;
sellButton.y = 210;
var closeButton = new Container();
self.addChild(closeButton);
var closeBackground = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBackground.width = 90;
closeBackground.height = 90;
closeBackground.tint = 0xAA0000;
var closeText = new Text2('X', {
size: 68,
fill: 0xFFFFFF,
weight: 800
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = menuBackground.width / 2 - 57;
closeButton.y = -menuBackground.height / 2 + 57;
upgradeButton.down = function (x, y, obj) {
LK.getSound('button_click').play();
if (self.tower.level >= self.tower.maxLevel) {
var notification = game.addChild(new Notification("Tower is already at max level!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return;
}
if (self.tower.upgrade()) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
if (self.tower.level >= self.tower.maxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
if (self.tower.id === 'inferno') {
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + (self.tower.damage + self.tower.level * 3) + ' DPS\nRange: ' + (self.tower.getRange() / CELL_SIZE).toFixed(1) + ' tiles');
} else if (self.tower.id === 'church') {
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nLives per wave: ' + self.tower.level + '\nNo combat ability');
} else {
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s');
}
// Update special ability button when upgrading
if (self.tower.hasSpecialAbility && !hasAbility) {
specialBackground.tint = 0x9400D3;
specialText.setText(self.tower.getSpecialAbilityName());
}
buttonText.setText('Upgrade: ' + upgradeCost + ' gold');
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = Math.floor(totalInvestment * 0.6);
sellButtonText.setText('Sell: +' + sellValue + ' gold');
if (self.tower.level >= self.tower.maxLevel) {
buttonBackground.tint = 0x888888;
buttonText.setText('Max Level');
}
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
rangeCircle = game.children[i];
break;
}
}
if (rangeCircle) {
var rangeGraphics = rangeCircle.children[0];
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
} else {
var newRangeIndicator = new Container();
newRangeIndicator.isTowerRange = true;
newRangeIndicator.tower = self.tower;
game.addChildAt(newRangeIndicator, 0);
newRangeIndicator.x = self.tower.x;
newRangeIndicator.y = self.tower.y;
var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
rangeGraphics.alpha = 0.3;
}
tween(self, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
}
};
specialButton.down = function () {
if (self.tower.hasSpecialAbility) {
var notification = game.addChild(new Notification("Special Ability: " + self.tower.getSpecialAbilityName()));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
} else if (self.tower.level >= 3) {
// Try to purchase special ability
if (self.tower.unlockSpecialAbility()) {
// Update button appearance after successful purchase
specialBackground.tint = 0x9400D3;
specialText.setText(self.tower.getSpecialAbilityName());
}
} else {
var notification = game.addChild(new Notification("Reach level 3 to unlock special ability!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
};
targetingButton.down = function () {
// Cycle through targeting modes
var modes = ['first', 'last', 'strong', 'crowd'];
var currentIndex = modes.indexOf(self.tower.targetingMode);
var nextIndex = (currentIndex + 1) % modes.length;
self.tower.targetingMode = modes[nextIndex];
var targetingModeNames = {
'first': 'First',
'last': 'Last',
'strong': 'Strong',
'crowd': 'Crowd'
};
targetingText.setText('Target: ' + targetingModeNames[self.tower.targetingMode]);
// Visual feedback
tween(targetingButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(targetingButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
};
sellButton.down = function (x, y, obj) {
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
setGold(gold + sellValue);
var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
var gridX = self.tower.gridX;
var gridY = self.tower.gridY;
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cell.type = 0;
var towerIndex = cell.towersInRange.indexOf(self.tower);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
}
}
if (selectedTower === self.tower) {
selectedTower = null;
}
var towerIndex = towers.indexOf(self.tower);
if (towerIndex !== -1) {
towers.splice(towerIndex, 1);
}
towerLayer.removeChild(self.tower);
grid.pathFind();
grid.renderDebug();
// Update laser walls if we removed a laser tower
if (self.tower.id === 'laser') {
updateLaserWalls();
}
self.destroy();
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
game.removeChild(game.children[i]);
break;
}
}
};
closeButton.down = function (x, y, obj) {
hideUpgradeMenu(self);
selectedTower = null;
grid.renderDebug();
};
self.update = function () {
if (self.tower.level >= self.tower.maxLevel) {
if (buttonText.text !== 'Max Level') {
buttonText.setText('Max Level');
buttonBackground.tint = 0x888888;
}
} else {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var currentUpgradeCost;
if (self.tower.level >= self.tower.maxLevel) {
currentUpgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
var canAfford = gold >= currentUpgradeCost;
buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
var newText = 'Upgrade: ' + currentUpgradeCost + ' gold';
if (buttonText.text !== newText) {
buttonText.setText(newText);
}
}
// Update special ability button
if (!self.tower.hasSpecialAbility && self.tower.level >= 3) {
var abilityCost = self.tower.getSpecialAbilityCost();
var canAffordAbility = gold >= abilityCost;
specialBackground.tint = canAffordAbility ? 0x00AA00 : 0x888888;
var newSpecialText = 'Buy: ' + abilityCost + ' gold';
if (specialText.text !== newSpecialText) {
specialText.setText(newSpecialText);
}
}
};
return self;
});
var WaveIndicator = Container.expand(function () {
var self = Container.call(this);
self.gameStarted = false;
self.waveMarkers = [];
self.waveTypes = [];
self.enemyCounts = [];
self.indicatorWidth = 0;
self.lastBossType = null; // Track the last boss type to avoid repeating
var blockWidth = 400;
var totalBlocksWidth = blockWidth * totalWaves;
var startMarker = new Container();
var startBlock = startMarker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
startBlock.width = blockWidth - 10;
startBlock.height = 70 * 2;
startBlock.tint = 0x00AA00;
// Add shadow for start text
var startTextShadow = new Text2("Start Game", {
size: 50,
fill: 0x000000,
weight: 800
});
startTextShadow.anchor.set(0.5, 0.5);
startTextShadow.x = 4;
startTextShadow.y = 4;
startMarker.addChild(startTextShadow);
var startText = new Text2("Start Game", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
startText.anchor.set(0.5, 0.5);
startMarker.addChild(startText);
startMarker.x = -self.indicatorWidth;
self.addChild(startMarker);
self.waveMarkers.push(startMarker);
startMarker.down = function () {
if (!self.gameStarted) {
self.gameStarted = true;
currentWave = 0;
waveTimer = nextWaveTime;
startBlock.tint = 0x00FF00;
startText.setText("Started!");
startTextShadow.setText("Started!");
// Make sure shadow position remains correct after text change
startTextShadow.x = 4;
startTextShadow.y = 4;
var notification = game.addChild(new Notification("Game started! Wave 1 incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
LK.getSound('wave_start').play();
}
};
for (var i = 0; i < totalWaves; i++) {
var marker = new Container();
var block = marker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
block.width = blockWidth - 10;
block.height = 70 * 2;
// --- Begin new unified wave logic ---
var waveType = "normal";
var enemyType = "normal";
var enemyCount = 10;
var isBossWave = (i + 1) % 10 === 0;
// Ensure all types appear in early waves
if (i === 0) {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
} else if (i === 1) {
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 10;
} else if (i === 2) {
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 10;
} else if (i === 3) {
block.tint = 0xFFFF00;
waveType = "Flying";
enemyType = "flying";
enemyCount = 10;
} else if (i === 4) {
block.tint = 0xFF00FF;
waveType = "Swarm";
enemyType = "swarm";
enemyCount = 30;
} else if (i === 5) {
block.tint = 0x00FFFF;
waveType = "Flying Horde";
enemyType = "flying_horde";
enemyCount = 3; // Few spawners that create many
} else if (i === 6) {
block.tint = 0x8B4513;
waveType = "Mole Digger";
enemyType = "mole";
enemyCount = 8;
} else if (i === 7) {
block.tint = 0xFFFFFF;
waveType = "Mixed";
enemyType = "mixed";
enemyCount = 12;
} else if (isBossWave) {
// Boss waves: cycle through all boss types, last boss is always flying
var bossTypes = ['normal', 'fast', 'immune', 'flying'];
var bossTypeIndex = Math.floor((i + 1) / 10) - 1;
if (i === totalWaves - 1) {
// Last boss is always flying
enemyType = 'flying';
waveType = "Boss Flying";
block.tint = 0xFFFF00;
} else {
enemyType = bossTypes[bossTypeIndex % bossTypes.length];
switch (enemyType) {
case 'normal':
block.tint = 0xAAAAAA;
waveType = "Boss Normal";
break;
case 'fast':
block.tint = 0x00AAFF;
waveType = "Boss Fast";
break;
case 'immune':
block.tint = 0xAA0000;
waveType = "Boss Immune";
break;
case 'flying':
block.tint = 0xFFFF00;
waveType = "Boss Flying";
break;
}
}
enemyCount = 1;
// Make the wave indicator for boss waves stand out
// Set boss wave color to the color of the wave type
switch (enemyType) {
case 'normal':
block.tint = 0xAAAAAA;
break;
case 'fast':
block.tint = 0x00AAFF;
break;
case 'immune':
block.tint = 0xAA0000;
break;
case 'flying':
block.tint = 0xFFFF00;
break;
default:
block.tint = 0xFF0000;
break;
}
} else if (i + 1 > 10) {
// After wave 10, all non-boss waves are completely random
var randomWaveTypes = [{
type: 'normal',
name: 'Normal',
tint: 0xAAAAAA,
count: 10
}, {
type: 'fast',
name: 'Fast',
tint: 0x00AAFF,
count: 10
}, {
type: 'immune',
name: 'Immune',
tint: 0xAA0000,
count: 10
}, {
type: 'flying',
name: 'Flying',
tint: 0xFFFF00,
count: 10
}, {
type: 'swarm',
name: 'Swarm',
tint: 0xFF00FF,
count: 30
}, {
type: 'flying_horde',
name: 'Flying Horde',
tint: 0x00FFFF,
count: 3
}, {
type: 'mole',
name: 'Mole Digger',
tint: 0x8B4513,
count: 8
}, {
type: 'mixed',
name: 'Mixed',
tint: 0xFFFFFF,
count: 12
}];
var randomChoice = randomWaveTypes[Math.floor(Math.random() * randomWaveTypes.length)];
enemyType = randomChoice.type;
waveType = randomChoice.name;
block.tint = randomChoice.tint;
enemyCount = randomChoice.count;
} else if ((i + 1) % 5 === 0) {
// Every 5th non-boss wave is fast
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 10;
} else if ((i + 1) % 4 === 0) {
// Every 4th non-boss wave is immune
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 10;
} else if ((i + 1) % 7 === 0) {
// Every 7th non-boss wave is flying
block.tint = 0xFFFF00;
waveType = "Flying";
enemyType = "flying";
enemyCount = 10;
} else if ((i + 1) % 3 === 0) {
// Every 3rd non-boss wave is swarm
block.tint = 0xFF00FF;
waveType = "Swarm";
enemyType = "swarm";
enemyCount = 30;
} else if ((i + 1) % 8 === 0) {
// Every 8th non-boss wave is flying horde
block.tint = 0x00FFFF;
waveType = "Flying Horde";
enemyType = "flying_horde";
enemyCount = 3;
} else if ((i + 1) % 9 === 0) {
// Every 9th non-boss wave is mole digger
block.tint = 0x8B4513;
waveType = "Mole Digger";
enemyType = "mole";
enemyCount = 8;
} else if ((i + 1) % 6 === 0) {
// Every 6th non-boss wave is mixed
block.tint = 0xFFFFFF;
waveType = "Mixed";
enemyType = "mixed";
enemyCount = 12;
} else {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
}
// --- End new unified wave logic ---
// Mark boss waves with a special visual indicator
if (isBossWave && enemyType !== 'swarm') {
// Add a crown or some indicator to the wave marker for boss waves
var bossIndicator = marker.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
bossIndicator.width = 30;
bossIndicator.height = 30;
bossIndicator.tint = 0xFFD700; // Gold color
bossIndicator.y = -block.height / 2 - 15;
// Change the wave type text to indicate boss
waveType = "BOSS";
}
// Store the wave type and enemy count
self.waveTypes[i] = enemyType;
self.enemyCounts[i] = enemyCount;
// Add shadow for wave type - 30% smaller than before
var waveTypeShadow = new Text2(waveType, {
size: 56,
fill: 0x000000,
weight: 800
});
waveTypeShadow.anchor.set(0.5, 0.5);
waveTypeShadow.x = 4;
waveTypeShadow.y = 4;
marker.addChild(waveTypeShadow);
// Add wave type text - 30% smaller than before
var waveTypeText = new Text2(waveType, {
size: 56,
fill: 0xFFFFFF,
weight: 800
});
waveTypeText.anchor.set(0.5, 0.5);
waveTypeText.y = 0;
marker.addChild(waveTypeText);
// Add shadow for wave number - 20% larger than before
var waveNumShadow = new Text2((i + 1).toString(), {
size: 48,
fill: 0x000000,
weight: 800
});
waveNumShadow.anchor.set(1.0, 1.0);
waveNumShadow.x = blockWidth / 2 - 16 + 5;
waveNumShadow.y = block.height / 2 - 12 + 5;
marker.addChild(waveNumShadow);
// Main wave number text - 20% larger than before
var waveNum = new Text2((i + 1).toString(), {
size: 48,
fill: 0xFFFFFF,
weight: 800
});
waveNum.anchor.set(1.0, 1.0);
waveNum.x = blockWidth / 2 - 16;
waveNum.y = block.height / 2 - 12;
marker.addChild(waveNum);
marker.x = -self.indicatorWidth + (i + 1) * blockWidth;
self.addChild(marker);
self.waveMarkers.push(marker);
}
// Get wave type for a specific wave number
self.getWaveType = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return "normal";
}
// If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType
// then we should return a different boss type
var waveType = self.waveTypes[waveNumber - 1];
return waveType;
};
// Get enemy count for a specific wave number
self.getEnemyCount = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return 10;
}
return self.enemyCounts[waveNumber - 1];
};
// Get display name for a wave type
self.getWaveTypeName = function (waveNumber) {
var type = self.getWaveType(waveNumber);
var typeName = type.charAt(0).toUpperCase() + type.slice(1);
// Add boss prefix for boss waves (every 10th wave)
if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') {
typeName = "BOSS";
}
return typeName;
};
self.positionIndicator = new Container();
var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator.width = blockWidth - 10;
indicator.height = 16;
indicator.tint = 0xffad0e;
indicator.y = -65;
var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator2.width = blockWidth - 10;
indicator2.height = 16;
indicator2.tint = 0xffad0e;
indicator2.y = 65;
var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
leftWall.width = 16;
leftWall.height = 146;
leftWall.tint = 0xffad0e;
leftWall.x = -(blockWidth - 16) / 2;
var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
rightWall.width = 16;
rightWall.height = 146;
rightWall.tint = 0xffad0e;
rightWall.x = (blockWidth - 16) / 2;
self.addChild(self.positionIndicator);
self.update = function () {
var progress = waveTimer / nextWaveTime;
var moveAmount = (progress + currentWave) * blockWidth;
for (var i = 0; i < self.waveMarkers.length; i++) {
var marker = self.waveMarkers[i];
marker.x = -moveAmount + i * blockWidth;
}
self.positionIndicator.x = 0;
for (var i = 0; i < totalWaves + 1; i++) {
var marker = self.waveMarkers[i];
if (i === 0) {
continue;
}
var block = marker.children[0];
if (i - 1 < currentWave) {
block.alpha = .5;
}
}
self.handleWaveProgression = function () {
if (!self.gameStarted) {
return;
}
if (currentWave < totalWaves) {
waveTimer++;
if (waveTimer >= nextWaveTime) {
waveTimer = 0;
currentWave++;
waveInProgress = true;
waveSpawned = false;
if (currentWave != 1) {
var waveType = self.getWaveTypeName(currentWave);
var enemyCount = self.getEnemyCount(currentWave);
var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
}
}
};
self.handleWaveProgression();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x333333
});
/****
* Game Code
****/
var isHidingUpgradeMenu = false;
function hideUpgradeMenu(menu) {
if (isHidingUpgradeMenu) {
return;
}
isHidingUpgradeMenu = true;
tween(menu, {
y: 2732 + 325
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
menu.destroy();
isHidingUpgradeMenu = false;
}
});
}
var CELL_SIZE = 76;
var pathId = 1;
var maxScore = 0;
var enemies = [];
var towers = [];
var bullets = [];
var defenses = [];
var laserWalls = [];
var selectedTower = null;
var gold = 100;
var lives = 20;
var score = 0;
var currentWave = 0;
var totalWaves = 50;
var waveTimer = 0;
var waveInProgress = false;
var waveSpawned = false;
var nextWaveTime = 12000 / 2;
var sourceTower = null;
var enemiesToSpawn = 10; // Default number of enemies per wave
// Cheat variables
var unlimitedMoneyCheat = false;
var oneHitKillCheat = false;
var goldText = new Text2('Gold: ' + gold, {
size: 60,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
var livesText = new Text2('Lives: ' + lives, {
size: 60,
fill: 0x00FF00,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
var scoreText = new Text2('Score: ' + score, {
size: 60,
fill: 0xFF0000,
weight: 800
});
scoreText.anchor.set(0.5, 0.5);
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 400;
LK.gui.top.addChild(goldText);
LK.gui.top.addChild(livesText);
LK.gui.top.addChild(scoreText);
livesText.x = 0;
livesText.y = topMargin;
goldText.x = -spacing;
goldText.y = topMargin;
scoreText.x = spacing;
scoreText.y = topMargin;
function updateUI() {
goldText.setText('Gold: ' + gold);
livesText.setText('Lives: ' + lives);
scoreText.setText('Score: ' + score);
}
function setGold(value) {
if (unlimitedMoneyCheat) {
gold = 999999;
} else {
gold = value;
}
updateUI();
}
var debugLayer = new Container();
var towerLayer = new Container();
// Create three separate layers for enemy hierarchy
var enemyLayerBottom = new Container(); // For normal enemies
var enemyLayerMiddle = new Container(); // For shadows
var enemyLayerTop = new Container(); // For flying enemies
var enemyLayer = new Container(); // Main container to hold all enemy layers
// Add layers in correct order (bottom first, then middle for shadows, then top)
enemyLayer.addChild(enemyLayerBottom);
enemyLayer.addChild(enemyLayerMiddle);
enemyLayer.addChild(enemyLayerTop);
var grid = new Grid(24, 29 + 6);
grid.x = 150;
grid.y = 200 - CELL_SIZE * 4;
grid.pathFind();
grid.renderDebug();
debugLayer.addChild(grid);
game.addChild(debugLayer);
game.addChild(towerLayer);
game.addChild(enemyLayer);
var offset = 0;
var towerPreview = new TowerPreview();
game.addChild(towerPreview);
towerPreview.visible = false;
var isDragging = false;
function wouldBlockPath(gridX, gridY) {
var cells = [];
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cells.push({
cell: cell,
originalType: cell.type
});
cell.type = 1;
}
}
}
var blocked = grid.pathFind();
for (var i = 0; i < cells.length; i++) {
cells[i].cell.type = cells[i].originalType;
}
grid.pathFind();
grid.renderDebug();
return blocked;
}
function getTowerCost(towerType) {
var cost = 5;
switch (towerType) {
case 'rapid':
cost = 15;
break;
case 'sniper':
cost = 25;
break;
case 'splash':
cost = 35;
break;
case 'slow':
cost = 45;
break;
case 'farm':
cost = 30;
break;
case 'laser':
cost = 40;
break;
case 'inferno':
cost = 50;
break;
case 'wizard':
cost = 40;
break;
case 'church':
cost = 60;
break;
case 'mortar':
cost = 55;
break;
}
return cost;
}
function getTowerSellValue(totalValue) {
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function updateLaserWalls() {
// Remove all existing laser walls
for (var i = laserWalls.length - 1; i >= 0; i--) {
game.removeChild(laserWalls[i]);
}
laserWalls = [];
// Group laser towers by row
var laserTowersByRow = {};
for (var i = 0; i < towers.length; i++) {
if (towers[i].id === 'laser') {
var row = towers[i].gridY;
if (!laserTowersByRow[row]) {
laserTowersByRow[row] = [];
}
laserTowersByRow[row].push(towers[i]);
}
}
// Create laser walls for rows with 2 or more laser towers
for (var row in laserTowersByRow) {
var rowTowers = laserTowersByRow[row];
if (rowTowers.length >= 2) {
// Sort towers by x position
rowTowers.sort(function (a, b) {
return a.x - b.x;
});
// Create walls between adjacent towers
for (var i = 0; i < rowTowers.length - 1; i++) {
var wall = new LaserWall(rowTowers[i], rowTowers[i + 1]);
game.addChild(wall);
laserWalls.push(wall);
}
}
}
}
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);
LK.getSound('place_tower').play();
grid.pathFind();
grid.renderDebug();
// Update laser walls if we placed a laser tower
if (towerType === 'laser') {
updateLaserWalls();
}
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
LK.getSound('error').play();
return false;
}
}
game.down = function (x, y, obj) {
var upgradeMenuVisible = game.children.some(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenuVisible) {
return;
}
// Check if clicking on a class button
for (var i = 0; i < classButtons.length; i++) {
var button = classButtons[i];
if (x >= button.x - button.width / 2 && x <= button.x + button.width / 2 && y >= button.y - button.height / 2 && y <= button.y + button.height / 2) {
// Class button was clicked, let it handle the event
return;
}
}
for (var i = 0; i < sourceTowers.length; i++) {
var tower = sourceTowers[i];
if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) {
towerPreview.visible = true;
isDragging = true;
towerPreview.towerType = tower.towerType;
towerPreview.updateAppearance();
// Apply the same offset as in move handler to ensure consistency when starting drag
towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
break;
}
}
};
game.move = function (x, y, obj) {
if (isDragging) {
// Shift the y position upward by 1.5 tiles to show preview above finger
towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
}
};
game.up = function (x, y, obj) {
var clickedOnTower = false;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var towerLeft = tower.x - tower.width / 2;
var towerRight = tower.x + tower.width / 2;
var towerTop = tower.y - tower.height / 2;
var towerBottom = tower.y + tower.height / 2;
if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) {
clickedOnTower = true;
break;
}
}
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) {
var clickedOnMenu = false;
for (var i = 0; i < upgradeMenus.length; i++) {
var menu = upgradeMenus[i];
var menuWidth = 2048;
var menuHeight = 450;
var menuLeft = menu.x - menuWidth / 2;
var menuRight = menu.x + menuWidth / 2;
var menuTop = menu.y - menuHeight / 2;
var menuBottom = menu.y + menuHeight / 2;
if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) {
clickedOnMenu = true;
break;
}
}
if (!clickedOnMenu) {
for (var i = 0; i < upgradeMenus.length; i++) {
var menu = upgradeMenus[i];
hideUpgradeMenu(menu);
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = null;
grid.renderDebug();
}
}
if (isDragging) {
isDragging = false;
if (towerPreview.canPlace) {
if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) {
placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType);
} else {
var notification = game.addChild(new Notification("Tower would block the path!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
} else if (towerPreview.blockedByEnemy) {
var notification = game.addChild(new Notification("Cannot build: Enemy in the way!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
} else if (towerPreview.visible) {
var notification = game.addChild(new Notification("Cannot build here!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
towerPreview.visible = false;
if (isDragging) {
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
for (var i = 0; i < upgradeMenus.length; i++) {
upgradeMenus[i].destroy();
}
}
}
};
var waveIndicator = new WaveIndicator();
waveIndicator.x = 2048 / 2;
waveIndicator.y = 2732 - 80;
game.addChild(waveIndicator);
var nextWaveButtonContainer = new Container();
var nextWaveButton = new NextWaveButton();
nextWaveButton.x = 2048 - 200;
nextWaveButton.y = 2732 - 100 + 20;
nextWaveButtonContainer.addChild(nextWaveButton);
game.addChild(nextWaveButtonContainer);
// Tower classes configuration
var towerClasses = {
'Single Damage': {
towers: ['default', 'rapid', 'sniper', 'inferno'],
color: 0x4488FF
},
'Area Damage': {
towers: ['splash', 'laser', 'mortar'],
color: 0xFF8844
},
'Weakening': {
towers: ['slow', 'wizard'],
color: 0x8844FF
},
'Income/Lives': {
towers: ['farm', 'church'],
color: 0x44FF88
}
};
var sourceTowers = [];
var classButtons = [];
var currentClass = null;
var towerSelectionContainer = new Container();
game.addChild(towerSelectionContainer);
// Create class buttons
var classButtonWidth = 400;
var classButtonHeight = 80;
var classButtonSpacing = 20;
var classNames = Object.keys(towerClasses);
var totalClassWidth = classNames.length * classButtonWidth + (classNames.length - 1) * classButtonSpacing;
var classStartX = 2048 / 2 - totalClassWidth / 2 + classButtonWidth / 2;
var classButtonY = 2732 - CELL_SIZE * 3 - 180;
for (var i = 0; i < classNames.length; i++) {
var className = classNames[i];
var classData = towerClasses[className];
var classButton = new Container();
classButton.className = className;
classButton.classData = classData;
var buttonBg = classButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBg.width = classButtonWidth;
buttonBg.height = classButtonHeight;
buttonBg.tint = classData.color;
buttonBg.alpha = 0.7;
var buttonText = new Text2(className, {
size: 40,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
classButton.addChild(buttonText);
classButton.x = classStartX + i * (classButtonWidth + classButtonSpacing);
classButton.y = classButtonY;
classButton.down = function () {
selectTowerClass(this.className);
};
towerSelectionContainer.addChild(classButton);
classButtons.push(classButton);
}
// Function to select a tower class
function selectTowerClass(className) {
// Update class button appearances
for (var i = 0; i < classButtons.length; i++) {
var button = classButtons[i];
var bg = button.children[0];
if (button.className === className) {
bg.alpha = 1.0;
bg.tint = button.classData.color;
} else {
bg.alpha = 0.3;
bg.tint = 0x666666;
}
}
// Clear existing source towers
for (var i = 0; i < sourceTowers.length; i++) {
towerLayer.removeChild(sourceTowers[i]);
}
sourceTowers = [];
// Create towers for selected class
currentClass = className;
var classData = towerClasses[className];
var towerTypes = classData.towers;
var towerSpacing = 300;
var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2;
var towerY = 2732 - CELL_SIZE * 3 - 90;
for (var i = 0; i < towerTypes.length; i++) {
var tower = new SourceTower(towerTypes[i]);
tower.x = startX + i * towerSpacing;
tower.y = towerY;
towerLayer.addChild(tower);
sourceTowers.push(tower);
}
}
// Select first class by default
selectTowerClass(classNames[0]);
// Play theme music
LK.playMusic('game_theme');
// Create manual button
var manualButton = new Container();
var manualBg = manualButton.attachAsset('manualButton', {
anchorX: 0.5,
anchorY: 0.5
});
manualBg.tint = 0x4CAF50;
var manualText = new Text2('?', {
size: 70,
fill: 0xFFFFFF,
weight: 800
});
manualText.anchor.set(0.5, 0.5);
manualButton.addChild(manualText);
manualButton.x = 2048 - 80;
manualButton.y = 150;
manualButton.down = function () {
var manual = new Manual();
game.addChild(manual);
};
game.addChild(manualButton);
// Create cheat button
var cheatButton = new Container();
var cheatBg = cheatButton.attachAsset('manualButton', {
anchorX: 0.5,
anchorY: 0.5
});
cheatBg.tint = 0xFF0000;
var cheatText = new Text2('C', {
size: 70,
fill: 0xFFFFFF,
weight: 800
});
cheatText.anchor.set(0.5, 0.5);
cheatButton.addChild(cheatText);
cheatButton.x = 2048 - 200;
cheatButton.y = 150;
cheatButton.down = function () {
var cheatMenu = new CheatMenu();
game.addChild(cheatMenu);
};
game.addChild(cheatButton);
sourceTower = null;
enemiesToSpawn = 10;
game.update = function () {
if (waveInProgress) {
if (!waveSpawned) {
waveSpawned = true;
// Get wave type and enemy count from the wave indicator
var waveType = waveIndicator.getWaveType(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
// Check if this is a boss wave
var isBossWave = currentWave % 10 === 0 && currentWave > 0;
if (isBossWave && waveType !== 'swarm') {
// Boss waves have just 1 enemy regardless of what the wave indicator says
enemyCount = 1;
// Show boss announcement
var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️"));
notification.x = 2048 / 2;
notification.y = grid.height - 200;
LK.getSound('boss_spawn').play();
}
// Spawn the appropriate number of enemies
for (var i = 0; i < enemyCount; i++) {
var enemy;
if (waveType === 'mixed') {
// Mixed wave spawns random enemy types
var mixedTypes = ['normal', 'fast', 'immune', 'flying', 'swarm', 'mole'];
var randomType = mixedTypes[Math.floor(Math.random() * mixedTypes.length)];
enemy = new Enemy(randomType);
} else {
enemy = new Enemy(waveType);
}
// Add enemy to the appropriate layer based on type
if (enemy.isFlying) {
// Add flying enemy to the top layer
enemyLayerTop.addChild(enemy);
// If it's a flying enemy, add its shadow to the middle layer
if (enemy.shadow) {
enemyLayerMiddle.addChild(enemy.shadow);
}
} else {
// Add normal/ground enemies to the bottom layer
enemyLayerBottom.addChild(enemy);
}
// Scale difficulty with wave number but don't apply to boss
// as bosses already have their health multiplier
// Use exponential scaling for health
var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave
enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier);
enemy.health = enemy.maxHealth;
// Increment speed slightly with wave number
//enemy.speed = enemy.speed + currentWave * 0.002;
// All enemy types now spawn in the middle 6 tiles at the top spacing
var gridWidth = 24;
var midPoint = Math.floor(gridWidth / 2); // 12
// Find a column that isn't occupied by another enemy that's not yet in view
var availableColumns = [];
for (var col = midPoint - 3; col < midPoint + 3; col++) {
var columnOccupied = false;
// Check if any enemy is already in this column but not yet in view
for (var e = 0; e < enemies.length; e++) {
if (enemies[e].cellX === col && enemies[e].currentCellY < 4) {
columnOccupied = true;
break;
}
}
if (!columnOccupied) {
availableColumns.push(col);
}
}
// If all columns are occupied, use original random method
var spawnX;
if (availableColumns.length > 0) {
// Choose a random unoccupied column
spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)];
} else {
// Fallback to random if all columns are occupied
spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14
}
var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading
enemy.cellX = spawnX;
enemy.cellY = 5; // Position after entry
enemy.currentCellX = spawnX;
enemy.currentCellY = spawnY;
enemy.waveNumber = currentWave;
enemies.push(enemy);
}
}
var currentWaveEnemiesRemaining = false;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].waveNumber === currentWave) {
currentWaveEnemiesRemaining = true;
break;
}
}
if (waveSpawned && !currentWaveEnemiesRemaining) {
waveInProgress = false;
waveSpawned = false;
// Give income from all farm towers
var totalFarmIncome = 0;
for (var i = 0; i < towers.length; i++) {
if (towers[i].id === 'farm') {
// Base income 10, +15 per level
var farmIncome = 10 + (towers[i].level - 1) * 15;
totalFarmIncome += farmIncome;
}
}
if (totalFarmIncome > 0) {
setGold(gold + totalFarmIncome);
var notification = game.addChild(new Notification("Farm income: +" + totalFarmIncome + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 250;
}
// Give lives from all church towers
var totalChurchLives = 0;
var hasDivineIntervention = false;
for (var i = 0; i < towers.length; i++) {
if (towers[i].id === 'church') {
// Church gives 1 life per wave at level 1, +1 per level upgrade
totalChurchLives += towers[i].level; // Level 1 = 1 life, Level 2 = 2 lives, etc.
// Check for divine intervention ability
if (towers[i].hasSpecialAbility && Math.random() < 0.1) {
// 10% chance
hasDivineIntervention = true;
}
}
}
if (totalChurchLives > 0) {
lives += totalChurchLives;
updateUI();
var notification = game.addChild(new Notification("Church blessing: +" + totalChurchLives + " lives!"));
notification.x = 2048 / 2;
notification.y = grid.height - 300;
}
// Handle divine intervention
if (hasDivineIntervention && currentWave < totalWaves) {
// Skip the next wave and give 350 gold
currentWave++;
waveTimer = 0;
setGold(gold + 350);
var notification = game.addChild(new Notification("Divine Intervention! Wave skipped +350 gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 350;
LK.getSound('divine_intervention').play();
}
// Check for laser tower pairs and create/update laser walls
updateLaserWalls();
}
}
for (var a = enemies.length - 1; a >= 0; a--) {
var enemy = enemies[a];
if (enemy.health <= 0) {
for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) {
var bullet = enemy.bulletsTargetingThis[i];
bullet.targetEnemy = null;
}
// Boss enemies give more gold and score
var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5);
// Check if killed by a tower in range of a farm with special ability
var farmBonus = 0;
for (var i = 0; i < towers.length; i++) {
if (towers[i].id === 'farm' && towers[i].hasSpecialAbility) {
// Check if any tower that could have killed this enemy is in range of the farm
var farmX = towers[i].x;
var farmY = towers[i].y;
var farmRange = 3 * CELL_SIZE; // Farm boost range
for (var j = 0; j < towers.length; j++) {
if (towers[j].id !== 'farm') {
var dx = towers[j].x - farmX;
var dy = towers[j].y - farmY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= farmRange) {
// Check if this tower could have killed the enemy
var towerToEnemyDx = enemy.x - towers[j].x;
var towerToEnemyDy = enemy.y - towers[j].y;
var towerToEnemyDist = Math.sqrt(towerToEnemyDx * towerToEnemyDx + towerToEnemyDy * towerToEnemyDy);
if (towerToEnemyDist <= towers[j].getRange()) {
farmBonus = Math.ceil(goldEarned * 0.25); // 25% bonus
break;
}
}
}
}
if (farmBonus > 0) break;
}
}
var totalGold = goldEarned + farmBonus;
var goldIndicator = new GoldIndicator(totalGold, enemy.x, enemy.y);
game.addChild(goldIndicator);
setGold(gold + totalGold);
LK.getSound('enemy_death').play();
LK.getSound('gold_collect').play();
// Give more score for defeating a boss
var scoreValue = enemy.isBoss ? 100 : 5;
score += scoreValue;
// Add a notification for boss defeat
if (enemy.isBoss) {
var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
updateUI();
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
continue;
}
if (grid.updateEnemy(enemy)) {
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
lives = Math.max(0, lives - 1);
updateUI();
if (lives <= 0) {
LK.getSound('game_over').play();
LK.stopMusic();
LK.showGameOver();
}
}
}
for (var i = bullets.length - 1; i >= 0; i--) {
if (!bullets[i].parent) {
if (bullets[i].targetEnemy) {
var targetEnemy = bullets[i].targetEnemy;
var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]);
if (bulletIndex !== -1) {
targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1);
}
}
bullets.splice(i, 1);
}
}
if (towerPreview.visible) {
towerPreview.checkPlacement();
}
// Update all laser walls
for (var i = 0; i < laserWalls.length; i++) {
laserWalls[i].update();
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.getSound('victory').play();
LK.stopMusic();
LK.showYouWin();
}
};
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
Wooden Guard Tower. In-Game asset. 2d. High contrast. No shadows
Bow: make it face 90 degrees In-Game asset. 2d. High contrast. No shadows
Wooden Tower base like the ones the Cannons in Clash of Clans have. In-Game asset. 2d. High contrast. No shadows. Topdown
Cannon without wheels or base, just the cannon. In-Game asset. 2d. High contrast. No shadows. Topdown
Crossbow rotated 90 degrees. In-Game asset. 2d. High contrast. No shadows
Sniper rifle rotated 90 degrees. In-Game asset. 2d. High contrast. No shadows
Ice tower. In-Game asset. 2d. High contrast. No shadows
Ice staff. In-Game asset. 2d. High contrast. No shadows
Windmill. In-Game asset. 2d. High contrast. No shadows
Laser pointer without pointing a laser. In-Game asset. 2d. High contrast. No shadows. Topdown
Laser projectile In-Game asset. 2d. High contrast. No shadows
Orc holding a small axe. In-Game asset. 2d. High contrast. No shadows
Orc with a big wooden shield full of spikes. In-Game asset. 2d. High contrast. No shadows
Orc in a wooden helicopter. In-Game asset. 2d. High contrast. No shadows
Spider. In-Game asset. 2d. High contrast. No shadows
One minion from Clash Royale. In-Game asset. 2d. High contrast. No shadows
Mole with a minerer's hat and a pickaxe. In-Game asset. 2d. High contrast. No shadows
Wolf. In-Game asset. 2d. High contrast. No shadows
Dark magma tower. In-Game asset. 2d. High contrast. No shadows. Topdown
Add outlines
Magician's staff. In-Game asset. 2d. High contrast. No shadows
Mortar from Clash Royale without base, just the Mortar. In-Game asset. 2d. High contrast. No shadows. Topdown
Tophat house. In-Game asset. 2d. High contrast. No shadows
Church. In-Game asset. 2d. High contrast. No shadows
tower_upgrade
Sound effect
enemy_hit
Sound effect
enemy_death
Sound effect
wave_start
Sound effect
place_tower
Sound effect
boss_spawn
Sound effect
game_over
Sound effect
victory
Sound effect
laser_beam
Sound effect
game_theme
Music
explosion
Sound effect
freeze
Sound effect
divine_intervention
Sound effect
gold_collect
Sound effect