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Hello Ava. We need to prepare our components for splash damage. Please replace the AttackComponent factory function inside the Game.Components object with this new version. The only change is the addition of the splash_radius parameter at the end. AttackComponent: function AttackComponent(damage, range, attack_speed, last_attack_time, projectile_id, target_id, splash_radius) { return { name: 'AttackComponent', damage: damage || 10, range: range || 100, attack_speed: attack_speed || 1.0, last_attack_time: last_attack_time || 0, projectile_id: projectile_id || '', target_id: target_id || -1, splash_radius: splash_radius || 0 // Default to 0 (no splash) }; },
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Hello Ava. We need to upgrade our game to handle the new splash_radius property for the Rock Launcher. This requires changes to the AttackComponent and the CombatSystem. First, replace the AttackComponent function inside Game.Components with this new version that includes splash_radius. AttackComponent: function AttackComponent(damage, range, attack_speed, last_attack_time, projectile_id, target_id, splash_radius) { return { name: 'AttackComponent', damage: damage || 10, range: range || 100, attack_speed: attack_speed || 1.0, last_attack_time: last_attack_time || 0, projectile_id: projectile_id || '', target_id: target_id || -1, splash_radius: splash_radius || 0 // Default to 0 (no splash) }; },
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Hello Ava. Please add the definition for the "RockLauncher" to our Game.TowerData object. According to the GDD, its base stats are: Cost: 125 Gold Power Drain: 10 Damage: 25 Range: 200 Attack Speed: 0.5 attacks/sec Special: It also needs a splash_radius of 50. Add this definition to Game.TowerData after the CapacitorTower. , 'RockLauncher': { cost: 125, sprite_id: 'rock_launcher_tower', components: [ { name: 'TowerComponent', args: [125] }, { name: 'AttackComponent', args: [25, 200, 0.5, 0, 'rock_projectile', -1, 50] }, // dmg, range, speed, last_attack_time, projectile_id, target_id, splash_radius { name: 'PowerConsumptionComponent', args: [10] } ] }
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Your Next Prompt for Ava: Hello Ava. We are starting on the next tower type: the Rock Launcher. It needs two new assets. A visual for the tower itself. We'll call it rock_launcher_tower. A visual for its projectile. We'll call it rock_projectile. Please add these two new asset definitions to the top of the script. LK.init.shape('rock_launcher_tower', {width:50, height:50, color:0x8D6E63, shape:'box'}) LK.init.shape('rock_projectile', {width:15, height:15, color:0xA1887F, shape:'circle'})
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Please fix the bug: 'Uncaught ReferenceError: buildMode is not defined' in or related to this line: 'Game.Systems.TowerBuildSystem.tryBuildAt(this.gridX, this.gridY, buildMode);' Line Number: 895
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Hello Ava. I made a mistake; we cannot use right-clicks or keyboards. We need a touch-friendly way to select which tower to build. First, please remove the rightDown and cDown functions from the cellSprite inside the drawGrid function. Then, add the following code to the very end of the script, after the game.update function. This code will create three visible text buttons on the left side of the screen. Tapping a button will change the buildMode, and the cellSprite.down function will then build the selected tower type. Here is the code to add at the end of the script: // === SECTION: TEMP BUILD UI === var buildMode = 'ArrowTower'; // Keep this variable var arrowButton = new Text2('Build: Arrow', { size: 40, fill: 0x2ecc71 }); arrowButton.anchor.set(0, 0.5); LK.gui.left.addChild(arrowButton); arrowButton.x = 20; arrowButton.y = -100; arrowButton.down = function() { buildMode = 'ArrowTower'; }; var generatorButton = new Text2('Build: Generator', { size: 40, fill: 0x3498db }); generatorButton.anchor.set(0, 0.5); LK.gui.left.addChild(generatorButton); generatorButton.x = 20; generatorButton.y = 0; generatorButton.down = function() { buildMode = 'GeneratorTower'; }; var capacitorButton = new Text2('Build: Capacitor', { size: 40, fill: 0xf1c40f }); capacitorButton.anchor.set(0, 0.5); LK.gui.left.addChild(capacitorButton); capacitorButton.x = 20; capacitorButton.y = 100; capacitorButton.down = function() { buildMode = 'CapacitorTower'; }; // Now, let's also modify the original drawGrid function to use this mode. // Find and replace the entire drawGrid function with this new version // that does not contain the right-click or key-press logic. function drawGrid() { // Draw the grid cells for (var x = 0; x < Game.GridManager.grid.length; x++) { for (var y = 0; y < Game.GridManager.grid[x].length; y++) { var cellSprite = game.attachAsset('grid_cell', {}); cellSprite.x = x * 64; cellSprite.y = y * 64; cellSprite.anchor.set(0, 0); cellSprite.gridX = x; cellSprite.gridY = y; // Left-click to build based on the current mode cellSprite.down = function () { Game.Systems.TowerBuildSystem.tryBuildAt(this.gridX, this.gridY, buildMode); }; } } // Highlight the path cells if (Game.PathManager.currentPath) { for (var i = 0; i < Game.PathManager.currentPath.length; i++) { var pathNode = Game.PathManager.currentPath[i]; var pathSprite = game.attachAsset('path_cell', {}); pathSprite.x = pathNode.x; pathSprite.y = pathNode.y; pathSprite.anchor.set(0, 0); } } }This approach is much better. It provides clear, on-screen controls and fully respects the touch-only environment. Apologies again for the oversight.
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Hello Ava. We're ready to add the Capacitor Tower to our game data. Please add the definition for the "CapacitorTower" to the Game.TowerData object. According to the GDD, it costs 40 gold and provides 20 power storage capacity. It does not produce or consume power. Here is the code to add. Please place it after the GeneratorTower definition. , 'CapacitorTower': { cost: 40, sprite_id: 'capacitor_tower', components: [ { name: 'TowerComponent', args: [40] }, // cost { name: 'PowerStorageComponent', args: [20] } // capacity ] } Important: Just like last time, ensure Ava includes the comma (,) before the 'CapacitorTower' key.
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Hello Ava. We need to upgrade our ResourceManager to handle power storage from Capacitor towers. Please replace the entire updatePower function inside the Game.ResourceManager object with this new, improved version. This new function will now look for PowerStorageComponents, calculate the total power storage capacity, and correctly manage the powerAvailable buffer. updatePower: function updatePower() { // 1. Calculate total power production var totalProduction = 0; var productionEntities = Game.EntityManager.getEntitiesWithComponents(['PowerProductionComponent']); for (var i = 0; i < productionEntities.length; i++) { var entityId = productionEntities[i]; var powerComp = Game.EntityManager.componentStores['PowerProductionComponent'][entityId]; totalProduction += powerComp.production_rate; } this.powerProduction = totalProduction; // 2. Calculate total power consumption var totalConsumption = 0; var consumptionEntities = Game.EntityManager.getEntitiesWithComponents(['PowerConsumptionComponent']); for (var i = 0; i < consumptionEntities.length; i++) { var entityId = consumptionEntities[i]; var powerComp = Game.EntityManager.componentStores['PowerConsumptionComponent'][entityId]; totalConsumption += powerComp.drain_rate; } this.powerConsumption = totalConsumption; // 3. Calculate total storage capacity var totalCapacity = 0; var storageEntities = Game.EntityManager.getEntitiesWithComponents(['PowerStorageComponent']); for (var i = 0; i < storageEntities.length; i++) { var entityId = storageEntities[i]; var storageComp = Game.EntityManager.componentStores['PowerStorageComponent'][entityId]; totalCapacity += storageComp.capacity; } // 4. Evaluate power status and update available buffer var surplus = totalProduction - totalConsumption; if (surplus >= 0) { // We have enough or extra power this.powerAvailable += surplus; // Clamp the available power to the max capacity if (this.powerAvailable > totalCapacity) { this.powerAvailable = totalCapacity; } Game.EventBus.publish(Game.Events.PowerStatusChangedEvent('surplus')); } else { // We have a deficit, drain from the buffer this.powerAvailable += surplus; // surplus is negative, so this subtracts if (this.powerAvailable < 0) { // Buffer is empty and we still have a deficit this.powerAvailable = 0; Game.EventBus.publish(Game.Events.PowerStatusChangedEvent('deficit')); } else { // Deficit was covered by the buffer Game.EventBus.publish(Game.Events.PowerStatusChangedEvent('surplus')); } } }
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Hello Ava. We are continuing with the Capacitor Tower. It requires a new component that doesn't exist yet. Please create the PowerStorageComponent. This component will hold a capacity value that represents how much extra power the tower allows the player to store. Add the following function to the Game.Components object, alongside the other component definitions. PowerStorageComponent: function PowerStorageComponent(capacity) { return { name: 'PowerStorageComponent', capacity: capacity || 0 }; },
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Hello Ava. We are now starting the Capacitor Tower. Please add a new asset for it. According to the GDD, it should look like a battery. For now, we'll represent it as a yellow box. Use the shape ID capacitor_tower. LK.init.shape('capacitor_tower', {width:50, height:50, color:0xf1c40f, shape:'box'})
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Hello Ava. To test our new Generator Tower, we need a way to build it. Please modify the drawGrid function. Inside the loop that creates the cellSprite, please add a rightDown function to it. This function should call the tryBuildAt system to build a 'GeneratorTower'. Here is the line to add. Place it directly after the cellSprite.down function definition: cellSprite.rightDown = function() { Game.Systems.TowerBuildSystem.tryBuildAt(this.gridX, this.gridY, 'GeneratorTower'); };
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Hello Ava. Our systems are now ready for a new tower. Please add the definition for the "GeneratorTower" to our Game.TowerData object. According to the GDD, it should cost 75 gold and produce 5 power. It does not attack or consume power. Here is the code to add. Place it right after the ArrowTower definition, inside the Game.TowerData object. , 'GeneratorTower': { cost: 75, sprite_id: 'generator_tower', components: [ { name: 'TowerComponent', args: [75] }, // cost { name: 'PowerProductionComponent', args: [5] } // production_rate ] } Important: Make sure Ava adds the comma (,) before the 'GeneratorTower' key to correctly separate it from the ArrowTower object.
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Hello Ava. We need to make two small updates to align with our new data-driven build system. In Game.TowerData, add the sprite_id property with a value of 'arrow_tower' to the ArrowTower definition. In the drawGrid function, find the cellSprite.down function and modify its call to tryBuildAt to pass the string 'ArrowTower' as the third argument. Here is the code to find and replace. First, find this block: Game.TowerData = { 'ArrowTower': { cost: 50, components: [ { name: 'TowerComponent', args: [50] }, // cost { name: 'AttackComponent', args: [10, 150, 1.0] }, // damage, range, attack_speed { name: 'PowerConsumptionComponent', args: [2] } // drain_rate ] } }; And replace it with this: Game.TowerData = { 'ArrowTower': { cost: 50, sprite_id: 'arrow_tower', components: [ { name: 'TowerComponent', args: [50] }, // cost { name: 'AttackComponent', args: [10, 150, 1.0] }, // damage, range, attack_speed { name: 'PowerConsumptionComponent', args: [2] } // drain_rate ] } }; Second, find this line within the drawGrid function: Game.Systems.TowerBuildSystem.tryBuildAt(this.gridX, this.gridY); And replace it with this: Game.Systems.TowerBuildSystem.tryBuildAt(this.gridX, this.gridY, 'ArrowTower');
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Hello Ava. Now it's time to make our TowerBuildSystem data-driven. Please replace the entire tryBuildAt function inside Game.Systems.TowerBuildSystem with the new version below. This new function takes a towerType string as an argument and uses Game.TowerData to look up the tower's properties and components, creating it dynamically. tryBuildAt: function tryBuildAt(gridX, gridY, towerType) { // 0. Look up tower data var towerData = Game.TowerData[towerType]; if (!towerData) { return; // Exit if tower type is invalid } // 1. Check if the location is buildable if (!Game.GridManager.isBuildable(gridX, gridY)) { return; // Exit if not buildable } // 2. Check if the player can afford the tower if (!Game.ResourceManager.spendGold(towerData.cost)) { return; // Exit if not enough gold } // 3. If checks pass, create the tower entity var towerId = Game.EntityManager.createEntity(); // 4. Mark the grid cell as occupied by a tower Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.TOWER; // 5. Add universal components that all towers have var transform = Game.Components.TransformComponent(gridX * 64, gridY * 64); Game.EntityManager.addComponent(towerId, transform); var render = Game.Components.RenderComponent(towerData.sprite_id, 2, 1.0, true); Game.EntityManager.addComponent(towerId, render); // 6. Add specific components from the tower's data definition for (var i = 0; i < towerData.components.length; i++) { var componentDef = towerData.components[i]; // Create the component by calling its factory function with the specified arguments var component = Game.Components[componentDef.name].apply(null, componentDef.args); Game.EntityManager.addComponent(towerId, component); } // 7. Announce that a tower has been placed var event = Game.Events.TowerPlacedEvent(towerId, towerData.cost, transform.x, transform.y); Game.EventBus.publish(event); }
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Hello Ava. We need a central place to store the definitions for our towers. Please create a new object in our Game namespace called Game.TowerData. Inside this object, add a definition for our existing "ArrowTower". This definition should be an object containing its cost and an array of components that make up the tower. Use the exact values from the current TowerBuildSystem. Here is the code to add. Please place it directly below the Game.WaveData definition, inside a new // === SECTION: TOWER DATA === comment block.// === SECTION: TOWER DATA === Game.TowerData = { 'ArrowTower': { cost: 50, components: [ { name: 'TowerComponent', args: [50] }, // cost { name: 'AttackComponent', args: [10, 150, 1.0] }, // damage, range, attack_speed { name: 'PowerConsumptionComponent', args: [2] } // drain_rate ] } };
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Hello Ava. Please add a new asset for the Generator Tower. it should be a simple pylon. For now, we'll represent it as a blue box. Use the shape ID generator_tower.
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The prediction logic is too complex and still not perfect. Let's try a much simpler and more reliable method: homing projectiles. We will change the CombatSystem and ProjectileComponent to make this work. 1. Simplify the ProjectileComponent: In Game.Components, change the ProjectileComponent to remove the direction properties. It only needs to know its target and speed. ProjectileComponent: function(target_id, speed, damage) { return { name: 'ProjectileComponent', target_id: target_id || -1, speed: speed || 8, // Let's keep the speed lower damage: damage || 10 }; }, 2. Simplify Projectile Firing: In the CombatSystem, when a tower fires, we no longer need the complex prediction logic. We just create the projectile and tell it who to chase. Remove all the prediction logic (calculating timeToIntercept, futureX, etc.). When creating the ProjectileComponent, just pass in the target ID, speed, and damage. 3. Implement Homing Projectile Movement: This is the most important part. In the CombatSystem's projectile update loop, replace the movement logic with this new homing logic. It will calculate the desired direction and smoothly turn the projectile towards it. // Inside the projectile update loop in CombatSystem... // ... after checking if the target exists ... var targetTransform = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; if (targetTransform) { // --- START of NEW Homing and Movement Logic --- // 1. Get the vector to the target var dx = targetTransform.x - projectileTransform.x; var dy = targetTransform.y - projectileTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); // 2. Check for collision if (distance < 10) { // Use a larger collision radius // [The existing hit/damage/kill logic goes here] // ... // ... // Destroy projectile and maybe enemy Game.EntityManager.destroyEntity(projectileId); if (targetHealth && targetHealth.current_hp <= 0) { Game.EntityManager.destroyEntity(projectileComp.target_id); } } else { // 3. Move the projectile forward // For simplicity, we are not implementing a turn rate here. // The projectile will instantly face the target each frame. // This creates a simple but effective homing effect. var moveX = (dx / distance) * projectileComp.speed; var moveY = (dy / distance) * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } // --- END of NEW Homing and Movement Logic --- } I've simplified the homing logic in the prompt to be an "instant turn" homing missile. This is much easier for the AI to implement and is very effective for this type of game.
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The projectiles are hitting sometimes, but they miss when the enemy is moving sideways. We need to implement target prediction so the towers "lead the target." Please modify the CombatSystem.update method. When a tower fires, we need to calculate an intercept point. Get Target's Velocity: Inside the if (targetTransform) block, get the target enemy's MovementComponent to find its speed. Calculate Travel Time: Estimate how long it will take for the projectile to reach the enemy's current position. const timeToIntercept = distance / projectileSpeed; (Use a default projectile speed of 200). Predict Future Position: Calculate where the enemy will be after that amount of time. You'll need to know which direction the enemy is moving. A simple way is to get the vector from its current position to its next waypoint. Aim at the Predicted Position: Calculate the final firing direction vector based on this new predicted position, not the enemy's current position. Here is how the updated firing logic should look: // Inside CombatSystem's tower firing loop, after if (targetTransform) { // --- START of new Prediction Logic --- var enemyMovement = Game.EntityManager.componentStores['MovementComponent'][towerAttack.target_id]; var enemyTransform = targetTransform; // for clarity var projectileSpeed = 200; // Use a constant for prediction // 1. Estimate time for projectile to reach the enemy's CURRENT position var distance = Math.sqrt(Math.pow(enemyTransform.x - towerTransform.x, 2) + Math.pow(enemyTransform.y - towerTransform.y, 2)); var timeToIntercept = distance / projectileSpeed; // 2. Find the enemy's next waypoint to determine its velocity vector var nextWaypoint = Game.PathManager.currentPath[enemyMovement.path_index]; var enemyVelocityX = 0; var enemyVelocityY = 0; if (nextWaypoint) { var waypointDX = nextWaypoint.x - enemyTransform.x; var waypointDY = nextWaypoint.y - enemyTransform.y; var waypointDist = Math.sqrt(waypointDX * waypointDX + waypointDY * waypointDY); if (waypointDist > 0) { enemyVelocityX = (waypointDX / waypointDist) * enemyMovement.speed; enemyVelocityY = (waypointDY / waypointDist) * enemyMovement.speed; } } // 3. Predict the enemy's future position var futureX = enemyTransform.x + enemyVelocityX * timeToIntercept; var futureY = enemyTransform.y + enemyVelocityY * timeToIntercept; // --- END of new Prediction Logic --- // 4. Calculate the REAL firing direction towards the future position var fireDX = futureX - towerTransform.x; var fireDY = futureY - towerTransform.y; var fireDist = Math.sqrt(fireDX * fireDX + fireDY * fireDY); var directionX = fireDX / fireDist; var directionY = fireDY / fireDist; // Create projectile with this new direction // ... (the rest of the projectile creation code is the same)
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I apologize, my last fix was incomplete. The projectile movement calculation is still incorrect, causing them to move too fast. We need to make the movement frame-rate independent. Please find the CombatSystem, in the projectile update loop. Modify the two lines that calculate the movement to account for the frame time (delta time, which is roughly 1/60th of a second). The updated code should look like this: // Inside the projectile update loop in CombatSystem... } else { // Move projectile using stored direction var moveX = projectileComp.directionX * projectileComp.speed * (1/60); var moveY = projectileComp.directionY * projectileComp.speed * (1/60); projectileTransform.x += moveX; projectileTransform.y += moveY; } Additionally, let's revert the projectile speed to a higher value now that the movement calculation is correct. In the ProjectileComponent factory function, please change the default speed from 8 back to 200.
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The enemies are not dying because the projectiles are moving too fast and tunneling through them. We need to fix the collision detection logic in the CombatSystem. Please find the CombatSystem's update loop for projectiles. Replace the old collision check if (distance < 5) with a new, more robust check. The new logic should see if the distance to the target is less than or equal to the speed of the projectile. The updated if statement should look like this: // Inside the projectile update loop in CombatSystem... // OLD, BUGGY CODE TO BE REPLACED: // if (distance < 5) { // NEW, CORRECTED CODE: var speedThisFrame = projectileComp.speed * (1 / 60); // Calculate distance traveled in one frame if (distance <= speedThisFrame) { // [The rest of the hit/damage/kill logic remains the same] // ... } Please also reduce the projectile speed to a more reasonable value for now. In the ProjectileComponent factory function, change the default speed from 200 to 8. And in the CombatSystem when creating a projectile, use this new default speed.
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The Game Over system works perfectly! I've noticed that enemies are not taking damage. I realize we forgot to give them a HealthComponent. Please find the Game.Systems.WaveSpawnerSystem. Inside its update function, where it creates a new enemy, please add a HealthComponent. The enemy creation block should be updated to include it, like this: // Inside WaveSpawnerSystem.update... if (this.spawnedInSubWave < currentSubWave.count) { var enemyId = Game.EntityManager.createEntity(); var transform = Game.Components.TransformComponent(0 * 64, 30 * 64); var movement = Game.Components.MovementComponent(2, 0); var render = Game.Components.RenderComponent('enemy', 1, 1.0, true); var health = Game.Components.HealthComponent(30, 30); // 30 current, 30 max var enemy = Game.Components.EnemyComponent(5, 1); Game.EntityManager.addComponent(enemyId, transform); Game.EntityManager.addComponent(enemyId, movement); Game.EntityManager.addComponent(enemyId, render); Game.EntityManager.addComponent(enemyId, health); // Add the health component Game.EntityManager.addComponent(enemyId, enemy); this.spawnedInSubWave++; this.spawnTimer = 0; Game.GameplayManager.enemiesSpawnedThisWave++; }
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The wave progression system is working perfectly! This is the final step to create a complete, playable game loop. 1. Create a GameManager for Win/Loss States: In the // === SECTION: GLOBAL MANAGERS === block, create a new GameManager object. This will handle the highest-level game states. Give it an isGameOver: false property. Give it an init() method that subscribes to the GameOverEvent. Give it an onGameOver(event) handler. 2. Implement GameManager Logic: Inside onGameOver(event), it should set this.isGameOver = true; and then call the engine's built-in game over screen: LK.showGameOver();. 3. Prevent Actions After Game Over: In the main game.update function, add a check at the very top: if (Game.GameManager.isGameOver) { return; } This will freeze the game when the player loses. 4. Fix a Small Bug: In Game.GameplayManager.onEnemyKilled, the EnemyKilledEvent gives us the gold_value. Let's use it! Change this.addGold(event.gold_value); in ResourceManager.onEnemyKilled to use the EnemyComponent's value instead. When the enemy is killed in the CombatSystem, it should publish the gold_value from the enemy's EnemyComponent. The CombatSystem's EnemyKilledEvent should look like this, fetching the gold_value from the dead enemy's EnemyComponent: // Inside CombatSystem when an enemy is killed... var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][projectileComp.target_id]; var goldValue = enemyComp ? enemyComp.gold_value : 10; Game.EventBus.publish(Game.Events.EnemyKilledEvent(projectileComp.target_id, goldValue)); 5. Initialize the GameManager: In the // === SECTION: DIRECT GAME INITIALIZATION === block, add the final init call: Game.GameManager.init();
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The WaveSpawnerSystem is working great! Now let's implement the logic for completing a wave and allowing the player to start the next one. 1. Create a GameplayManager: In the // === SECTION: GLOBAL MANAGERS === block, create a new Game.GameplayManager object. It needs to track wave progress: enemiesSpawnedThisWave: 0 enemiesKilledThisWave: 0 enemiesLeakedThisWave: 0 init(): An init method to subscribe to events. onEnemyKilled(event): A handler for the EnemyKilled event. onEnemyReachedEnd(event): A handler for the EnemyReachedEnd event. 2. Implement GameplayManager Logic: Inside init(), subscribe to the EnemyKilled and EnemyReachedEnd events. The onEnemyKilled handler should increment this.enemiesKilledThisWave. The onEnemyReachedEnd handler should increment this.enemiesLeakedThisWave, call Game.ResourceManager.loseLife(1), and destroy the enemy entity. After incrementing either counter, both handlers must check if the wave is over using the condition: if (this.enemiesKilledThisWave + this.enemiesLeakedThisWave === this.enemiesSpawnedThisWave) If the wave is over, it should publish a WaveCompletedEvent, reset its counters, and make the "Start Wave" button visible. 3. Update WaveSpawnerSystem: Modify the WaveSpawnerSystem to update the GameplayManager. When an enemy is spawned, it must increment Game.GameplayManager.enemiesSpawnedThisWave. 4. Create "Start Wave" Button: In the // === SECTION: DIRECT GAME INITIALIZATION === block, create a startWaveButton using new Text2('START NEXT WAVE', ...). Add it to the bottom-center of the GUI: LK.gui.bottom.addChild(startWaveButton); Make it invisible by default: startWaveButton.visible = false; Give it a down handler that calls Game.Systems.WaveSpawnerSystem.startNextWave() and hides the button again. 5. Initialize the New Manager: Finally, add Game.GameplayManager.init(); to the initialization block.
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The combat and pathfinding are working perfectly. It's time to create a system for spawning waves of enemies. 1. Create Enemy Metadata Component: In Game.Components, add a new component to store enemy-specific data: EnemyComponent: function(goldValue, livesCost) { return { name: 'EnemyComponent', gold_value: goldValue || 5, lives_cost: livesCost || 1 }; } 2. Create Wave Data Structures: We need a data structure to define the waves. Please add this new section of code after the Game.Systems object: // === SECTION: GAME DATA === Game.WaveData = [ // Wave 1 { wave_number: 1, sub_waves: [ { enemy_type: 'enemy', count: 10, spawn_delay: 1.0, start_delay: 0 } ] }, // Wave 2 { wave_number: 2, sub_waves: [ { enemy_type: 'enemy', count: 15, spawn_delay: 0.8, start_delay: 0 } ] }, // Wave 3 { wave_number: 3, sub_waves: [ { enemy_type: 'enemy', count: 20, spawn_delay: 0.5, start_delay: 0 } ] } ]; 3. Create the WaveSpawnerSystem: In Game.Systems, add a new WaveSpawnerSystem. It should have: Properties: currentWaveIndex: -1, isSpawning: false, spawnTimer: 0, subWaveIndex: 0, spawnedInSubWave: 0. startNextWave(): A function that increments currentWaveIndex, resets the spawner's state variables, and sets isSpawning = true. update(): The main logic loop. If isSpawning is true, it should handle the timers (spawnTimer, start_delay, spawn_delay) and create new enemy entities based on the data in Game.WaveData. When an enemy is created, it must be given all its necessary components (Transform, Movement, Render, Health, and the new EnemyComponent). 4. Integrate with the Game: Remove the old "Create a test enemy" code from the // === SECTION: DIRECT GAME INITIALIZATION === block. In its place, call Game.Systems.WaveSpawnerSystem.startNextWave(); to begin the first wave automatically. In the main game.update function, add a call to Game.Systems.WaveSpawnerSystem.update();
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We are now ready to restore the pathfinding logic. Please find the Game.PathManager.findPath function and replace its current body with the full A* algorithm implementation, exactly as follows: findPath: function findPath(start, end) { var openSet = []; var closedSet = []; var grid = Game.GridManager.grid; var gridWidth = grid.length; var gridHeight = grid[0].length; function heuristic(a, b) { return Math.abs(a.x - b.x) + Math.abs(a.y - b.y); } function getNeighbors(node) { var neighbors = []; var directions = [ { x: -1, y: 0, cost: 1 }, { x: 1, y: 0, cost: 1 }, { x: 0, y: -1, cost: 1 }, { x: 0, y: 1, cost: 1 }, { x: -1, y: -1, cost: 1.4 }, { x: 1, y: -1, cost: 1.4 }, { x: -1, y: 1, cost: 1.4 }, { x: 1, y: 1, cost: 1.4 } ]; for (var i = 0; i < directions.length; i++) { var dir = directions[i]; var newX = node.x + dir.x; var newY = node.y + dir.y; if (newX >= 0 && newX < gridWidth && newY >= 0 && newY < gridHeight) { var cellState = grid[newX][newY]; if (cellState !== Game.GridManager.CELL_STATES.BLOCKED && cellState !== Game.GridManager.CELL_STATES.TOWER) { neighbors.push({ x: newX, y: newY, cost: dir.cost }); } } } return neighbors; } function findNodeInArray(array, node) { for (var i = 0; i < array.length; i++) { if (array[i].x === node.x && array[i].y === node.y) { return array[i]; } } return null; } function reconstructPath(cameFrom, current) { var path = []; while (current) { path.unshift({ x: current.x, y: current.y }); current = cameFrom[current.x + '_' + current.y]; } return path; } var startNode = { x: start.x, y: start.y, g: 0, h: heuristic(start, end), f: 0 }; startNode.f = startNode.g + startNode.h; openSet.push(startNode); var cameFrom = {}; while (openSet.length > 0) { var current = openSet[0]; var currentIndex = 0; for (var i = 1; i < openSet.length; i++) { if (openSet[i].f < current.f) { current = openSet[i]; currentIndex = i; } } openSet.splice(currentIndex, 1); closedSet.push(current); if (current.x === end.x && current.y === end.y) { return reconstructPath(cameFrom, current); } var neighbors = getNeighbors(current); for (var i = 0; i < neighbors.length; i++) { var neighbor = neighbors[i]; if (findNodeInArray(closedSet, neighbor)) { continue; } var tentativeG = current.g + neighbor.cost; var existingNode = findNodeInArray(openSet, neighbor); if (!existingNode) { var newNode = { x: neighbor.x, y: neighbor.y, g: tentativeG, h: heuristic(neighbor, end), f: 0 }; newNode.f = newNode.g + newNode.h; openSet.push(newNode); cameFrom[neighbor.x + '_' + neighbor.y] = current; } else if (tentativeG < existingNode.g) { existingNode.g = tentativeG; existingNode.f = existingNode.g + existingNode.h; cameFrom[neighbor.x + '_' + neighbor.y] = current; } } } return null; // No path found }
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // === SECTION: ASSETS === // === SECTION: GLOBAL NAMESPACE === var Game = {}; // === SECTION: GLOBAL MANAGERS === Game.ResourceManager = { gold: 100, lives: 20, powerProduction: 0, powerConsumption: 0, powerAvailable: 0, addGold: function addGold(amount) { this.gold += amount; }, spendGold: function spendGold(amount) { if (this.gold >= amount) { this.gold -= amount; return true; } return false; }, loseLife: function loseLife(amount) { this.lives -= amount; if (this.lives <= 0) { Game.EventBus.publish(Game.Events.GameOverEvent()); } }, updatePower: function updatePower() { // Calculate total power production var totalProduction = 0; var productionEntities = Game.EntityManager.getEntitiesWithComponents(['PowerProductionComponent']); for (var i = 0; i < productionEntities.length; i++) { var entityId = productionEntities[i]; var powerComp = Game.EntityManager.componentStores['PowerProductionComponent'][entityId]; totalProduction += powerComp.production_rate; } // Calculate total power consumption var totalConsumption = 0; var consumptionEntities = Game.EntityManager.getEntitiesWithComponents(['PowerConsumptionComponent']); for (var i = 0; i < consumptionEntities.length; i++) { var entityId = consumptionEntities[i]; var powerComp = Game.EntityManager.componentStores['PowerConsumptionComponent'][entityId]; totalConsumption += powerComp.drain_rate; } // Update power values this.powerProduction = totalProduction; this.powerConsumption = totalConsumption; this.powerAvailable = totalProduction - totalConsumption; // Publish power status event var newStatus = totalProduction >= totalConsumption ? 'surplus' : 'deficit'; Game.EventBus.publish(Game.Events.PowerStatusChangedEvent(newStatus)); }, onEnemyKilled: function onEnemyKilled(event) { this.addGold(event.gold_value); }, onWaveCompleted: function onWaveCompleted(event) { this.addGold(50); }, init: function init() { Game.EventBus.subscribe('EnemyKilled', this.onEnemyKilled.bind(this)); Game.EventBus.subscribe('WaveCompleted', this.onWaveCompleted.bind(this)); } }; Game.GridManager = { grid: [], CELL_STATES: { EMPTY: 0, PATH: 1, BLOCKED: 2, TOWER: 3 }, init: function init(width, height) { this.grid = []; for (var x = 0; x < width; x++) { this.grid[x] = []; for (var y = 0; y < height; y++) { this.grid[x][y] = this.CELL_STATES.EMPTY; } } }, isBuildable: function isBuildable(x, y) { if (x >= 0 && x < this.grid.length && y >= 0 && y < this.grid[x].length) { return this.grid[x][y] === this.CELL_STATES.EMPTY; } return false; } }; Game.PathManager = { currentPath: [], init: function init() { Game.EventBus.subscribe('TowerPlaced', this.onTowerPlaced.bind(this)); }, onTowerPlaced: function onTowerPlaced(event) { this.recalculatePath({ x: 0, y: 30 }, { x: 39, y: 30 }); }, recalculatePath: function recalculatePath(start, end) { this.currentPath = this.findPath(start, end); if (this.currentPath) { for (var i = 0; i < this.currentPath.length; i++) { this.currentPath[i].x = this.currentPath[i].x * 64; this.currentPath[i].y = this.currentPath[i].y * 64; } } }, findPath: function findPath(start, end) { var openSet = []; var closedSet = []; var grid = Game.GridManager.grid; var gridWidth = grid.length; var gridHeight = grid[0].length; function heuristic(a, b) { return Math.abs(a.x - b.x) + Math.abs(a.y - b.y); } function getNeighbors(node) { var neighbors = []; var directions = [{ x: -1, y: 0, cost: 1 }, { x: 1, y: 0, cost: 1 }, { x: 0, y: -1, cost: 1 }, { x: 0, y: 1, cost: 1 }, { x: -1, y: -1, cost: 1.4 }, { x: 1, y: -1, cost: 1.4 }, { x: -1, y: 1, cost: 1.4 }, { x: 1, y: 1, cost: 1.4 }]; for (var i = 0; i < directions.length; i++) { var dir = directions[i]; var newX = node.x + dir.x; var newY = node.y + dir.y; if (newX >= 0 && newX < gridWidth && newY >= 0 && newY < gridHeight) { var cellState = grid[newX][newY]; if (cellState !== Game.GridManager.CELL_STATES.BLOCKED && cellState !== Game.GridManager.CELL_STATES.TOWER) { neighbors.push({ x: newX, y: newY, cost: dir.cost }); } } } return neighbors; } function findNodeInArray(array, node) { for (var i = 0; i < array.length; i++) { if (array[i].x === node.x && array[i].y === node.y) { return array[i]; } } return null; } function reconstructPath(cameFrom, current) { var path = []; while (current) { path.unshift({ x: current.x, y: current.y }); current = cameFrom[current.x + '_' + current.y]; } return path; } var startNode = { x: start.x, y: start.y, g: 0, h: heuristic(start, end), f: 0 }; startNode.f = startNode.g + startNode.h; openSet.push(startNode); var cameFrom = {}; while (openSet.length > 0) { var current = openSet[0]; var currentIndex = 0; for (var i = 1; i < openSet.length; i++) { if (openSet[i].f < current.f) { current = openSet[i]; currentIndex = i; } } openSet.splice(currentIndex, 1); closedSet.push(current); if (current.x === end.x && current.y === end.y) { return reconstructPath(cameFrom, current); } var neighbors = getNeighbors(current); for (var i = 0; i < neighbors.length; i++) { var neighbor = neighbors[i]; if (findNodeInArray(closedSet, neighbor)) { continue; } var tentativeG = current.g + neighbor.cost; var existingNode = findNodeInArray(openSet, neighbor); if (!existingNode) { var newNode = { x: neighbor.x, y: neighbor.y, g: tentativeG, h: heuristic(neighbor, end), f: 0 }; newNode.f = newNode.g + newNode.h; openSet.push(newNode); cameFrom[neighbor.x + '_' + neighbor.y] = current; } else if (tentativeG < existingNode.g) { existingNode.g = tentativeG; existingNode.f = existingNode.g + existingNode.h; cameFrom[neighbor.x + '_' + neighbor.y] = current; } } } return null; // No path found } }; Game.GameplayManager = { enemiesSpawnedThisWave: 0, enemiesKilledThisWave: 0, enemiesLeakedThisWave: 0, init: function init() { Game.EventBus.subscribe('EnemyKilled', this.onEnemyKilled.bind(this)); Game.EventBus.subscribe('EnemyReachedEnd', this.onEnemyReachedEnd.bind(this)); }, onEnemyKilled: function onEnemyKilled(event) { this.enemiesKilledThisWave++; if (this.enemiesKilledThisWave + this.enemiesLeakedThisWave === this.enemiesSpawnedThisWave) { Game.EventBus.publish(Game.Events.WaveCompletedEvent(Game.Systems.WaveSpawnerSystem.currentWaveIndex + 1)); this.enemiesSpawnedThisWave = 0; this.enemiesKilledThisWave = 0; this.enemiesLeakedThisWave = 0; startWaveButton.visible = true; } }, onEnemyReachedEnd: function onEnemyReachedEnd(event) { this.enemiesLeakedThisWave++; Game.ResourceManager.loseLife(1); Game.EntityManager.destroyEntity(event.enemy_id); if (this.enemiesKilledThisWave + this.enemiesLeakedThisWave === this.enemiesSpawnedThisWave) { Game.EventBus.publish(Game.Events.WaveCompletedEvent(Game.Systems.WaveSpawnerSystem.currentWaveIndex + 1)); this.enemiesSpawnedThisWave = 0; this.enemiesKilledThisWave = 0; this.enemiesLeakedThisWave = 0; startWaveButton.visible = true; } } }; Game.GameManager = { isGameOver: false, init: function init() { Game.EventBus.subscribe('GameOver', this.onGameOver.bind(this)); }, onGameOver: function onGameOver(event) { this.isGameOver = true; LK.showGameOver(); } }; Game.Debug = { logText: null, init: function init() { this.logText = new Text2('Debug Log Initialized', { size: 40, fill: 0x00FF00 }); // Green text this.logText.anchor.set(0, 1); // Anchor to bottom-left LK.gui.bottomLeft.addChild(this.logText); this.logText.x = 20; this.logText.y = -20; }, log: function log(message) { if (this.logText) { this.logText.setText(String(message)); } } }; // === SECTION: ENTITY-COMPONENT-SYSTEM SCAFFOLDING === Game.EntityManager = { nextEntityId: 1, activeEntities: [], componentStores: {}, entitiesToDestroy: [], createEntity: function createEntity() { var entityId = this.nextEntityId++; this.activeEntities.push(entityId); return entityId; }, addComponent: function addComponent(entityId, component) { if (!this.componentStores[component.name]) { this.componentStores[component.name] = {}; } this.componentStores[component.name][entityId] = component; }, getEntitiesWithComponents: function getEntitiesWithComponents(componentNames) { var result = []; for (var i = 0; i < this.activeEntities.length; i++) { var entityId = this.activeEntities[i]; var hasAllComponents = true; for (var j = 0; j < componentNames.length; j++) { var componentName = componentNames[j]; if (!this.componentStores[componentName] || !this.componentStores[componentName][entityId]) { hasAllComponents = false; break; } } if (hasAllComponents) { result.push(entityId); } } return result; }, destroyEntity: function destroyEntity(entityId) { // Avoid adding duplicates if (this.entitiesToDestroy.indexOf(entityId) === -1) { this.entitiesToDestroy.push(entityId); } } }; Game.Components = { TransformComponent: function TransformComponent(x, y, rotation) { return { name: 'TransformComponent', x: x || 0, y: y || 0, rotation: rotation || 0 }; }, RenderComponent: function RenderComponent(sprite_id, layer, scale, is_visible) { return { name: 'RenderComponent', sprite_id: sprite_id || '', layer: layer || 0, scale: scale || 1.0, is_visible: is_visible !== undefined ? is_visible : true }; }, HealthComponent: function HealthComponent(current_hp, max_hp) { return { name: 'HealthComponent', current_hp: current_hp || 100, max_hp: max_hp || 100 }; }, AttackComponent: function AttackComponent(damage, range, attack_speed, last_attack_time, projectile_id, target_id) { return { name: 'AttackComponent', damage: damage || 10, range: range || 100, attack_speed: attack_speed || 1.0, last_attack_time: last_attack_time || 0, projectile_id: projectile_id || '', target_id: target_id || -1 }; }, MovementComponent: function MovementComponent(speed, path_index) { return { name: 'MovementComponent', speed: speed || 50, path_index: path_index || 0 }; }, PowerProductionComponent: function PowerProductionComponent(rate) { return { name: 'PowerProductionComponent', production_rate: rate || 0 }; }, PowerConsumptionComponent: function PowerConsumptionComponent(rate) { return { name: 'PowerConsumptionComponent', drain_rate: rate || 0 }; }, TowerComponent: function TowerComponent(cost, sellValue) { return { name: 'TowerComponent', cost: cost || 50, sell_value: sellValue || 25 }; }, ProjectileComponent: function ProjectileComponent(target_id, speed, damage) { return { name: 'ProjectileComponent', target_id: target_id || -1, speed: speed || 8, // Let's keep the speed lower damage: damage || 10 }; }, EnemyComponent: function EnemyComponent(goldValue, livesCost) { return { name: 'EnemyComponent', gold_value: goldValue || 5, lives_cost: livesCost || 1 }; } }; Game.Systems = { MovementSystem: { update: function update() { var movableEntities = Game.EntityManager.getEntitiesWithComponents(['TransformComponent', 'MovementComponent']); for (var i = 0; i < movableEntities.length; i++) { var entityId = movableEntities[i]; var transformComponent = Game.EntityManager.componentStores['TransformComponent'][entityId]; var movementComponent = Game.EntityManager.componentStores['MovementComponent'][entityId]; if (Game.PathManager.currentPath && Game.PathManager.currentPath.length > 0) { var targetWaypoint = Game.PathManager.currentPath[movementComponent.path_index]; if (targetWaypoint) { var dx = targetWaypoint.x - transformComponent.x; var dy = targetWaypoint.y - transformComponent.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { var moveX = dx / distance * movementComponent.speed; var moveY = dy / distance * movementComponent.speed; transformComponent.x += moveX; transformComponent.y += moveY; } else { movementComponent.path_index++; if (movementComponent.path_index >= Game.PathManager.currentPath.length) { Game.EventBus.publish(Game.Events.EnemyReachedEndEvent(entityId)); } } } } } } }, RenderSystem: { displayObjects: {}, update: function update() { var renderableEntities = Game.EntityManager.getEntitiesWithComponents(['TransformComponent', 'RenderComponent']); for (var i = 0; i < renderableEntities.length; i++) { var entityId = renderableEntities[i]; var transform = Game.EntityManager.componentStores['TransformComponent'][entityId]; var render = Game.EntityManager.componentStores['RenderComponent'][entityId]; // Get the visual sprite, or create it if it doesn't exist var sprite = this.displayObjects[entityId]; if (!sprite) { sprite = game.attachAsset(render.sprite_id, {}); this.displayObjects[entityId] = sprite; } // Sync the sprite's properties with the component data sprite.x = transform.x; sprite.y = transform.y; sprite.visible = render.is_visible; } } }, TowerBuildSystem: { tryBuildAt: function tryBuildAt(gridX, gridY) { // 1. Check if the location is buildable if (!Game.GridManager.isBuildable(gridX, gridY)) { return; // Exit if not buildable } // 2. Check if the player can afford the tower var towerCost = 50; // We'll use a fixed cost for now if (!Game.ResourceManager.spendGold(towerCost)) { return; // Exit if not enough gold } // 3. If checks pass, create the tower entity var towerId = Game.EntityManager.createEntity(); // 4. Mark the grid cell as occupied by a tower Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.TOWER; // 5. Create and add all necessary components var transform = Game.Components.TransformComponent(gridX * 64, gridY * 64); var render = Game.Components.RenderComponent('arrow_tower', 2, 1.0, true); var tower = Game.Components.TowerComponent(towerCost); var attack = Game.Components.AttackComponent(10, 150, 1.0); // dmg, range, speed var power = Game.Components.PowerConsumptionComponent(2); Game.EntityManager.addComponent(towerId, transform); Game.EntityManager.addComponent(towerId, render); Game.EntityManager.addComponent(towerId, tower); Game.EntityManager.addComponent(towerId, attack); Game.EntityManager.addComponent(towerId, power); // 6. Announce that a tower has been placed var event = Game.Events.TowerPlacedEvent(towerId, towerCost, transform.x, transform.y); Game.EventBus.publish(event); } }, TargetingSystem: { update: function update() { var towers = Game.EntityManager.getEntitiesWithComponents(['AttackComponent', 'TransformComponent']); for (var i = 0; i < towers.length; i++) { var towerId = towers[i]; var towerAttack = Game.EntityManager.componentStores['AttackComponent'][towerId]; var towerTransform = Game.EntityManager.componentStores['TransformComponent'][towerId]; // Find best target (closest to end of path) var bestTarget = -1; var bestPathIndex = -1; var enemies = Game.EntityManager.getEntitiesWithComponents(['TransformComponent', 'MovementComponent']); for (var j = 0; j < enemies.length; j++) { var enemyId = enemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var enemyMovement = Game.EntityManager.componentStores['MovementComponent'][enemyId]; // Check if enemy is within range var dx = enemyTransform.x - towerTransform.x; var dy = enemyTransform.y - towerTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= towerAttack.range) { // Check if this enemy is closer to the end if (enemyMovement.path_index > bestPathIndex) { bestTarget = enemyId; bestPathIndex = enemyMovement.path_index; } } } // Update tower's target towerAttack.target_id = bestTarget; } } }, CleanupSystem: { update: function update() { for (var i = 0; i < Game.EntityManager.entitiesToDestroy.length; i++) { var entityId = Game.EntityManager.entitiesToDestroy[i]; // Remove from active entities list var index = Game.EntityManager.activeEntities.indexOf(entityId); if (index > -1) { Game.EntityManager.activeEntities.splice(index, 1); } // Remove from all component stores for (var componentName in Game.EntityManager.componentStores) { if (Game.EntityManager.componentStores[componentName][entityId]) { delete Game.EntityManager.componentStores[componentName][entityId]; } } // Remove from render system's display objects if (Game.Systems.RenderSystem.displayObjects[entityId]) { Game.Systems.RenderSystem.displayObjects[entityId].destroy(); delete Game.Systems.RenderSystem.displayObjects[entityId]; } } // Important: Clear the list for the next frame if (Game.EntityManager.entitiesToDestroy.length > 0) { Game.EntityManager.entitiesToDestroy = []; } } }, WaveSpawnerSystem: { currentWaveIndex: -1, isSpawning: false, spawnTimer: 0, subWaveIndex: 0, spawnedInSubWave: 0, startNextWave: function startNextWave() { this.currentWaveIndex++; this.isSpawning = true; this.spawnTimer = 0; this.subWaveIndex = 0; this.spawnedInSubWave = 0; }, update: function update() { if (!this.isSpawning || this.currentWaveIndex >= Game.WaveData.length) { return; } var currentWave = Game.WaveData[this.currentWaveIndex]; if (!currentWave || this.subWaveIndex >= currentWave.sub_waves.length) { this.isSpawning = false; return; } var currentSubWave = currentWave.sub_waves[this.subWaveIndex]; // Handle start delay if (this.spawnedInSubWave === 0 && this.spawnTimer < currentSubWave.start_delay) { this.spawnTimer += 1 / 60; // Increment by frame time return; } // Handle spawn delay between enemies if (this.spawnedInSubWave > 0 && this.spawnTimer < currentSubWave.spawn_delay) { this.spawnTimer += 1 / 60; return; } // Spawn enemy if (this.spawnedInSubWave < currentSubWave.count) { var enemyId = Game.EntityManager.createEntity(); var transform = Game.Components.TransformComponent(0 * 64, 30 * 64); var movement = Game.Components.MovementComponent(2, 0); var render = Game.Components.RenderComponent('enemy', 1, 1.0, true); var health = Game.Components.HealthComponent(30, 30); // 30 current, 30 max var enemy = Game.Components.EnemyComponent(5, 1); Game.EntityManager.addComponent(enemyId, transform); Game.EntityManager.addComponent(enemyId, movement); Game.EntityManager.addComponent(enemyId, render); Game.EntityManager.addComponent(enemyId, health); // Add the health component Game.EntityManager.addComponent(enemyId, enemy); this.spawnedInSubWave++; this.spawnTimer = 0; Game.GameplayManager.enemiesSpawnedThisWave++; } else { // Move to next sub-wave this.subWaveIndex++; this.spawnedInSubWave = 0; this.spawnTimer = 0; } } }, CombatSystem: { update: function update() { var currentTime = LK.ticks / 60; // Convert ticks to seconds var towers = Game.EntityManager.getEntitiesWithComponents(['AttackComponent', 'TransformComponent']); for (var i = 0; i < towers.length; i++) { var towerId = towers[i]; var towerAttack = Game.EntityManager.componentStores['AttackComponent'][towerId]; var towerTransform = Game.EntityManager.componentStores['TransformComponent'][towerId]; // Check if tower has a valid target and can fire if (towerAttack.target_id !== -1 && currentTime - towerAttack.last_attack_time >= 1.0 / towerAttack.attack_speed) { // Get target position to calculate initial direction var targetTransform = Game.EntityManager.componentStores['TransformComponent'][towerAttack.target_id]; if (targetTransform) { // Create projectile var projectileId = Game.EntityManager.createEntity(); var projectileTransform = Game.Components.TransformComponent(towerTransform.x, towerTransform.y); var projectileRender = Game.Components.RenderComponent('arrow_projectile', 1, 1.0, true); var projectileComponent = Game.Components.ProjectileComponent(towerAttack.target_id, undefined, towerAttack.damage); Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); // Update tower's last attack time towerAttack.last_attack_time = currentTime; } } } // Move projectiles and check for impacts var projectiles = Game.EntityManager.getEntitiesWithComponents(['ProjectileComponent', 'TransformComponent']); for (var i = projectiles.length - 1; i >= 0; i--) { var projectileId = projectiles[i]; var projectileComp = Game.EntityManager.componentStores['ProjectileComponent'][projectileId]; var projectileTransform = Game.EntityManager.componentStores['TransformComponent'][projectileId]; // Check if target still exists var targetExists = false; for (var j = 0; j < Game.EntityManager.activeEntities.length; j++) { if (Game.EntityManager.activeEntities[j] === projectileComp.target_id) { targetExists = true; break; } } if (!targetExists) { // Remove projectile if target no longer exists Game.EntityManager.destroyEntity(projectileId); continue; } var targetTransform = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; if (targetTransform) { // --- START of NEW Homing and Movement Logic --- // 1. Get the vector to the target var dx = targetTransform.x - projectileTransform.x; var dy = targetTransform.y - projectileTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); // 2. Check for collision if (distance < 10) { // Use a larger collision radius // Hit target - apply damage and remove projectile var targetHealth = Game.EntityManager.componentStores['HealthComponent'][projectileComp.target_id]; if (targetHealth) { targetHealth.current_hp -= projectileComp.damage; if (targetHealth.current_hp <= 0) { // Enemy killed var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][projectileComp.target_id]; var goldValue = enemyComp ? enemyComp.gold_value : 10; Game.EventBus.publish(Game.Events.EnemyKilledEvent(projectileComp.target_id, goldValue)); // Remove enemy Game.EntityManager.destroyEntity(projectileComp.target_id); } } // Remove projectile Game.EntityManager.destroyEntity(projectileId); } else { // 3. Move the projectile forward // For simplicity, we are not implementing a turn rate here. // The projectile will instantly face the target each frame. // This creates a simple but effective homing effect. var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } // --- END of NEW Homing and Movement Logic --- } } } } }; // === SECTION: GAME DATA === Game.WaveData = [ // Wave 1 { wave_number: 1, sub_waves: [{ enemy_type: 'enemy', count: 10, spawn_delay: 1.0, start_delay: 0 }] }, // Wave 2 { wave_number: 2, sub_waves: [{ enemy_type: 'enemy', count: 15, spawn_delay: 0.8, start_delay: 0 }] }, // Wave 3 { wave_number: 3, sub_waves: [{ enemy_type: 'enemy', count: 20, spawn_delay: 0.5, start_delay: 0 }] }]; // === SECTION: TOWER DATA === Game.TowerData = { 'ArrowTower': { cost: 50, components: [{ name: 'TowerComponent', args: [50] }, // cost { name: 'AttackComponent', args: [10, 150, 1.0] }, // damage, range, attack_speed { name: 'PowerConsumptionComponent', args: [2] } // drain_rate ] } }; // === SECTION: GRID DRAWING === function drawGrid() { // Draw the grid cells for (var x = 0; x < Game.GridManager.grid.length; x++) { for (var y = 0; y < Game.GridManager.grid[x].length; y++) { var cellSprite = game.attachAsset('grid_cell', {}); cellSprite.x = x * 64; cellSprite.y = y * 64; cellSprite.anchor.set(0, 0); // Anchor to top-left // Add these new lines to make cells interactive cellSprite.gridX = x; // Store grid coordinates on the sprite cellSprite.gridY = y; cellSprite.down = function () { Game.Systems.TowerBuildSystem.tryBuildAt(this.gridX, this.gridY); }; } } // Highlight the path cells if (Game.PathManager.currentPath) { for (var i = 0; i < Game.PathManager.currentPath.length; i++) { var pathNode = Game.PathManager.currentPath[i]; var pathSprite = game.attachAsset('path_cell', {}); // Note: PathManager coordinates are already in pixels pathSprite.x = pathNode.x; pathSprite.y = pathNode.y; pathSprite.anchor.set(0, 0); } } } // === SECTION: GLOBAL EVENT BUS === Game.EventBus = { listeners: {}, subscribe: function subscribe(eventType, listener) { if (!this.listeners[eventType]) { this.listeners[eventType] = []; } this.listeners[eventType].push(listener); }, unsubscribe: function unsubscribe(eventType, listener) { if (this.listeners[eventType]) { var index = this.listeners[eventType].indexOf(listener); if (index !== -1) { this.listeners[eventType].splice(index, 1); } } }, publish: function publish(event) { if (this.listeners[event.type]) { for (var i = 0; i < this.listeners[event.type].length; i++) { this.listeners[event.type][i](event); } } } }; Game.Events = { EnemyReachedEndEvent: function EnemyReachedEndEvent(enemy_id) { return { type: 'EnemyReachedEnd', enemy_id: enemy_id }; }, EnemyKilledEvent: function EnemyKilledEvent(enemy_id, gold_value) { return { type: 'EnemyKilled', enemy_id: enemy_id, gold_value: gold_value }; }, TowerPlacedEvent: function TowerPlacedEvent(tower_id, cost, position_x, position_y) { return { type: 'TowerPlaced', tower_id: tower_id, cost: cost, position_x: position_x, position_y: position_y }; }, TowerSoldEvent: function TowerSoldEvent(tower_id, refund_value) { return { type: 'TowerSold', tower_id: tower_id, refund_value: refund_value }; }, PowerStatusChangedEvent: function PowerStatusChangedEvent(new_status) { return { type: 'PowerStatusChanged', new_status: new_status }; }, WaveCompletedEvent: function WaveCompletedEvent(wave_number) { return { type: 'WaveCompleted', wave_number: wave_number }; }, GameOverEvent: function GameOverEvent() { return { type: 'GameOver' }; } }; // === SECTION: STACK-BASED GAME STATE MANAGER === // === SECTION: DIRECT GAME INITIALIZATION === // Initialize managers Game.GridManager.init(40, 60); Game.ResourceManager.init(); Game.PathManager.init(); Game.PathManager.recalculatePath({ x: 0, y: 30 }, { x: 39, y: 30 }); drawGrid(); // Create the Heads-Up Display (HUD) var goldText = new Text2('Gold: 100', { size: 40, fill: 0xFFD700 }); goldText.anchor.set(1, 0); // Align to the right LK.gui.topRight.addChild(goldText); goldText.x = -20; // 20px padding from the right edge goldText.y = 20; // 20px padding from the top edge var livesText = new Text2('Lives: 20', { size: 40, fill: 0xFF4136 }); livesText.anchor.set(1, 0); // Align to the right LK.gui.topRight.addChild(livesText); livesText.x = -20; // 20px padding from the right edge livesText.y = 70; // Position below the gold text // Create Start Wave button var startWaveButton = new Text2('START NEXT WAVE', { size: 50, fill: 0x00FF00 }); startWaveButton.anchor.set(0.5, 1); LK.gui.bottom.addChild(startWaveButton); startWaveButton.y = -20; startWaveButton.visible = false; startWaveButton.down = function () { Game.Systems.WaveSpawnerSystem.startNextWave(); startWaveButton.visible = false; }; // Initialize GameplayManager Game.GameplayManager.init(); // Initialize GameManager Game.GameManager.init(); // Start first wave Game.Systems.WaveSpawnerSystem.startNextWave(); // Set up main game loop var powerUpdateTimer = 0; game.update = function () { if (Game.GameManager.isGameOver) { return; } Game.Systems.WaveSpawnerSystem.update(); Game.Systems.TargetingSystem.update(); Game.Systems.CombatSystem.update(); Game.Systems.MovementSystem.update(); Game.Systems.RenderSystem.update(); // Update HUD every frame goldText.setText('Gold: ' + Game.ResourceManager.gold); livesText.setText('Lives: ' + Game.ResourceManager.lives); // Update power system once per second (every 60 frames) powerUpdateTimer++; if (powerUpdateTimer >= 60) { Game.ResourceManager.updatePower(); powerUpdateTimer = 0; } Game.Systems.CleanupSystem.update(); };
===================================================================
--- original.js
+++ change.js
@@ -745,8 +745,29 @@
spawn_delay: 0.5,
start_delay: 0
}]
}];
+// === SECTION: TOWER DATA ===
+Game.TowerData = {
+ 'ArrowTower': {
+ cost: 50,
+ components: [{
+ name: 'TowerComponent',
+ args: [50]
+ },
+ // cost
+ {
+ name: 'AttackComponent',
+ args: [10, 150, 1.0]
+ },
+ // damage, range, attack_speed
+ {
+ name: 'PowerConsumptionComponent',
+ args: [2]
+ } // drain_rate
+ ]
+ }
+};
// === SECTION: GRID DRAWING ===
function drawGrid() {
// Draw the grid cells
for (var x = 0; x < Game.GridManager.grid.length; x++) {