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This is a critical step. Please replace the entire Game.Systems object with the following version. The only change is the implementation of the AuraSystem.update function. 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]; // --- START OF NEW SLOW LOGIC --- // 1. Get base speed and check for slow debuff var currentSpeed = movementComponent.speed; var slowDebuff = Game.EntityManager.componentStores['SlowDebuffComponent'] ? Game.EntityManager.componentStores['SlowDebuffComponent'][entityId] : null; if (slowDebuff) { // 2. Apply the speed reduction currentSpeed = movementComponent.speed * (1 - slowDebuff.slow_percentage); // 3. Update the debuff's duration and remove it if it expires slowDebuff.duration_remaining -= 1.0 / 60; // Reduce duration by frame time (1/60th of a second) if (slowDebuff.duration_remaining <= 0) { delete Game.EntityManager.componentStores['SlowDebuffComponent'][entityId]; } } // --- END OF NEW SLOW LOGIC --- 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) { // 4. Use the calculated currentSpeed for movement var moveX = dx / distance * currentSpeed; var moveY = dy / distance * currentSpeed; 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, 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); } }, 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 // --- Tower Firing Logic (UPDATED FOR SLOW) --- 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]; if (towerAttack.target_id !== -1 && currentTime - towerAttack.last_attack_time >= 1.0 / towerAttack.attack_speed) { var targetTransform = Game.EntityManager.componentStores['TransformComponent'][towerAttack.target_id]; if (targetTransform) { var projectileId = Game.EntityManager.createEntity(); var projectileTransform = Game.Components.TransformComponent(towerTransform.x, towerTransform.y); var projectileRender = Game.Components.RenderComponent(towerAttack.projectile_id, 1, 1.0, true); var projectileComponent = Game.Components.ProjectileComponent(towerAttack.target_id, undefined, towerAttack.damage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); // Add special effect components based on projectile type if (towerAttack.projectile_id === 'chemical_projectile') { var poisonImpactComp = Game.Components.PoisonOnImpactComponent(4, 5); // 4 dps for 5 seconds Game.EntityManager.addComponent(projectileId, poisonImpactComp); } // --- NEW --- if (towerAttack.projectile_id === 'slow_projectile') { var slowImpactComp = Game.Components.SlowOnImpactComponent(0.4, 2); // 40% slow for 2 seconds Game.EntityManager.addComponent(projectileId, slowImpactComp); } // --- END NEW --- towerAttack.last_attack_time = currentTime; } } } // --- Projectile Movement and Impact Logic (UPDATED FOR SLOW) --- 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]; var targetExists = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; if (!targetExists) { Game.EntityManager.destroyEntity(projectileId); continue; } var targetTransform = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; var dx = targetTransform.x - projectileTransform.x; var dy = targetTransform.y - projectileTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { // --- ON IMPACT --- // Deal initial damage (splash or single-target) var impactPoint = { x: targetTransform.x, y: targetTransform.y }; var sourceTowerAttack = Game.EntityManager.componentStores['AttackComponent'][projectileComp.source_tower_id]; if (sourceTowerAttack && sourceTowerAttack.splash_radius > 0) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var splash_dx = enemyTransform.x - impactPoint.x; var splash_dy = enemyTransform.y - impactPoint.y; var splash_dist = Math.sqrt(splash_dx * splash_dx + splash_dy * splash_dy); if (splash_dist <= sourceTowerAttack.splash_radius) { this.dealDamage(enemyId, projectileComp.damage); } } } else { this.dealDamage(projectileComp.target_id, projectileComp.damage); } // Apply debuffs if the projectile has the component var targetHealth = Game.EntityManager.componentStores['HealthComponent'][projectileComp.target_id]; if (targetHealth) { // Only apply if target is still alive // Apply Poison var poisonImpactComp = Game.EntityManager.componentStores['PoisonOnImpactComponent'] ? Game.EntityManager.componentStores['PoisonOnImpactComponent'][projectileId] : null; if (poisonImpactComp) { var debuff = Game.Components.PoisonDebuffComponent(poisonImpactComp.damage_per_second, poisonImpactComp.duration, currentTime); Game.EntityManager.addComponent(projectileComp.target_id, debuff); } // --- NEW --- // Apply Slow var slowImpactComp = Game.EntityManager.componentStores['SlowOnImpactComponent'] ? Game.EntityManager.componentStores['SlowOnImpactComponent'][projectileId] : null; if (slowImpactComp) { var slowDebuff = Game.Components.SlowDebuffComponent(slowImpactComp.slow_percentage, slowImpactComp.duration); Game.EntityManager.addComponent(projectileComp.target_id, slowDebuff); } // --- END NEW --- } // Finally, destroy the projectile Game.EntityManager.destroyEntity(projectileId); } else { // Move projectile var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } // --- Poison Debuff Processing Logic (No changes here) --- var poisonedEnemies = Game.EntityManager.getEntitiesWithComponents(['PoisonDebuffComponent']); for (var i = poisonedEnemies.length - 1; i >= 0; i--) { var enemyId = poisonedEnemies[i]; var debuff = Game.EntityManager.componentStores['PoisonDebuffComponent'][enemyId]; if (!debuff) { continue; } if (currentTime - debuff.last_tick_time >= 1.0) { this.dealDamage(enemyId, debuff.damage_per_second); debuff.last_tick_time = currentTime; debuff.duration_remaining -= 1.0; } if (debuff.duration_remaining <= 0) { delete Game.EntityManager.componentStores['PoisonDebuffComponent'][enemyId]; } } }, // Helper function to deal damage and handle enemy death (No changes here) dealDamage: function dealDamage(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) { return; } targetHealth.current_hp -= damage; if (targetHealth.current_hp <= 0) { var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } }, AuraSystem: { update: function update() { // Step 1: Clean up all existing damage buffs from the previous frame. var buffedTowers = Game.EntityManager.getEntitiesWithComponents(['DamageBuffComponent']); for (var i = 0; i < buffedTowers.length; i++) { var towerId = buffedTowers[i]; delete Game.EntityManager.componentStores['DamageBuffComponent'][towerId]; } // Step 2: Find all aura-providing towers. var auraTowers = Game.EntityManager.getEntitiesWithComponents(['AuraComponent', 'TransformComponent']); if (auraTowers.length === 0) { return; // No auras to process. } // Step 3: Get all attack towers that could potentially be buffed. var attackTowers = Game.EntityManager.getEntitiesWithComponents(['AttackComponent', 'TransformComponent']); // Step 4: Iterate through each aura and apply its effect to nearby towers. for (var i = 0; i < auraTowers.length; i++) { var auraTowerId = auraTowers[i]; var auraComponent = Game.EntityManager.componentStores['AuraComponent'][auraTowerId]; var auraTransform = Game.EntityManager.componentStores['TransformComponent'][auraTowerId]; // Only process damage buff auras for now if (auraComponent.effect_type !== 'damage_buff') { continue; } for (var j = 0; j < attackTowers.length; j++) { var attackTowerId = attackTowers[j]; // An aura tower cannot buff itself. if (attackTowerId === auraTowerId) { continue; } var attackTransform = Game.EntityManager.componentStores['TransformComponent'][attackTowerId]; // Check distance var dx = auraTransform.x - attackTransform.x; var dy = auraTransform.y - attackTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= auraComponent.range) { // Apply the buff var buff = Game.Components.DamageBuffComponent(0.2, auraTowerId); // 20% damage bonus Game.EntityManager.addComponent(attackTowerId, buff); } } } } } };
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2. Replace the main game.update function with this version, which adds the AuraSystem.update() call: // 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.AuraSystem.update(); // NEW 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(); };
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1. Replace the Game.Systems object with this version, which adds the empty AuraSystem: 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]; // --- START OF NEW SLOW LOGIC --- // 1. Get base speed and check for slow debuff var currentSpeed = movementComponent.speed; var slowDebuff = Game.EntityManager.componentStores['SlowDebuffComponent'] ? Game.EntityManager.componentStores['SlowDebuffComponent'][entityId] : null; if (slowDebuff) { // 2. Apply the speed reduction currentSpeed = movementComponent.speed * (1 - slowDebuff.slow_percentage); // 3. Update the debuff's duration and remove it if it expires slowDebuff.duration_remaining -= 1.0 / 60; // Reduce duration by frame time (1/60th of a second) if (slowDebuff.duration_remaining <= 0) { delete Game.EntityManager.componentStores['SlowDebuffComponent'][entityId]; } } // --- END OF NEW SLOW LOGIC --- 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) { // 4. Use the calculated currentSpeed for movement var moveX = dx / distance * currentSpeed; var moveY = dy / distance * currentSpeed; 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, 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); } }, 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 // --- Tower Firing Logic (UPDATED FOR SLOW) --- 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]; if (towerAttack.target_id !== -1 && currentTime - towerAttack.last_attack_time >= 1.0 / towerAttack.attack_speed) { var targetTransform = Game.EntityManager.componentStores['TransformComponent'][towerAttack.target_id]; if (targetTransform) { var projectileId = Game.EntityManager.createEntity(); var projectileTransform = Game.Components.TransformComponent(towerTransform.x, towerTransform.y); var projectileRender = Game.Components.RenderComponent(towerAttack.projectile_id, 1, 1.0, true); var projectileComponent = Game.Components.ProjectileComponent(towerAttack.target_id, undefined, towerAttack.damage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); // Add special effect components based on projectile type if (towerAttack.projectile_id === 'chemical_projectile') { var poisonImpactComp = Game.Components.PoisonOnImpactComponent(4, 5); // 4 dps for 5 seconds Game.EntityManager.addComponent(projectileId, poisonImpactComp); } // --- NEW --- if (towerAttack.projectile_id === 'slow_projectile') { var slowImpactComp = Game.Components.SlowOnImpactComponent(0.4, 2); // 40% slow for 2 seconds Game.EntityManager.addComponent(projectileId, slowImpactComp); } // --- END NEW --- towerAttack.last_attack_time = currentTime; } } } // --- Projectile Movement and Impact Logic (UPDATED FOR SLOW) --- 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]; var targetExists = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; if (!targetExists) { Game.EntityManager.destroyEntity(projectileId); continue; } var targetTransform = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; var dx = targetTransform.x - projectileTransform.x; var dy = targetTransform.y - projectileTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { // --- ON IMPACT --- // Deal initial damage (splash or single-target) var impactPoint = { x: targetTransform.x, y: targetTransform.y }; var sourceTowerAttack = Game.EntityManager.componentStores['AttackComponent'][projectileComp.source_tower_id]; if (sourceTowerAttack && sourceTowerAttack.splash_radius > 0) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var splash_dx = enemyTransform.x - impactPoint.x; var splash_dy = enemyTransform.y - impactPoint.y; var splash_dist = Math.sqrt(splash_dx * splash_dx + splash_dy * splash_dy); if (splash_dist <= sourceTowerAttack.splash_radius) { this.dealDamage(enemyId, projectileComp.damage); } } } else { this.dealDamage(projectileComp.target_id, projectileComp.damage); } // Apply debuffs if the projectile has the component var targetHealth = Game.EntityManager.componentStores['HealthComponent'][projectileComp.target_id]; if (targetHealth) { // Only apply if target is still alive // Apply Poison var poisonImpactComp = Game.EntityManager.componentStores['PoisonOnImpactComponent'] ? Game.EntityManager.componentStores['PoisonOnImpactComponent'][projectileId] : null; if (poisonImpactComp) { var debuff = Game.Components.PoisonDebuffComponent(poisonImpactComp.damage_per_second, poisonImpactComp.duration, currentTime); Game.EntityManager.addComponent(projectileComp.target_id, debuff); } // --- NEW --- // Apply Slow var slowImpactComp = Game.EntityManager.componentStores['SlowOnImpactComponent'] ? Game.EntityManager.componentStores['SlowOnImpactComponent'][projectileId] : null; if (slowImpactComp) { var slowDebuff = Game.Components.SlowDebuffComponent(slowImpactComp.slow_percentage, slowImpactComp.duration); Game.EntityManager.addComponent(projectileComp.target_id, slowDebuff); } // --- END NEW --- } // Finally, destroy the projectile Game.EntityManager.destroyEntity(projectileId); } else { // Move projectile var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } // --- Poison Debuff Processing Logic (No changes here) --- var poisonedEnemies = Game.EntityManager.getEntitiesWithComponents(['PoisonDebuffComponent']); for (var i = poisonedEnemies.length - 1; i >= 0; i--) { var enemyId = poisonedEnemies[i]; var debuff = Game.EntityManager.componentStores['PoisonDebuffComponent'][enemyId]; if (!debuff) { continue; } if (currentTime - debuff.last_tick_time >= 1.0) { this.dealDamage(enemyId, debuff.damage_per_second); debuff.last_tick_time = currentTime; debuff.duration_remaining -= 1.0; } if (debuff.duration_remaining <= 0) { delete Game.EntityManager.componentStores['PoisonDebuffComponent'][enemyId]; } } }, // Helper function to deal damage and handle enemy death (No changes here) dealDamage: function dealDamage(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) { return; } targetHealth.current_hp -= damage; if (targetHealth.current_hp <= 0) { var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } }, // --- NEW SYSTEM --- AuraSystem: { update: function update() {} } };
User prompt
Please replace the entire Game.TowerData object with the following updated version. Game.TowerData = { 'ArrowTower': { cost: 50, sprite_id: 'arrow_tower', components: [{ name: 'TowerComponent', args: [50] }, // cost { name: 'AttackComponent', args: [10, 150, 1.0, 0, 'arrow_projectile'] }, // dmg, range, speed, last_attack_time, projectile_id { name: 'PowerConsumptionComponent', args: [2] } // drain_rate ] }, 'GeneratorTower': { cost: 75, sprite_id: 'generator_tower', components: [{ name: 'TowerComponent', args: [75] }, // cost { name: 'PowerProductionComponent', args: [5] } // production_rate ] }, 'CapacitorTower': { cost: 40, sprite_id: 'capacitor_tower', components: [{ name: 'TowerComponent', args: [40] }, // cost { name: 'PowerStorageComponent', args: [20] } // capacity ] }, '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] }] }, 'ChemicalTower': { cost: 100, sprite_id: 'chemical_tower', components: [{ name: 'TowerComponent', args: [100] }, { name: 'AttackComponent', args: [5, 150, 0.8, 0, 'chemical_projectile', -1, 0] }, // dmg, range, speed, last_attack_time, projectile_id, target_id, splash_radius { name: 'PowerConsumptionComponent', args: [8] }] }, 'SlowTower': { cost: 80, sprite_id: 'slow_tower', components: [{ name: 'TowerComponent', args: [80] }, { name: 'AttackComponent', args: [2, 160, 1.0, 0, 'slow_projectile'] // Low damage, good range, standard speed }, { name: 'PowerConsumptionComponent', args: [4] }] }, // --- NEW TOWER --- 'DarkTower': { cost: 150, sprite_id: 'dark_tower', components: [{ name: 'TowerComponent', args: [150] }, { name: 'AuraComponent', args: [175, 'damage_buff'] // range, effect_type }, { name: 'PowerConsumptionComponent', args: [12] }] } };
User prompt
Please replace the entire Game.Components object with the following version, which adds these two new components. 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, 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) }; }, 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 }; }, PowerStorageComponent: function PowerStorageComponent(capacity) { return { name: 'PowerStorageComponent', capacity: capacity || 0 }; }, PoisonOnImpactComponent: function PoisonOnImpactComponent(damage_per_second, duration) { return { name: 'PoisonOnImpactComponent', damage_per_second: damage_per_second || 0, duration: duration || 0 }; }, PoisonDebuffComponent: function PoisonDebuffComponent(damage_per_second, duration_remaining, last_tick_time) { return { name: 'PoisonDebuffComponent', damage_per_second: damage_per_second || 0, duration_remaining: duration_remaining || 0, last_tick_time: last_tick_time || 0 }; }, SlowOnImpactComponent: function SlowOnImpactComponent(slow_percentage, duration) { return { name: 'SlowOnImpactComponent', slow_percentage: slow_percentage || 0, duration: duration || 0 }; }, SlowDebuffComponent: function SlowDebuffComponent(slow_percentage, duration_remaining) { return { name: 'SlowDebuffComponent', slow_percentage: slow_percentage || 0, duration_remaining: duration_remaining || 0 }; }, // --- NEW COMPONENTS --- AuraComponent: function AuraComponent(range, effect_type) { return { name: 'AuraComponent', range: range || 100, effect_type: effect_type || '' }; }, DamageBuffComponent: function DamageBuffComponent(multiplier, source_aura_id) { return { name: 'DamageBuffComponent', multiplier: multiplier || 0, source_aura_id: source_aura_id || -1 }; } };
User prompt
As always, we begin with the asset. The Dark Tower does not fire projectiles, so we only need to create the tower sprite itself. Please execute the following command: LK.init.shape('dark_tower', {width:50, height:50, color:0x9b59b6, shape:'box'})
User prompt
Please replace the entire Game.Systems.MovementSystem object with the following updated version. This new logic will check for the SlowDebuffComponent on each enemy, adjust their speed if they are slowed, and handle the debuff's expiration. 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]; // --- START OF NEW SLOW LOGIC --- // 1. Get base speed and check for slow debuff var currentSpeed = movementComponent.speed; var slowDebuff = Game.EntityManager.componentStores['SlowDebuffComponent'] ? Game.EntityManager.componentStores['SlowDebuffComponent'][entityId] : null; if (slowDebuff) { // 2. Apply the speed reduction currentSpeed = movementComponent.speed * (1 - slowDebuff.slow_percentage); // 3. Update the debuff's duration and remove it if it expires slowDebuff.duration_remaining -= 1.0 / 60; // Reduce duration by frame time (1/60th of a second) if (slowDebuff.duration_remaining <= 0) { delete Game.EntityManager.componentStores['SlowDebuffComponent'][entityId]; } } // --- END OF NEW SLOW LOGIC --- 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) { // 4. Use the calculated currentSpeed for movement var moveX = dx / distance * currentSpeed; var moveY = dy / distance * currentSpeed; 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)); } } } } } } };
User prompt
Please replace the entire // === SECTION: TEMP BUILD UI === block with the following code. It adds the new "Build: Slow" button and repositions the entire list for better visibility. // === 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 = -300; // Adjusted y-position 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 = -240; // Adjusted y-position 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 = -180; // Adjusted y-position capacitorButton.down = function () { buildMode = 'CapacitorTower'; }; var rockLauncherButton = new Text2('Build: Rock Launcher', { size: 40, fill: 0x8D6E63 }); rockLauncherButton.anchor.set(0, 0.5); LK.gui.left.addChild(rockLauncherButton); rockLauncherButton.x = 20; rockLauncherButton.y = -120; // Adjusted y-position rockLauncherButton.down = function () { buildMode = 'RockLauncher'; }; var chemicalTowerButton = new Text2('Build: Chemical', { size: 40, fill: 0xb87333 }); chemicalTowerButton.anchor.set(0, 0.5); LK.gui.left.addChild(chemicalTowerButton); chemicalTowerButton.x = 20; chemicalTowerButton.y = -60; // Adjusted y-position chemicalTowerButton.down = function () { buildMode = 'ChemicalTower'; }; // --- NEW BUTTON --- var slowTowerButton = new Text2('Build: Slow', { size: 40, fill: 0x5DADE2 }); slowTowerButton.anchor.set(0, 0.5); LK.gui.left.addChild(slowTowerButton); slowTowerButton.x = 20; slowTowerButton.y = 0; // Adjusted y-position slowTowerButton.down = function () { buildMode = 'SlowTower'; };
User prompt
Please replace the entire Game.Systems.CombatSystem object with the following updated version. This adds the necessary logic for the slow effect while preserving all existing functionality. Game.Systems.CombatSystem = { update: function update() { var currentTime = LK.ticks / 60; // Convert ticks to seconds // --- Tower Firing Logic (UPDATED FOR SLOW) --- 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]; if (towerAttack.target_id !== -1 && currentTime - towerAttack.last_attack_time >= 1.0 / towerAttack.attack_speed) { var targetTransform = Game.EntityManager.componentStores['TransformComponent'][towerAttack.target_id]; if (targetTransform) { var projectileId = Game.EntityManager.createEntity(); var projectileTransform = Game.Components.TransformComponent(towerTransform.x, towerTransform.y); var projectileRender = Game.Components.RenderComponent(towerAttack.projectile_id, 1, 1.0, true); var projectileComponent = Game.Components.ProjectileComponent(towerAttack.target_id, undefined, towerAttack.damage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); // Add special effect components based on projectile type if (towerAttack.projectile_id === 'chemical_projectile') { var poisonImpactComp = Game.Components.PoisonOnImpactComponent(4, 5); // 4 dps for 5 seconds Game.EntityManager.addComponent(projectileId, poisonImpactComp); } // --- NEW --- if (towerAttack.projectile_id === 'slow_projectile') { var slowImpactComp = Game.Components.SlowOnImpactComponent(0.4, 2); // 40% slow for 2 seconds Game.EntityManager.addComponent(projectileId, slowImpactComp); } // --- END NEW --- towerAttack.last_attack_time = currentTime; } } } // --- Projectile Movement and Impact Logic (UPDATED FOR SLOW) --- 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]; var targetExists = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; if (!targetExists) { Game.EntityManager.destroyEntity(projectileId); continue; } var targetTransform = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; var dx = targetTransform.x - projectileTransform.x; var dy = targetTransform.y - projectileTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { // --- ON IMPACT --- // Deal initial damage (splash or single-target) var impactPoint = { x: targetTransform.x, y: targetTransform.y }; var sourceTowerAttack = Game.EntityManager.componentStores['AttackComponent'][projectileComp.source_tower_id]; if (sourceTowerAttack && sourceTowerAttack.splash_radius > 0) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var splash_dx = enemyTransform.x - impactPoint.x; var splash_dy = enemyTransform.y - impactPoint.y; var splash_dist = Math.sqrt(splash_dx * splash_dx + splash_dy * splash_dy); if (splash_dist <= sourceTowerAttack.splash_radius) { this.dealDamage(enemyId, projectileComp.damage); } } } else { this.dealDamage(projectileComp.target_id, projectileComp.damage); } // Apply debuffs if the projectile has the component var targetHealth = Game.EntityManager.componentStores['HealthComponent'][projectileComp.target_id]; if (targetHealth) { // Only apply if target is still alive // Apply Poison var poisonImpactComp = Game.EntityManager.componentStores['PoisonOnImpactComponent'] ? Game.EntityManager.componentStores['PoisonOnImpactComponent'][projectileId] : null; if (poisonImpactComp) { var debuff = Game.Components.PoisonDebuffComponent(poisonImpactComp.damage_per_second, poisonImpactComp.duration, currentTime); Game.EntityManager.addComponent(projectileComp.target_id, debuff); } // --- NEW --- // Apply Slow var slowImpactComp = Game.EntityManager.componentStores['SlowOnImpactComponent'] ? Game.EntityManager.componentStores['SlowOnImpactComponent'][projectileId] : null; if (slowImpactComp) { var slowDebuff = Game.Components.SlowDebuffComponent(slowImpactComp.slow_percentage, slowImpactComp.duration); Game.EntityManager.addComponent(projectileComp.target_id, slowDebuff); } // --- END NEW --- } // Finally, destroy the projectile Game.EntityManager.destroyEntity(projectileId); } else { // Move projectile var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } // --- Poison Debuff Processing Logic (No changes here) --- var poisonedEnemies = Game.EntityManager.getEntitiesWithComponents(['PoisonDebuffComponent']); for (var i = poisonedEnemies.length - 1; i >= 0; i--) { var enemyId = poisonedEnemies[i]; var debuff = Game.EntityManager.componentStores['PoisonDebuffComponent'][enemyId]; if (!debuff) { continue; } if (currentTime - debuff.last_tick_time >= 1.0) { this.dealDamage(enemyId, debuff.damage_per_second); debuff.last_tick_time = currentTime; debuff.duration_remaining -= 1.0; } if (debuff.duration_remaining <= 0) { delete Game.EntityManager.componentStores['PoisonDebuffComponent'][enemyId]; } } }, // Helper function to deal damage and handle enemy death (No changes here) dealDamage: function dealDamage(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) { return; } targetHealth.current_hp -= damage; if (targetHealth.current_hp <= 0) { var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } };
User prompt
Please replace the entire Game.Components object with the following version, which adds these two new components to the list. 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, 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) }; }, 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 }; }, PowerStorageComponent: function PowerStorageComponent(capacity) { return { name: 'PowerStorageComponent', capacity: capacity || 0 }; }, PoisonOnImpactComponent: function PoisonOnImpactComponent(damage_per_second, duration) { return { name: 'PoisonOnImpactComponent', damage_per_second: damage_per_second || 0, duration: duration || 0 }; }, PoisonDebuffComponent: function PoisonDebuffComponent(damage_per_second, duration_remaining, last_tick_time) { return { name: 'PoisonDebuffComponent', damage_per_second: damage_per_second || 0, duration_remaining: duration_remaining || 0, last_tick_time: last_tick_time || 0 }; }, // --- NEW COMPONENTS --- SlowOnImpactComponent: function SlowOnImpactComponent(slow_percentage, duration) { return { name: 'SlowOnImpactComponent', slow_percentage: slow_percentage || 0, duration: duration || 0 }; }, SlowDebuffComponent: function SlowDebuffComponent(slow_percentage, duration_remaining) { return { name: 'SlowDebuffComponent', slow_percentage: slow_percentage || 0, duration_remaining: duration_remaining || 0 }; } };
User prompt
Please replace the entire Game.TowerData object with the following updated version, which now includes the entry for 'SlowTower'. Game.TowerData = { 'ArrowTower': { cost: 50, sprite_id: 'arrow_tower', components: [{ name: 'TowerComponent', args: [50] }, // cost { name: 'AttackComponent', args: [10, 150, 1.0, 0, 'arrow_projectile'] }, // dmg, range, speed, last_attack_time, projectile_id { name: 'PowerConsumptionComponent', args: [2] } // drain_rate ] }, 'GeneratorTower': { cost: 75, sprite_id: 'generator_tower', components: [{ name: 'TowerComponent', args: [75] }, // cost { name: 'PowerProductionComponent', args: [5] } // production_rate ] }, 'CapacitorTower': { cost: 40, sprite_id: 'capacitor_tower', components: [{ name: 'TowerComponent', args: [40] }, // cost { name: 'PowerStorageComponent', args: [20] } // capacity ] }, '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] }] }, 'ChemicalTower': { cost: 100, sprite_id: 'chemical_tower', components: [{ name: 'TowerComponent', args: [100] }, { name: 'AttackComponent', args: [5, 150, 0.8, 0, 'chemical_projectile', -1, 0] }, // dmg, range, speed, last_attack_time, projectile_id, target_id, splash_radius { name: 'PowerConsumptionComponent', args: [8] }] }, // --- NEW TOWER --- 'SlowTower': { cost: 80, sprite_id: 'slow_tower', components: [{ name: 'TowerComponent', args: [80] }, { name: 'AttackComponent', args: [2, 160, 1.0, 0, 'slow_projectile'] // Low damage, good range, standard speed }, { name: 'PowerConsumptionComponent', args: [4] }] } };
User prompt
Please execute the following command: LK.init.shape('slow_tower', {width:50, height:50, color:0x5DADE2, shape:'box'}) LK.init.shape('slow_projectile', {width:12, height:12, color:0x95a5a6, shape:'ellipse'})
User prompt
Please replace the entire // === SECTION: TEMP BUILD UI === block with the following updated version. This adds the "Build: Chemical" button to the list. // === 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 = -150; // Adjusted y-position 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 = -50; // Adjusted y-position 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 = 50; // Adjusted y-position capacitorButton.down = function () { buildMode = 'CapacitorTower'; }; var rockLauncherButton = new Text2('Build: Rock Launcher', { size: 40, fill: 0x8D6E63 }); rockLauncherButton.anchor.set(0, 0.5); LK.gui.left.addChild(rockLauncherButton); rockLauncherButton.x = 20; rockLauncherButton.y = 150; // Adjusted y-position rockLauncherButton.down = function () { buildMode = 'RockLauncher'; }; // --- NEW BUTTON --- var chemicalTowerButton = new Text2('Build: Chemical', { size: 40, fill: 0xb87333 }); chemicalTowerButton.anchor.set(0, 0.5); LK.gui.left.addChild(chemicalTowerButton); chemicalTowerButton.x = 20; chemicalTowerButton.y = 250; // Adjusted y-position chemicalTowerButton.down = function () { buildMode = 'ChemicalTower'; };
User prompt
Please replace the entire Game.Systems.CombatSystem object with the following code. It contains the logic for both applying the debuff on impact and processing the DoT effect each frame. Game.Systems.CombatSystem = { update: function update() { var currentTime = LK.ticks / 60; // Convert ticks to seconds // --- Tower Firing Logic (No changes here) --- 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]; if (towerAttack.target_id !== -1 && currentTime - towerAttack.last_attack_time >= 1.0 / towerAttack.attack_speed) { var targetTransform = Game.EntityManager.componentStores['TransformComponent'][towerAttack.target_id]; if (targetTransform) { var projectileId = Game.EntityManager.createEntity(); var projectileTransform = Game.Components.TransformComponent(towerTransform.x, towerTransform.y); var projectileRender = Game.Components.RenderComponent(towerAttack.projectile_id, 1, 1.0, true); var projectileComponent = Game.Components.ProjectileComponent(towerAttack.target_id, undefined, towerAttack.damage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); if (towerAttack.projectile_id === 'chemical_projectile') { var poisonImpactComp = Game.Components.PoisonOnImpactComponent(4, 5); // 4 dps for 5 seconds Game.EntityManager.addComponent(projectileId, poisonImpactComp); } towerAttack.last_attack_time = currentTime; } } } // --- Projectile Movement and Impact Logic (UPDATED FOR POISON) --- 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]; var targetExists = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; if (!targetExists) { Game.EntityManager.destroyEntity(projectileId); continue; } var targetTransform = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; var dx = targetTransform.x - projectileTransform.x; var dy = targetTransform.y - projectileTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { // --- ON IMPACT --- // Deal initial damage (splash or single-target) var impactPoint = { x: targetTransform.x, y: targetTransform.y }; var sourceTowerAttack = Game.EntityManager.componentStores['AttackComponent'][projectileComp.source_tower_id]; if (sourceTowerAttack && sourceTowerAttack.splash_radius > 0) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var splash_dx = enemyTransform.x - impactPoint.x; var splash_dy = enemyTransform.y - impactPoint.y; var splash_dist = Math.sqrt(splash_dx * splash_dx + splash_dy * splash_dy); if (splash_dist <= sourceTowerAttack.splash_radius) { this.dealDamage(enemyId, projectileComp.damage); } } } else { this.dealDamage(projectileComp.target_id, projectileComp.damage); } // NEW: Apply poison debuff if the projectile has the component var poisonImpactComp = Game.EntityManager.componentStores['PoisonOnImpactComponent'] ? Game.EntityManager.componentStores['PoisonOnImpactComponent'][projectileId] : null; if (poisonImpactComp) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][projectileComp.target_id]; if (targetHealth) { // Only apply if target is still alive var debuff = Game.Components.PoisonDebuffComponent(poisonImpactComp.damage_per_second, poisonImpactComp.duration, currentTime); Game.EntityManager.addComponent(projectileComp.target_id, debuff); } } // Finally, destroy the projectile Game.EntityManager.destroyEntity(projectileId); } else { // Move projectile var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } // --- NEW: Poison Debuff Processing Logic --- var poisonedEnemies = Game.EntityManager.getEntitiesWithComponents(['PoisonDebuffComponent']); for (var i = poisonedEnemies.length - 1; i >= 0; i--) { var enemyId = poisonedEnemies[i]; var debuff = Game.EntityManager.componentStores['PoisonDebuffComponent'][enemyId]; if (!debuff) { continue; } // Safety check in case it was removed mid-loop // Check if a second has passed since the last tick if (currentTime - debuff.last_tick_time >= 1.0) { this.dealDamage(enemyId, debuff.damage_per_second); debuff.last_tick_time = currentTime; debuff.duration_remaining -= 1.0; } // Remove debuff if duration is over if (debuff.duration_remaining <= 0) { delete Game.EntityManager.componentStores['PoisonDebuffComponent'][enemyId]; } } }, // Helper function to deal damage and handle enemy death (No changes here) dealDamage: function dealDamage(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) { return; } targetHealth.current_hp -= damage; if (targetHealth.current_hp <= 0) { var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } };
User prompt
This change requires modifying the projectile creation logic within the CombatSystem. Please replace the entire Game.Systems.CombatSystem object with the following updated version. The only change is in the update function, where we now check for the projectile type and add the new component accordingly. Game.Systems.CombatSystem = { update: function update() { var currentTime = LK.ticks / 60; // Convert ticks to seconds // --- Tower Firing Logic --- 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]; if (towerAttack.target_id !== -1 && currentTime - towerAttack.last_attack_time >= 1.0 / towerAttack.attack_speed) { var targetTransform = Game.EntityManager.componentStores['TransformComponent'][towerAttack.target_id]; if (targetTransform) { var projectileId = Game.EntityManager.createEntity(); var projectileTransform = Game.Components.TransformComponent(towerTransform.x, towerTransform.y); var projectileRender = Game.Components.RenderComponent(towerAttack.projectile_id, 1, 1.0, true); var projectileComponent = Game.Components.ProjectileComponent(towerAttack.target_id, undefined, towerAttack.damage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); // --- NEW: Add PoisonOnImpactComponent for chemical projectiles --- if (towerAttack.projectile_id === 'chemical_projectile') { var poisonImpactComp = Game.Components.PoisonOnImpactComponent(4, 5); // 4 dps for 5 seconds Game.EntityManager.addComponent(projectileId, poisonImpactComp); } // --- END NEW --- towerAttack.last_attack_time = currentTime; } } } // --- Projectile Movement and Impact Logic (No changes here) --- 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]; var targetExists = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; if (!targetExists) { Game.EntityManager.destroyEntity(projectileId); continue; } var targetTransform = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; var dx = targetTransform.x - projectileTransform.x; var dy = targetTransform.y - projectileTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { var impactPoint = { x: targetTransform.x, y: targetTransform.y }; var sourceTowerAttack = Game.EntityManager.componentStores['AttackComponent'][projectileComp.source_tower_id]; if (sourceTowerAttack && sourceTowerAttack.splash_radius > 0) { // SPLASH DAMAGE var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var splash_dx = enemyTransform.x - impactPoint.x; var splash_dy = enemyTransform.y - impactPoint.y; var splash_dist = Math.sqrt(splash_dx * splash_dx + splash_dy * splash_dy); if (splash_dist <= sourceTowerAttack.splash_radius) { this.dealDamage(enemyId, projectileComp.damage); } } } else { // SINGLE TARGET DAMAGE this.dealDamage(projectileComp.target_id, projectileComp.damage); } Game.EntityManager.destroyEntity(projectileId); } else { var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } }, // Helper function to deal damage and handle enemy death (No changes here) dealDamage: function dealDamage(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) { return; } targetHealth.current_hp -= damage; if (targetHealth.current_hp <= 0) { var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } };
User prompt
Please replace the entire Game.Components object with the following, which adds the definitions for these two new components. 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, 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) }; }, 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 }; }, PowerStorageComponent: function PowerStorageComponent(capacity) { return { name: 'PowerStorageComponent', capacity: capacity || 0 }; }, // --- NEW COMPONENTS --- PoisonOnImpactComponent: function PoisonOnImpactComponent(damage_per_second, duration) { return { name: 'PoisonOnImpactComponent', damage_per_second: damage_per_second || 0, duration: duration || 0 }; }, PoisonDebuffComponent: function PoisonDebuffComponent(damage_per_second, duration_remaining, last_tick_time) { return { name: 'PoisonDebuffComponent', damage_per_second: damage_per_second || 0, duration_remaining: duration_remaining || 0, last_tick_time: last_tick_time || 0 }; } };
User prompt
Following our pattern, the next step is to define the data for the Chemical Tower before we implement its logic. This involves adding its definition to the Game.TowerData object. Please replace the entire Game.TowerData object with the following code, which includes the new entry for the Chemical Tower. Game.TowerData = { 'ArrowTower': { cost: 50, sprite_id: 'arrow_tower', components: [{ name: 'TowerComponent', args: [50] }, // cost { name: 'AttackComponent', args: [10, 150, 1.0, 0, 'arrow_projectile'] }, // dmg, range, speed, last_attack_time, projectile_id { name: 'PowerConsumptionComponent', args: [2] } // drain_rate ] }, 'GeneratorTower': { cost: 75, sprite_id: 'generator_tower', components: [{ name: 'TowerComponent', args: [75] }, // cost { name: 'PowerProductionComponent', args: [5] } // production_rate ] }, 'CapacitorTower': { cost: 40, sprite_id: 'capacitor_tower', components: [{ name: 'TowerComponent', args: [40] }, // cost { name: 'PowerStorageComponent', args: [20] } // capacity ] }, '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] }] }, // --- NEW TOWER --- 'ChemicalTower': { cost: 100, sprite_id: 'chemical_tower', components: [{ name: 'TowerComponent', args: [100] }, { name: 'AttackComponent', args: [5, 150, 0.8, 0, 'chemical_projectile', -1, 0] }, // dmg, range, speed, last_attack_time, projectile_id, target_id, splash_radius { name: 'PowerConsumptionComponent', args: [8] }] } };
User prompt
please add LK.init.shape('chemical_tower', {width:50, height:50, color:0xb87333, shape:'box'}) LK.init.shape('chemical_projectile', {width:12, height:12, color:0x27ae60, shape:'ellipse'})
User prompt
Hello Ava. The Rock Launcher is fully implemented. Please add a temporary UI button to select it for building. Add the following code to the // === SECTION: TEMP BUILD UI === block, alongside the other button definitions. Position it below the Capacitor button. var rockLauncherButton = new Text2('Build: Rock Launcher', { size: 40, fill: 0x8D6E63 }); rockLauncherButton.anchor.set(0, 0.5); LK.gui.left.addChild(rockLauncherButton); rockLauncherButton.x = 20; rockLauncherButton.y = 200; rockLauncherButton.down = function() { buildMode = 'RockLauncher'; };
User prompt
Hello Ava. We have a bug where the Arrow Tower is firing the wrong projectile. This is because we forgot to specify its projectile_id in its data definition. Please find the Game.TowerData object and modify the ArrowTower's AttackComponent arguments. Add 'arrow_projectile' as the fifth argument. Find this line in Game.TowerData for the ArrowTower: { name: 'AttackComponent', args: [10, 150, 1.0] }, Replace it with this corrected version: { name: 'AttackComponent', args: [10, 150, 1.0, 0, 'arrow_projectile'] }, // dmg, range, speed, last_attack_time, projectile_id
User prompt
Hello Ava. We are done with the complex modification. Please restore the A* pathfinding logic. Replace the stubbed Game.PathManager.findPath function with its original, full implementation. 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 }
User prompt
Hello Ava. We are now ready to implement the splash damage logic. Please replace the entire Game.Systems.CombatSystem object with the code below. This version modifies the projectile impact logic to check for splash_radius and use the new dealDamage helper for both single-target and area-of-effect damage. CombatSystem: { update: function update() { var currentTime = LK.ticks / 60; // Convert ticks to seconds // --- Tower Firing Logic (No changes here) --- 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]; if (towerAttack.target_id !== -1 && currentTime - towerAttack.last_attack_time >= 1.0 / towerAttack.attack_speed) { var targetTransform = Game.EntityManager.componentStores['TransformComponent'][towerAttack.target_id]; if (targetTransform) { var projectileId = Game.EntityManager.createEntity(); var projectileTransform = Game.Components.TransformComponent(towerTransform.x, towerTransform.y); var projectileRender = Game.Components.RenderComponent(towerAttack.projectile_id, 1, 1.0, true); var projectileComponent = Game.Components.ProjectileComponent(towerAttack.target_id, undefined, towerAttack.damage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); towerAttack.last_attack_time = currentTime; } } } // --- Projectile Movement and Impact Logic (UPDATED) --- 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]; var targetExists = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; if (!targetExists) { Game.EntityManager.destroyEntity(projectileId); continue; } var targetTransform = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; var dx = targetTransform.x - projectileTransform.x; var dy = targetTransform.y - projectileTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { // --- START OF NEW SPLASH/IMPACT LOGIC --- var impactPoint = { x: targetTransform.x, y: targetTransform.y }; var sourceTowerAttack = Game.EntityManager.componentStores['AttackComponent'][projectileComp.source_tower_id]; if (sourceTowerAttack && sourceTowerAttack.splash_radius > 0) { // --- SPLASH DAMAGE --- var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var splash_dx = enemyTransform.x - impactPoint.x; var splash_dy = enemyTransform.y - impactPoint.y; var splash_dist = Math.sqrt(splash_dx * splash_dx + splash_dy * splash_dy); if (splash_dist <= sourceTowerAttack.splash_radius) { this.dealDamage(enemyId, projectileComp.damage); } } } else { // --- SINGLE TARGET DAMAGE --- this.dealDamage(projectileComp.target_id, projectileComp.damage); } Game.EntityManager.destroyEntity(projectileId); // --- END OF NEW SPLASH/IMPACT LOGIC --- } else { var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } }, // Helper function to deal damage and handle enemy death dealDamage: function(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) return; targetHealth.current_hp -= damage; if (targetHealth.current_hp <= 0) { var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } }
User prompt
Hello Ava. We will add the dealDamage helper function by replacing the entire CombatSystem object. Please replace the current Game.Systems.CombatSystem object with the code below. The only new part is the dealDamage function at the end. The update function remains unchanged from the version you already have. 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(towerAttack.projectile_id, 1, 1.0, true); var projectileComponent = Game.Components.ProjectileComponent(towerAttack.target_id, undefined, towerAttack.damage); projectileComponent.source_tower_id = towerId; 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 = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; if (!targetExists) { // Remove projectile if target no longer exists Game.EntityManager.destroyEntity(projectileId); continue; } var targetTransform = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; // 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) { // 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 var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } }, // Helper function to deal damage and handle enemy death dealDamage: function(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) return; // Target might have already been destroyed by other splash damage targetHealth.current_hp -= damage; if (targetHealth.current_hp <= 0) { var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } }
User prompt
Hello Ava. We need to perform a complex modification, so we will temporarily simplify the script. Please find the Game.PathManager.findPath function. Replace its entire body with a single line: return null;. Find this: findPath: function findPath(start, end) { var openSet = []; var closedSet = []; // ... many lines of A* logic ... return null; // No path found } Replace it with this: findPath: function findPath(start, end) { // A* LOGIC STUBBED OUT FOR COMPLEX MODIFICATION return null; }
User prompt
Hello Ava. We need to modify the CombatSystem. When a tower creates a projectile, we need to add the source_tower_id to that projectile's ProjectileComponent. Please find the CombatSystem.update function. Inside the loop that iterates over towers, locate where the projectileComponent is created. Add a single line after it to set the source_tower_id. Find this block of code: 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); And modify it to look like this: var projectileComponent = Game.Components.ProjectileComponent(towerAttack.target_id, undefined, towerAttack.damage); projectileComponent.source_tower_id = towerId; // Add this line Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent);
/**** * 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() { // 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')); } } }, 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, 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) }; }, 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 }; }, PowerStorageComponent: function PowerStorageComponent(capacity) { return { name: 'PowerStorageComponent', capacity: capacity || 0 }; } }; 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, 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); } }, 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 // --- Tower Firing Logic (No changes here) --- 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]; if (towerAttack.target_id !== -1 && currentTime - towerAttack.last_attack_time >= 1.0 / towerAttack.attack_speed) { var targetTransform = Game.EntityManager.componentStores['TransformComponent'][towerAttack.target_id]; if (targetTransform) { var projectileId = Game.EntityManager.createEntity(); var projectileTransform = Game.Components.TransformComponent(towerTransform.x, towerTransform.y); var projectileRender = Game.Components.RenderComponent(towerAttack.projectile_id, 1, 1.0, true); var projectileComponent = Game.Components.ProjectileComponent(towerAttack.target_id, undefined, towerAttack.damage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); towerAttack.last_attack_time = currentTime; } } } // --- Projectile Movement and Impact Logic (UPDATED) --- 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]; var targetExists = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; if (!targetExists) { Game.EntityManager.destroyEntity(projectileId); continue; } var targetTransform = Game.EntityManager.componentStores['TransformComponent'][projectileComp.target_id]; var dx = targetTransform.x - projectileTransform.x; var dy = targetTransform.y - projectileTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { // --- START OF NEW SPLASH/IMPACT LOGIC --- var impactPoint = { x: targetTransform.x, y: targetTransform.y }; var sourceTowerAttack = Game.EntityManager.componentStores['AttackComponent'][projectileComp.source_tower_id]; if (sourceTowerAttack && sourceTowerAttack.splash_radius > 0) { // --- SPLASH DAMAGE --- var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var splash_dx = enemyTransform.x - impactPoint.x; var splash_dy = enemyTransform.y - impactPoint.y; var splash_dist = Math.sqrt(splash_dx * splash_dx + splash_dy * splash_dy); if (splash_dist <= sourceTowerAttack.splash_radius) { this.dealDamage(enemyId, projectileComp.damage); } } } else { // --- SINGLE TARGET DAMAGE --- this.dealDamage(projectileComp.target_id, projectileComp.damage); } Game.EntityManager.destroyEntity(projectileId); // --- END OF NEW SPLASH/IMPACT LOGIC --- } else { var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } }, // Helper function to deal damage and handle enemy death dealDamage: function dealDamage(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) return; targetHealth.current_hp -= damage; if (targetHealth.current_hp <= 0) { var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } } }; // === 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, sprite_id: 'arrow_tower', components: [{ name: 'TowerComponent', args: [50] }, // cost { name: 'AttackComponent', args: [10, 150, 1.0, 0, 'arrow_projectile'] }, // dmg, range, speed, last_attack_time, projectile_id { name: 'PowerConsumptionComponent', args: [2] } // drain_rate ] }, 'GeneratorTower': { cost: 75, sprite_id: 'generator_tower', components: [{ name: 'TowerComponent', args: [75] }, // cost { name: 'PowerProductionComponent', args: [5] } // production_rate ] }, 'CapacitorTower': { cost: 40, sprite_id: 'capacitor_tower', components: [{ name: 'TowerComponent', args: [40] }, // cost { name: 'PowerStorageComponent', args: [20] } // capacity ] }, '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] }] } }; // === 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, 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', {}); // 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(); // === 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'; }; var rockLauncherButton = new Text2('Build: Rock Launcher', { size: 40, fill: 0x8D6E63 }); rockLauncherButton.anchor.set(0, 0.5); LK.gui.left.addChild(rockLauncherButton); rockLauncherButton.x = 20; rockLauncherButton.y = 200; rockLauncherButton.down = function () { buildMode = 'RockLauncher'; }; // 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