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Hello Ava. Let's complete the tower shutdown mechanic. We will now modify the TargetingSystem and CombatSystem to respect the isPowerDeficit flag. First, please replace the entire Game.Systems.TargetingSystem object with this updated version. It now includes a check at the very top: if there's a power deficit, it immediately stops and does not assign any targets. Game.Systems.TargetingSystem = { update: function update() { // If there is a power deficit, do not assign any new targets. if (Game.Systems.CombatSystem.isPowerDeficit) { // Also, clear any existing targets to prevent towers from holding a lock. var towers = Game.EntityManager.getEntitiesWithComponents(['AttackComponent']); for (var i = 0; i < towers.length; i++) { var towerAttack = Game.EntityManager.componentStores['AttackComponent'][towers[i]]; towerAttack.target_id = -1; } return; // Stop the system's 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]; 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 dx = enemyTransform.x - towerTransform.x; var dy = enemyTransform.y - towerTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= towerAttack.range) { var pathFollower = Game.EntityManager.componentStores['PathFollowerComponent'] ? Game.EntityManager.componentStores['PathFollowerComponent'][enemyId] : null; var currentPathIndex = pathFollower ? pathFollower.path_index : 0; if (currentPathIndex > bestPathIndex) { bestTarget = enemyId; bestPathIndex = currentPathIndex; } } } towerAttack.target_id = bestTarget; } } }; Second, please replace the Game.Systems.CombatSystem object with this final version. It adds the same check to its update loop, preventing any projectiles from being created during a deficit. Game.Systems.CombatSystem = { isPowerDeficit: false, init: function init() { Game.EventBus.subscribe('PowerStatusChanged', this.onPowerStatusChanged.bind(this)); }, onPowerStatusChanged: function onPowerStatusChanged(event) { this.isPowerDeficit = (event.new_status === 'deficit'); }, update: function update() { // If there is a power deficit, do not allow towers to fire. if (this.isPowerDeficit) { return; // Stop the system's update. } var currentTime = LK.ticks / 60; 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 baseDamage = towerAttack.damage; var finalDamage = baseDamage; var buffComp = Game.EntityManager.componentStores['DamageBuffComponent'] ? Game.EntityManager.componentStores['DamageBuffComponent'][towerId] : null; if (buffComp) { finalDamage = baseDamage * (1 + buffComp.multiplier); } 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, finalDamage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); if (towerAttack.on_impact_effects && towerAttack.on_impact_effects.length > 0) { for (var j = 0; j < towerAttack.on_impact_effects.length; j++) { var effectData = towerAttack.on_impact_effects[j]; var newComponent = Game.Components[effectData.name].apply(null, effectData.args); Game.EntityManager.addComponent(projectileId, newComponent); } } towerAttack.last_attack_time = currentTime; } } } 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) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent', 'EnemyComponent']); 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); } var targetHealth = Game.EntityManager.componentStores['HealthComponent'][projectileComp.target_id]; if (targetHealth) { 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); } 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); } } var fireZoneImpactComp = Game.EntityManager.componentStores['FireZoneOnImpactComponent'] ? Game.EntityManager.componentStores['FireZoneOnImpactComponent'][projectileId] : null; if (fireZoneImpactComp) { var zoneId = Game.EntityManager.createEntity(); Game.EntityManager.addComponent(zoneId, Game.Components.TransformComponent(impactPoint.x, impactPoint.y)); Game.EntityManager.addComponent(zoneId, Game.Components.RenderComponent('fire_zone', 0, 1.0, true)); Game.EntityManager.addComponent(zoneId, Game.Components.FireZoneComponent(fireZoneImpactComp.damage_per_tick, fireZoneImpactComp.duration, fireZoneImpactComp.tick_rate, currentTime)); } Game.EntityManager.destroyEntity(projectileId); } else { var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } 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]; } } var fireZones = Game.EntityManager.getEntitiesWithComponents(['FireZoneComponent', 'TransformComponent']); for (var i = fireZones.length - 1; i >= 0; i--) { var zoneId = fireZones[i]; var zoneComp = Game.EntityManager.componentStores['FireZoneComponent'][zoneId]; var zoneTransform = Game.EntityManager.componentStores['TransformComponent'][zoneId]; zoneComp.duration_remaining -= 1.0 / 60; if (zoneComp.duration_remaining <= 0) { Game.EntityManager.destroyEntity(zoneId); continue; } if (currentTime - zoneComp.last_tick_time >= zoneComp.tick_rate) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); var zoneRadius = 40; for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var dx = enemyTransform.x - zoneTransform.x; var dy = enemyTransform.y - zoneTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= zoneRadius) { this.dealDamage(enemyId, zoneComp.damage_per_tick); } } zoneComp.last_tick_time = currentTime; } } }, dealDamage: function dealDamage(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) { return; } var finalDamage = damage; var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; if (enemyComp && enemyComp.armor_type === 'Heavy') { finalDamage *= 0.5; } targetHealth.current_hp -= finalDamage; if (targetHealth.current_hp <= 0) { var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } };
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Hello Ava. Let's begin implementing the power deficit mechanic that disables towers. The first step is to make the CombatSystem aware of the power grid's status. Please replace the entire Game.Systems.CombatSystem object with this new version. We are adding an isPowerDeficit flag and an init function that subscribes to the PowerStatusChangedEvent to update that flag. Game.Systems.CombatSystem = { isPowerDeficit: false, init: function init() { Game.EventBus.subscribe('PowerStatusChanged', this.onPowerStatusChanged.bind(this)); }, onPowerStatusChanged: function onPowerStatusChanged(event) { this.isPowerDeficit = (event.new_status === 'deficit'); }, update: function update() { var currentTime = LK.ticks / 60; 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 baseDamage = towerAttack.damage; var finalDamage = baseDamage; var buffComp = Game.EntityManager.componentStores['DamageBuffComponent'] ? Game.EntityManager.componentStores['DamageBuffComponent'][towerId] : null; if (buffComp) { finalDamage = baseDamage * (1 + buffComp.multiplier); } 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, finalDamage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); if (towerAttack.on_impact_effects && towerAttack.on_impact_effects.length > 0) { for (var j = 0; j < towerAttack.on_impact_effects.length; j++) { var effectData = towerAttack.on_impact_effects[j]; var newComponent = Game.Components[effectData.name].apply(null, effectData.args); Game.EntityManager.addComponent(projectileId, newComponent); } } towerAttack.last_attack_time = currentTime; } } } 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) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent', 'EnemyComponent']); 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); } var targetHealth = Game.EntityManager.componentStores['HealthComponent'][projectileComp.target_id]; if (targetHealth) { 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); } 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); } } var fireZoneImpactComp = Game.EntityManager.componentStores['FireZoneOnImpactComponent'] ? Game.EntityManager.componentStores['FireZoneOnImpactComponent'][projectileId] : null; if (fireZoneImpactComp) { var zoneId = Game.EntityManager.createEntity(); Game.EntityManager.addComponent(zoneId, Game.Components.TransformComponent(impactPoint.x, impactPoint.y)); Game.EntityManager.addComponent(zoneId, Game.Components.RenderComponent('fire_zone', 0, 1.0, true)); Game.EntityManager.addComponent(zoneId, Game.Components.FireZoneComponent(fireZoneImpactComp.damage_per_tick, fireZoneImpactComp.duration, fireZoneImpactComp.tick_rate, currentTime)); } Game.EntityManager.destroyEntity(projectileId); } else { var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } 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]; } } var fireZones = Game.EntityManager.getEntitiesWithComponents(['FireZoneComponent', 'TransformComponent']); for (var i = fireZones.length - 1; i >= 0; i--) { var zoneId = fireZones[i]; var zoneComp = Game.EntityManager.componentStores['FireZoneComponent'][zoneId]; var zoneTransform = Game.EntityManager.componentStores['TransformComponent'][zoneId]; zoneComp.duration_remaining -= 1.0 / 60; if (zoneComp.duration_remaining <= 0) { Game.EntityManager.destroyEntity(zoneId); continue; } if (currentTime - zoneComp.last_tick_time >= zoneComp.tick_rate) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); var zoneRadius = 40; for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var dx = enemyTransform.x - zoneTransform.x; var dy = enemyTransform.y - zoneTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= zoneRadius) { this.dealDamage(enemyId, zoneComp.damage_per_tick); } } zoneComp.last_tick_time = currentTime; } } }, dealDamage: function dealDamage(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) { return; } var finalDamage = damage; var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; if (enemyComp && enemyComp.armor_type === 'Heavy') { finalDamage *= 0.5; } targetHealth.current_hp -= finalDamage; if (targetHealth.current_hp <= 0) { var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } }; Finally, we must call this new init function when the game starts. In the // === SECTION: DIRECT GAME INITIALIZATION === block, add the following line: Game.Systems.CombatSystem.init();
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Hello Ava. Let's enable building during active waves. Please replace the entire drawGrid function with this updated version. The if (Game.Systems.WaveSpawnerSystem.isSpawning) check has been removed, allowing clicks to register at all times. 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 cellSprite.gridX = x; // Store grid coordinates on the sprite cellSprite.gridY = y; // --- UPDATED CLICK LOGIC --- cellSprite.down = function () { // The check for active waves has been removed. var gridX = this.gridX; var gridY = this.gridY; var cellState = Game.GridManager.grid[gridX][gridY]; if (cellState === Game.GridManager.CELL_STATES.TOWER) { // Logic to SELECT a tower var allTowers = Game.EntityManager.getEntitiesWithComponents(['TowerComponent', 'TransformComponent']); var foundTowerId = -1; for (var i = 0; i < allTowers.length; i++) { var towerId = allTowers[i]; var transform = Game.EntityManager.componentStores['TransformComponent'][towerId]; var towerGridX = Math.floor(transform.x / 64); var towerGridY = Math.floor(transform.y / 64); if (towerGridX === gridX && towerGridY === gridY) { foundTowerId = towerId; break; } } Game.GameplayManager.selectedTowerId = foundTowerId; } else if (cellState === Game.GridManager.CELL_STATES.EMPTY) { // Logic to BUILD a tower Game.Systems.TowerBuildSystem.tryBuildAt(gridX, gridY, buildMode); Game.GameplayManager.selectedTowerId = -1; // Deselect after building } else { // Clicked on a path or blocked cell, so DESELECT Game.GameplayManager.selectedTowerId = -1; } }; // --- END OF UPDATED CLICK LOGIC --- } } // Highlight the path cells var path = Game.PathManager.currentPath; // Using the old path for drawing still if (path) { for (var i = 0; i < path.length; i++) { var pathNode = path[i]; var pathSprite = game.attachAsset('path_cell', {}); pathSprite.x = pathNode.x; pathSprite.y = pathNode.y; pathSprite.anchor.set(0, 0); } } }
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Hello Ava. Let's fix the crash caused by the leftover code from the old pathing system. Please replace the entire Game.Systems.WaveSpawnerSystem object with this updated, cleaner version. The block of code that created and added the PathFollowerComponent has been completely removed. Game.Systems.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]; if (this.spawnedInSubWave === 0 && this.spawnTimer < currentSubWave.start_delay) { this.spawnTimer += 1 / 60; return; } if (this.spawnedInSubWave > 0 && this.spawnTimer < currentSubWave.spawn_delay) { this.spawnTimer += 1 / 60; return; } if (this.spawnedInSubWave < currentSubWave.count) { var enemyData = Game.EnemyData[currentSubWave.enemy_type]; if (!enemyData) { this.subWaveIndex++; this.spawnedInSubWave = 0; this.spawnTimer = 0; return; } var enemyId = Game.EntityManager.createEntity(); var isFlyer = enemyData.components && enemyData.components.some(function(c) { return c.name === 'FlyingComponent'; }); var renderLayer = isFlyer ? 3 : 1; var transform = Game.Components.TransformComponent(0 * 64, 30 * 64); var render = Game.Components.RenderComponent('enemy', renderLayer, 1.0, true); var movement = Game.Components.MovementComponent(enemyData.speed); var health = Game.Components.HealthComponent(enemyData.health, enemyData.health); var enemy = Game.Components.EnemyComponent(enemyData.gold_value, enemyData.lives_cost, enemyData.armor_type); Game.EntityManager.addComponent(enemyId, transform); Game.EntityManager.addComponent(enemyId, render); Game.EntityManager.addComponent(enemyId, movement); Game.EntityManager.addComponent(enemyId, health); Game.EntityManager.addComponent(enemyId, enemy); if (enemyData.components && enemyData.components.length > 0) { for (var i = 0; i < enemyData.components.length; i++) { var compData = enemyData.components[i]; var newComponent = Game.Components[compData.name].apply(null, compData.args || []); Game.EntityManager.addComponent(enemyId, newComponent); } } this.spawnedInSubWave++; this.spawnTimer = 0; Game.GameplayManager.enemiesSpawnedThisWave++; } else { this.subWaveIndex++; this.spawnedInSubWave = 0; this.spawnTimer = 0; } } };
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Please fix the bug: 'TypeError: Game.Components.PathFollowerComponent is not a function' in or related to this line: 'var pathFollower = Game.Components.PathFollowerComponent(pathCopy);' Line Number: 776
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Hello Ava. Let's complete the Flow Field implementation by updating the MovementSystem to use it. Please replace the entire Game.Systems.MovementSystem object with this new version. This version is much simpler and more robust, as it just asks the PathManager which way to go. Game.Systems.MovementSystem = { update: function update() { var movableEntities = Game.EntityManager.getEntitiesWithComponents(['TransformComponent', 'MovementComponent']); var frame_time = 1 / 60; // Assuming 60 FPS var goal = { x: 39, y: 30 }; // The goal grid cell for (var i = 0; i < movableEntities.length; i++) { var entityId = movableEntities[i]; var transform = Game.EntityManager.componentStores['TransformComponent'][entityId]; var movement = Game.EntityManager.componentStores['MovementComponent'][entityId]; var currentSpeed = movement.speed; // Check for slow debuff (no changes here) var slowDebuff = Game.EntityManager.componentStores['SlowDebuffComponent'] ? Game.EntityManager.componentStores['SlowDebuffComponent'][entityId] : null; if (slowDebuff) { currentSpeed = movement.speed * (1 - slowDebuff.slow_percentage); slowDebuff.duration_remaining -= frame_time; if (slowDebuff.duration_remaining <= 0) { delete Game.EntityManager.componentStores['SlowDebuffComponent'][entityId]; } } // --- START OF NEW FLOW FIELD LOGIC --- // 1. Get the direction vector from the flow field at the enemy's current position. var direction = Game.PathManager.getVectorAt(transform.x, transform.y); // 2. Calculate how far to move this frame. var moveDistance = currentSpeed * frame_time; // 3. Update the enemy's position. transform.x += direction.x * moveDistance; transform.y += direction.y * moveDistance; // 4. Check if the enemy has reached the goal. var gridX = Math.floor(transform.x / 64); var gridY = Math.floor(transform.y / 64); if (gridX === goal.x && gridY === goal.y) { Game.EventBus.publish(Game.Events.EnemyReachedEndEvent(entityId)); } // --- END OF NEW FLOW FIELD LOGIC --- } } };
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Please fix the bug: 'Uncaught TypeError: Game.PathManager.findPath is not a function' in or related to this line: 'var pathIsValid = Game.PathManager.findPath({' Line Number: 638
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Hello Ava. Let's implement the core flow field generation logic. Please replace the entire Game.PathManager object with this new version, which contains the complete implementation of generateFlowField. I've added a console.log so you can see in the browser's developer console when it runs. Game.PathManager = { distanceField: [], flowField: [], init: function init(width, height) { this.distanceField = Array(width).fill(null).map(function() { return Array(height).fill(Infinity); }); this.flowField = Array(width).fill(null).map(function() { return Array(height).fill({ x: 0, y: 0 }); }); Game.EventBus.subscribe('TowerPlaced', this.generateFlowField.bind(this)); Game.EventBus.subscribe('TowerSold', this.generateFlowField.bind(this)); // Generate the initial field when the game starts this.generateFlowField(); }, generateFlowField: function generateFlowField() { console.log("Generating new flow field..."); var grid = Game.GridManager.grid; var width = grid.length; var height = grid[0].length; // 1. Reset fields this.distanceField = Array(width).fill(null).map(function() { return Array(height).fill(Infinity); }); // 2. Integration Pass (BFS) var goal = { x: 39, y: 30 }; var queue = [goal]; this.distanceField[goal.x][goal.y] = 0; var head = 0; while (head < queue.length) { var current = queue[head++]; var neighbors = [{ x: -1, y: 0 }, { x: 1, y: 0 }, { x: 0, y: -1 }, { x: 0, y: 1 }]; // Orthogonal neighbors for (var i = 0; i < neighbors.length; i++) { var n = neighbors[i]; var nx = current.x + n.x; var ny = current.y + n.y; // Check bounds and if traversable if (nx >= 0 && nx < width && ny >= 0 && ny < height && grid[nx][ny] !== Game.GridManager.CELL_STATES.TOWER && this.distanceField[nx][ny] === Infinity) { this.distanceField[nx][ny] = this.distanceField[current.x][current.y] + 1; queue.push({ x: nx, y: ny }); } } } // 3. Flow Pass for (var x = 0; x < width; x++) { for (var y = 0; y < height; y++) { if (this.distanceField[x][y] === Infinity) continue; var bestDist = Infinity; var bestVector = { x: 0, y: 0 }; var allNeighbors = [{ x: -1, y: 0 }, { x: 1, y: 0 }, { x: 0, y: -1 }, { x: 0, y: 1 }, { x: -1, y: -1 }, { x: 1, y: -1 }, { x: -1, y: 1 }, { x: 1, y: 1 }]; // Include diagonals for flow for (var i = 0; i < allNeighbors.length; i++) { var n = allNeighbors[i]; var nx = x + n.x; var ny = y + n.y; if (nx >= 0 && nx < width && ny >= 0 && ny < height) { if (this.distanceField[nx][ny] < bestDist) { bestDist = this.distanceField[nx][ny]; bestVector = n; } } } this.flowField[x][y] = bestVector; } } // 4. Announce that the field has been updated // (We will add the event publication in a later step) }, getVectorAt: function getVectorAt(worldX, worldY) { var gridX = Math.floor(worldX / 64); var gridY = Math.floor(worldY / 64); if (this.flowField[gridX] && this.flowField[gridX][gridY]) { return this.flowField[gridX][gridY]; } return { x: 0, y: 0 }; } };
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Hello Ava. We are beginning the pivot to a Flow Field pathfinding architecture. The first step is to overhaul the PathManager and remove the now-obsolete PathFollowerComponent. First, please delete the entire PathFollowerComponent function from the Game.Components object. Next, please replace the entire Game.PathManager object with this new, completely redesigned version. This new version contains the data structures for the flow field but the core generation logic is empty for now. Game.PathManager = { distanceField: [], flowField: [], init: function init(width, height) { // Initialize the data structures with the correct dimensions this.distanceField = Array(width).fill(null).map(function() { return Array(height).fill(Infinity); }); this.flowField = Array(width).fill(null).map(function() { return Array(height).fill({ x: 0, y: 0 }); }); // Subscribe to tower placement/selling events to trigger regeneration Game.EventBus.subscribe('TowerPlaced', this.generateFlowField.bind(this)); Game.EventBus.subscribe('TowerSold', this.generateFlowField.bind(this)); }, generateFlowField: function generateFlowField() { // This is the core function we will implement in the next step. // For now, it does nothing. }, getVectorAt: function getVectorAt(worldX, worldY) { // This function will be used by the MovementSystem. // For now, it returns a zero vector. var gridX = Math.floor(worldX / 64); var gridY = Math.floor(worldY / 64); if (this.flowField[gridX] && this.flowField[gridX][gridY]) { return this.flowField[gridX][gridY]; } return { x: 0, y: 0 }; // Default case } }; Finally, we must update the game initialization to call the new init function for the PathManager. In the // === SECTION: DIRECT GAME INITIALIZATION === block, replace the old PathManager initialization lines: Replace this: Game.PathManager.init(); Game.PathManager.recalculatePath({ x: 0, y: 30 }, { x: 39, y: 30 }); With this single line: Game.PathManager.init(40, 60);
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Hello Ava. Let's fix the bug where the upgrade panel stays open when a wave starts. Please find the startWaveButton definition in the // === SECTION: DIRECT GAME INITIALIZATION === block and replace it with this updated version. We are adding one line to its down function to deselect any tower. 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 = true; startWaveButton.down = function () { // Deselect any active tower before starting the wave Game.GameplayManager.selectedTowerId = -1; Game.Systems.WaveSpawnerSystem.startNextWave(); startWaveButton.visible = false; };
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Hello Ava. Let's complete the Armored enemy implementation by adding its damage reduction logic. Please replace the entire Game.Systems.CombatSystem object with the following updated version. The dealDamage function has been modified to check for 'Heavy' armor and reduce incoming damage accordingly. Game.Systems.CombatSystem = { update: function update() { var currentTime = LK.ticks / 60; 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 baseDamage = towerAttack.damage; var finalDamage = baseDamage; var buffComp = Game.EntityManager.componentStores['DamageBuffComponent'] ? Game.EntityManager.componentStores['DamageBuffComponent'][towerId] : null; if (buffComp) { finalDamage = baseDamage * (1 + buffComp.multiplier); } 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, finalDamage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); if (towerAttack.on_impact_effects && towerAttack.on_impact_effects.length > 0) { for (var j = 0; j < towerAttack.on_impact_effects.length; j++) { var effectData = towerAttack.on_impact_effects[j]; var newComponent = Game.Components[effectData.name].apply(null, effectData.args); Game.EntityManager.addComponent(projectileId, newComponent); } } towerAttack.last_attack_time = currentTime; } } } 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) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent', 'EnemyComponent']); 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); } var targetHealth = Game.EntityManager.componentStores['HealthComponent'][projectileComp.target_id]; if (targetHealth) { 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); } 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); } } var fireZoneImpactComp = Game.EntityManager.componentStores['FireZoneOnImpactComponent'] ? Game.EntityManager.componentStores['FireZoneOnImpactComponent'][projectileId] : null; if (fireZoneImpactComp) { var zoneId = Game.EntityManager.createEntity(); Game.EntityManager.addComponent(zoneId, Game.Components.TransformComponent(impactPoint.x, impactPoint.y)); Game.EntityManager.addComponent(zoneId, Game.Components.RenderComponent('fire_zone', 0, 1.0, true)); Game.EntityManager.addComponent(zoneId, Game.Components.FireZoneComponent(fireZoneImpactComp.damage_per_tick, fireZoneImpactComp.duration, fireZoneImpactComp.tick_rate, currentTime)); } Game.EntityManager.destroyEntity(projectileId); } else { var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } 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]; } } var fireZones = Game.EntityManager.getEntitiesWithComponents(['FireZoneComponent', 'TransformComponent']); for (var i = fireZones.length - 1; i >= 0; i--) { var zoneId = fireZones[i]; var zoneComp = Game.EntityManager.componentStores['FireZoneComponent'][zoneId]; var zoneTransform = Game.EntityManager.componentStores['TransformComponent'][zoneId]; zoneComp.duration_remaining -= 1.0 / 60; if (zoneComp.duration_remaining <= 0) { Game.EntityManager.destroyEntity(zoneId); continue; } if (currentTime - zoneComp.last_tick_time >= zoneComp.tick_rate) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); var zoneRadius = 40; for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var dx = enemyTransform.x - zoneTransform.x; var dy = enemyTransform.y - zoneTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= zoneRadius) { this.dealDamage(enemyId, zoneComp.damage_per_tick); } } zoneComp.last_tick_time = currentTime; } } }, dealDamage: function dealDamage(enemyId, damage) { var targetHealth = Game.EntityManager.componentStores['HealthComponent'][enemyId]; if (!targetHealth) { return; } // --- START OF NEW ARMOR LOGIC --- var finalDamage = damage; var enemyComp = Game.EntityManager.componentStores['EnemyComponent'][enemyId]; // 1. Check for armor type if (enemyComp && enemyComp.armor_type === 'Heavy') { // 2. Reduce incoming damage by 50% for Heavy armor finalDamage *= 0.5; } // --- END OF NEW ARMOR LOGIC --- // 3. Apply the final, potentially reduced, damage targetHealth.current_hp -= finalDamage; if (targetHealth.current_hp <= 0) { var goldValue = enemyComp ? enemyComp.gold_value : 0; Game.EventBus.publish(Game.Events.EnemyKilledEvent(enemyId, goldValue)); Game.EntityManager.destroyEntity(enemyId); } } };
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Hello Ava. Let's begin implementing the damage reduction for Armored enemies. We'll start by updating the data. Please replace the entire Game.EnemyData object with the following version. The only change is the addition of the armor_type: 'Heavy' property to the 'Armored' enemy definition. Game.EnemyData = { 'Grunt': { health: 100, speed: 50, gold_value: 5, lives_cost: 1, armor_type: 'Normal', components: [] }, 'Swarmer': { health: 30, speed: 80, gold_value: 2, lives_cost: 1, armor_type: 'Light', components: [] }, 'Armored': { health: 400, speed: 30, gold_value: 15, lives_cost: 2, armor_type: 'Heavy', components: [] }, 'Flyer': { health: 80, speed: 60, gold_value: 8, lives_cost: 1, armor_type: 'Light', components: [{ name: 'FlyingComponent', args: [] }] } };
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Hello Ava. Let's complete the full refund feature. We will now update the selling logic and the UI to use the built_on_wave data. First, please replace the trySellTower function inside Game.Systems.TowerSystem with this new version, which calculates the refund amount conditionally. trySellTower: function trySellTower(towerId) { var towerComp = Game.EntityManager.componentStores['TowerComponent'][towerId]; var transformComp = Game.EntityManager.componentStores['TransformComponent'][towerId]; if (!towerComp || !transformComp) { return; } // --- START OF NEW REFUND LOGIC --- // 1. Determine the correct refund amount var refundAmount = towerComp.sell_value; // Default to partial refund var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; // If the tower was built during the current build phase, give a full refund if (towerComp.built_on_wave === currentWave) { refundAmount = towerComp.cost; } // 2. Refund the calculated amount Game.ResourceManager.addGold(refundAmount); // --- END OF NEW REFUND LOGIC --- // 3. Free up the grid cell var gridX = Math.floor(transformComp.x / 64); var gridY = Math.floor(transformComp.y / 64); if (Game.GridManager.grid[gridX] && Game.GridManager.grid[gridX][gridY] !== undefined) { Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.EMPTY; } // 4. Publish a sell event Game.EventBus.publish(Game.Events.TowerSoldEvent(towerId, refundAmount)); // 5. Deselect the tower and schedule it for destruction Game.GameplayManager.selectedTowerId = -1; Game.EntityManager.destroyEntity(towerId); }, Next, to ensure the UI is accurate, we must update the game.update loop to display the correct sell price on the button. Please replace the entire if (Game.GameplayManager.selectedTowerId !== -1) block inside game.update with this new version. if (Game.GameplayManager.selectedTowerId !== -1) { upgradePanel.visible = true; var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'][towerId]; var towerComp = Game.EntityManager.componentStores['TowerComponent'][towerId]; if (renderComp && towerComp) { var towerType = null; for (var type in Game.TowerData) { if (Game.TowerData[type].sprite_id === renderComp.sprite_id) { towerType = type; break; } } towerNameText.setText(towerType + " (Lvl " + towerComp.upgrade_level + ")"); var upgradePathAData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathA'] : null; if (upgradePathAData && towerComp.upgrade_path_A_level < upgradePathAData.length) { var upgradeInfoA = upgradePathAData[towerComp.upgrade_path_A_level]; upgradeAPathButton.setText("Upgrade Path A ($" + upgradeInfoA.cost + ")"); upgradeAPathButton.visible = true; } else { upgradeAPathButton.visible = false; } var upgradePathBData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathB'] : null; if (upgradePathBData && towerComp.upgrade_path_B_level < upgradePathBData.length) { var upgradeInfoB = upgradePathBData[towerComp.upgrade_path_B_level]; upgradeBPathButton.setText("Upgrade Path B ($" + upgradeInfoB.cost + ")"); upgradeBPathButton.visible = true; } else { upgradeBPathButton.visible = false; } // --- START OF NEW UI LOGIC FOR SELL BUTTON --- var sellPrice = towerComp.sell_value; // Default to partial refund var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; if (towerComp.built_on_wave === currentWave) { sellPrice = towerComp.cost; // Give full refund for towers built this turn } sellButton.setText("Sell Tower ($" + sellPrice + ")"); // --- END OF NEW UI LOGIC FOR SELL BUTTON --- } } else { upgradePanel.visible = false; }
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Hello Ava. Let's begin implementing the full refund mechanic. The first step is to track when a tower is built. First, please replace the existing TowerComponent definition in Game.Components with this updated version, which adds a built_on_wave property. TowerComponent: function TowerComponent(cost, sellValue, builtOnWave) { return { name: 'TowerComponent', cost: cost || 50, sell_value: sellValue || 25, upgrade_level: 1, upgrade_path_A_level: 0, upgrade_path_B_level: 0, built_on_wave: builtOnWave || 0 }; }, Next, we need to update the TowerBuildSystem to pass the current wave number when it creates this component. Please replace the Game.Systems.TowerBuildSystem object with this new version. Game.Systems.TowerBuildSystem = { tryBuildAt: function tryBuildAt(gridX, gridY, towerType) { // 1. Look up tower data and check if location is buildable var towerData = Game.TowerData[towerType]; if (!towerData || !Game.GridManager.isBuildable(gridX, gridY)) { return; } // 2. Temporarily spend the gold. We'll refund it if the build is invalid. if (!Game.ResourceManager.spendGold(towerData.cost)) { return; // Exit if not enough gold } // 3. Temporarily "place" the tower on the grid for path validation Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.TOWER; // 4. Run the pathfinder to see if a valid path still exists var pathIsValid = Game.PathManager.findPath({ x: 0, y: 30 }, { x: 39, y: 30 }); // 5. Validate the result if (!pathIsValid) { // INVALID PLACEMENT: Path is blocked. Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.EMPTY; Game.ResourceManager.addGold(towerData.cost); return; // Stop the build process } // --- If we reach here, the placement is VALID --- var towerId = Game.EntityManager.createEntity(); 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 all necessary components, now including the current wave index for (var i = 0; i < towerData.components.length; i++) { var componentDef = towerData.components[i]; var component; // If we're creating the TowerComponent, add the current wave index if (componentDef.name === 'TowerComponent') { var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; component = Game.Components.TowerComponent(componentDef.args[0], componentDef.args[1], currentWave); } else { component = Game.Components[componentDef.name].apply(null, componentDef.args); } Game.EntityManager.addComponent(towerId, component); } // 7. Announce that a tower has been successfully placed var event = Game.Events.TowerPlacedEvent(towerId, towerData.cost, transform.x, transform.y); Game.EventBus.publish(event); } }; Finally, we also need to update the Game.TowerData definitions to match the new TowerComponent signature. Please find each TowerComponent definition inside Game.TowerData and add undefined as the third argument. For example: args: [50, 25] becomes args: [50, 25, undefined] You'll need to do this for all seven tower types (ArrowTower, GeneratorTower, etc.).
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Hello Ava. Let's fix the UI so the Upgrade Panel doesn't overlap the "Start Next Wave" button. We will move the panel to the right side of the screen. Please replace the entire // === SECTION: UPGRADE & SELL UI === block with the following updated version. The changes are: The panel is now added to LK.gui.right instead of LK.gui.bottom. The x and y coordinates have been adjusted to position it correctly on the right side. // === SECTION: UPGRADE & SELL UI === var upgradePanel = new Container(); LK.gui.right.addChild(upgradePanel); // Attaching to the right side upgradePanel.x = -350; // Positioned in from the right edge upgradePanel.y = 0; // Centered vertically upgradePanel.visible = false; // Initially hidden var towerNameText = new Text2('Tower Name', { size: 40, fill: 0xFFFFFF }); towerNameText.anchor.set(0, 0); upgradePanel.addChild(towerNameText); var upgradeAPathButton = new Text2('Upgrade Path A', { size: 35, fill: 0x27AE60 }); upgradeAPathButton.anchor.set(0, 0); upgradeAPathButton.y = 50; upgradePanel.addChild(upgradeAPathButton); var upgradeBPathButton = new Text2('Upgrade Path B', { size: 35, fill: 0x2980B9 }); upgradeBPathButton.anchor.set(0, 0); upgradeBPathButton.y = 100; upgradePanel.addChild(upgradeBPathButton); var sellButton = new Text2('Sell Tower', { size: 35, fill: 0xC0392B }); sellButton.anchor.set(0, 0); sellButton.y = 150; upgradePanel.addChild(sellButton); sellButton.down = function () { if (Game.GameplayManager.selectedTowerId !== -1) { Game.Systems.TowerSystem.trySellTower(Game.GameplayManager.selectedTowerId); } }; // Assign click handlers that will call the TowerSystem upgradeAPathButton.down = function () { if (Game.GameplayManager.selectedTowerId !== -1) { Game.Systems.TowerSystem.tryUpgradeTower(Game.GameplayManager.selectedTowerId, 'PathA'); } }; upgradeBPathButton.down = function () { if (Game.GameplayManager.selectedTowerId !== -1) { Game.Systems.TowerSystem.tryUpgradeTower(Game.GameplayManager.selectedTowerId, 'PathB'); } };
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Hello Ava. Let's make the enemy spawn point a no-build zone. Please go to the // === SECTION: DIRECT GAME INITIALIZATION === block of the code. Find the line Game.GridManager.init(40, 60); and add the following new line directly below it: Game.GridManager.grid[0][30] = Game.GridManager.CELL_STATES.PATH; // Set spawn point as unbuildable The beginning of that section should now look like this: // === SECTION: DIRECT GAME INITIALIZATION === // Initialize managers Game.GridManager.init(40, 60); Game.GridManager.grid[0][30] = Game.GridManager.CELL_STATES.PATH; // Set spawn point as unbuildable Game.ResourceManager.init();
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Hello Ava. Let's fix the path-blocking exploit by implementing proper path validation. Please replace the entire Game.Systems.TowerBuildSystem object with this updated version. The tryBuildAt function is now much more robust and includes the "what-if" path check. Game.Systems.TowerBuildSystem = { tryBuildAt: function tryBuildAt(gridX, gridY, towerType) { // 1. Look up tower data and check if location is buildable var towerData = Game.TowerData[towerType]; if (!towerData || !Game.GridManager.isBuildable(gridX, gridY)) { return; } // 2. Temporarily spend the gold. We'll refund it if the build is invalid. if (!Game.ResourceManager.spendGold(towerData.cost)) { return; // Exit if not enough gold } // 3. Temporarily "place" the tower on the grid for path validation Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.TOWER; // 4. Run the pathfinder to see if a valid path still exists var pathIsValid = Game.PathManager.findPath({ x: 0, y: 30 }, { x: 39, y: 30 }); // 5. Validate the result if (!pathIsValid) { // INVALID PLACEMENT: Path is blocked. // Revert the grid cell to its original state Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.EMPTY; // Refund the player's gold Game.ResourceManager.addGold(towerData.cost); // (Optional: Play an error sound/show a message in the future) return; // Stop the build process } // --- If we reach here, the placement is VALID --- // 6. Create the tower entity var towerId = Game.EntityManager.createEntity(); // 7. Add all necessary components 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); for (var i = 0; i < towerData.components.length; i++) { var componentDef = towerData.components[i]; var component = Game.Components[componentDef.name].apply(null, componentDef.args); Game.EntityManager.addComponent(towerId, component); } // 8. Announce that a tower has been successfully placed var event = Game.Events.TowerPlacedEvent(towerId, towerData.cost, transform.x, transform.y); Game.EventBus.publish(event); } },
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Hello Ava. Let's fix the game flow to allow for an initial build phase. First, go to the // === SECTION: DIRECT GAME INITIALIZATION === block and delete the following line entirely: // Start first wave Game.Systems.WaveSpawnerSystem.startNextWave(); Next, find the definition for the startWaveButton in the same section. Change its visible property from false to true. Replace this: 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; With this: 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 = true;
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Hello Ava. Let's implement a "Build Phase" by preventing player actions while a wave is active. Please replace the entire drawGrid function with the following updated version. This new version checks the WaveSpawnerSystem.isSpawning flag inside the click handler. If a wave is in progress, clicking a grid cell will do nothing. 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 cellSprite.gridX = x; // Store grid coordinates on the sprite cellSprite.gridY = y; // --- UPDATED CLICK LOGIC --- cellSprite.down = function () { // 1. Check if a wave is currently active. If so, do nothing. if (Game.Systems.WaveSpawnerSystem.isSpawning) { return; } // 2. If no wave is active, proceed with build/select logic. var gridX = this.gridX; var gridY = this.gridY; var cellState = Game.GridManager.grid[gridX][gridY]; if (cellState === Game.GridManager.CELL_STATES.TOWER) { // Logic to SELECT a tower var allTowers = Game.EntityManager.getEntitiesWithComponents(['TowerComponent', 'TransformComponent']); var foundTowerId = -1; for (var i = 0; i < allTowers.length; i++) { var towerId = allTowers[i]; var transform = Game.EntityManager.componentStores['TransformComponent'][towerId]; var towerGridX = Math.floor(transform.x / 64); var towerGridY = Math.floor(transform.y / 64); if (towerGridX === gridX && towerGridY === gridY) { foundTowerId = towerId; break; } } Game.GameplayManager.selectedTowerId = foundTowerId; } else if (cellState === Game.GridManager.CELL_STATES.EMPTY) { // Logic to BUILD a tower Game.Systems.TowerBuildSystem.tryBuildAt(gridX, gridY, buildMode); Game.GameplayManager.selectedTowerId = -1; // Deselect after building } else { // Clicked on a path or blocked cell, so DESELECT Game.GameplayManager.selectedTowerId = -1; } }; // --- END OF UPDATED CLICK LOGIC --- } } // Highlight the path cells if (Game.PathManager.currentPath) { for (var i = 0; i < Game.PathManager.currentPath.length; i++) { var pathNode = Game.PathManager.currentPath[i]; var pathSprite = game.attachAsset('path_cell', {}); pathSprite.x = pathNode.x; pathSprite.y = pathNode.y; pathSprite.anchor.set(0, 0); } } }
User prompt
Hello Ava. Let's complete the fix for the enemy movement bug. Please replace the entire Game.Systems.MovementSystem object with the following final version. This version modifies the "Ground Movement" logic to get its waypoints from the enemy's personal PathFollowerComponent. Game.Systems.MovementSystem = { update: function update() { var movableEntities = Game.EntityManager.getEntitiesWithComponents(['TransformComponent', 'MovementComponent']); var frame_time = 1 / 60; // Assuming 60 FPS 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]; // 1. Get base speed and apply debuffs var currentSpeed = movementComponent.speed; var slowDebuff = Game.EntityManager.componentStores['SlowDebuffComponent'] ? Game.EntityManager.componentStores['SlowDebuffComponent'][entityId] : null; if (slowDebuff) { currentSpeed = movementComponent.speed * (1 - slowDebuff.slow_percentage); slowDebuff.duration_remaining -= frame_time; if (slowDebuff.duration_remaining <= 0) { delete Game.EntityManager.componentStores['SlowDebuffComponent'][entityId]; } } // 2. Check if the entity has a PathFollowerComponent (i.e., is a ground unit) var pathFollower = Game.EntityManager.componentStores['PathFollowerComponent'] ? Game.EntityManager.componentStores['PathFollowerComponent'][entityId] : null; if (pathFollower) { // --- UPDATED GROUND MOVEMENT --- // Ground Movement: Follow the personal path if (pathFollower.path && pathFollower.path.length > 0) { var targetWaypoint = pathFollower.path[pathFollower.path_index]; if (targetWaypoint) { var dx = targetWaypoint.x - transformComponent.x; var dy = targetWaypoint.y - transformComponent.y; var distance = Math.sqrt(dx * dx + dy * dy); var moveDistance = currentSpeed * frame_time; if (distance > moveDistance) { transformComponent.x += dx / distance * moveDistance; transformComponent.y += dy / distance * moveDistance; } else { transformComponent.x = targetWaypoint.x; transformComponent.y = targetWaypoint.y; pathFollower.path_index++; if (pathFollower.path_index >= pathFollower.path.length) { Game.EventBus.publish(Game.Events.EnemyReachedEndEvent(entityId)); } } } } } else { // --- UNCHANGED FLYING MOVEMENT --- // Flying Movement: Move in a straight line to the exit var isFlyer = Game.EntityManager.componentStores['FlyingComponent'] && Game.EntityManager.componentStores['FlyingComponent'][entityId]; if (isFlyer) { var exitPoint = { x: 39 * 64, y: 30 * 64 }; var dx = exitPoint.x - transformComponent.x; var dy = exitPoint.y - transformComponent.y; var distance = Math.sqrt(dx * dx + dy * dy); var moveDistance = currentSpeed * frame_time; if (distance > moveDistance) { transformComponent.x += dx / distance * moveDistance; transformComponent.y += dy / distance * moveDistance; } else { Game.EventBus.publish(Game.Events.EnemyReachedEndEvent(entityId)); } } } } } };
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var pathCopy = [];' Line Number: 796
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'parse')' in or related to this line: 'var pathCopy = JSON.parse(JSON.stringify(Game.PathManager.currentPath));' Line Number: 796
User prompt
Hello Ava. Let's modify the WaveSpawnerSystem to assign a personal path to each ground enemy. Please replace the entire Game.Systems.WaveSpawnerSystem object with the following updated version. This version creates a PathFollowerComponent for each non-flying enemy. Game.Systems.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]; if (this.spawnedInSubWave === 0 && this.spawnTimer < currentSubWave.start_delay) { this.spawnTimer += 1 / 60; return; } if (this.spawnedInSubWave > 0 && this.spawnTimer < currentSubWave.spawn_delay) { this.spawnTimer += 1 / 60; return; } if (this.spawnedInSubWave < currentSubWave.count) { var enemyData = Game.EnemyData[currentSubWave.enemy_type]; if (!enemyData) { this.subWaveIndex++; this.spawnedInSubWave = 0; this.spawnTimer = 0; return; } var enemyId = Game.EntityManager.createEntity(); var isFlyer = enemyData.components && enemyData.components.some(function(c) { return c.name === 'FlyingComponent'; }); var renderLayer = isFlyer ? 3 : 1; var transform = Game.Components.TransformComponent(0 * 64, 30 * 64); var render = Game.Components.RenderComponent('enemy', renderLayer, 1.0, true); var movement = Game.Components.MovementComponent(enemyData.speed); var health = Game.Components.HealthComponent(enemyData.health, enemyData.health); var enemy = Game.Components.EnemyComponent(enemyData.gold_value, enemyData.lives_cost, enemyData.armor_type); Game.EntityManager.addComponent(enemyId, transform); Game.EntityManager.addComponent(enemyId, render); Game.EntityManager.addComponent(enemyId, movement); Game.EntityManager.addComponent(enemyId, health); Game.EntityManager.addComponent(enemyId, enemy); if (enemyData.components && enemyData.components.length > 0) { for (var i = 0; i < enemyData.components.length; i++) { var compData = enemyData.components[i]; var newComponent = Game.Components[compData.name].apply(null, compData.args || []); Game.EntityManager.addComponent(enemyId, newComponent); } } // Add PathFollowerComponent ONLY for ground units if (!isFlyer) { // Make a deep copy of the current path so the enemy's path is fixed var pathCopy = JSON.parse(JSON.stringify(Game.PathManager.currentPath)); var pathFollower = Game.Components.PathFollowerComponent(pathCopy); Game.EntityManager.addComponent(enemyId, pathFollower); } this.spawnedInSubWave++; this.spawnTimer = 0; Game.GameplayManager.enemiesSpawnedThisWave++; } else { this.subWaveIndex++; this.spawnedInSubWave = 0; this.spawnTimer = 0; } } };
User prompt
Hello Ava. Let's fix the pathfinding bug where enemies move backward. We'll start by creating a new component to hold each enemy's personal path. First, please add the new PathFollowerComponent to the Game.Components object. It will store the entity's path and its current progress along it. PathFollowerComponent: function PathFollowerComponent(path_array) { return { name: 'PathFollowerComponent', path: path_array || [], path_index: 0 }; }, Next, to avoid redundant data, we will remove the path_index from the MovementComponent. Please replace the existing MovementComponent with this simpler version: MovementComponent: function MovementComponent(speed) { return { name: 'MovementComponent', speed: speed || 50 }; },
User prompt
Hello Ava. Let's fix the visual layering for Flyer enemies. Please replace the entire Game.Systems.WaveSpawnerSystem object with the following updated version. This new version checks if an enemy is a flyer and assigns it to a higher render layer. Game.Systems.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; } if (this.spawnedInSubWave < currentSubWave.count) { var enemyData = Game.EnemyData[currentSubWave.enemy_type]; if (!enemyData) { this.subWaveIndex++; this.spawnedInSubWave = 0; this.spawnTimer = 0; return; } var enemyId = Game.EntityManager.createEntity(); var transform = Game.Components.TransformComponent(0 * 64, 30 * 64); // --- START OF NEW LAYER LOGIC --- // 1. Determine the correct render layer var renderLayer = 1; // Default for ground units // Check if the enemyData defines a FlyingComponent if (enemyData.components && enemyData.components.some(function(c) { return c.name === 'FlyingComponent'; })) { renderLayer = 3; // Render flyers above towers (which are on layer 2) } // 2. Create the render component with the correct layer var render = Game.Components.RenderComponent('enemy', renderLayer, 1.0, true); // --- END OF NEW LAYER LOGIC --- var movement = Game.Components.MovementComponent(enemyData.speed, 0); var health = Game.Components.HealthComponent(enemyData.health, enemyData.health); var enemy = Game.Components.EnemyComponent(enemyData.gold_value, enemyData.lives_cost, enemyData.armor_type); Game.EntityManager.addComponent(enemyId, transform); Game.EntityManager.addComponent(enemyId, render); Game.EntityManager.addComponent(enemyId, movement); Game.EntityManager.addComponent(enemyId, health); Game.EntityManager.addComponent(enemyId, enemy); if (enemyData.components && enemyData.components.length > 0) { for (var i = 0; i < enemyData.components.length; i++) { var compData = enemyData.components[i]; var newComponent = Game.Components[compData.name].apply(null, compData.args || []); Game.EntityManager.addComponent(enemyId, newComponent); } } this.spawnedInSubWave++; this.spawnTimer = 0; Game.GameplayManager.enemiesSpawnedThisWave++; } else { this.subWaveIndex++; this.spawnedInSubWave = 0; this.spawnTimer = 0; } } };
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // === SECTION: ASSETS === // === SECTION: GLOBAL NAMESPACE === var Game = {}; // === SECTION: GLOBAL MANAGERS === Game.ResourceManager = { gold: 500, 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)); Game.EventBus.subscribe('TowerSold', 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 = { selectedTowerId: -1, // NEW: To track the currently selected tower 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) { return { name: 'MovementComponent', speed: speed || 50 }; }, 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, upgrade_level: 1, upgrade_path_A_level: 0, upgrade_path_B_level: 0 }; }, 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, armor_type) { return { name: 'EnemyComponent', gold_value: goldValue || 5, lives_cost: livesCost || 1, armor_type: armor_type || 'Normal' }; }, 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 }; }, 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 }; }, GoldGenerationComponent: function GoldGenerationComponent(gold_per_second) { return { name: 'GoldGenerationComponent', gold_per_second: gold_per_second || 0 }; }, FlyingComponent: function FlyingComponent() { return { name: 'FlyingComponent' }; }, PathFollowerComponent: function PathFollowerComponent(path_array) { return { name: 'PathFollowerComponent', path: path_array || [], path_index: 0 }; }, // --- NEW COMPONENTS --- FireZoneOnImpactComponent: function FireZoneOnImpactComponent(damage_per_tick, duration, tick_rate) { return { name: 'FireZoneOnImpactComponent', damage_per_tick: damage_per_tick || 0, duration: duration || 0, tick_rate: tick_rate || 1.0 }; }, FireZoneComponent: function FireZoneComponent(damage_per_tick, duration_remaining, tick_rate, last_tick_time) { return { name: 'FireZoneComponent', damage_per_tick: damage_per_tick || 0, duration_remaining: duration_remaining || 0, tick_rate: tick_rate || 1.0, last_tick_time: last_tick_time || 0 }; } }; Game.Systems = { MovementSystem: { update: function update() { var movableEntities = Game.EntityManager.getEntitiesWithComponents(['TransformComponent', 'MovementComponent']); var frame_time = 1 / 60; // Assuming 60 FPS 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]; // 1. Get base speed and apply debuffs var currentSpeed = movementComponent.speed; var slowDebuff = Game.EntityManager.componentStores['SlowDebuffComponent'] ? Game.EntityManager.componentStores['SlowDebuffComponent'][entityId] : null; if (slowDebuff) { currentSpeed = movementComponent.speed * (1 - slowDebuff.slow_percentage); slowDebuff.duration_remaining -= frame_time; if (slowDebuff.duration_remaining <= 0) { delete Game.EntityManager.componentStores['SlowDebuffComponent'][entityId]; } } // 2. Check if the entity has a PathFollowerComponent (i.e., is a ground unit) var pathFollower = Game.EntityManager.componentStores['PathFollowerComponent'] ? Game.EntityManager.componentStores['PathFollowerComponent'][entityId] : null; if (pathFollower) { // --- UPDATED GROUND MOVEMENT --- // Ground Movement: Follow the personal path if (pathFollower.path && pathFollower.path.length > 0) { var targetWaypoint = pathFollower.path[pathFollower.path_index]; if (targetWaypoint) { var dx = targetWaypoint.x - transformComponent.x; var dy = targetWaypoint.y - transformComponent.y; var distance = Math.sqrt(dx * dx + dy * dy); var moveDistance = currentSpeed * frame_time; if (distance > moveDistance) { transformComponent.x += dx / distance * moveDistance; transformComponent.y += dy / distance * moveDistance; } else { transformComponent.x = targetWaypoint.x; transformComponent.y = targetWaypoint.y; pathFollower.path_index++; if (pathFollower.path_index >= pathFollower.path.length) { Game.EventBus.publish(Game.Events.EnemyReachedEndEvent(entityId)); } } } } } else { // --- UNCHANGED FLYING MOVEMENT --- // Flying Movement: Move in a straight line to the exit var isFlyer = Game.EntityManager.componentStores['FlyingComponent'] && Game.EntityManager.componentStores['FlyingComponent'][entityId]; if (isFlyer) { var exitPoint = { x: 39 * 64, y: 30 * 64 }; var dx = exitPoint.x - transformComponent.x; var dy = exitPoint.y - transformComponent.y; var distance = Math.sqrt(dx * dx + dy * dy); var moveDistance = currentSpeed * frame_time; if (distance > moveDistance) { transformComponent.x += dx / distance * moveDistance; transformComponent.y += dy / distance * moveDistance; } else { 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]; var sprite = this.displayObjects[entityId]; if (!sprite) { sprite = game.attachAsset(render.sprite_id, {}); this.displayObjects[entityId] = sprite; } sprite.x = transform.x; sprite.y = transform.y; sprite.visible = render.is_visible; } } }, TowerBuildSystem: { tryBuildAt: function tryBuildAt(gridX, gridY, towerType) { var towerData = Game.TowerData[towerType]; if (!towerData) { return; } if (!Game.GridManager.isBuildable(gridX, gridY)) { return; } if (!Game.ResourceManager.spendGold(towerData.cost)) { return; } var towerId = Game.EntityManager.createEntity(); Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.TOWER; 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); for (var i = 0; i < towerData.components.length; i++) { var componentDef = towerData.components[i]; var component = Game.Components[componentDef.name].apply(null, componentDef.args); Game.EntityManager.addComponent(towerId, component); } 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]; 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 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 enemy has PathFollowerComponent (ground units) or use default targeting for flyers var pathFollower = Game.EntityManager.componentStores['PathFollowerComponent'] ? Game.EntityManager.componentStores['PathFollowerComponent'][enemyId] : null; var currentPathIndex = pathFollower ? pathFollower.path_index : 0; if (currentPathIndex > bestPathIndex) { bestTarget = enemyId; bestPathIndex = currentPathIndex; } } } towerAttack.target_id = bestTarget; } } }, CleanupSystem: { update: function update() { for (var i = 0; i < Game.EntityManager.entitiesToDestroy.length; i++) { var entityId = Game.EntityManager.entitiesToDestroy[i]; var index = Game.EntityManager.activeEntities.indexOf(entityId); if (index > -1) { Game.EntityManager.activeEntities.splice(index, 1); } for (var componentName in Game.EntityManager.componentStores) { if (Game.EntityManager.componentStores[componentName][entityId]) { delete Game.EntityManager.componentStores[componentName][entityId]; } } if (Game.Systems.RenderSystem.displayObjects[entityId]) { Game.Systems.RenderSystem.displayObjects[entityId].destroy(); delete Game.Systems.RenderSystem.displayObjects[entityId]; } } 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]; if (this.spawnedInSubWave === 0 && this.spawnTimer < currentSubWave.start_delay) { this.spawnTimer += 1 / 60; return; } if (this.spawnedInSubWave > 0 && this.spawnTimer < currentSubWave.spawn_delay) { this.spawnTimer += 1 / 60; return; } if (this.spawnedInSubWave < currentSubWave.count) { var enemyData = Game.EnemyData[currentSubWave.enemy_type]; if (!enemyData) { this.subWaveIndex++; this.spawnedInSubWave = 0; this.spawnTimer = 0; return; } var enemyId = Game.EntityManager.createEntity(); var isFlyer = enemyData.components && enemyData.components.some(function (c) { return c.name === 'FlyingComponent'; }); var renderLayer = isFlyer ? 3 : 1; var transform = Game.Components.TransformComponent(0 * 64, 30 * 64); var render = Game.Components.RenderComponent('enemy', renderLayer, 1.0, true); var movement = Game.Components.MovementComponent(enemyData.speed); var health = Game.Components.HealthComponent(enemyData.health, enemyData.health); var enemy = Game.Components.EnemyComponent(enemyData.gold_value, enemyData.lives_cost, enemyData.armor_type); Game.EntityManager.addComponent(enemyId, transform); Game.EntityManager.addComponent(enemyId, render); Game.EntityManager.addComponent(enemyId, movement); Game.EntityManager.addComponent(enemyId, health); Game.EntityManager.addComponent(enemyId, enemy); if (enemyData.components && enemyData.components.length > 0) { for (var i = 0; i < enemyData.components.length; i++) { var compData = enemyData.components[i]; var newComponent = Game.Components[compData.name].apply(null, compData.args || []); Game.EntityManager.addComponent(enemyId, newComponent); } } // Add PathFollowerComponent ONLY for ground units if (!isFlyer) { // Make a deep copy of the current path so the enemy's path is fixed var pathCopy = []; if (Game.PathManager.currentPath && Game.PathManager.currentPath.length > 0) { for (var k = 0; k < Game.PathManager.currentPath.length; k++) { var originalPoint = Game.PathManager.currentPath[k]; if (originalPoint && typeof originalPoint.x === 'number' && typeof originalPoint.y === 'number') { pathCopy.push({ x: originalPoint.x, y: originalPoint.y }); } } } var pathFollower = Game.Components.PathFollowerComponent(pathCopy); Game.EntityManager.addComponent(enemyId, pathFollower); } this.spawnedInSubWave++; this.spawnTimer = 0; Game.GameplayManager.enemiesSpawnedThisWave++; } else { this.subWaveIndex++; this.spawnedInSubWave = 0; this.spawnTimer = 0; } } }, CombatSystem: { update: function update() { var currentTime = LK.ticks / 60; 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 baseDamage = towerAttack.damage; var finalDamage = baseDamage; var buffComp = Game.EntityManager.componentStores['DamageBuffComponent'] ? Game.EntityManager.componentStores['DamageBuffComponent'][towerId] : null; if (buffComp) { finalDamage = baseDamage * (1 + buffComp.multiplier); } 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, finalDamage); projectileComponent.source_tower_id = towerId; Game.EntityManager.addComponent(projectileId, projectileTransform); Game.EntityManager.addComponent(projectileId, projectileRender); Game.EntityManager.addComponent(projectileId, projectileComponent); if (towerAttack.on_impact_effects && towerAttack.on_impact_effects.length > 0) { for (var j = 0; j < towerAttack.on_impact_effects.length; j++) { var effectData = towerAttack.on_impact_effects[j]; var newComponent = Game.Components[effectData.name].apply(null, effectData.args); Game.EntityManager.addComponent(projectileId, newComponent); } } towerAttack.last_attack_time = currentTime; } } } 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) { 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); } var targetHealth = Game.EntityManager.componentStores['HealthComponent'][projectileComp.target_id]; if (targetHealth) { 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); } 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); } } var fireZoneImpactComp = Game.EntityManager.componentStores['FireZoneOnImpactComponent'] ? Game.EntityManager.componentStores['FireZoneOnImpactComponent'][projectileId] : null; if (fireZoneImpactComp) { var zoneId = Game.EntityManager.createEntity(); Game.EntityManager.addComponent(zoneId, Game.Components.TransformComponent(impactPoint.x, impactPoint.y)); Game.EntityManager.addComponent(zoneId, Game.Components.RenderComponent('fire_zone', 0, 1.0, true)); Game.EntityManager.addComponent(zoneId, Game.Components.FireZoneComponent(fireZoneImpactComp.damage_per_tick, fireZoneImpactComp.duration, fireZoneImpactComp.tick_rate, currentTime)); } Game.EntityManager.destroyEntity(projectileId); } else { var moveX = dx / distance * projectileComp.speed; var moveY = dy / distance * projectileComp.speed; projectileTransform.x += moveX; projectileTransform.y += moveY; } } 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]; } } var fireZones = Game.EntityManager.getEntitiesWithComponents(['FireZoneComponent', 'TransformComponent']); for (var i = fireZones.length - 1; i >= 0; i--) { var zoneId = fireZones[i]; var zoneComp = Game.EntityManager.componentStores['FireZoneComponent'][zoneId]; var zoneTransform = Game.EntityManager.componentStores['TransformComponent'][zoneId]; zoneComp.duration_remaining -= 1.0 / 60; if (zoneComp.duration_remaining <= 0) { Game.EntityManager.destroyEntity(zoneId); continue; } if (currentTime - zoneComp.last_tick_time >= zoneComp.tick_rate) { var allEnemies = Game.EntityManager.getEntitiesWithComponents(['HealthComponent', 'TransformComponent']); var zoneRadius = 40; for (var j = 0; j < allEnemies.length; j++) { var enemyId = allEnemies[j]; var enemyTransform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; var dx = enemyTransform.x - zoneTransform.x; var dy = enemyTransform.y - zoneTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= zoneRadius) { this.dealDamage(enemyId, zoneComp.damage_per_tick); } } zoneComp.last_tick_time = currentTime; } } }, 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() { var buffedTowers = Game.EntityManager.getEntitiesWithComponents(['DamageBuffComponent']); for (var i = 0; i < buffedTowers.length; i++) { var towerId = buffedTowers[i]; delete Game.EntityManager.componentStores['DamageBuffComponent'][towerId]; } var auraTowers = Game.EntityManager.getEntitiesWithComponents(['AuraComponent', 'TransformComponent']); if (auraTowers.length === 0) { return; } var attackTowers = Game.EntityManager.getEntitiesWithComponents(['AttackComponent', 'TransformComponent']); 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]; if (auraComponent.effect_type !== 'damage_buff') { continue; } for (var j = 0; j < attackTowers.length; j++) { var attackTowerId = attackTowers[j]; if (attackTowerId === auraTowerId) { continue; } var attackTransform = Game.EntityManager.componentStores['TransformComponent'][attackTowerId]; var dx = auraTransform.x - attackTransform.x; var dy = auraTransform.y - attackTransform.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= auraComponent.range) { var buff = Game.Components.DamageBuffComponent(0.2, auraTowerId); Game.EntityManager.addComponent(attackTowerId, buff); } } } } }, EconomySystem: { update: function update() { var goldGenerators = Game.EntityManager.getEntitiesWithComponents(['GoldGenerationComponent']); for (var i = 0; i < goldGenerators.length; i++) { var entityId = goldGenerators[i]; var goldGenComp = Game.EntityManager.componentStores['GoldGenerationComponent'][entityId]; if (goldGenComp) { Game.ResourceManager.addGold(goldGenComp.gold_per_second); } } } }, TowerSystem: { tryUpgradeTower: function tryUpgradeTower(towerId, path) { var renderComp = Game.EntityManager.componentStores['RenderComponent'][towerId]; if (!renderComp) { return; } var towerSpriteId = renderComp.sprite_id; var towerType = null; for (var type in Game.TowerData) { if (Game.TowerData[type].sprite_id === towerSpriteId) { towerType = type; break; } } if (!towerType) { return; } var upgradePathData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType][path] : null; if (!upgradePathData) { return; } var towerComp = Game.EntityManager.componentStores['TowerComponent'][towerId]; if (!towerComp) { return; } var nextUpgradeIndex = path === 'PathA' ? towerComp.upgrade_path_A_level : towerComp.upgrade_path_B_level; if (nextUpgradeIndex >= upgradePathData.length) { return; } var upgradeInfo = upgradePathData[nextUpgradeIndex]; if (!Game.ResourceManager.spendGold(upgradeInfo.cost)) { return; } for (var componentName in upgradeInfo.effects) { var componentToModify = Game.EntityManager.componentStores[componentName] ? Game.EntityManager.componentStores[componentName][towerId] : null; if (componentToModify) { var effectsToApply = upgradeInfo.effects[componentName]; for (var property in effectsToApply) { if (componentToModify.hasOwnProperty(property)) { componentToModify[property] += effectsToApply[property]; } } } } if (upgradeInfo.add_component_on_impact) { var attackComp = Game.EntityManager.componentStores['AttackComponent'][towerId]; if (attackComp) { if (!attackComp.on_impact_effects) { attackComp.on_impact_effects = []; } attackComp.on_impact_effects.push(upgradeInfo.add_component_on_impact); } } towerComp.upgrade_level++; if (path === 'PathA') { towerComp.upgrade_path_A_level++; } else { towerComp.upgrade_path_B_level++; } }, trySellTower: function trySellTower(towerId) { var towerComp = Game.EntityManager.componentStores['TowerComponent'][towerId]; var transformComp = Game.EntityManager.componentStores['TransformComponent'][towerId]; if (!towerComp || !transformComp) { return; } var refundAmount = towerComp.sell_value; Game.ResourceManager.addGold(refundAmount); var gridX = Math.floor(transformComp.x / 64); var gridY = Math.floor(transformComp.y / 64); if (Game.GridManager.grid[gridX] && Game.GridManager.grid[gridX][gridY] !== undefined) { Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.EMPTY; } Game.EventBus.publish(Game.Events.TowerSoldEvent(towerId, refundAmount)); Game.GameplayManager.selectedTowerId = -1; Game.EntityManager.destroyEntity(towerId); } } }; // === SECTION: GAME DATA === Game.EnemyData = { 'Grunt': { health: 100, speed: 50, gold_value: 5, lives_cost: 1, components: [] // No special components }, 'Swarmer': { health: 30, speed: 80, gold_value: 2, lives_cost: 1, components: [] // No special components }, 'Armored': { health: 400, speed: 30, gold_value: 15, lives_cost: 2, components: [ // We will add the ArmorComponent definition later ] }, 'Flyer': { health: 80, speed: 60, gold_value: 8, lives_cost: 1, components: [{ name: 'FlyingComponent', args: [] }] } }; Game.WaveData = [ // Wave 1: A few basic Grunts { wave_number: 1, sub_waves: [{ enemy_type: 'Grunt', count: 10, spawn_delay: 1.5, start_delay: 0 }] }, // Wave 2: A larger group of Grunts { wave_number: 2, sub_waves: [{ enemy_type: 'Grunt', count: 15, spawn_delay: 1.2, start_delay: 0 }] }, // Wave 3: A wave of fast Swarmers { wave_number: 3, sub_waves: [{ enemy_type: 'Swarmer', count: 20, spawn_delay: 0.5, start_delay: 0 }] }, // Wave 4: Grunts supported by slow, tough Armored units { wave_number: 4, sub_waves: [{ enemy_type: 'Grunt', count: 10, spawn_delay: 1.5, start_delay: 0 }, { enemy_type: 'Armored', count: 2, spawn_delay: 3.0, start_delay: 5.0 }] }, // Wave 5: A squadron of Flyers that ignore the path { wave_number: 5, sub_waves: [{ enemy_type: 'Flyer', count: 8, spawn_delay: 1.0, 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] }] }, '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] }] }, '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] }] }, // --- NEW TOWER --- 'GraveyardTower': { cost: 200, sprite_id: 'graveyard_tower', components: [{ name: 'TowerComponent', args: [200] }, { name: 'GoldGenerationComponent', args: [1.5] // gold_per_second }, { name: 'PowerConsumptionComponent', args: [15] // High power cost for economic advantage }] } }; // === SECTION: UPGRADE DATA === Game.UpgradeData = { 'ArrowTower': { 'PathA': [{ cost: 60, effects: { AttackComponent: { damage: 5 } } }, //{7R} // Level 1: +5 Dmg { cost: 110, effects: { AttackComponent: { damage: 10 } } } //{7W} // Level 2: +10 Dmg ], 'PathB': [{ cost: 75, effects: { AttackComponent: { attack_speed: 0.2 } } }, //{83} // Level 1: +0.2 AS { cost: 125, effects: { AttackComponent: { attack_speed: 0.3 } } } //{8a} // Level 2: +0.3 AS ] }, 'RockLauncher': { 'PathA': [ // Heavy Boulders - More Damage & Range { cost: 150, effects: { AttackComponent: { damage: 15, range: 20 } } }, { cost: 250, effects: { AttackComponent: { damage: 25, range: 30 } } }, // --- UPDATED UPGRADE --- { cost: 500, effects: { AttackComponent: { damage: 50, range: 50 } }, add_component_on_impact: { name: 'FireZoneOnImpactComponent', args: [10, 3, 0.5] } // dmg, duration, tick_rate }], 'PathB': [ // Lighter Munitions - Faster Attack Speed { cost: 140, effects: { AttackComponent: { damage: 5, attack_speed: 0.2 } } }, { cost: 220, effects: { AttackComponent: { damage: 10, attack_speed: 0.3 } } }, { cost: 450, effects: { AttackComponent: { damage: 15, attack_speed: 0.5 } } }] } }; // === 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 cellSprite.gridX = x; // Store grid coordinates on the sprite cellSprite.gridY = y; // --- UPDATED CLICK LOGIC --- cellSprite.down = function () { // 1. Check if a wave is currently active. If so, do nothing. if (Game.Systems.WaveSpawnerSystem.isSpawning) { return; } // 2. If no wave is active, proceed with build/select logic. var gridX = this.gridX; var gridY = this.gridY; var cellState = Game.GridManager.grid[gridX][gridY]; if (cellState === Game.GridManager.CELL_STATES.TOWER) { // Logic to SELECT a tower var allTowers = Game.EntityManager.getEntitiesWithComponents(['TowerComponent', 'TransformComponent']); var foundTowerId = -1; for (var i = 0; i < allTowers.length; i++) { var towerId = allTowers[i]; var transform = Game.EntityManager.componentStores['TransformComponent'][towerId]; var towerGridX = Math.floor(transform.x / 64); var towerGridY = Math.floor(transform.y / 64); if (towerGridX === gridX && towerGridY === gridY) { foundTowerId = towerId; break; } } Game.GameplayManager.selectedTowerId = foundTowerId; } else if (cellState === Game.GridManager.CELL_STATES.EMPTY) { // Logic to BUILD a tower Game.Systems.TowerBuildSystem.tryBuildAt(gridX, gridY, buildMode); Game.GameplayManager.selectedTowerId = -1; // Deselect after building } else { // Clicked on a path or blocked cell, so DESELECT Game.GameplayManager.selectedTowerId = -1; } }; // --- END OF UPDATED CLICK LOGIC --- } } // 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 = -350; 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 = -280; 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 = -210; 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 = -140; 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 = -70; chemicalTowerButton.down = function () { buildMode = 'ChemicalTower'; }; 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; slowTowerButton.down = function () { buildMode = 'SlowTower'; }; var darkTowerButton = new Text2('Build: Dark', { size: 40, fill: 0x9b59b6 }); darkTowerButton.anchor.set(0, 0.5); LK.gui.left.addChild(darkTowerButton); darkTowerButton.x = 20; darkTowerButton.y = 70; darkTowerButton.down = function () { buildMode = 'DarkTower'; }; // --- NEW BUTTON --- var graveyardTowerButton = new Text2('Build: Graveyard', { size: 40, fill: 0x607d8b }); graveyardTowerButton.anchor.set(0, 0.5); LK.gui.left.addChild(graveyardTowerButton); graveyardTowerButton.x = 20; graveyardTowerButton.y = 140; graveyardTowerButton.down = function () { buildMode = 'GraveyardTower'; }; // 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(); Game.Systems.CombatSystem.update(); Game.Systems.MovementSystem.update(); Game.Systems.RenderSystem.update(); // --- UI UPDATE LOGIC --- if (Game.GameplayManager.selectedTowerId !== -1) { upgradePanel.visible = true; // --- START OF LOGIC --- var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'][towerId]; var towerComp = Game.EntityManager.componentStores['TowerComponent'][towerId]; if (renderComp && towerComp) { // 1. Find the tower's type name var towerType = null; for (var type in Game.TowerData) { if (Game.TowerData[type].sprite_id === renderComp.sprite_id) { towerType = type; break; } } // 2. Update the main tower name text towerNameText.setText(towerType + " (Lvl " + towerComp.upgrade_level + ")"); // 3. Update Path A button text var upgradePathAData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathA'] : null; if (upgradePathAData && towerComp.upgrade_path_A_level < upgradePathAData.length) { var upgradeInfoA = upgradePathAData[towerComp.upgrade_path_A_level]; // --- UPDATED TEXT --- upgradeAPathButton.setText("Upgrade Path A ($" + upgradeInfoA.cost + ")"); upgradeAPathButton.visible = true; } else { upgradeAPathButton.visible = false; // Hide if path is maxed } // 4. Update Path B button text var upgradePathBData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathB'] : null; if (upgradePathBData && towerComp.upgrade_path_B_level < upgradePathBData.length) { var upgradeInfoB = upgradePathBData[towerComp.upgrade_path_B_level]; // --- UPDATED TEXT --- upgradeBPathButton.setText("Upgrade Path B ($" + upgradeInfoB.cost + ")"); upgradeBPathButton.visible = true; } else { upgradeBPathButton.visible = false; // Hide if path is maxed } // 5. Update sell button text sellButton.setText("Sell Tower ($" + towerComp.sell_value + ")"); } // --- END OF LOGIC --- } else { upgradePanel.visible = false; } // Update HUD every frame goldText.setText('Gold: ' + Game.ResourceManager.gold); livesText.setText('Lives: ' + Game.ResourceManager.lives); // Update timed systems once per second (every 60 frames) powerUpdateTimer++; if (powerUpdateTimer >= 60) { Game.ResourceManager.updatePower(); if (Game.Systems.WaveSpawnerSystem.isSpawning) { Game.Systems.EconomySystem.update(); } powerUpdateTimer = 0; } Game.Systems.CleanupSystem.update(); }; // === SECTION: UPGRADE & SELL UI === var upgradePanel = new Container(); LK.gui.bottom.addChild(upgradePanel); upgradePanel.x = -300; // Positioned to the right of center upgradePanel.y = -200; // Adjusted from -50 to bring the panel fully on-screen upgradePanel.visible = false; // Initially hidden var towerNameText = new Text2('Tower Name', { size: 40, fill: 0xFFFFFF }); towerNameText.anchor.set(0, 0); upgradePanel.addChild(towerNameText); var upgradeAPathButton = new Text2('Upgrade Path A', { size: 35, fill: 0x27AE60 }); upgradeAPathButton.anchor.set(0, 0); upgradeAPathButton.y = 50; upgradePanel.addChild(upgradeAPathButton); var upgradeBPathButton = new Text2('Upgrade Path B', { size: 35, fill: 0x2980B9 }); upgradeBPathButton.anchor.set(0, 0); upgradeBPathButton.y = 100; upgradePanel.addChild(upgradeBPathButton); var sellButton = new Text2('Sell Tower', { size: 35, fill: 0xC0392B }); sellButton.anchor.set(0, 0); sellButton.y = 150; upgradePanel.addChild(sellButton); sellButton.down = function () { if (Game.GameplayManager.selectedTowerId !== -1) { Game.Systems.TowerSystem.trySellTower(Game.GameplayManager.selectedTowerId); } }; // Assign click handlers that will call the TowerSystem upgradeAPathButton.down = function () { if (Game.GameplayManager.selectedTowerId !== -1) { Game.Systems.TowerSystem.tryUpgradeTower(Game.GameplayManager.selectedTowerId, 'PathA'); } }; upgradeBPathButton.down = function () { if (Game.GameplayManager.selectedTowerId !== -1) { Game.Systems.TowerSystem.tryUpgradeTower(Game.GameplayManager.selectedTowerId, 'PathB'); } };
===================================================================
--- original.js
+++ change.js
@@ -1419,20 +1419,23 @@
cellSprite.gridX = x; // Store grid coordinates on the sprite
cellSprite.gridY = y;
// --- UPDATED CLICK LOGIC ---
cellSprite.down = function () {
+ // 1. Check if a wave is currently active. If so, do nothing.
+ if (Game.Systems.WaveSpawnerSystem.isSpawning) {
+ return;
+ }
+ // 2. If no wave is active, proceed with build/select logic.
var gridX = this.gridX;
var gridY = this.gridY;
var cellState = Game.GridManager.grid[gridX][gridY];
if (cellState === Game.GridManager.CELL_STATES.TOWER) {
// Logic to SELECT a tower
- // Find the entity ID of the tower at this grid location
var allTowers = Game.EntityManager.getEntitiesWithComponents(['TowerComponent', 'TransformComponent']);
var foundTowerId = -1;
for (var i = 0; i < allTowers.length; i++) {
var towerId = allTowers[i];
var transform = Game.EntityManager.componentStores['TransformComponent'][towerId];
- // Convert pixel coordinates back to grid coordinates to find a match
var towerGridX = Math.floor(transform.x / 64);
var towerGridY = Math.floor(transform.y / 64);
if (towerGridX === gridX && towerGridY === gridY) {
foundTowerId = towerId;