User prompt
Finally, to fix the tooltip bug permanently and increase the build icon sizes, we will replace the entire build icon creation loop one last time. This version uses the correct let keyword and larger sizes. Replace the entire "-- Build Button Creation Logic --" section with this: // -- Build Button Creation Logic -- var buildButtonData = [{ type: 'ArrowTower', sprite: 'arrow_tower' }, { type: 'GeneratorTower', sprite: 'generator_tower' }, { type: 'CapacitorTower', sprite: 'capacitor_tower' }, { type: 'RockLauncher', sprite: 'rock_launcher_tower' }, { type: 'ChemicalTower', sprite: 'chemical_tower' }, { type: 'SlowTower', sprite: 'slow_tower' }, { type: 'DarkTower', sprite: 'dark_tower' }, { type: 'GraveyardTower', sprite: 'graveyard_tower' }]; var buttonSize = 90; // Larger touch targets var buttonPadding = 15; // More space between buttons var totalWidth = buildButtonData.length * buttonSize + (buildButtonData.length - 1) * buttonPadding; var startX = -totalWidth / 2; // Using "let" here is the critical fix for the tooltip bug. for (let i = 0; i < buildButtonData.length; i++) { const data = buildButtonData[i]; const button = game.attachAsset(data.sprite, {}); button.width = buttonSize; button.height = buttonSize; button.anchor.set(0.5, 0.5); button.x = startX + i * (buttonSize + buttonPadding) + buttonSize / 2; button.y = 0; // Custom property to store tower type button.towerType = data.type; button.down = function () { Game.GameplayManager.activeBuildType = this.towerType; Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.selectedTowerId = -1; // Deselect any existing tower Game.GameplayManager.lastClickedButton = this; // Remember which button was clicked }; // Show tooltip on hover (move) button.move = function () { const towerData = Game.TowerData[this.towerType]; tooltipText.setText(this.towerType + "\nCost: " + towerData.cost); buildTooltip.x = buildPanel.x + this.x - 100; // Position tooltip relative to button buildTooltip.y = buildPanel.y - 90 - 15; // Position above the larger buttons buildTooltip.visible = true; }; buildPanel.addChild(button); }
User prompt
Now, let's make the Upgrade & Sell menu on the right side of the screen larger and give it more spacing. Find the "-- Build Button Creation Logic --" section. Before it, replace the entire Upgrade & Sell UI creation section with this new, larger version: // === SECTION: UPGRADE & SELL UI === var upgradePanel = new Container(); LK.gui.right.addChild(upgradePanel); // Attaching to the right side upgradePanel.x = -450; // Positioned in from the right edge upgradePanel.y = 0; // Centered vertically upgradePanel.visible = false; // Initially hidden var towerNameText = new Text2('Tower Name', { size: 50, // Larger font fill: 0xFFFFFF }); towerNameText.anchor.set(0, 0); upgradePanel.addChild(towerNameText); var upgradeAPathButton = new Text2('Upgrade Path A', { size: 45, // Larger font fill: 0x27AE60 }); upgradeAPathButton.anchor.set(0, 0); upgradeAPathButton.y = 70; // Increased spacing upgradePanel.addChild(upgradeAPathButton); var upgradeBPathButton = new Text2('Upgrade Path B', { size: 45, // Larger font fill: 0x2980B9 }); upgradeBPathButton.anchor.set(0, 0); upgradeBPathButton.y = 140; // Increased spacing upgradePanel.addChild(upgradeBPathButton); var sellButton = new Text2('Sell Tower', { size: 45, // Larger font fill: 0xC0392B }); sellButton.anchor.set(0, 0); sellButton.y = 210; // Increased spacing 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'); } };
Code edit (1 edits merged)
Please save this source code
User prompt
Ava, let's overhaul the UI to make it touch-friendly and fix the last remaining bug with the tooltips. First, let's double the size of the actual tower sprites that appear on the game map. Replace the entire block of LK.init.image calls at the top of the code with this new block, which changes all tower sizes from 50x50 to 100x100: LK.init.image('arrow_tower', {width:100, height:100, id:'6870070998c9580ed2873c36'}) LK.init.image('capacitor_tower', {width:100, height:100, id:'687007b598c9580ed2873c52'}) LK.init.image('chemical_tower', {width:100, height:100, id:'68700aba98c9580ed2873c83'}) LK.init.image('dark_tower', {width:100, height:100, id:'68700b5698c9580ed2873c99'}) LK.init.image('enemy', {width:32, height:32, id:'686404d09478e64db129f435'}) LK.init.image('generator_tower', {width:100, height:100, id:'6870077a98c9580ed2873c45'}) LK.init.image('graveyard_tower', {width:100, height:100, id:'68700b9e98c9580ed2873ca4'}) LK.init.image('rock_launcher_tower', {width:100, height:100, id:'687007f498c9580ed2873c61'}) LK.init.image('slow_tower', {width:100, height:100, id:'68700b0e98c9580ed2873c8c'})
User prompt
Finally, we'll fix the size of the confirmation buttons and ensure the tooltip is properly hidden when not needed. This requires one last replacement of the game.update function. Replace the entire game.update function with this final version: 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 (STATE MACHINE) --- var currentBuildType = Game.GameplayManager.activeBuildType; if (currentBuildType && !Game.GameplayManager.isConfirmingPlacement) { // STATE: Player is choosing a build location. confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; var towerData = Game.TowerData[currentBuildType]; if (!ghostTowerSprite || ghostTowerSprite.towerType !== currentBuildType) { if (ghostTowerSprite) ghostTowerSprite.destroy(); ghostTowerSprite = gameWorld.attachAsset(towerData.sprite_id, {}); ghostTowerSprite.anchor.set(0.5, 0.5); ghostTowerSprite.alpha = 0.5; ghostTowerSprite.towerType = currentBuildType; } ghostTowerSprite.visible = true; var mouseWorldX = lastMouseX - cameraX; var mouseWorldY = lastMouseY - cameraY; var gridX = Math.floor(mouseWorldX / 64); var gridY = Math.floor(mouseWorldY / 64); ghostTowerSprite.x = gridX * 64 + 32; ghostTowerSprite.y = gridY * 64 + 32; ghostTowerSprite.tint = Game.GridManager.isBuildable(gridX, gridY) ? 0xFFFFFF : 0xFF5555; } else if (Game.GameplayManager.isConfirmingPlacement) { // STATE: Player is confirming placement. if (ghostTowerSprite) ghostTowerSprite.visible = false; buildTooltip.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; if (!confirmButton || confirmButton.towerType !== currentBuildType) { if (confirmButton) confirmButton.destroy(); if (cancelButton) cancelButton.destroy(); var towerData = Game.TowerData[currentBuildType]; confirmButton = game.attachAsset(towerData.sprite_id, { tint: 0x2ECC71 }); confirmButton.width = 64; // Increased size confirmButton.height = 64; // Increased size confirmButton.x = -40; // Adjusted position for new size confirmButton.anchor.set(0.5, 0.5); confirmButton.towerType = currentBuildType; confirmButton.down = function () { var coords = Game.GameplayManager.confirmPlacementCoords; var buildType = Game.GameplayManager.activeBuildType; if (coords && buildType) { Game.Systems.TowerBuildSystem.tryBuildAt(coords.x, coords.y, buildType); } Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.activeBuildType = null; }; confirmPanel.addChild(confirmButton); cancelButton = game.attachAsset(towerData.sprite_id, { tint: 0xE74C3C }); cancelButton.width = 64; // Increased size cancelButton.height = 64; // Increased size cancelButton.x = 40; // Adjusted position for new size cancelButton.anchor.set(0.5, 0.5); cancelButton.towerType = currentBuildType; cancelButton.down = function () { Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.activeBuildType = null; }; confirmPanel.addChild(cancelButton); } confirmPanel.visible = true; } else if (Game.GameplayManager.selectedTowerId !== -1) { // STATE: Player has selected an existing tower. if (ghostTowerSprite) { ghostTowerSprite.destroy(); ghostTowerSprite = null; } if (confirmButton) { confirmButton.destroy(); confirmButton = null; } if (cancelButton) { cancelButton.destroy(); cancelButton = null; } confirmPanel.visible = false; buildTooltip.visible = false; var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'] ? Game.EntityManager.componentStores['RenderComponent'][towerId] : null; var towerComp = Game.EntityManager.componentStores['TowerComponent'] ? Game.EntityManager.componentStores['TowerComponent'][towerId] : null; var attackComp = Game.EntityManager.componentStores['AttackComponent'] ? Game.EntityManager.componentStores['AttackComponent'][towerId] : null; var transformComp = Game.EntityManager.componentStores['TransformComponent'] ? Game.EntityManager.componentStores['TransformComponent'][towerId] : null; if (!renderComp || !towerComp || !transformComp) { Game.GameplayManager.selectedTowerId = -1; upgradePanel.visible = false; rangeCircle.visible = false; } else { upgradePanel.visible = true; if (attackComp && transformComp) { rangeCircle.visible = true; rangeCircle.x = transformComp.x; rangeCircle.y = transformComp.y; rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } else { rangeCircle.visible = false; } 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; } var sellPrice = towerComp.sell_value; var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; if (towerComp.built_on_wave === currentWave) { sellPrice = towerComp.cost; } sellButton.setText("Sell Tower ($" + sellPrice + ")"); } } else { // STATE: Default idle state, clean up everything. if (ghostTowerSprite) { ghostTowerSprite.destroy(); ghostTowerSprite = null; } if (confirmButton) { confirmButton.destroy(); confirmButton = null; } if (cancelButton) { cancelButton.destroy(); cancelButton = null; } buildTooltip.visible = false; confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; } // Update HUD every frame goldText.setText('Gold: ' + Game.ResourceManager.gold); livesText.setText('Lives: ' + Game.ResourceManager.lives); waveText.setText('Wave: ' + (Game.Systems.WaveSpawnerSystem.currentWaveIndex + 1) + ' / ' + Game.WaveData.length); // Update Power Meter UI var p_prod = Game.ResourceManager.powerProduction; var p_cons = Game.ResourceManager.powerConsumption; var p_avail = Game.ResourceManager.powerAvailable; var isDeficit = p_cons > p_prod && p_avail <= 0; var barScale = 3; var productionWidth = p_prod * barScale; powerProductionBar.clear(); powerProductionBar.beginFill(0x5DADE2, 0.6); powerProductionBar.drawRect(0, 0, productionWidth, 20); powerProductionBar.endFill(); var consumptionWidth = Math.min(p_cons, p_prod) * barScale; var consumptionColor = 0x00FF7F; if (isDeficit) { consumptionColor = Math.floor(LK.ticks / 10) % 2 === 0 ? 0xFF4136 : 0xD9362D; } else if (p_prod > 0 && p_cons / p_prod >= 0.75) { consumptionColor = 0xFFD700; } powerConsumptionBar.clear(); powerConsumptionBar.beginFill(consumptionColor); powerConsumptionBar.drawRect(0, 0, consumptionWidth, 20); powerConsumptionBar.endFill(); var availableWidth = p_avail * barScale; powerAvailableBar.x = productionWidth; powerAvailableBar.clear(); powerAvailableBar.beginFill(0x5DADE2, 0.4); powerAvailableBar.drawRect(0, 0, availableWidth, 20); powerAvailableBar.endFill(); updateMinimapDynamic(); updateMinimapViewport(); powerUpdateTimer++; if (powerUpdateTimer >= 60) { Game.ResourceManager.updatePower(); if (Game.Systems.WaveSpawnerSystem.isSpawning) { Game.Systems.EconomySystem.update(); } powerUpdateTimer = 0; } Game.Systems.CleanupSystem.update(); };
User prompt
Next, we'll fix the broken tooltip logic. This requires replacing the entire loop that creates the build buttons. This new version uses let, which solves the underlying Javascript issue, and repositions the tooltip to match the new, larger button size. Find the "-- Build Button Creation Logic --" section and replace the entire for loop block with this: // -- Build Button Creation Logic -- var buildButtonData = [{ type: 'ArrowTower', sprite: 'arrow_tower' }, { type: 'GeneratorTower', sprite: 'generator_tower' }, { type: 'CapacitorTower', sprite: 'capacitor_tower' }, { type: 'RockLauncher', sprite: 'rock_launcher_tower' }, { type: 'ChemicalTower', sprite: 'chemical_tower' }, { type: 'SlowTower', sprite: 'slow_tower' }, { type: 'DarkTower', sprite: 'dark_tower' }, { type: 'GraveyardTower', sprite: 'graveyard_tower' }]; var buttonSize = 80; var buttonPadding = 10; var totalWidth = buildButtonData.length * buttonSize + (buildButtonData.length - 1) * buttonPadding; var startX = -totalWidth / 2; for (let i = 0; i < buildButtonData.length; i++) { const data = buildButtonData[i]; const button = game.attachAsset(data.sprite, {}); button.width = buttonSize; button.height = buttonSize; button.anchor.set(0.5, 0.5); button.x = startX + i * (buttonSize + buttonPadding) + buttonSize / 2; button.y = 0; // Custom property to store tower type button.towerType = data.type; button.down = function () { Game.GameplayManager.activeBuildType = this.towerType; Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.selectedTowerId = -1; // Deselect any existing tower Game.GameplayManager.lastClickedButton = this; // Remember which button was clicked }; // Show tooltip on hover (move) button.move = function () { const towerData = Game.TowerData[this.towerType]; tooltipText.setText(this.towerType + "\nCost: " + towerData.cost); buildTooltip.x = buildPanel.x + this.x - 100; // Position tooltip relative to button buildTooltip.y = buildPanel.y - 80 - 10; // Adjust for new button size buildTooltip.visible = true; }; buildPanel.addChild(button); }
User prompt
Ava, we need to fix the UI. The tooltips are broken, and the tower icons are too small. First, let's make the tower icons in the bottom build panel larger. Find this line of code: var buttonSize = 64; And change it to: var buttonSize = 80;
User prompt
Next, we will remove the redundant tooltip code from the main game.update loop. This will stop it from interfering with the correct tooltip code on the build buttons. In the game.update function, find this specific block of code: // Show and position tooltip var info = towerTypeKey + " | Cost: " + towerData.cost; var attackComp = towerData.components.find(function (c) { return c.name === 'AttackComponent'; }); if (attackComp) { info += "\nDMG: " + attackComp.args[0] + " | RNG: " + attackComp.args[1] + " | SPD: " + attackComp.args[2]; } tooltipText.setText(info); buildTooltip.visible = true; buildTooltip.x = lastMouseX - 150; buildTooltip.y = lastMouseY - 100; And completely delete that entire block. The if (Game.GameplayManager.activeBuildType ...) block should now only contain the logic for the ghost tower. Finally, we need to stop the update loop from unconditionally hiding the tooltip every frame. In the game.update function, find the final else block (for the idle state) and locate this line: buildTooltip.visible = false; Delete only that line. The buildPanel.out event handler will now be solely responsible for hiding the tooltip.
User prompt
Ava, the build process is almost perfect, but the tooltip is bugged. Let's fix it by removing the conflicting logic. First, the core of the problem is a subtle issue inside the loop that creates the build buttons. We will fix it by changing one word. Find the "Build Button Creation Logic" section and locate this line: for (var i = 0; i < buildButtonData.length; i++) { Change that line to use let instead of var, like this: for (let i = 0; i < buildButtonData.length; i++) {
User prompt
Finally, we will replace the main game loop with a new state machine that correctly creates, destroys, and manages all the build-related UI elements on the fly. Replace the entire game.update function with this new, corrected version: 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 (STATE MACHINE) --- var currentBuildType = Game.GameplayManager.activeBuildType; if (currentBuildType && !Game.GameplayManager.isConfirmingPlacement) { // STATE: Player is choosing a build location. // Ensure UI for other states is off confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; var towerData = Game.TowerData[currentBuildType]; // Create or update the ghost tower sprite if (!ghostTowerSprite || ghostTowerSprite.towerType !== currentBuildType) { if (ghostTowerSprite) ghostTowerSprite.destroy(); ghostTowerSprite = gameWorld.attachAsset(towerData.sprite_id, {}); ghostTowerSprite.anchor.set(0.5, 0.5); ghostTowerSprite.alpha = 0.5; ghostTowerSprite.towerType = currentBuildType; // Tag the sprite with its type } ghostTowerSprite.visible = true; var mouseWorldX = lastMouseX - cameraX; var mouseWorldY = lastMouseY - cameraY; var gridX = Math.floor(mouseWorldX / 64); var gridY = Math.floor(mouseWorldY / 64); ghostTowerSprite.x = gridX * 64 + 32; ghostTowerSprite.y = gridY * 64 + 32; ghostTowerSprite.tint = Game.GridManager.isBuildable(gridX, gridY) ? 0xFFFFFF : 0xFF5555; // Tooltip logic... buildTooltip.visible = true; } else if (Game.GameplayManager.isConfirmingPlacement) { // STATE: Player is confirming placement. // Ensure UI for other states is off if (ghostTowerSprite) ghostTowerSprite.visible = false; buildTooltip.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; // Create or update confirmation buttons if (!confirmButton || confirmButton.towerType !== currentBuildType) { if (confirmButton) confirmButton.destroy(); if (cancelButton) cancelButton.destroy(); var towerData = Game.TowerData[currentBuildType]; // Create CONFIRM button confirmButton = game.attachAsset(towerData.sprite_id, { tint: 0x2ECC71 }); confirmButton.width = 48; confirmButton.height = 48; confirmButton.x = -32; confirmButton.anchor.set(0.5, 0.5); confirmButton.towerType = currentBuildType; confirmButton.down = function () { var coords = Game.GameplayManager.confirmPlacementCoords; var buildType = Game.GameplayManager.activeBuildType; if (coords && buildType) { Game.Systems.TowerBuildSystem.tryBuildAt(coords.x, coords.y, buildType); } Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.activeBuildType = null; }; confirmPanel.addChild(confirmButton); // Create CANCEL button cancelButton = game.attachAsset(towerData.sprite_id, { tint: 0xE74C3C }); cancelButton.width = 48; cancelButton.height = 48; cancelButton.x = 32; cancelButton.anchor.set(0.5, 0.5); cancelButton.towerType = currentBuildType; cancelButton.down = function () { Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.activeBuildType = null; }; confirmPanel.addChild(cancelButton); } confirmPanel.visible = true; } else if (Game.GameplayManager.selectedTowerId !== -1) { // STATE: Player has selected an existing tower. // Clean up any build-related UI if (ghostTowerSprite) { ghostTowerSprite.destroy(); ghostTowerSprite = null; } if (confirmButton) { confirmButton.destroy(); confirmButton = null; } if (cancelButton) { cancelButton.destroy(); cancelButton = null; } confirmPanel.visible = false; buildTooltip.visible = false; // Logic for showing upgrade panel and range circle... var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'] ? Game.EntityManager.componentStores['RenderComponent'][towerId] : null; var towerComp = Game.EntityManager.componentStores['TowerComponent'] ? Game.EntityManager.componentStores['TowerComponent'][towerId] : null; var attackComp = Game.EntityManager.componentStores['AttackComponent'] ? Game.EntityManager.componentStores['AttackComponent'][towerId] : null; var transformComp = Game.EntityManager.componentStores['TransformComponent'] ? Game.EntityManager.componentStores['TransformComponent'][towerId] : null; if (!renderComp || !towerComp || !transformComp) { Game.GameplayManager.selectedTowerId = -1; upgradePanel.visible = false; rangeCircle.visible = false; } else { upgradePanel.visible = true; if (attackComp && transformComp) { rangeCircle.visible = true; rangeCircle.x = transformComp.x; rangeCircle.y = transformComp.y; rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } else { rangeCircle.visible = false; } 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 ($" + upgradeInfoB.cost + ")"); upgradeBPathButton.visible = true; } else { upgradeBPathButton.visible = false; } var sellPrice = towerComp.sell_value; var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; if (towerComp.built_on_wave === currentWave) { sellPrice = towerComp.cost; } sellButton.setText("Sell Tower ($" + sellPrice + ")"); } } else { // STATE: Default idle state, clean up everything. if (ghostTowerSprite) { ghostTowerSprite.destroy(); ghostTowerSprite = null; } if (confirmButton) { confirmButton.destroy(); confirmButton = null; } if (cancelButton) { cancelButton.destroy(); cancelButton = null; } buildTooltip.visible = false; confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; } // Update HUD every frame goldText.setText('Gold: ' + Game.ResourceManager.gold); livesText.setText('Lives: ' + Game.ResourceManager.lives); waveText.setText('Wave: ' + (Game.Systems.WaveSpawnerSystem.currentWaveIndex + 1) + ' / ' + Game.WaveData.length); // Update Power Meter UI var p_prod = Game.ResourceManager.powerProduction; var p_cons = Game.ResourceManager.powerConsumption; var p_avail = Game.ResourceManager.powerAvailable; var isDeficit = p_cons > p_prod && p_avail <= 0; var barScale = 3; var productionWidth = p_prod * barScale; powerProductionBar.clear(); powerProductionBar.beginFill(0x5DADE2, 0.6); powerProductionBar.drawRect(0, 0, productionWidth, 20); powerProductionBar.endFill(); var consumptionWidth = Math.min(p_cons, p_prod) * barScale; var consumptionColor = 0x00FF7F; if (isDeficit) { consumptionColor = Math.floor(LK.ticks / 10) % 2 === 0 ? 0xFF4136 : 0xD9362D; } else if (p_prod > 0 && p_cons / p_prod >= 0.75) { consumptionColor = 0xFFD700; } powerConsumptionBar.clear(); powerConsumptionBar.beginFill(consumptionColor); powerConsumptionBar.drawRect(0, 0, consumptionWidth, 20); powerConsumptionBar.endFill(); var availableWidth = p_avail * barScale; powerAvailableBar.x = productionWidth; powerAvailableBar.clear(); powerAvailableBar.beginFill(0x5DADE2, 0.4); powerAvailableBar.drawRect(0, 0, availableWidth, 20); powerAvailableBar.endFill(); updateMinimapDynamic(); updateMinimapViewport(); powerUpdateTimer++; if (powerUpdateTimer >= 60) { Game.ResourceManager.updatePower(); if (Game.Systems.WaveSpawnerSystem.isSpawning) { Game.Systems.EconomySystem.update(); } powerUpdateTimer = 0; } Game.Systems.CleanupSystem.update(); };
User prompt
Second, because we are now creating those buttons dynamically, we must remove their old event handler definitions. Find and completely delete the following block of code: // -- Confirmation Button Logic -- confirmButton.down = function () { if (Game.GameplayManager.isConfirmingPlacement) { var coords = Game.GameplayManager.confirmPlacementCoords; // Use the persistent build type from the gameplay manager var buildType = Game.GameplayManager.activeBuildType; if (coords && buildType) { Game.Systems.TowerBuildSystem.tryBuildAt(coords.x, coords.y, buildType); } // Reset state and exit build mode completely Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.activeBuildType = null; Game.GameplayManager.confirmPlacementCoords = { x: null, y: null }; confirmPanel.visible = false; } }; cancelButton.down = function () { // Reset state and exit build mode completely Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.activeBuildType = null; Game.GameplayManager.confirmPlacementCoords = { x: null, y: null }; confirmPanel.visible = false; };
User prompt
Please fix the bug: 'Cannot set properties of null (setting 'down')' in or related to this line: 'confirmButton.down = function () {' Line Number: 1806
User prompt
Ava, we're going to fix the build UI once and for all. This involves three small but important changes. First, let's stop the confirmation buttons from being created with a hardcoded arrow_tower sprite when the game starts. Find this block of code: var confirmButton = game.attachAsset('arrow_tower', { tint: 0x2ECC71 }); // Green checkmark confirmButton.width = 48; confirmButton.height = 48; confirmButton.x = -32; confirmButton.anchor.set(0.5, 0.5); confirmPanel.addChild(confirmButton); var cancelButton = game.attachAsset('arrow_tower', { tint: 0xE74C3C }); // Red X cancelButton.width = 48; cancelButton.height = 48; cancelButton.x = 32; cancelButton.anchor.set(0.5, 0.5); confirmPanel.addChild(cancelButton); And replace it with this: // Buttons will be created and destroyed dynamically. var confirmButton = null; var cancelButton = null;
User prompt
Finally, let's overhaul the main game.update loop. This will fix the ghost tower and confirmation buttons showing the wrong sprites by changing their texture instead of their tint. Replace the entire game.update function with the following code: 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 (STATE MACHINE) --- if (Game.GameplayManager.activeBuildType && !Game.GameplayManager.isConfirmingPlacement) { // STATE: Player is choosing a build location. confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; var towerTypeKey = Game.GameplayManager.activeBuildType; var towerData = Game.TowerData[towerTypeKey]; if (!towerData) { Game.GameplayManager.activeBuildType = null; return; } // Show ghost tower and update its texture ghostTowerSprite.visible = true; var tempSprite = game.attachAsset(towerData.sprite_id, {}); ghostTowerSprite.texture = tempSprite.texture; tempSprite.destroy(); // Position ghost tower and tint it for validity var mouseWorldX = lastMouseX - cameraX; var mouseWorldY = lastMouseY - cameraY; var gridX = Math.floor(mouseWorldX / 64); var gridY = Math.floor(mouseWorldY / 64); ghostTowerSprite.x = gridX * 64 + 32; ghostTowerSprite.y = gridY * 64 + 32; ghostTowerSprite.tint = Game.GridManager.isBuildable(gridX, gridY) ? 0xFFFFFF : 0xFF5555; // Show and position tooltip var info = towerTypeKey + " | Cost: " + towerData.cost; var attackComp = towerData.components.find(function (c) { return c.name === 'AttackComponent'; }); if (attackComp) { info += "\nDMG: " + attackComp.args[0] + " | RNG: " + attackComp.args[1] + " | SPD: " + attackComp.args[2]; } tooltipText.setText(info); buildTooltip.visible = true; buildTooltip.x = lastMouseX - 150; buildTooltip.y = lastMouseY - 100; } else if (Game.GameplayManager.isConfirmingPlacement) { // STATE: Player is confirming placement. ghostTowerSprite.visible = false; buildTooltip.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; confirmPanel.visible = true; // Update confirmation buttons to show the correct tower sprite var towerTypeKey = Game.GameplayManager.activeBuildType; var towerData = Game.TowerData[towerTypeKey]; if (towerData) { var tempSprite = game.attachAsset(towerData.sprite_id, {}); confirmButton.texture = tempSprite.texture; cancelButton.texture = tempSprite.texture; tempSprite.destroy(); } } else if (Game.GameplayManager.selectedTowerId !== -1) { // STATE: Player has selected an existing tower. ghostTowerSprite.visible = false; buildTooltip.visible = false; confirmPanel.visible = false; var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'] ? Game.EntityManager.componentStores['RenderComponent'][towerId] : null; var towerComp = Game.EntityManager.componentStores['TowerComponent'] ? Game.EntityManager.componentStores['TowerComponent'][towerId] : null; var attackComp = Game.EntityManager.componentStores['AttackComponent'] ? Game.EntityManager.componentStores['AttackComponent'][towerId] : null; var transformComp = Game.EntityManager.componentStores['TransformComponent'] ? Game.EntityManager.componentStores['TransformComponent'][towerId] : null; if (!renderComp || !towerComp || !transformComp) { Game.GameplayManager.selectedTowerId = -1; upgradePanel.visible = false; rangeCircle.visible = false; } else { upgradePanel.visible = true; if (attackComp && transformComp) { rangeCircle.visible = true; rangeCircle.x = transformComp.x; rangeCircle.y = transformComp.y; rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } else { rangeCircle.visible = false; } 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; } var sellPrice = towerComp.sell_value; var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; if (towerComp.built_on_wave === currentWave) { sellPrice = towerComp.cost; } sellButton.setText("Sell Tower ($" + sellPrice + ")"); } } else { // STATE: Default idle state. ghostTowerSprite.visible = false; buildTooltip.visible = false; confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; } // Update HUD every frame goldText.setText('Gold: ' + Game.ResourceManager.gold); livesText.setText('Lives: ' + Game.ResourceManager.lives); waveText.setText('Wave: ' + (Game.Systems.WaveSpawnerSystem.currentWaveIndex + 1) + ' / ' + Game.WaveData.length); // Update Power Meter UI var p_prod = Game.ResourceManager.powerProduction; var p_cons = Game.ResourceManager.powerConsumption; var p_avail = Game.ResourceManager.powerAvailable; var isDeficit = p_cons > p_prod && p_avail <= 0; var barScale = 3; var productionWidth = p_prod * barScale; powerProductionBar.clear(); powerProductionBar.beginFill(0x5DADE2, 0.6); powerProductionBar.drawRect(0, 0, productionWidth, 20); powerProductionBar.endFill(); var consumptionWidth = Math.min(p_cons, p_prod) * barScale; var consumptionColor = 0x00FF7F; if (isDeficit) { consumptionColor = Math.floor(LK.ticks / 10) % 2 === 0 ? 0xFF4136 : 0xD9362D; } else if (p_prod > 0 && p_cons / p_prod >= 0.75) { consumptionColor = 0xFFD700; } powerConsumptionBar.clear(); powerConsumptionBar.beginFill(consumptionColor); powerConsumptionBar.drawRect(0, 0, consumptionWidth, 20); powerConsumptionBar.endFill(); var availableWidth = p_avail * barScale; powerAvailableBar.x = productionWidth; powerAvailableBar.clear(); powerAvailableBar.beginFill(0x5DADE2, 0.4); powerAvailableBar.drawRect(0, 0, availableWidth, 20); powerAvailableBar.endFill(); updateMinimapDynamic(); updateMinimapViewport(); powerUpdateTimer++; if (powerUpdateTimer >= 60) { Game.ResourceManager.updatePower(); if (Game.Systems.WaveSpawnerSystem.isSpawning) { Game.Systems.EconomySystem.update(); } powerUpdateTimer = 0; } Game.Systems.CleanupSystem.update(); };
User prompt
Next, we'll fix the confirmation button logic to be simpler and more reliable. Replace the confirmButton.down and cancelButton.down functions with these new versions: // -- Confirmation Button Logic -- confirmButton.down = function () { if (Game.GameplayManager.isConfirmingPlacement) { var coords = Game.GameplayManager.confirmPlacementCoords; // Use the persistent build type from the gameplay manager var buildType = Game.GameplayManager.activeBuildType; if (coords && buildType) { Game.Systems.TowerBuildSystem.tryBuildAt(coords.x, coords.y, buildType); } // Reset state and exit build mode completely Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.activeBuildType = null; Game.GameplayManager.confirmPlacementCoords = { x: null, y: null }; confirmPanel.visible = false; } }; cancelButton.down = function () { // Reset state and exit build mode completely Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.activeBuildType = null; Game.GameplayManager.confirmPlacementCoords = { x: null, y: null }; confirmPanel.visible = false; };
User prompt
First, we need to adjust the logic for when a player clicks on a grid cell. The current logic incorrectly cancels the build mode, which prevents the confirmation panel from working correctly. Replace the entire cellSprite.down function (located inside the drawGrid function) with the following corrected version: cellSprite.down = function () { // Only process true clicks, not drags var timeSinceMouseDown = LK.ticks / 60 * 1000 - mouseDownTime; if (timeSinceMouseDown > 200) { return; } var dx = Math.abs(lastMouseX - dragStartX); var dy = Math.abs(lastMouseY - dragStartY); if (dx > 10 || dy > 10) { return; } var gridX = this.gridX; var gridY = this.gridY; var cellState = Game.GridManager.grid[gridX][gridY]; // If we are currently in build mode... if (Game.GameplayManager.activeBuildType) { if (Game.GridManager.isBuildable(gridX, gridY)) { // ...and we click a buildable spot, transition to the confirmation state. Game.GameplayManager.isConfirmingPlacement = true; Game.GameplayManager.confirmPlacementCoords = { x: gridX, y: gridY }; // Position the confirmation panel at the clicked cell var worldX = gridX * 64 + 32; // Center of the cell var worldY = gridY * 64 + 32; confirmPanel.x = worldX; confirmPanel.y = worldY; // NOTE: We no longer set activeBuildType to null here. // It persists into the confirmation state so the next frame knows what to display. } else { // Clicked an invalid spot, so cancel build mode entirely Game.GameplayManager.activeBuildType = null; } } else if (!Game.GameplayManager.isConfirmingPlacement) { // If not in build or confirm mode, the click is for selection. if (cellState === Game.GridManager.CELL_STATES.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 { Game.GameplayManager.selectedTowerId = -1; } } };
User prompt
Now, let's fix the logic. The current game.update function has a fragile structure for managing UI visibility. We will replace it with a more robust, state-based approach that also fixes the ghost tower's appearance. Replace the entire game.update function with the following code block: 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 --- // This logic is now structured as a state machine to prevent UI elements // from different states from being visible at the same time. if (Game.GameplayManager.activeBuildType) { // STATE: Player has selected a tower and is choosing a location. confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; var towerTypeKey = Game.GameplayManager.activeBuildType; var towerData = Game.TowerData[towerTypeKey]; if (!towerData) { Game.GameplayManager.activeBuildType = null; return; } // Show ghost tower following the mouse var mouseWorldX = lastMouseX - cameraX; var mouseWorldY = lastMouseY - cameraY; var gridX = Math.floor(mouseWorldX / 64); var gridY = Math.floor(mouseWorldY / 64); ghostTowerSprite.visible = true; // --- FIX: Use the color data to tint the ghost sprite --- // The old method of swapping textures was incorrect for shape-based assets. ghostTowerSprite.tint = Game.GridManager.isBuildable(gridX, gridY) ? towerData.color : 0xFF5555; ghostTowerSprite.x = gridX * 64 + 32; ghostTowerSprite.y = gridY * 64 + 32; // Show tooltip for the active build tower var info = towerTypeKey + " | Cost: " + towerData.cost; var attackComp = towerData.components.find(function (c) { return c.name === 'AttackComponent'; }); if (attackComp) { info += "\nDMG: " + attackComp.args[0] + " | RNG: " + attackComp.args[1] + " | SPD: " + attackComp.args[2]; } tooltipText.setText(info); buildTooltip.visible = true; buildTooltip.x = lastMouseX - 150; buildTooltip.y = lastMouseY - 100; } else if (Game.GameplayManager.isConfirmingPlacement) { // STATE: Player has clicked a location and needs to confirm. // --- FIX: Explicitly manage visibility for this state. --- ghostTowerSprite.visible = false; buildTooltip.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; confirmPanel.visible = true; } else if (Game.GameplayManager.selectedTowerId !== -1) { // STATE: Player has selected an existing tower. ghostTowerSprite.visible = false; buildTooltip.visible = false; confirmPanel.visible = false; var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'] ? Game.EntityManager.componentStores['RenderComponent'][towerId] : null; var towerComp = Game.EntityManager.componentStores['TowerComponent'] ? Game.EntityManager.componentStores['TowerComponent'][towerId] : null; var attackComp = Game.EntityManager.componentStores['AttackComponent'] ? Game.EntityManager.componentStores['AttackComponent'][towerId] : null; var transformComp = Game.EntityManager.componentStores['TransformComponent'] ? Game.EntityManager.componentStores['TransformComponent'][towerId] : null; if (!renderComp || !towerComp || !transformComp) { Game.GameplayManager.selectedTowerId = -1; upgradePanel.visible = false; rangeCircle.visible = false; } else { upgradePanel.visible = true; if (attackComp && transformComp) { rangeCircle.visible = true; rangeCircle.x = transformComp.x; rangeCircle.y = transformComp.y; rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } else { rangeCircle.visible = false; } 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 ($" + upgradeInfoB.cost + ")"); upgradeBPathButton.visible = true; } else { upgradeBPathButton.visible = false; } var sellPrice = towerComp.sell_value; var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; if (towerComp.built_on_wave === currentWave) { sellPrice = towerComp.cost; } sellButton.setText("Sell Tower ($" + sellPrice + ")"); } } else { // STATE: Default idle state. ghostTowerSprite.visible = false; buildTooltip.visible = false; confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; } // Update HUD every frame goldText.setText('Gold: ' + Game.ResourceManager.gold); livesText.setText('Lives: ' + Game.ResourceManager.lives); waveText.setText('Wave: ' + (Game.Systems.WaveSpawnerSystem.currentWaveIndex + 1) + ' / ' + Game.WaveData.length); // Update Power Meter UI var p_prod = Game.ResourceManager.powerProduction; var p_cons = Game.ResourceManager.powerConsumption; var p_avail = Game.ResourceManager.powerAvailable; var isDeficit = p_cons > p_prod && p_avail <= 0; var barScale = 3; var productionWidth = p_prod * barScale; powerProductionBar.clear(); powerProductionBar.beginFill(0x5DADE2, 0.6); powerProductionBar.drawRect(0, 0, productionWidth, 20); powerProductionBar.endFill(); var consumptionWidth = Math.min(p_cons, p_prod) * barScale; var consumptionColor = 0x00FF7F; if (isDeficit) { consumptionColor = Math.floor(LK.ticks / 10) % 2 === 0 ? 0xFF4136 : 0xD9362D; } else if (p_prod > 0 && p_cons / p_prod >= 0.75) { consumptionColor = 0xFFD700; } powerConsumptionBar.clear(); powerConsumptionBar.beginFill(consumptionColor); powerConsumptionBar.drawRect(0, 0, consumptionWidth, 20); powerConsumptionBar.endFill(); var availableWidth = p_avail * barScale; powerAvailableBar.x = productionWidth; powerAvailableBar.clear(); powerAvailableBar.beginFill(0x5DADE2, 0.4); powerAvailableBar.drawRect(0, 0, availableWidth, 20); powerAvailableBar.endFill(); updateMinimapDynamic(); updateMinimapViewport(); powerUpdateTimer++; if (powerUpdateTimer >= 60) { Game.ResourceManager.updatePower(); if (Game.Systems.WaveSpawnerSystem.isSpawning) { Game.Systems.EconomySystem.update(); } powerUpdateTimer = 0; } Game.Systems.CleanupSystem.update(); };
User prompt
Ava, we need to fix the tower building workflow. The ghost tower that follows the mouse is showing the wrong sprite, and the confirmation panel isn't appearing when the player clicks a valid location. First, let's add the necessary color data to our tower definitions. This will allow us to correctly tint the ghost tower later. Replace the entire Game.TowerData object with the following code: // === SECTION: TOWER DATA === Game.TowerData = { 'ArrowTower': { cost: 50, sprite_id: 'arrow_tower', color: 0x2ecc71, components: [{ name: 'TowerComponent', args: [50, 25, undefined] }, { name: 'AttackComponent', args: [10, 150, 1.0, 0, 'arrow_projectile'] }, { name: 'PowerConsumptionComponent', args: [2] }] }, 'GeneratorTower': { cost: 75, sprite_id: 'generator_tower', color: 0x3498db, components: [{ name: 'TowerComponent', args: [75, 37, undefined] }, { name: 'PowerProductionComponent', args: [5] }] }, 'CapacitorTower': { cost: 40, sprite_id: 'capacitor_tower', color: 0xf1c40f, components: [{ name: 'TowerComponent', args: [40, 20, undefined] }, { name: 'PowerStorageComponent', args: [20] }] }, 'RockLauncher': { cost: 125, sprite_id: 'rock_launcher_tower', color: 0x8d6e63, components: [{ name: 'TowerComponent', args: [125, 62, undefined] }, { name: 'AttackComponent', args: [25, 200, 0.5, 0, 'rock_projectile', -1, 50] }, { name: 'PowerConsumptionComponent', args: [10] }] }, 'ChemicalTower': { cost: 100, sprite_id: 'chemical_tower', color: 0xb87333, components: [{ name: 'TowerComponent', args: [100, 50, undefined] }, { name: 'AttackComponent', args: [5, 150, 0.8, 0, 'chemical_projectile', -1, 0] }, { name: 'PowerConsumptionComponent', args: [8] }] }, 'SlowTower': { cost: 80, sprite_id: 'slow_tower', color: 0x5dade2, components: [{ name: 'TowerComponent', args: [80, 40, undefined] }, { name: 'AttackComponent', args: [2, 160, 1.0, 0, 'slow_projectile'] }, { name: 'PowerConsumptionComponent', args: [4] }] }, 'DarkTower': { cost: 150, sprite_id: 'dark_tower', color: 0x9b59b6, components: [{ name: 'TowerComponent', args: [150, 75, undefined] }, { name: 'AuraComponent', args: [175, 'damage_buff'] }, { name: 'PowerConsumptionComponent', args: [12] }] }, 'GraveyardTower': { cost: 200, sprite_id: 'graveyard_tower', color: 0x607d8b, components: [{ name: 'TowerComponent', args: [200, 100, undefined] }, { name: 'GoldGenerationComponent', args: [1.5] }, { name: 'PowerConsumptionComponent', args: [15] }] } };
User prompt
Ava, we need to fix the tower building workflow. The ghost tower that follows the mouse is showing the wrong sprite, and the confirmation panel isn't appearing when the player clicks a valid location. First, let's add the necessary color data to our tower definitions. This will allow us to correctly tint the ghost tower later. Replace the entire Game.TowerData object with the following code: // === SECTION: TOWER DATA === Game.TowerData = { 'ArrowTower': { cost: 50, sprite_id: 'arrow_tower', color: 0x2ecc71, components: [{ name: 'TowerComponent', args: [50, 25, undefined] }, { name: 'AttackComponent', args: [10, 150, 1.0, 0, 'arrow_projectile'] }, { name: 'PowerConsumptionComponent', args: [2] }] }, 'GeneratorTower': { cost: 75, sprite_id: 'generator_tower', color: 0x3498db, components: [{ name: 'TowerComponent', args: [75, 37, undefined] }, { name: 'PowerProductionComponent', args: [5] }] }, 'CapacitorTower': { cost: 40, sprite_id: 'capacitor_tower', color: 0xf1c40f, components: [{ name: 'TowerComponent', args: [40, 20, undefined] }, { name: 'PowerStorageComponent', args: [20] }] }, 'RockLauncher': { cost: 125, sprite_id: 'rock_launcher_tower', color: 0x8d6e63, components: [{ name: 'TowerComponent', args: [125, 62, undefined] }, { name: 'AttackComponent', args: [25, 200, 0.5, 0, 'rock_projectile', -1, 50] }, { name: 'PowerConsumptionComponent', args: [10] }] }, 'ChemicalTower': { cost: 100, sprite_id: 'chemical_tower', color: 0xb87333, components: [{ name: 'TowerComponent', args: [100, 50, undefined] }, { name: 'AttackComponent', args: [5, 150, 0.8, 0, 'chemical_projectile', -1, 0] }, { name: 'PowerConsumptionComponent', args: [8] }] }, 'SlowTower': { cost: 80, sprite_id: 'slow_tower', color: 0x5dade2, components: [{ name: 'TowerComponent', args: [80, 40, undefined] }, { name: 'AttackComponent', args: [2, 160, 1.0, 0, 'slow_projectile'] }, { name: 'PowerConsumptionComponent', args: [4] }] }, 'DarkTower': { cost: 150, sprite_id: 'dark_tower', color: 0x9b59b6, components: [{ name: 'TowerComponent', args: [150, 75, undefined] }, { name: 'AuraComponent', args: [175, 'damage_buff'] }, { name: 'PowerConsumptionComponent', args: [12] }] }, 'GraveyardTower': { cost: 200, sprite_id: 'graveyard_tower', color: 0x607d8b, components: [{ name: 'TowerComponent', args: [200, 100, undefined] }, { name: 'GoldGenerationComponent', args: [1.5] }, { name: 'PowerConsumptionComponent', args: [15] }] } };
User prompt
1. Fix the State Transition in cellSprite.down The core issue is that when you click to place, we are setting isConfirmingPlacement to true, but we are not simultaneously setting activeBuildType to null. The game.update loop then sees that activeBuildType is still set and continues to make the ghost follow the mouse. Please replace the entire cellSprite.down function inside your drawGrid function with this corrected version. This version ensures the state transition is atomic and correct. cellSprite.down = function () { // Only process true clicks, not drags var timeSinceMouseDown = LK.ticks / 60 * 1000 - mouseDownTime; if (timeSinceMouseDown > 200) { return; } var dx = Math.abs(lastMouseX - dragStartX); var dy = Math.abs(lastMouseY - dragStartY); if (dx > 10 || dy > 10) { return; } var gridX = this.gridX; var gridY = this.gridY; var cellState = Game.GridManager.grid[gridX][gridY]; // If we are in build mode... if (Game.GameplayManager.activeBuildType) { if (Game.GridManager.isBuildable(gridX, gridY)) { // --- THIS IS THE CRITICAL FIX --- // We are now entering the confirmation state. Game.GameplayManager.isConfirmingPlacement = true; Game.GameplayManager.confirmPlacementCoords = { x: gridX, y: gridY }; // We MUST exit the active build mode state. Game.GameplayManager.activeBuildType = null; // --- END FIX --- // Position the confirmation panel on the screen var screenX = (gridX * 64 + 32) - cameraX; var screenY = (gridY * 64 + 32) - cameraY; confirmPanel.x = screenX; confirmPanel.y = screenY; } else { // Clicked an invalid spot, so cancel the entire build action. Game.GameplayManager.activeBuildType = null; Game.GameplayManager.lastClickedButton = null; if (ghostTowerSprite) { ghostTowerSprite.destroy(); ghostTowerSprite = null; } } } else if (!Game.GameplayManager.isConfirmingPlacement) { // If not building or confirming, handle selection if (cellState === Game.GridManager.CELL_STATES.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 { Game.GameplayManager.selectedTowerId = -1; } } };
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'arrow_tower')' in or related to this line: 'ghostTowerSprite.texture = LK.assets[towerData.sprite_id].texture;' Line Number: 2065
User prompt
We also need to slightly adjust the main UI loop to accommodate this change. Please find the // --- UI UPDATE LOGIC --- section in game.update and replace it with this version. The main change is that the ghost tower is no longer hidden if we are in the isConfirmingPlacement state. // --- UI UPDATE LOGIC --- // Hide all contextual UI by default each frame if (ghostTowerSprite) { ghostTowerSprite.visible = false; } buildTooltip.visible = false; confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; if (Game.GameplayManager.activeBuildType) { // STATE: Player has selected a tower and is choosing a location. if (ghostTowerSprite) { var mouseWorldX = lastMouseX - cameraX; var mouseWorldY = lastMouseY - cameraY; var gridX = Math.floor(mouseWorldX / 64); var gridY = Math.floor(mouseWorldY / 64); ghostTowerSprite.visible = true; var towerData = Game.TowerData[Game.GameplayManager.activeBuildType]; if (towerData) { ghostTowerSprite.texture = LK.assets[towerData.sprite_id].texture; ghostTowerSprite.tint = Game.GridManager.isBuildable(gridX, gridY) ? 0xFFFFFF : 0xFF5555; } ghostTowerSprite.x = gridX * 64 + 32; ghostTowerSprite.y = gridY * 64 + 32; } } else if (Game.GameplayManager.isConfirmingPlacement) { // STATE: Player has clicked a location and needs to confirm. confirmPanel.visible = true; if (ghostTowerSprite) { // Keep the ghost visible during confirmation ghostTowerSprite.visible = true; } } else if (Game.GameplayManager.selectedTowerId !== -1) { // STATE: Player has selected an existing tower to upgrade/sell. var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'][towerId]; var towerComp = Game.EntityManager.componentStores['TowerComponent'][towerId]; var attackComp = Game.EntityManager.componentStores['AttackComponent'][towerId]; var transformComp = Game.EntityManager.componentStores['TransformComponent'][towerId]; if (!renderComp || !towerComp) { Game.GameplayManager.selectedTowerId = -1; } else { upgradePanel.visible = true; if (attackComp && transformComp) { rangeCircle.visible = true; rangeCircle.x = transformComp.x; rangeCircle.y = transformComp.y; rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } 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; } var sellPrice = towerComp.sell_value; var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; if (towerComp.built_on_wave === currentWave) { sellPrice = towerComp.cost; } sellButton.setText("Sell Tower ($" + sellPrice + ")"); } }
User prompt
Please find the cellSprite.down function inside the drawGrid function. Replace that entire function with this corrected version: cellSprite.down = function () { // Only process true clicks, not drags var timeSinceMouseDown = LK.ticks / 60 * 1000 - mouseDownTime; if (timeSinceMouseDown > 200) { return; } var dx = Math.abs(lastMouseX - dragStartX); var dy = Math.abs(lastMouseY - dragStartY); if (dx > 10 || dy > 10) { return; } var gridX = this.gridX; var gridY = this.gridY; var cellState = Game.GridManager.grid[gridX][gridY]; // If we are currently in build mode... if (Game.GameplayManager.activeBuildType) { if (Game.GridManager.isBuildable(gridX, gridY)) { // ...and we click a buildable spot, enter confirmation state. Game.GameplayManager.isConfirmingPlacement = true; Game.GameplayManager.confirmPlacementCoords = { x: gridX, y: gridY }; // Position the confirmation panel relative to the screen var screenX = (gridX * 64 + 32) - cameraX; var screenY = (gridY * 64 + 32) - cameraY; confirmPanel.x = screenX; confirmPanel.y = screenY; // *** THE KEY FIX IS HERE: *** // We keep the ghost tower visible and DON'T exit build mode yet. // The build mode will be cleared by the confirm/cancel buttons. if (ghostTowerSprite) { ghostTowerSprite.visible = true; // Ensure ghost stays visible } } else { // Clicked an invalid spot, so cancel the entire build action. Game.GameplayManager.activeBuildType = null; Game.GameplayManager.lastClickedButton = null; if (ghostTowerSprite) { ghostTowerSprite.destroy(); ghostTowerSprite = null; } } } else if (!Game.GameplayManager.isConfirmingPlacement) { // If not in build or confirm mode, the click is for selection. if (cellState === Game.GridManager.CELL_STATES.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 { Game.GameplayManager.selectedTowerId = -1; } } };
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'arrow_tower')' in or related to this line: 'ghostTowerSprite.texture = LK.assets[towerData.sprite_id].texture;' Line Number: 2060
User prompt
2. Correct the Ghost Tower Creation The previous logic was also flawed in how it created the ghost tower. The asset ID for attachAsset should be the sprite_id from the tower data, not the towerType key. Please find the button.down function within the for loop in the // === SECTION: BUILD AND CONFIRMATION UI === block. Replace this line: ghostTowerSprite = gameWorld.attachAsset(this.towerType, {}); with this corrected line: var towerData = Game.TowerData[this.towerType]; ghostTowerSprite = gameWorld.attachAsset(towerData.sprite_id, {}); This ensures we are creating the ghost using the correct visual asset.
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // === SECTION: ASSETS === // === SECTION: GLOBAL NAMESPACE === var Game = {}; // Camera state var cameraX = 0; var cameraY = 0; var isDragging = false; var dragStartX = 0; var dragStartY = 0; var cameraStartX = 0; var cameraStartY = 0; var lastMouseX = 0; var lastMouseY = 0; var mouseDownTime = 0; // === 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 = { 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 }; // Default case } }; Game.GameplayManager = { selectedTowerId: -1, activeBuildType: null, // The tower type selected from the build panel (e.g., 'ArrowTower') isConfirmingPlacement: false, // True when the confirm/cancel dialog is shown confirmPlacementCoords: { x: null, y: null }, // Stores the grid coords for confirmation lastClickedButton: null, // Stores a reference to the UI button that was clicked enemiesSpawnedThisWave: 0, enemiesKilledThisWave: 0, enemiesLeakedThisWave: 0, totalEnemiesThisWave: 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.totalEnemiesThisWave) { Game.EventBus.publish(Game.Events.WaveCompletedEvent(Game.Systems.WaveSpawnerSystem.currentWaveIndex + 1)); 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.totalEnemiesThisWave) { Game.EventBus.publish(Game.Events.WaveCompletedEvent(Game.Systems.WaveSpawnerSystem.currentWaveIndex + 1)); 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, 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 }; }, 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' }; }, // --- 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 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 --- } } }, 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 = gameWorld.attachAsset(render.sprite_id, {}); // --- NEW ANCHOR LOGIC --- // This is the critical fix: Ensure all game entities are visually centered. sprite.anchor.set(0.5, 0.5); // --- END NEW ANCHOR LOGIC --- this.displayObjects[entityId] = sprite; } sprite.x = transform.x; sprite.y = transform.y; sprite.visible = render.is_visible; } } }, 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. Regenerate the flow field and check if a valid path exists Game.PathManager.generateFlowField(); // Check if there's a valid path by verifying the distance field at the spawn point var spawnDistance = Game.PathManager.distanceField[0][30]; if (spawnDistance === Infinity) { // INVALID PLACEMENT: No path exists from spawn to goal // 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 --- var towerId = Game.EntityManager.createEntity(); // --- UPDATED POSITIONING LOGIC --- // Place the tower in the CENTER of the grid cell. var centeredX = gridX * 64 + 32; var centeredY = gridY * 64 + 32; var transform = Game.Components.TransformComponent(centeredX, centeredY); // --- END UPDATED LOGIC --- 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); } }, 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) { // 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++; if (this.currentWaveIndex >= Game.WaveData.length) { return; // No more waves } this.isSpawning = true; this.spawnTimer = 0; this.subWaveIndex = 0; this.spawnedInSubWave = 0; // Calculate the total number of enemies for this wave var totalEnemies = 0; var currentWave = Game.WaveData[this.currentWaveIndex]; for (var i = 0; i < currentWave.sub_waves.length; i++) { totalEnemies += currentWave.sub_waves[i].count; } Game.GameplayManager.totalEnemiesThisWave = totalEnemies; }, 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; } } }, 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); } } }, 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; } // --- 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); } } }; // === SECTION: GAME DATA === 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: [] }] } }; 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', color: 0x2ecc71, components: [{ name: 'TowerComponent', args: [50, 25, undefined] }, { name: 'AttackComponent', args: [10, 150, 1.0, 0, 'arrow_projectile'] }, { name: 'PowerConsumptionComponent', args: [2] }] }, 'GeneratorTower': { cost: 75, sprite_id: 'generator_tower', color: 0x3498db, components: [{ name: 'TowerComponent', args: [75, 37, undefined] }, { name: 'PowerProductionComponent', args: [5] }] }, 'CapacitorTower': { cost: 40, sprite_id: 'capacitor_tower', color: 0xf1c40f, components: [{ name: 'TowerComponent', args: [40, 20, undefined] }, { name: 'PowerStorageComponent', args: [20] }] }, 'RockLauncher': { cost: 125, sprite_id: 'rock_launcher_tower', color: 0x8d6e63, components: [{ name: 'TowerComponent', args: [125, 62, undefined] }, { name: 'AttackComponent', args: [25, 200, 0.5, 0, 'rock_projectile', -1, 50] }, { name: 'PowerConsumptionComponent', args: [10] }] }, 'ChemicalTower': { cost: 100, sprite_id: 'chemical_tower', color: 0xb87333, components: [{ name: 'TowerComponent', args: [100, 50, undefined] }, { name: 'AttackComponent', args: [5, 150, 0.8, 0, 'chemical_projectile', -1, 0] }, { name: 'PowerConsumptionComponent', args: [8] }] }, 'SlowTower': { cost: 80, sprite_id: 'slow_tower', color: 0x5dade2, components: [{ name: 'TowerComponent', args: [80, 40, undefined] }, { name: 'AttackComponent', args: [2, 160, 1.0, 0, 'slow_projectile'] }, { name: 'PowerConsumptionComponent', args: [4] }] }, 'DarkTower': { cost: 150, sprite_id: 'dark_tower', color: 0x9b59b6, components: [{ name: 'TowerComponent', args: [150, 75, undefined] }, { name: 'AuraComponent', args: [175, 'damage_buff'] }, { name: 'PowerConsumptionComponent', args: [12] }] }, 'GraveyardTower': { cost: 200, sprite_id: 'graveyard_tower', color: 0x607d8b, components: [{ name: 'TowerComponent', args: [200, 100, undefined] }, { name: 'GoldGenerationComponent', args: [1.5] }, { name: 'PowerConsumptionComponent', args: [15] }] } }; // === 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 === // Create a container for all game objects that will be panned var gameWorld = new Container(); game.addChild(gameWorld); 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 = gameWorld.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; cellSprite.down = function () { // Only process true clicks, not drags var timeSinceMouseDown = LK.ticks / 60 * 1000 - mouseDownTime; if (timeSinceMouseDown > 200) { return; } var dx = Math.abs(lastMouseX - dragStartX); var dy = Math.abs(lastMouseY - dragStartY); if (dx > 10 || dy > 10) { return; } var gridX = this.gridX; var gridY = this.gridY; var cellState = Game.GridManager.grid[gridX][gridY]; // If we are currently in build mode... if (Game.GameplayManager.activeBuildType) { if (Game.GridManager.isBuildable(gridX, gridY)) { // ...and we click a buildable spot, transition to the confirmation state. Game.GameplayManager.isConfirmingPlacement = true; Game.GameplayManager.confirmPlacementCoords = { x: gridX, y: gridY }; // Position the confirmation panel at the clicked cell var worldX = gridX * 64 + 32; // Center of the cell var worldY = gridY * 64 + 32; confirmPanel.x = worldX; confirmPanel.y = worldY; // NOTE: We no longer set activeBuildType to null here. // It persists into the confirmation state so the next frame knows what to display. } else { // Clicked an invalid spot, so cancel build mode entirely Game.GameplayManager.activeBuildType = null; } } else if (!Game.GameplayManager.isConfirmingPlacement) { // If not in build or confirm mode, the click is for selection. if (cellState === Game.GridManager.CELL_STATES.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 { Game.GameplayManager.selectedTowerId = -1; } } }; } } // 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 = gameWorld.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.GridManager.grid[0][30] = Game.GridManager.CELL_STATES.PATH; // Set spawn point as unbuildable Game.ResourceManager.init(); Game.PathManager.init(40, 60); 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 var waveText = new Text2('Wave: 1 / 5', { size: 40, fill: 0xFFFFFF }); waveText.anchor.set(1, 0); // Align to the right LK.gui.topRight.addChild(waveText); waveText.x = -20; // 20px padding from the right edge waveText.y = 120; // Position below the lives text // Create Power Meter UI var powerMeterContainer = new Container(); LK.gui.topRight.addChild(powerMeterContainer); powerMeterContainer.x = -320; // Positioned in from the right edge powerMeterContainer.y = 170; // Position below wave text // Create a Graphics instance for power production bar var Graphics = function Graphics() { var graphics = new Container(); graphics.currentFill = 0xffffff; graphics.currentAlpha = 1.0; graphics.beginFill = function (color, alpha) { this.currentFill = color; this.currentAlpha = alpha !== undefined ? alpha : 1.0; }; graphics.drawRect = function (x, y, width, height) { var rect = game.attachAsset('grid_cell', {}); rect.tint = this.currentFill; rect.alpha = this.currentAlpha; rect.x = x; rect.y = y; rect.width = width; rect.height = height; this.addChild(rect); }; graphics.endFill = function () { // No-op for compatibility }; graphics.clear = function () { // Remove all children to clear the graphics while (this.children.length > 0) { var child = this.children[0]; this.removeChild(child); if (child.destroy) { child.destroy(); } } }; return graphics; }; // Background bar representing total production capacity var powerProductionBar = new Graphics(); powerProductionBar.beginFill(0x3498db, 0.5); // Semi-transparent blue powerProductionBar.drawRect(0, 0, 300, 20); // Placeholder width powerProductionBar.endFill(); powerMeterContainer.addChild(powerProductionBar); // Foreground bar representing current consumption var powerConsumptionBar = new Graphics(); powerConsumptionBar.beginFill(0x2ecc71); // Green for surplus powerConsumptionBar.drawRect(0, 0, 10, 20); // Placeholder width powerConsumptionBar.endFill(); powerMeterContainer.addChild(powerConsumptionBar); // Secondary bar for the available power buffer (capacitors) var powerAvailableBar = new Graphics(); powerAvailableBar.beginFill(0x3498db, 0.3); // Fainter blue powerAvailableBar.drawRect(0, 0, 5, 20); // Placeholder width, starts at the end of the production bar powerAvailableBar.endFill(); powerMeterContainer.addChild(powerAvailableBar); // Create Start Wave button var startWaveButton = new Text2('START NEXT WAVE', { size: 70, 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; }; // Initialize GameplayManager Game.GameplayManager.init(); // Initialize GameManager Game.GameManager.init(); Game.Systems.CombatSystem.init(); // === SECTION: TEMP BUILD UI === // === SECTION: BUILD AND CONFIRMATION UI === // -- Ghost Tower (for placement preview) -- var ghostTowerSprite = null; // -- Build Panel (at the bottom of the screen) -- var buildPanel = new Container(); LK.gui.bottom.addChild(buildPanel); buildPanel.x = 0; buildPanel.y = -120; // Positioned to not overlap the "Start Wave" button // -- Tooltip (appears over build icons) -- var buildTooltip = new Container(); LK.gui.bottom.addChild(buildTooltip); // Add to the same GUI layer buildTooltip.visible = false; var tooltipBackground = new Graphics(); tooltipBackground.beginFill(0x000000, 0.8); tooltipBackground.drawRect(0, 0, 200, 60); buildTooltip.addChild(tooltipBackground); var tooltipText = new Text2('', { size: 24, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 190 }); tooltipText.anchor.set(0.5, 0); tooltipText.x = 100; tooltipText.y = 5; buildTooltip.addChild(tooltipText); // -- Confirmation Panel (appears on the game map) -- var confirmPanel = new Container(); gameWorld.addChild(confirmPanel); // Added to gameWorld so it pans with the camera confirmPanel.visible = false; // Buttons will be created and destroyed dynamically. var confirmButton = null; var cancelButton = null; // -- Build Button Creation Logic -- var buildButtonData = [{ type: 'ArrowTower', sprite: 'arrow_tower' }, { type: 'GeneratorTower', sprite: 'generator_tower' }, { type: 'CapacitorTower', sprite: 'capacitor_tower' }, { type: 'RockLauncher', sprite: 'rock_launcher_tower' }, { type: 'ChemicalTower', sprite: 'chemical_tower' }, { type: 'SlowTower', sprite: 'slow_tower' }, { type: 'DarkTower', sprite: 'dark_tower' }, { type: 'GraveyardTower', sprite: 'graveyard_tower' }]; var buttonSize = 90; // Larger touch targets var buttonPadding = 15; // More space between buttons var totalWidth = buildButtonData.length * buttonSize + (buildButtonData.length - 1) * buttonPadding; var startX = -totalWidth / 2; // Using "let" here is the critical fix for the tooltip bug. for (var i = 0; i < buildButtonData.length; i++) { var data = buildButtonData[i]; var button = game.attachAsset(data.sprite, {}); button.width = buttonSize; button.height = buttonSize; button.anchor.set(0.5, 0.5); button.x = startX + i * (buttonSize + buttonPadding) + buttonSize / 2; button.y = 0; // Custom property to store tower type button.towerType = data.type; button.down = function () { Game.GameplayManager.activeBuildType = this.towerType; Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.selectedTowerId = -1; // Deselect any existing tower Game.GameplayManager.lastClickedButton = this; // Remember which button was clicked }; // Show tooltip on hover (move) button.move = function () { var towerData = Game.TowerData[this.towerType]; tooltipText.setText(this.towerType + "\nCost: " + towerData.cost); buildTooltip.x = buildPanel.x + this.x - 100; // Position tooltip relative to button buildTooltip.y = buildPanel.y - 90 - 15; // Position above the larger buttons buildTooltip.visible = true; }; buildPanel.addChild(button); } // Hide tooltip when mouse leaves the panel area buildPanel.out = function () { buildTooltip.visible = false; }; // Confirmation button logic is now handled dynamically in the game update loop // === SECTION: MINIMAP UI === var minimapContainer = new Container(); LK.gui.bottomLeft.addChild(minimapContainer); minimapContainer.x = 20; // 20px padding from the left edge minimapContainer.y = -320; // Position up from bottom edge (negative value moves up in bottomLeft anchor) var minimapBackground = new Graphics(); minimapContainer.addChild(minimapBackground); // Function to draw the static parts of the minimap function drawMinimapBackground() { var mapWidth = 40; var mapHeight = 60; var tilePixelSize = 5; // Each grid cell is a 5x5 pixel block on the minimap var colors = { EMPTY: 0x3d2b1f, // Dark Brown for buildable land PATH: 0x8B4513, // SaddleBrown for the path TOWER: 0xFFFFFF, // White (will be used for dynamic tower dots later) BLOCKED: 0x111111 // Almost black for blocked areas }; minimapBackground.clear(); minimapBackground.beginFill(0x000000, 0.5); // Semi-transparent black background for the minimap minimapBackground.drawRect(0, 0, mapWidth * tilePixelSize, mapHeight * tilePixelSize); minimapBackground.endFill(); for (var x = 0; x < mapWidth; x++) { for (var y = 0; y < mapHeight; y++) { var cellState = Game.GridManager.grid[x][y]; var color; switch (cellState) { case Game.GridManager.CELL_STATES.PATH: color = colors.PATH; break; case Game.GridManager.CELL_STATES.BLOCKED: color = colors.BLOCKED; break; default: color = colors.EMPTY; break; } minimapBackground.beginFill(color); minimapBackground.drawRect(x * tilePixelSize, y * tilePixelSize, tilePixelSize, tilePixelSize); minimapBackground.endFill(); } } } // Call the function once to draw the initial state drawMinimapBackground(); var minimapDynamicLayer = new Graphics(); minimapContainer.addChild(minimapDynamicLayer); var minimapViewportRect = new Graphics(); minimapContainer.addChild(minimapViewportRect); minimapContainer.down = function (x, y, obj) { // x and y are the click coordinates relative to the minimap's top-left corner. // 1. Define map and minimap dimensions for conversion. var mapWorldWidth = 40 * 64; // 2560 var mapWorldHeight = 60 * 64; // 3840 var minimapPixelWidth = 40 * 5; // 200 var minimapPixelHeight = 60 * 5; // 300 // 2. Convert minimap click coordinates to world coordinates. // This gives us the point in the world the player wants to look at. var targetWorldX = x / minimapPixelWidth * mapWorldWidth; var targetWorldY = y / minimapPixelHeight * mapWorldHeight; // 3. Calculate the new camera position to CENTER the view on the target. var screenWidth = 2048; var screenHeight = 2732; var newCameraX = -targetWorldX + screenWidth / 2; var newCameraY = -targetWorldY + screenHeight / 2; // 4. Clamp the new camera position to the map boundaries. // This reuses the same clamping logic from the drag-to-pan feature. var minX = screenWidth - mapWorldWidth; var minY = screenHeight - mapWorldHeight; var maxX = 0; var maxY = 0; cameraX = Math.max(minX, Math.min(maxX, newCameraX)); cameraY = Math.max(minY, Math.min(maxY, newCameraY)); // 5. Apply the final, clamped transform to the game world. gameWorld.x = cameraX; gameWorld.y = cameraY; }; function updateMinimapDynamic() { minimapDynamicLayer.clear(); var tilePixelSize = 5; // Draw Towers var towers = Game.EntityManager.getEntitiesWithComponents(['TowerComponent', 'TransformComponent']); for (var i = 0; i < towers.length; i++) { var towerId = towers[i]; var transform = Game.EntityManager.componentStores['TransformComponent'][towerId]; var gridX = Math.floor(transform.x / 64); var gridY = Math.floor(transform.y / 64); minimapDynamicLayer.beginFill(0xFFFFFF); // White dot for towers minimapDynamicLayer.drawRect(gridX * tilePixelSize, gridY * tilePixelSize, tilePixelSize, tilePixelSize); minimapDynamicLayer.endFill(); } // Draw Enemies var enemies = Game.EntityManager.getEntitiesWithComponents(['EnemyComponent', 'TransformComponent']); for (var i = 0; i < enemies.length; i++) { var enemyId = enemies[i]; var transform = Game.EntityManager.componentStores['TransformComponent'][enemyId]; // Use the enemy's precise world coordinates for smoother tracking on the minimap var minimapX = transform.x / 64 * tilePixelSize; var minimapY = transform.y / 64 * tilePixelSize; minimapDynamicLayer.beginFill(0xFF0000); // Red dot for enemies minimapDynamicLayer.drawRect(minimapX, minimapY, 3, 3); // Make them slightly smaller than a tile minimapDynamicLayer.endFill(); } } function updateMinimapViewport() { minimapViewportRect.clear(); var tilePixelSize = 5; var worldTileSize = 64; // The cameraX/Y variables are inverse offsets. We need the true top-left coordinate. var trueCameraX = -cameraX; var trueCameraY = -cameraY; // Get screen/viewport dimensions var screenWidth = 2048; // Use the game's actual screen dimensions var screenHeight = 2732; // Convert world coordinates and dimensions to minimap scale var rectX = trueCameraX / worldTileSize * tilePixelSize; var rectY = trueCameraY / worldTileSize * tilePixelSize; var rectWidth = screenWidth / worldTileSize * tilePixelSize; var rectHeight = screenHeight / worldTileSize * tilePixelSize; minimapViewportRect.beginFill(0xFFFFFF, 0.25); // Semi-transparent white minimapViewportRect.drawRect(rectX, rectY, rectWidth, rectHeight); minimapViewportRect.endFill(); } // Add mouse event handlers for camera panning game.down = function (x, y, obj) { isDragging = true; dragStartX = x; dragStartY = y; lastMouseX = x; lastMouseY = y; cameraStartX = cameraX; cameraStartY = cameraY; mouseDownTime = LK.ticks / 60 * 1000; // Convert to milliseconds }; game.move = function (x, y, obj) { lastMouseX = x; lastMouseY = y; if (isDragging) { var dx = x - dragStartX; var dy = y - dragStartY; // Update camera position (inverted for drag effect) cameraX = cameraStartX + dx; cameraY = cameraStartY + dy; // Clamp camera to map boundaries var mapWidth = 40 * 64; // 40 tiles * 64 pixels per tile var mapHeight = 60 * 64; // 60 tiles * 64 pixels per tile var screenWidth = 2048; var screenHeight = 2732; // Ensure we never see beyond the map edges var minX = screenWidth - mapWidth; var minY = screenHeight - mapHeight; var maxX = 0; var maxY = 0; cameraX = Math.max(minX, Math.min(maxX, cameraX)); cameraY = Math.max(minY, Math.min(maxY, cameraY)); // Apply camera transform to game world gameWorld.x = cameraX; gameWorld.y = cameraY; } }; game.up = function (x, y, obj) { isDragging = false; }; // 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 (STATE MACHINE) --- var currentBuildType = Game.GameplayManager.activeBuildType; if (currentBuildType && !Game.GameplayManager.isConfirmingPlacement) { // STATE: Player is choosing a build location. confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; var towerData = Game.TowerData[currentBuildType]; if (!ghostTowerSprite || ghostTowerSprite.towerType !== currentBuildType) { if (ghostTowerSprite) { ghostTowerSprite.destroy(); } ghostTowerSprite = gameWorld.attachAsset(towerData.sprite_id, {}); ghostTowerSprite.anchor.set(0.5, 0.5); ghostTowerSprite.alpha = 0.5; ghostTowerSprite.towerType = currentBuildType; } ghostTowerSprite.visible = true; var mouseWorldX = lastMouseX - cameraX; var mouseWorldY = lastMouseY - cameraY; var gridX = Math.floor(mouseWorldX / 64); var gridY = Math.floor(mouseWorldY / 64); ghostTowerSprite.x = gridX * 64 + 32; ghostTowerSprite.y = gridY * 64 + 32; ghostTowerSprite.tint = Game.GridManager.isBuildable(gridX, gridY) ? 0xFFFFFF : 0xFF5555; } else if (Game.GameplayManager.isConfirmingPlacement) { // STATE: Player is confirming placement. if (ghostTowerSprite) { ghostTowerSprite.visible = false; } buildTooltip.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; if (!confirmButton || confirmButton.towerType !== currentBuildType) { if (confirmButton) { confirmButton.destroy(); } if (cancelButton) { cancelButton.destroy(); } var towerData = Game.TowerData[currentBuildType]; confirmButton = game.attachAsset(towerData.sprite_id, { tint: 0x2ECC71 }); confirmButton.width = 64; // Increased size confirmButton.height = 64; // Increased size confirmButton.x = -40; // Adjusted position for new size confirmButton.anchor.set(0.5, 0.5); confirmButton.towerType = currentBuildType; confirmButton.down = function () { var coords = Game.GameplayManager.confirmPlacementCoords; var buildType = Game.GameplayManager.activeBuildType; if (coords && buildType) { Game.Systems.TowerBuildSystem.tryBuildAt(coords.x, coords.y, buildType); } Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.activeBuildType = null; }; confirmPanel.addChild(confirmButton); cancelButton = game.attachAsset(towerData.sprite_id, { tint: 0xE74C3C }); cancelButton.width = 64; // Increased size cancelButton.height = 64; // Increased size cancelButton.x = 40; // Adjusted position for new size cancelButton.anchor.set(0.5, 0.5); cancelButton.towerType = currentBuildType; cancelButton.down = function () { Game.GameplayManager.isConfirmingPlacement = false; Game.GameplayManager.activeBuildType = null; }; confirmPanel.addChild(cancelButton); } confirmPanel.visible = true; } else if (Game.GameplayManager.selectedTowerId !== -1) { // STATE: Player has selected an existing tower. if (ghostTowerSprite) { ghostTowerSprite.destroy(); ghostTowerSprite = null; } if (confirmButton) { confirmButton.destroy(); confirmButton = null; } if (cancelButton) { cancelButton.destroy(); cancelButton = null; } confirmPanel.visible = false; buildTooltip.visible = false; var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'] ? Game.EntityManager.componentStores['RenderComponent'][towerId] : null; var towerComp = Game.EntityManager.componentStores['TowerComponent'] ? Game.EntityManager.componentStores['TowerComponent'][towerId] : null; var attackComp = Game.EntityManager.componentStores['AttackComponent'] ? Game.EntityManager.componentStores['AttackComponent'][towerId] : null; var transformComp = Game.EntityManager.componentStores['TransformComponent'] ? Game.EntityManager.componentStores['TransformComponent'][towerId] : null; if (!renderComp || !towerComp || !transformComp) { Game.GameplayManager.selectedTowerId = -1; upgradePanel.visible = false; rangeCircle.visible = false; } else { upgradePanel.visible = true; if (attackComp && transformComp) { rangeCircle.visible = true; rangeCircle.x = transformComp.x; rangeCircle.y = transformComp.y; rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } else { rangeCircle.visible = false; } 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 ($" + upgradeInfoB.cost + ")"); upgradeBPathButton.visible = true; } else { upgradeBPathButton.visible = false; } var sellPrice = towerComp.sell_value; var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; if (towerComp.built_on_wave === currentWave) { sellPrice = towerComp.cost; } sellButton.setText("Sell Tower ($" + sellPrice + ")"); } } else { // STATE: Default idle state, clean up everything. if (ghostTowerSprite) { ghostTowerSprite.destroy(); ghostTowerSprite = null; } if (confirmButton) { confirmButton.destroy(); confirmButton = null; } if (cancelButton) { cancelButton.destroy(); cancelButton = null; } buildTooltip.visible = false; confirmPanel.visible = false; upgradePanel.visible = false; rangeCircle.visible = false; } // Update HUD every frame goldText.setText('Gold: ' + Game.ResourceManager.gold); livesText.setText('Lives: ' + Game.ResourceManager.lives); waveText.setText('Wave: ' + (Game.Systems.WaveSpawnerSystem.currentWaveIndex + 1) + ' / ' + Game.WaveData.length); // Update Power Meter UI var p_prod = Game.ResourceManager.powerProduction; var p_cons = Game.ResourceManager.powerConsumption; var p_avail = Game.ResourceManager.powerAvailable; var isDeficit = p_cons > p_prod && p_avail <= 0; var barScale = 3; var productionWidth = p_prod * barScale; powerProductionBar.clear(); powerProductionBar.beginFill(0x5DADE2, 0.6); powerProductionBar.drawRect(0, 0, productionWidth, 20); powerProductionBar.endFill(); var consumptionWidth = Math.min(p_cons, p_prod) * barScale; var consumptionColor = 0x00FF7F; if (isDeficit) { consumptionColor = Math.floor(LK.ticks / 10) % 2 === 0 ? 0xFF4136 : 0xD9362D; } else if (p_prod > 0 && p_cons / p_prod >= 0.75) { consumptionColor = 0xFFD700; } powerConsumptionBar.clear(); powerConsumptionBar.beginFill(consumptionColor); powerConsumptionBar.drawRect(0, 0, consumptionWidth, 20); powerConsumptionBar.endFill(); var availableWidth = p_avail * barScale; powerAvailableBar.x = productionWidth; powerAvailableBar.clear(); powerAvailableBar.beginFill(0x5DADE2, 0.4); powerAvailableBar.drawRect(0, 0, availableWidth, 20); powerAvailableBar.endFill(); updateMinimapDynamic(); updateMinimapViewport(); powerUpdateTimer++; if (powerUpdateTimer >= 60) { Game.ResourceManager.updatePower(); if (Game.Systems.WaveSpawnerSystem.isSpawning) { Game.Systems.EconomySystem.update(); } powerUpdateTimer = 0; } Game.Systems.CleanupSystem.update(); }; // === SECTION: TOWER RANGE INDICATOR UI === var rangeCircle = gameWorld.attachAsset('range_circle', {}); gameWorld.addChild(rangeCircle); rangeCircle.anchor.set(0.5, 0.5); // Set the origin to the center of the asset rangeCircle.alpha = 0.25; rangeCircle.visible = false; // === SECTION: UPGRADE & SELL UI === var upgradePanel = new Container(); LK.gui.right.addChild(upgradePanel); // Attaching to the right side upgradePanel.x = -450; // Positioned in from the right edge upgradePanel.y = 0; // Centered vertically upgradePanel.visible = false; // Initially hidden var towerNameText = new Text2('Tower Name', { size: 50, // Larger font fill: 0xFFFFFF }); towerNameText.anchor.set(0, 0); upgradePanel.addChild(towerNameText); var upgradeAPathButton = new Text2('Upgrade Path A', { size: 45, // Larger font fill: 0x27AE60 }); upgradeAPathButton.anchor.set(0, 0); upgradeAPathButton.y = 70; // Increased spacing upgradePanel.addChild(upgradeAPathButton); var upgradeBPathButton = new Text2('Upgrade Path B', { size: 45, // Larger font fill: 0x2980B9 }); upgradeBPathButton.anchor.set(0, 0); upgradeBPathButton.y = 140; // Increased spacing upgradePanel.addChild(upgradeBPathButton); var sellButton = new Text2('Sell Tower', { size: 45, // Larger font fill: 0xC0392B }); sellButton.anchor.set(0, 0); sellButton.y = 210; // Increased spacing 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
@@ -1746,12 +1746,13 @@
}, {
type: 'GraveyardTower',
sprite: 'graveyard_tower'
}];
-var buttonSize = 80;
-var buttonPadding = 10;
+var buttonSize = 90; // Larger touch targets
+var buttonPadding = 15; // More space between buttons
var totalWidth = buildButtonData.length * buttonSize + (buildButtonData.length - 1) * buttonPadding;
var startX = -totalWidth / 2;
+// Using "let" here is the critical fix for the tooltip bug.
for (var i = 0; i < buildButtonData.length; i++) {
var data = buildButtonData[i];
var button = game.attachAsset(data.sprite, {});
button.width = buttonSize;
@@ -1771,9 +1772,9 @@
button.move = function () {
var towerData = Game.TowerData[this.towerType];
tooltipText.setText(this.towerType + "\nCost: " + towerData.cost);
buildTooltip.x = buildPanel.x + this.x - 100; // Position tooltip relative to button
- buildTooltip.y = buildPanel.y - 80 - 10; // Adjust for new button size
+ buildTooltip.y = buildPanel.y - 90 - 15; // Position above the larger buttons
buildTooltip.visible = true;
};
buildPanel.addChild(button);
}