User prompt
Please replace the entire cellSprite.down = function () { ... }; block inside the drawGrid function with the following updated version. This version checks the isDragging flag. cellSprite.down = function (e) { // If a drag operation has already started, do not process a click. if (isDragging) { return; } // The check for active waves has been removed. var gridX = this.gridX; var gridY = this.gridY; var cellState = Game.GridManager.grid[gridX][gridY]; if (cellState === Game.GridManager.CELL_STATES.TOWER) { // Logic to SELECT a tower var allTowers = Game.EntityManager.getEntitiesWithComponents(['TowerComponent', 'TransformComponent']); var foundTowerId = -1; for (var i = 0; i < allTowers.length; i++) { var towerId = allTowers[i]; var transform = Game.EntityManager.componentStores['TransformComponent'][towerId]; var towerGridX = Math.floor(transform.x / 64); var towerGridY = Math.floor(transform.y / 64); if (towerGridX === gridX && towerGridY === gridY) { foundTowerId = towerId; break; } } Game.GameplayManager.selectedTowerId = foundTowerId; } else if (cellState === Game.GridManager.CELL_STATES.EMPTY) { // Logic to BUILD a tower Game.Systems.TowerBuildSystem.tryBuildAt(gridX, gridY, buildMode); Game.GameplayManager.selectedTowerId = -1; // Deselect after building } else { // Clicked on a path or blocked cell, so DESELECT Game.GameplayManager.selectedTowerId = -1; } };
User prompt
Please add the following code block to the end of the script, right before the // Set up main game loop section. This will introduce the logic for camera panning. // === SECTION: CAMERA CONTROLS === var isDragging = false; var lastDragPos = null; var MAP_WIDTH_PIXELS = 40 * 64; var MAP_HEIGHT_PIXELS = 60 * 64; game.interactive = true; // Make the entire game background draggable game.down = function(e) { // Only start dragging if not clicking on a UI element if (e.target === game) { isDragging = true; lastDragPos = { x: e.x, y: e.y }; } }; game.up = function() { isDragging = false; lastDragPos = null; }; game.move = function(e) { if (isDragging) { var deltaX = e.x - lastDragPos.x; var deltaY = e.y - lastDragPos.y; // Update camera (game container) position game.x += deltaX; game.y += deltaY; // Clamp camera position to map boundaries var minX = LK.width - MAP_WIDTH_PIXELS; var minY = LK.height - MAP_HEIGHT_PIXELS; game.x = Math.max(minX, Math.min(0, game.x)); game.y = Math.max(minY, Math.min(0, game.y)); lastDragPos = { x: e.x, y: e.y }; } };
User prompt
Please replace the entire updateMinimapDynamic function with the following updated version. This new version includes the logic to draw enemies. 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(); } }
User prompt
First, let's create a new Graphics object for the dynamic elements and call an update function from the main loop. Please add the following code block inside the // === SECTION: MINIMAP UI === section, right after the drawMinimapBackground(); line. var minimapDynamicLayer = new Graphics(); minimapContainer.addChild(minimapDynamicLayer); 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(); } } Now, let's call our new updateMinimapDynamic() function every frame. In the main game.update function, please add the following line just before the // Update timed systems once per second comment. updateMinimapDynamic();
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'minimapContainer.y = -20; // 20px padding from the bottom edge' Line Number: 1765
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'minimapContainer.anchor.set(0, 1); // Anchor to bottom-left' Line Number: 1765
User prompt
In the // === SECTION: MINIMAP UI === section, please find this line: minimapContainer.x = 20; // 20px padding from the left edge And add the following line immediately after it: minimapContainer.anchor.set(0, 1); // Anchor to bottom-left
User prompt
Please add the following code block to the end of the script, right after the // === SECTION: UPGRADE & SELL UI === section and before the // Set up main game loop section. // === SECTION: MINIMAP UI === var minimapContainer = new Container(); LK.gui.bottomLeft.addChild(minimapContainer); minimapContainer.x = 20; // 20px padding from the left edge minimapContainer.y = -20; // 20px padding from the bottom edge 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();
User prompt
Please replace the entire (currently stubbed) game.update = function () { ... }; block with the following complete and corrected function. game.update = function () { if (Game.GameManager.isGameOver) { return; } Game.Systems.WaveSpawnerSystem.update(); Game.Systems.TargetingSystem.update(); Game.Systems.AuraSystem.update(); Game.Systems.CombatSystem.update(); Game.Systems.MovementSystem.update(); Game.Systems.RenderSystem.update(); // --- UI UPDATE LOGIC --- if (Game.GameplayManager.selectedTowerId !== -1) { var towerId = Game.GameplayManager.selectedTowe_id; // Validate that the tower still exists and has required components 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 tower doesn't exist anymore, deselect it if (!renderComp || !towerComp || !transformComp) { Game.GameplayManager.selectedTowerId = -1; upgradePanel.visible = false; rangeCircle.visible = false; } else { upgradePanel.visible = true; // --- START OF UPDATED RANGE INDICATOR LOGIC --- if (attackComp && transformComp) { rangeCircle.visible = true; // Position the circle's center directly on the tower's center rangeCircle.x = transformComp.x; rangeCircle.y = transformComp.y; rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } else { rangeCircle.visible = false; } // --- END OF UPDATED RANGE INDICATOR LOGIC --- 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 { upgradePanel.visible = false; rangeCircle.visible = false; // Hide indicator when no tower is selected } // 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; // Determine the grid's status for coloring var isDeficit = (p_cons > p_prod) && (p_avail <= 0); var barScale = 3; // 1 unit of power = 3 pixels of bar width // --- 1. Update Production Bar (The blue background) --- // Using a brighter cyan-blue with good visibility var productionWidth = p_prod * barScale; powerProductionBar.clear(); powerProductionBar.beginFill(0x5DADE2, 0.6); // Brighter cyan-blue, slightly more opaque powerProductionBar.drawRect(0, 0, productionWidth, 20); powerProductionBar.endFill(); // --- 2. Update Consumption Bar (The colored foreground) --- var consumptionWidth = Math.min(p_cons, p_prod) * barScale; var consumptionColor = 0x00FF7F; // Default: Bright Spring Green if (isDeficit) { // Flashing Vibrant Red for a deficit state consumptionColor = (Math.floor(LK.ticks / 10) % 2 === 0) ? 0xFF4136 : 0xD9362D; } else if (p_prod > 0 && (p_cons / p_prod) >= 0.75) { consumptionColor = 0xFFD700; // Bright Gold for warning } powerConsumptionBar.clear(); powerConsumptionBar.beginFill(consumptionColor); // Now fully opaque powerConsumptionBar.drawRect(0, 0, consumptionWidth, 20); powerConsumptionBar.endFill(); // --- 3. Update Available Buffer Bar (Extends beyond the main bar) --- var availableWidth = p_avail * barScale; powerAvailableBar.x = productionWidth; // Position it right after the production bar powerAvailableBar.clear(); powerAvailableBar.beginFill(0x5DADE2, 0.4); // Same cyan-blue, but more transparent for distinction powerAvailableBar.drawRect(0, 0, availableWidth, 20); powerAvailableBar.endFill(); // Update timed systems once per second (every 60 frames) powerUpdateTimer++; if (powerUpdateTimer >= 60) { Game.ResourceManager.updatePower(); if (Game.Systems.WaveSpawnerSystem.isSpawning) { Game.Systems.EconomySystem.update(); } powerUpdateTimer = 0; } Game.Systems.CleanupSystem.update(); };
User prompt
Please replace the entire game.update = function () { ... }; block with the following stubbed version. game.update = function () { // Function temporarily stubbed to allow for a targeted replacement. };
User prompt
Please fix the bug: 'TypeError: powerProductionBar.clear is not a function' in or related to this line: 'powerProductionBar.clear();' Line Number: 1834
User prompt
Inside the game.update function, find the // --- UI UPDATE LOGIC --- section. Please add the following code block immediately after the waveText is updated. // Update Power Meter UI var p_prod = Game.ResourceManager.powerProduction; var p_cons = Game.ResourceManager.powerConsumption; var p_avail = Game.ResourceManager.powerAvailable; // Determine the grid's status for coloring var isDeficit = (p_cons > p_prod) && (p_avail <= 0); var barScale = 3; // 1 unit of power = 3 pixels of bar width // --- 1. Update Production Bar (The blue background) --- var productionWidth = p_prod * barScale; powerProductionBar.clear(); powerProductionBar.beginFill(0x3498db, 0.5); // Semi-transparent blue powerProductionBar.drawRect(0, 0, productionWidth, 20); powerProductionBar.endFill(); // --- 2. Update Consumption Bar (The colored foreground) --- // Consumption should not visually exceed production in this bar var consumptionWidth = Math.min(p_cons, p_prod) * barScale; var consumptionColor = 0x2ecc71; // Default: Green if (isDeficit) { // Flashing Red for a deficit state consumptionColor = (Math.floor(LK.ticks / 10) % 2 === 0) ? 0xe74c3c : 0xc0392b; } else if (p_prod > 0 && (p_cons / p_prod) >= 0.75) { consumptionColor = 0xf1c40f; // Yellow for high consumption } powerConsumptionBar.clear(); powerConsumptionBar.beginFill(consumptionColor); powerConsumptionBar.drawRect(0, 0, consumptionWidth, 20); powerConsumptionBar.endFill(); // --- 3. Update Available Buffer Bar (Extends beyond the main bar) --- var availableWidth = p_avail * barScale; powerAvailableBar.x = productionWidth; // Position it right after the production bar powerAvailableBar.clear(); powerAvailableBar.beginFill(0x3498db, 0.3); // Fainter blue powerAvailableBar.drawRect(0, 0, availableWidth, 20); powerAvailableBar.endFill();
User prompt
In the // Create the Heads-Up Display (HUD) section, please add the following code block immediately after the waveText is added to the LK.gui.topRight container. // 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 // 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);
User prompt
We will modify the RenderSystem so that every game object it creates is automatically center-anchored. Please replace the entire Game.Systems.RenderSystem with this updated version: Game.Systems.RenderSystem = { displayObjects: {}, update: function update() { var renderableEntities = Game.EntityManager.getEntitiesWithComponents(['TransformComponent', 'RenderComponent']); for (var i = 0; i < renderableEntities.length; i++) { var entityId = renderableEntities[i]; var transform = Game.EntityManager.componentStores['TransformComponent'][entityId]; var render = Game.EntityManager.componentStores['RenderComponent'][entityId]; var sprite = this.displayObjects[entityId]; if (!sprite) { sprite = game.attachAsset(render.sprite_id, {}); // --- 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; } } }; Now, we apply the same principle to the range circle UI element itself. Please replace the // === SECTION: TOWER RANGE INDICATOR UI === block with this corrected version. The container has been removed for simplicity, and the rangeCircle now has its anchor correctly set. // === SECTION: TOWER RANGE INDICATOR UI === var rangeCircle = game.attachAsset('range_circle', {}); game.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; The logic inside game.update is already correct and does not need to be changed, as it correctly sets the circle's position to the tower's position. Because both will now be center-anchored, they will align perfectly.
User prompt
Hello Ava. I am determined to fix the range circle alignment. Let's try a different and more robust method using a container. First, please replace the // === SECTION: TOWER RANGE INDICATOR UI === block with this version, which re-introduces the container and correctly sets the anchor on the circle inside it. // === SECTION: TOWER RANGE INDICATOR UI === var rangeIndicator = new Container(); game.addChild(rangeIndicator); rangeIndicator.visible = false; var rangeCircle = game.attachAsset('range_circle', {}); rangeCircle.anchor.set(0.5, 0.5); // Set origin to its own center rangeCircle.alpha = 0.25; rangeIndicator.addChild(rangeCircle); Next, please replace the if (Game.GameplayManager.selectedTowerId !== -1) block inside the game.update function one last time with this corrected version. This logic now positions the container and resizes the circle inside. if (Game.GameplayManager.selectedTowerId !== -1) { upgradePanel.visible = true; var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'][towerId]; var towerComp = Game.EntityManager.componentStores['TowerComponent'][towerId]; var attackComp = Game.EntityManager.componentStores['AttackComponent'][towerId]; var transformComp = Game.EntityManager.componentStores['TransformComponent'][towerId]; if (attackComp && transformComp) { rangeIndicator.visible = true; // Position the CONTAINER at the tower's location rangeIndicator.x = transformComp.x; rangeIndicator.y = transformComp.y; // Resize the circle inside the container rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } else { rangeIndicator.visible = false; } if (renderComp && towerComp) { var towerType = null; for (var type in Game.TowerData) { if (Game.TowerData[type].sprite_id === renderComp.sprite_id) { towerType = type; break; } } towerNameText.setText(towerType + " (Lvl " + towerComp.upgrade_level + ")"); var upgradePathAData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathA'] : null; if (upgradePathAData && towerComp.upgrade_path_A_level < upgradePathAData.length) { var upgradeInfoA = upgradePathAData[towerComp.upgrade_path_A_level]; upgradeAPathButton.setText("Upgrade Path A ($" + upgradeInfoA.cost + ")"); upgradeAPathButton.visible = true; } else { upgradeAPathButton.visible = false; } var upgradePathBData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathB'] : null; if (upgradePathBData && towerComp.upgrade_path_B_level < upgradePathBData.length) { var upgradeInfoB = upgradePathBData[towerComp.upgrade_path_B_level]; upgradeBPathButton.setText("Upgrade Path B ($" + upgradeInfoB.cost + ")"); upgradeBPathButton.visible = true; } else { upgradeBPathButton.visible = false; } var sellPrice = towerComp.sell_value; var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; if (towerComp.built_on_wave === currentWave) { sellPrice = towerComp.cost; } sellButton.setText("Sell Tower ($" + sellPrice + ")"); } } else { upgradePanel.visible = false; rangeIndicator.visible = false; }
User prompt
Hello Ava. Let's fix the tower and range circle alignment permanently by placing towers in the center of their grid tiles. Please replace the entire Game.Systems.TowerBuildSystem with this updated version. The only change is in how the TransformComponent's position is calculated, adding half a tile's width and height to center it. Game.Systems.TowerBuildSystem = { tryBuildAt: function tryBuildAt(gridX, gridY, towerType) { var towerData = Game.TowerData[towerType]; if (!towerData || !Game.GridManager.isBuildable(gridX, gridY)) { return; } if (!Game.ResourceManager.spendGold(towerData.cost)) { return; } Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.TOWER; var pathIsValid = Game.PathManager.findPath({ x: 0, y: 30 }, { x: 39, y: 30 }); if (!pathIsValid) { Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.EMPTY; Game.ResourceManager.addGold(towerData.cost); return; } 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); for (var i = 0; i < towerData.components.length; i++) { var componentDef = towerData.components[i]; var component; 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); } var event = Game.Events.TowerPlacedEvent(towerId, towerData.cost, transform.x, transform.y); Game.EventBus.publish(event); } }; Because we are now correctly setting the tower's position at creation, the game.update logic for positioning the range circle is now correct and does not need to be changed.
User prompt
Hello Ava. Let's fix the tower and range circle alignment permanently by placing towers in the center of their grid tiles. Please replace the entire Game.Systems.TowerBuildSystem with this updated version. The only change is in how the TransformComponent's position is calculated, adding half a tile's width and height to center it. Game.Systems.TowerBuildSystem = { tryBuildAt: function tryBuildAt(gridX, gridY, towerType) { var towerData = Game.TowerData[towerType]; if (!towerData || !Game.GridManager.isBuildable(gridX, gridY)) { return; } if (!Game.ResourceManager.spendGold(towerData.cost)) { return; } Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.TOWER; var pathIsValid = Game.PathManager.findPath({ x: 0, y: 30 }, { x: 39, y: 30 }); if (!pathIsValid) { Game.GridManager.grid[gridX][gridY] = Game.GridManager.CELL_STATES.EMPTY; Game.ResourceManager.addGold(towerData.cost); return; } 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); for (var i = 0; i < towerData.components.length; i++) { var componentDef = towerData.components[i]; var component; 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); } var event = Game.Events.TowerPlacedEvent(towerId, towerData.cost, transform.x, transform.y); Game.EventBus.publish(event); } }; Because we are now correctly setting the tower's position at creation, the game.update logic for positioning the range circle is now correct and does not need to be changed.
User prompt
Hello Ava. Let's fix the range circle alignment issue for good. Please replace the entire // === SECTION: TOWER RANGE INDICATOR UI === block with this new version. We are adding one critical line: rangeCircle.anchor.set(0.5, 0.5); which sets the circle's origin to its center. // === SECTION: TOWER RANGE INDICATOR UI === var rangeCircle = game.attachAsset('range_circle', {}); game.addChild(rangeCircle); // Add it directly to the main game stage rangeCircle.anchor.set(0.5, 0.5); // Set the origin to the center of the asset rangeCircle.alpha = 0.25; rangeCircle.visible = false;
User prompt
Hello Ava. Let's fix the alignment of the tower range indicator so it's perfectly centered. We will simplify the UI structure by removing the unnecessary container. First, please replace the entire // === SECTION: TOWER RANGE INDICATOR UI === block with this much simpler version. We are now creating just the circle and adding it directly to the game. // === SECTION: TOWER RANGE INDICATOR UI === var rangeCircle = game.attachAsset('range_circle', {}); game.addChild(rangeCircle); // Add it directly to the main game stage rangeCircle.alpha = 0.25; rangeCircle.visible = false; Next, we must update the game.update loop to position this single object correctly. Please replace the entire if (Game.GameplayManager.selectedTowerId !== -1) block with this corrected version. if (Game.GameplayManager.selectedTowerId !== -1) { upgradePanel.visible = true; var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'][towerId]; var towerComp = Game.EntityManager.componentStores['TowerComponent'][towerId]; var attackComp = Game.EntityManager.componentStores['AttackComponent'][towerId]; var transformComp = Game.EntityManager.componentStores['TransformComponent'][towerId]; if (attackComp && transformComp) { rangeCircle.visible = true; // Position the circle's center directly on the tower's center rangeCircle.x = transformComp.x; rangeCircle.y = transformComp.y; rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } else { rangeCircle.visible = false; } if (renderComp && towerComp) { var towerType = null; for (var type in Game.TowerData) { if (Game.TowerData[type].sprite_id === renderComp.sprite_id) { towerType = type; break; } } towerNameText.setText(towerType + " (Lvl " + towerComp.upgrade_level + ")"); var upgradePathAData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathA'] : null; if (upgradePathAData && towerComp.upgrade_path_A_level < upgradePathAData.length) { var upgradeInfoA = upgradePathAData[towerComp.upgrade_path_A_level]; upgradeAPathButton.setText("Upgrade Path A ($" + upgradeInfoA.cost + ")"); upgradeAPathButton.visible = true; } else { upgradeAPathButton.visible = false; } var upgradePathBData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathB'] : null; if (upgradePathBData && towerComp.upgrade_path_B_level < upgradePathBData.length) { var upgradeInfoB = upgradePathBData[towerComp.upgrade_path_B_level]; upgradeBPathButton.setText("Upgrade Path B ($" + upgradeInfoB.cost + ")"); upgradeBPathButton.visible = true; } else { upgradeBPathButton.visible = false; } 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 { upgradePanel.visible = false; rangeCircle.visible = false; }
User prompt
Hello Ava. Let's fix the bug so the range indicator is a circle, not a square. First, go to the top of the code in the /**** * Assets ****/ section and add a new asset definition for our circle shape. LK.init.shape('range_circle', {width:1, height:1, color:0x3498db, shape:'ellipse'}) Next, please replace the entire // === SECTION: TOWER RANGE INDICATOR UI === block with this new version. Instead of using a Graphics object, we are now attaching our new range_circle asset and will control its size by changing its width and height. // === SECTION: TOWER RANGE INDICATOR UI === var rangeIndicator = new Container(); game.addChild(rangeIndicator); // Add it to the main game stage rangeIndicator.visible = false; var rangeCircle = game.attachAsset('range_circle', {}); rangeCircle.alpha = 0.25; // Control transparency with alpha rangeIndicator.addChild(rangeCircle); Finally, we need to update the game.update loop to modify the width and height of this new shape instead of redrawing it. Please replace the entire if (Game.GameplayManager.selectedTowerId !== -1) block with this corrected version. if (Game.GameplayManager.selectedTowerId !== -1) { upgradePanel.visible = true; var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'][towerId]; var towerComp = Game.EntityManager.componentStores['TowerComponent'][towerId]; var attackComp = Game.EntityManager.componentStores['AttackComponent'][towerId]; var transformComp = Game.EntityManager.componentStores['TransformComponent'][towerId]; // --- START OF UPDATED RANGE INDICATOR LOGIC --- if (attackComp && transformComp) { rangeIndicator.visible = true; rangeIndicator.x = transformComp.x; rangeIndicator.y = transformComp.y; // Set the width and height to be 2x the tower's range to represent the diameter rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } else { rangeIndicator.visible = false; } // --- END OF UPDATED RANGE INDICATOR LOGIC --- if (renderComp && towerComp) { var towerType = null; for (var type in Game.TowerData) { if (Game.TowerData[type].sprite_id === renderComp.sprite_id) { towerType = type; break; } } towerNameText.setText(towerType + " (Lvl " + towerComp.upgrade_level + ")"); var upgradePathAData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathA'] : null; if (upgradePathAData && towerComp.upgrade_path_A_level < upgradePathAData.length) { var upgradeInfoA = upgradePathAData[towerComp.upgrade_path_A_level]; upgradeAPathButton.setText("Upgrade Path A ($" + upgradeInfoA.cost + ")"); upgradeAPathButton.visible = true; } else { upgradeAPathButton.visible = false; } var upgradePathBData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathB'] : null; if (upgradePathBData && towerComp.upgrade_path_B_level < upgradePathBData.length) { var upgradeInfoB = upgradePathBData[towerComp.upgrade_path_B_level]; upgradeBPathButton.setText("Upgrade Path B ($" + upgradeInfoB.cost + ")"); upgradeBPathButton.visible = true; } else { upgradeBPathButton.visible = false; } var sellPrice = towerComp.sell_value; var currentWave = Game.Systems.WaveSpawnerSystem.currentWaveIndex; if (towerComp.built_on_wave === currentWave) { sellPrice = towerComp.cost; } sellButton.setText("Sell Tower ($" + sellPrice + ")"); } } else { upgradePanel.visible = false; rangeIndicator.visible = false; }
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'var attackComp = Game.EntityManager.componentStores['AttackComponent'][towerId];' Line Number: 1712
User prompt
Hello Ava. Let's make the range indicator visible when a tower is selected. Please replace the entire if (Game.GameplayManager.selectedTowerId !== -1) block inside the game.update function with this updated version. The new logic shows and updates the rangeIndicator when a tower is selected and hides it when no tower is selected. if (Game.GameplayManager.selectedTowerId !== -1) { upgradePanel.visible = true; var towerId = Game.GameplayManager.selectedTowerId; var renderComp = Game.EntityManager.componentStores['RenderComponent'][towerId]; var towerComp = Game.EntityManager.componentStores['TowerComponent'][towerId]; var attackComp = Game.EntityManager.componentStores['AttackComponent'][towerId]; var transformComp = Game.EntityManager.componentStores['TransformComponent'][towerId]; // --- START OF NEW RANGE INDICATOR LOGIC --- // If the selected tower is an attacking tower with a range if (attackComp && transformComp) { rangeIndicator.visible = true; rangeIndicator.x = transformComp.x; rangeIndicator.y = transformComp.y; // Redraw the circle to match the tower's range rangeCircle.clear(); rangeCircle.beginFill(0x3498db, 0.25); rangeCircle.drawCircle(0, 0, attackComp.range); rangeCircle.endFill(); } else { // Hide the indicator if the selected tower doesn't have an attack component (e.g., Generator) rangeIndicator.visible = false; } // --- END OF NEW RANGE INDICATOR LOGIC --- if (renderComp && towerComp) { var towerType = null; for (var type in Game.TowerData) { if (Game.TowerData[type].sprite_id === renderComp.sprite_id) { towerType = type; break; } } towerNameText.setText(towerType + " (Lvl " + towerComp.upgrade_level + ")"); var upgradePathAData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathA'] : null; if (upgradePathAData && towerComp.upgrade_path_A_level < upgradePathAData.length) { var upgradeInfoA = upgradePathAData[towerComp.upgrade_path_A_level]; upgradeAPathButton.setText("Upgrade Path A ($" + upgradeInfoA.cost + ")"); upgradeAPathButton.visible = true; } else { upgradeAPathButton.visible = false; } var upgradePathBData = Game.UpgradeData[towerType] ? Game.UpgradeData[towerType]['PathB'] : null; if (upgradePathBData && towerComp.upgrade_path_B_level < upgradePathBData.length) { var upgradeInfoB = upgradePathBData[towerComp.upgrade_path_B_level]; upgradeBPathButton.setText("Upgrade Path B ($" + upgradeInfoB.cost + ")"); upgradeBPathButton.visible = true; } else { upgradeBPathButton.visible = false; } 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 { upgradePanel.visible = false; rangeIndicator.visible = false; // Hide indicator when no tower is selected }
User prompt
Hello Ava. Let's implement the tower range indicator. We'll start by creating the UI element. Please add the following new code block at the end of your script, after the // === SECTION: UPGRADE & SELL UI === block. This code will create a container and a shape for our range circle and keep it hidden initially. // === SECTION: TOWER RANGE INDICATOR UI === var rangeIndicator = new Container(); game.addChild(rangeIndicator); // Add it to the main game stage rangeIndicator.visible = false; var rangeCircle = new Graphics(); rangeCircle.beginFill(0x3498db, 0.25); // A semi-transparent blue rangeCircle.drawCircle(0, 0, 100); // Placeholder radius rangeCircle.endFill(); rangeIndicator.addChild(rangeCircle);
User prompt
Hello Ava. Let's fix the bug that causes waves to end prematurely. First, we need a new variable in GameplayManager to store the total number of enemies for the current wave. Please replace the existing Game.GameplayManager with this version, which adds totalEnemiesThisWave: 0. Game.GameplayManager = { selectedTowerId: -1, 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; } } }; Note: I also changed the wave completion check from === to >= as a safety measure, and removed the now-unnecessary enemiesSpawnedThisWave counter. Next, we need to update the WaveSpawnerSystem to calculate this total when the wave begins. Please replace the startNextWave function inside Game.Systems.WaveSpawnerSystem with this new version: 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; },
User prompt
Hello Ava. Let's add a wave counter to the HUD. First, go to the // === SECTION: DIRECT GAME INITIALIZATION === block. Find the code that creates the livesText and add the following new code block immediately after it to create the waveText element. 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 Next, find the game.update function. Inside it, locate the other lines that update the HUD (goldText.setText and livesText.setText) and add this new line to update the wave counter every frame. waveText.setText('Wave: ' + (Game.Systems.WaveSpawnerSystem.currentWaveIndex + 1) + ' / ' + Game.WaveData.length);
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // === SECTION: GLOBAL NAMESPACE === // === SECTION: ASSETS === var Game = {}; // === SECTION: GLOBAL MANAGERS === Game.ResourceManager = { gold: 500, lives: 20, powerProduction: 0, powerConsumption: 0, powerAvailable: 0, addGold: function addGold(amount) { this.gold += amount; }, spendGold: function spendGold(amount) { if (this.gold >= amount) { this.gold -= amount; return true; } ; return false; }, loseLife: function loseLife(amount) { this.lives -= amount; if (this.lives <= 0) { Game.EventBus.publish(Game.Events.GameOverEvent()); } }, updatePower: function updatePower() { // 1. Calculate total power production var totalProduction = 0; var productionEntities = Game.EntityManager.getEntitiesWithComponents(['PowerProductionComponent']); for (var i = 0; i < productionEntities.length; i++) { var entityId = productionEntities[i]; var powerComp = Game.EntityManager.componentStores['PowerProductionComponent'][entityId]; totalProduction += powerComp.production_rate; } this.powerProduction = totalProduction; // 2. Calculate total power consumption var totalConsumption = 0; var consumptionEntities = Game.EntityManager.getEntitiesWithComponents(['PowerConsumptionComponent']); for (var i = 0; i < consumptionEntities.length; i++) { var entityId = consumptionEntities[i]; var powerComp = Game.EntityManager.componentStores['PowerConsumptionComponent'][entityId]; totalConsumption += powerComp.drain_rate; } this.powerConsumption = totalConsumption; // 3. Calculate total storage capacity var totalCapacity = 0; var storageEntities = Game.EntityManager.getEntitiesWithComponents(['PowerStorageComponent']); for (var i = 0; i < storageEntities.length; i++) { var entityId = storageEntities[i]; var storageComp = Game.EntityManager.componentStores['PowerStorageComponent'][entityId]; totalCapacity += storageComp.capacity; } // 4. Evaluate power status and update available buffer var surplus = totalProduction - totalConsumption; if (surplus >= 0) { // We have enough or extra power this.powerAvailable += surplus; // Clamp the available power to the max capacity if (this.powerAvailable > totalCapacity) { this.powerAvailable = totalCapacity; } Game.EventBus.publish(Game.Events.PowerStatusChangedEvent('surplus')); } else { // We have a deficit, drain from the buffer this.powerAvailable += surplus; // surplus is negative, so this subtracts if (this.powerAvailable < 0) { // Buffer is empty and we still have a deficit this.powerAvailable = 0; Game.EventBus.publish(Game.Events.PowerStatusChangedEvent('deficit')); } else { // Deficit was covered by the buffer Game.EventBus.publish(Game.Events.PowerStatusChangedEvent('surplus')); } } }, onEnemyKilled: function onEnemyKilled(event) { this.addGold(event.gold_value); }, onWaveCompleted: function onWaveCompleted(event) { this.addGold(50); }, init: function init() { Game.EventBus.subscribe('EnemyKilled', this.onEnemyKilled.bind(this)); Game.EventBus.subscribe('WaveCompleted', this.onWaveCompleted.bind(this)); } }; Game.GridManager = { grid: [], CELL_STATES: { EMPTY: 0, PATH: 1, BLOCKED: 2, TOWER: 3 }, init: function init(width, height) { this.grid = []; for (var x = 0; x < width; x++) { this.grid[x] = []; for (var y = 0; y < height; y++) { this.grid[x][y] = this.CELL_STATES.EMPTY; } } }, isBuildable: function isBuildable(x, y) { if (x >= 0 && x < this.grid.length && y >= 0 && y < this.grid[x].length) { return this.grid[x][y] === this.CELL_STATES.EMPTY; } return false; } }; Game.PathManager = { 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, 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 = game.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', components: [{ name: 'TowerComponent', args: [50, 25, undefined] }, // cost { name: 'AttackComponent', args: [10, 150, 1.0, 0, 'arrow_projectile'] }, // dmg, range, speed, last_attack_time, projectile_id { name: 'PowerConsumptionComponent', args: [2] } // drain_rate ] }, 'GeneratorTower': { cost: 75, sprite_id: 'generator_tower', components: [{ name: 'TowerComponent', args: [75, 37, undefined] }, // cost { name: 'PowerProductionComponent', args: [5] } // production_rate ] }, 'CapacitorTower': { cost: 40, sprite_id: 'capacitor_tower', components: [{ name: 'TowerComponent', args: [40, 20, undefined] }, // cost { name: 'PowerStorageComponent', args: [20] } // capacity ] }, 'RockLauncher': { cost: 125, sprite_id: 'rock_launcher_tower', components: [{ name: 'TowerComponent', args: [125, 62, undefined] }, { name: 'AttackComponent', args: [25, 200, 0.5, 0, 'rock_projectile', -1, 50] }, // dmg, range, speed, last_attack_time, projectile_id, target_id, splash_radius { name: 'PowerConsumptionComponent', args: [10] }] }, 'ChemicalTower': { cost: 100, sprite_id: 'chemical_tower', components: [{ name: 'TowerComponent', args: [100, 50, undefined] }, { name: 'AttackComponent', args: [5, 150, 0.8, 0, 'chemical_projectile', -1, 0] }, // dmg, range, speed, last_attack_time, projectile_id, target_id, splash_radius { name: 'PowerConsumptionComponent', args: [8] }] }, 'SlowTower': { cost: 80, sprite_id: 'slow_tower', components: [{ name: 'TowerComponent', args: [80, 40, undefined] }, { name: 'AttackComponent', args: [2, 160, 1.0, 0, 'slow_projectile'] // Low damage, good range, standard speed }, { name: 'PowerConsumptionComponent', args: [4] }] }, 'DarkTower': { cost: 150, sprite_id: 'dark_tower', components: [{ name: 'TowerComponent', args: [150, 75, undefined] }, { name: 'AuraComponent', args: [175, 'damage_buff'] // range, effect_type }, { name: 'PowerConsumptionComponent', args: [12] }] }, // --- NEW TOWER --- 'GraveyardTower': { cost: 200, sprite_id: 'graveyard_tower', components: [{ name: 'TowerComponent', args: [200, 100, undefined] }, { name: 'GoldGenerationComponent', args: [1.5] // gold_per_second }, { name: 'PowerConsumptionComponent', args: [15] // High power cost for economic advantage }] } }; // === SECTION: UPGRADE DATA === Game.UpgradeData = { 'ArrowTower': { 'PathA': [{ cost: 60, effects: { AttackComponent: { damage: 5 } } }, //{7R} // Level 1: +5 Dmg { cost: 110, effects: { AttackComponent: { damage: 10 } } } //{7W} // Level 2: +10 Dmg ], 'PathB': [{ cost: 75, effects: { AttackComponent: { attack_speed: 0.2 } } }, //{83} // Level 1: +0.2 AS { cost: 125, effects: { AttackComponent: { attack_speed: 0.3 } } } //{8a} // Level 2: +0.3 AS ] }, 'RockLauncher': { 'PathA': [ // Heavy Boulders - More Damage & Range { cost: 150, effects: { AttackComponent: { damage: 15, range: 20 } } }, { cost: 250, effects: { AttackComponent: { damage: 25, range: 30 } } }, // --- UPDATED UPGRADE --- { cost: 500, effects: { AttackComponent: { damage: 50, range: 50 } }, add_component_on_impact: { name: 'FireZoneOnImpactComponent', args: [10, 3, 0.5] } // dmg, duration, tick_rate }], 'PathB': [ // Lighter Munitions - Faster Attack Speed { cost: 140, effects: { AttackComponent: { damage: 5, attack_speed: 0.2 } } }, { cost: 220, effects: { AttackComponent: { damage: 10, attack_speed: 0.3 } } }, { cost: 450, effects: { AttackComponent: { damage: 15, attack_speed: 0.5 } } }] } }; // === SECTION: GRID DRAWING === function drawGrid() { // Draw the grid cells for (var x = 0; x < Game.GridManager.grid.length; x++) { for (var y = 0; y < Game.GridManager.grid[x].length; y++) { var cellSprite = game.attachAsset('grid_cell', {}); cellSprite.x = x * 64; cellSprite.y = y * 64; cellSprite.anchor.set(0, 0); // Anchor to top-left cellSprite.gridX = x; // Store grid coordinates on the sprite cellSprite.gridY = y; // --- UPDATED CLICK LOGIC --- cellSprite.down = function (e) { // If a drag operation has already started, do not process a click. if (isDragging) { return; } // The check for active waves has been removed. var gridX = this.gridX; var gridY = this.gridY; var cellState = Game.GridManager.grid[gridX][gridY]; if (cellState === Game.GridManager.CELL_STATES.TOWER) { // Logic to SELECT a tower var allTowers = Game.EntityManager.getEntitiesWithComponents(['TowerComponent', 'TransformComponent']); var foundTowerId = -1; for (var i = 0; i < allTowers.length; i++) { var towerId = allTowers[i]; var transform = Game.EntityManager.componentStores['TransformComponent'][towerId]; var towerGridX = Math.floor(transform.x / 64); var towerGridY = Math.floor(transform.y / 64); if (towerGridX === gridX && towerGridY === gridY) { foundTowerId = towerId; break; } } Game.GameplayManager.selectedTowerId = foundTowerId; } else if (cellState === Game.GridManager.CELL_STATES.EMPTY) { // Logic to BUILD a tower Game.Systems.TowerBuildSystem.tryBuildAt(gridX, gridY, buildMode); Game.GameplayManager.selectedTowerId = -1; // Deselect after building } else { // Clicked on a path or blocked cell, so DESELECT Game.GameplayManager.selectedTowerId = -1; } }; // --- END OF UPDATED CLICK LOGIC --- } } // Highlight the path cells if (Game.PathManager.currentPath) { for (var i = 0; i < Game.PathManager.currentPath.length; i++) { var pathNode = Game.PathManager.currentPath[i]; var pathSprite = game.attachAsset('path_cell', {}); // Note: PathManager coordinates are already in pixels pathSprite.x = pathNode.x; pathSprite.y = pathNode.y; pathSprite.anchor.set(0, 0); } } } // === SECTION: GLOBAL EVENT BUS === Game.EventBus = { listeners: {}, subscribe: function subscribe(eventType, listener) { if (!this.listeners[eventType]) { this.listeners[eventType] = []; } this.listeners[eventType].push(listener); }, unsubscribe: function unsubscribe(eventType, listener) { if (this.listeners[eventType]) { var index = this.listeners[eventType].indexOf(listener); if (index !== -1) { this.listeners[eventType].splice(index, 1); } } }, publish: function publish(event) { if (this.listeners[event.type]) { for (var i = 0; i < this.listeners[event.type].length; i++) { this.listeners[event.type][i](event); } } } }; Game.Events = { EnemyReachedEndEvent: function EnemyReachedEndEvent(enemy_id) { return { type: 'EnemyReachedEnd', enemy_id: enemy_id }; }, EnemyKilledEvent: function EnemyKilledEvent(enemy_id, gold_value) { return { type: 'EnemyKilled', enemy_id: enemy_id, gold_value: gold_value }; }, TowerPlacedEvent: function TowerPlacedEvent(tower_id, cost, position_x, position_y) { return { type: 'TowerPlaced', tower_id: tower_id, cost: cost, position_x: position_x, position_y: position_y }; }, TowerSoldEvent: function TowerSoldEvent(tower_id, refund_value) { return { type: 'TowerSold', tower_id: tower_id, refund_value: refund_value }; }, PowerStatusChangedEvent: function PowerStatusChangedEvent(new_status) { return { type: 'PowerStatusChanged', new_status: new_status }; }, WaveCompletedEvent: function WaveCompletedEvent(wave_number) { return { type: 'WaveCompleted', wave_number: wave_number }; }, GameOverEvent: function GameOverEvent() { return { type: 'GameOver' }; } }; // === SECTION: STACK-BASED GAME STATE MANAGER === // === SECTION: DIRECT GAME INITIALIZATION === // Initialize managers Game.GridManager.init(40, 60); Game.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: 50, fill: 0x00FF00 }); startWaveButton.anchor.set(0.5, 1); LK.gui.bottom.addChild(startWaveButton); startWaveButton.y = -20; startWaveButton.visible = true; startWaveButton.down = function () { // Deselect any active tower before starting the wave Game.GameplayManager.selectedTowerId = -1; Game.Systems.WaveSpawnerSystem.startNextWave(); startWaveButton.visible = false; }; // Initialize GameplayManager Game.GameplayManager.init(); // Initialize GameManager Game.GameManager.init(); Game.Systems.CombatSystem.init(); // === SECTION: TEMP BUILD UI === var buildMode = 'ArrowTower'; // Keep this variable var arrowButton = new Text2('Build: Arrow', { size: 40, fill: 0x2ecc71 }); arrowButton.anchor.set(0, 0.5); LK.gui.left.addChild(arrowButton); arrowButton.x = 20; arrowButton.y = -350; arrowButton.down = function () { buildMode = 'ArrowTower'; }; var generatorButton = new Text2('Build: Generator', { size: 40, fill: 0x3498db }); generatorButton.anchor.set(0, 0.5); LK.gui.left.addChild(generatorButton); generatorButton.x = 20; generatorButton.y = -280; generatorButton.down = function () { buildMode = 'GeneratorTower'; }; var capacitorButton = new Text2('Build: Capacitor', { size: 40, fill: 0xf1c40f }); capacitorButton.anchor.set(0, 0.5); LK.gui.left.addChild(capacitorButton); capacitorButton.x = 20; capacitorButton.y = -210; capacitorButton.down = function () { buildMode = 'CapacitorTower'; }; var rockLauncherButton = new Text2('Build: Rock Launcher', { size: 40, fill: 0x8D6E63 }); rockLauncherButton.anchor.set(0, 0.5); LK.gui.left.addChild(rockLauncherButton); rockLauncherButton.x = 20; rockLauncherButton.y = -140; rockLauncherButton.down = function () { buildMode = 'RockLauncher'; }; var chemicalTowerButton = new Text2('Build: Chemical', { size: 40, fill: 0xb87333 }); chemicalTowerButton.anchor.set(0, 0.5); LK.gui.left.addChild(chemicalTowerButton); chemicalTowerButton.x = 20; chemicalTowerButton.y = -70; chemicalTowerButton.down = function () { buildMode = 'ChemicalTower'; }; var slowTowerButton = new Text2('Build: Slow', { size: 40, fill: 0x5DADE2 }); slowTowerButton.anchor.set(0, 0.5); LK.gui.left.addChild(slowTowerButton); slowTowerButton.x = 20; slowTowerButton.y = 0; slowTowerButton.down = function () { buildMode = 'SlowTower'; }; var darkTowerButton = new Text2('Build: Dark', { size: 40, fill: 0x9b59b6 }); darkTowerButton.anchor.set(0, 0.5); LK.gui.left.addChild(darkTowerButton); darkTowerButton.x = 20; darkTowerButton.y = 70; darkTowerButton.down = function () { buildMode = 'DarkTower'; }; // --- NEW BUTTON --- var graveyardTowerButton = new Text2('Build: Graveyard', { size: 40, fill: 0x607d8b }); graveyardTowerButton.anchor.set(0, 0.5); LK.gui.left.addChild(graveyardTowerButton); graveyardTowerButton.x = 20; graveyardTowerButton.y = 140; graveyardTowerButton.down = function () { buildMode = 'GraveyardTower'; }; // === 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); 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(); } } // === SECTION: CAMERA CONTROLS === var isDragging = false; var lastDragPos = null; var MAP_WIDTH_PIXELS = 40 * 64; var MAP_HEIGHT_PIXELS = 60 * 64; game.interactive = true; // Make the entire game background draggable game.down = function (e) { // Only start dragging if not clicking on a UI element if (e.target === game) { isDragging = true; lastDragPos = { x: e.x, y: e.y }; } }; game.up = function () { isDragging = false; lastDragPos = null; }; game.move = function (e) { if (isDragging) { var deltaX = e.x - lastDragPos.x; var deltaY = e.y - lastDragPos.y; // Update camera (game container) position game.x += deltaX; game.y += deltaY; // Clamp camera position to map boundaries var minX = LK.width - MAP_WIDTH_PIXELS; var minY = LK.height - MAP_HEIGHT_PIXELS; game.x = Math.max(minX, Math.min(0, game.x)); game.y = Math.max(minY, Math.min(0, game.y)); lastDragPos = { x: e.x, y: e.y }; } }; // Set up main game loop var powerUpdateTimer = 0; game.update = function () { if (Game.GameManager.isGameOver) { return; } Game.Systems.WaveSpawnerSystem.update(); Game.Systems.TargetingSystem.update(); Game.Systems.AuraSystem.update(); Game.Systems.CombatSystem.update(); Game.Systems.MovementSystem.update(); Game.Systems.RenderSystem.update(); // --- UI UPDATE LOGIC --- if (Game.GameplayManager.selectedTowerId !== -1) { var towerId = Game.GameplayManager.selectedTowerId; // Validate that the tower still exists and has required components 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 tower doesn't exist anymore, deselect it if (!renderComp || !towerComp || !transformComp) { Game.GameplayManager.selectedTowerId = -1; upgradePanel.visible = false; rangeCircle.visible = false; } else { upgradePanel.visible = true; // --- START OF UPDATED RANGE INDICATOR LOGIC --- if (attackComp && transformComp) { rangeCircle.visible = true; // Position the circle's center directly on the tower's center rangeCircle.x = transformComp.x; rangeCircle.y = transformComp.y; rangeCircle.width = attackComp.range * 2; rangeCircle.height = attackComp.range * 2; } else { rangeCircle.visible = false; } // --- END OF UPDATED RANGE INDICATOR LOGIC --- 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 { upgradePanel.visible = false; rangeCircle.visible = false; // Hide indicator when no tower is selected } // 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; // Determine the grid's status for coloring var isDeficit = p_cons > p_prod && p_avail <= 0; var barScale = 3; // 1 unit of power = 3 pixels of bar width // --- 1. Update Production Bar (The blue background) --- // Using a brighter cyan-blue with good visibility var productionWidth = p_prod * barScale; powerProductionBar.clear(); powerProductionBar.beginFill(0x5DADE2, 0.6); // Brighter cyan-blue, slightly more opaque powerProductionBar.drawRect(0, 0, productionWidth, 20); powerProductionBar.endFill(); // --- 2. Update Consumption Bar (The colored foreground) --- var consumptionWidth = Math.min(p_cons, p_prod) * barScale; var consumptionColor = 0x00FF7F; // Default: Bright Spring Green if (isDeficit) { // Flashing Vibrant Red for a deficit state consumptionColor = Math.floor(LK.ticks / 10) % 2 === 0 ? 0xFF4136 : 0xD9362D; } else if (p_prod > 0 && p_cons / p_prod >= 0.75) { consumptionColor = 0xFFD700; // Bright Gold for warning } powerConsumptionBar.clear(); powerConsumptionBar.beginFill(consumptionColor); // Now fully opaque powerConsumptionBar.drawRect(0, 0, consumptionWidth, 20); powerConsumptionBar.endFill(); // --- 3. Update Available Buffer Bar (Extends beyond the main bar) --- var availableWidth = p_avail * barScale; powerAvailableBar.x = productionWidth; // Position it right after the production bar powerAvailableBar.clear(); powerAvailableBar.beginFill(0x5DADE2, 0.4); // Same cyan-blue, but more transparent for distinction powerAvailableBar.drawRect(0, 0, availableWidth, 20); powerAvailableBar.endFill(); updateMinimapDynamic(); // Update timed systems once per second (every 60 frames) powerUpdateTimer++; if (powerUpdateTimer >= 60) { Game.ResourceManager.updatePower(); if (Game.Systems.WaveSpawnerSystem.isSpawning) { Game.Systems.EconomySystem.update(); } powerUpdateTimer = 0; } Game.Systems.CleanupSystem.update(); }; // === SECTION: TOWER RANGE INDICATOR UI === var rangeCircle = game.attachAsset('range_circle', {}); game.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 = -350; // Positioned in from the right edge upgradePanel.y = 0; // Centered vertically upgradePanel.visible = false; // Initially hidden var towerNameText = new Text2('Tower Name', { size: 40, fill: 0xFFFFFF }); towerNameText.anchor.set(0, 0); upgradePanel.addChild(towerNameText); var upgradeAPathButton = new Text2('Upgrade Path A', { size: 35, fill: 0x27AE60 }); upgradeAPathButton.anchor.set(0, 0); upgradeAPathButton.y = 50; upgradePanel.addChild(upgradeAPathButton); var upgradeBPathButton = new Text2('Upgrade Path B', { size: 35, fill: 0x2980B9 }); upgradeBPathButton.anchor.set(0, 0); upgradeBPathButton.y = 100; upgradePanel.addChild(upgradeBPathButton); var sellButton = new Text2('Sell Tower', { size: 35, fill: 0xC0392B }); sellButton.anchor.set(0, 0); sellButton.y = 150; upgradePanel.addChild(sellButton); sellButton.down = function () { if (Game.GameplayManager.selectedTowerId !== -1) { Game.Systems.TowerSystem.trySellTower(Game.GameplayManager.selectedTowerId); } }; // Assign click handlers that will call the TowerSystem upgradeAPathButton.down = function () { if (Game.GameplayManager.selectedTowerId !== -1) { Game.Systems.TowerSystem.tryUpgradeTower(Game.GameplayManager.selectedTowerId, 'PathA'); } }; upgradeBPathButton.down = function () { if (Game.GameplayManager.selectedTowerId !== -1) { Game.Systems.TowerSystem.tryUpgradeTower(Game.GameplayManager.selectedTowerId, 'PathB'); } };
===================================================================
--- original.js
+++ change.js
@@ -7,10 +7,10 @@
/****
* Game Code
****/
-// === SECTION: ASSETS ===
// === SECTION: GLOBAL NAMESPACE ===
+// === SECTION: ASSETS ===
var Game = {};
// === SECTION: GLOBAL MANAGERS ===
Game.ResourceManager = {
gold: 500,
@@ -1416,9 +1416,13 @@
cellSprite.anchor.set(0, 0); // Anchor to top-left
cellSprite.gridX = x; // Store grid coordinates on the sprite
cellSprite.gridY = y;
// --- UPDATED CLICK LOGIC ---
- cellSprite.down = function () {
+ cellSprite.down = function (e) {
+ // If a drag operation has already started, do not process a click.
+ if (isDragging) {
+ return;
+ }
// The check for active waves has been removed.
var gridX = this.gridX;
var gridY = this.gridY;
var cellState = Game.GridManager.grid[gridX][gridY];