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Currently, StaplerTower calls initializeTowerFromData in its constructor. BureaucracyBlockerTower has an init method that calls it, but this init method isn't explicitly called when a new BureaucracyBlockerTower is created in buildSelectedTower. Suggestion: Let's standardize this. In both StaplerTower and BureaucracyBlockerTower constructors: Remove the lines that directly do self.graphic = self.attachAsset(...). Call initializeTowerFromData(self, 'towerTypeKey', 0); at the end of the constructor (e.g., initializeTowerFromData(self, 'stapler', 0); for StaplerTower). Modify initializeTowerFromData to reliably handle creating the graphic if it doesn't exist, or updating it if it does. // Inside initializeTowerFromData function: // ... (towerTypeData, levelData checks) ... towerInstance.towerType = towerTypeKey; towerInstance.currentLevel = levelIndex; // Graphic handling: if (towerInstance.graphic && towerInstance.graphic.parent) { towerInstance.graphic.setAsset(levelData.asset); } else { if (towerInstance.graphic) { towerInstance.graphic.destroy(); // Clean up old if it existed but was detached } towerInstance.graphic = towerInstance.attachAsset(levelData.asset, { anchorX: 0.5, anchorY: 0.5 }); } // ... (set stats) ... // Tower-specific re-initialization logic if (towerTypeKey === 'stapler' && towerInstance.hasOwnProperty('lastFired')) { towerInstance.lastFired = 0; // Reset fire cooldown on init/upgrade } if (towerTypeKey === 'blocker' && typeof towerInstance.clearAllSlows === 'function') { towerInstance.clearAllSlows(); // Ensure slows are reset based on new stats } Remove the separate self.init function from BureaucracyBlockerTower as its job will be done by the constructor calling initializeTowerFromData. In BuildSpot.buildSelectedTower, you would no longer need a special newTower.init(0) call for the blocker.
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Ava, please copy the update and takeDamage methods from the Enemy class into the RedTapeWorm class, ensuring RedTapeWorm instances can move along the path and react to damage.
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Please fix the bug: 'Uncaught ReferenceError: initializeTowerFromData is not defined' in or related to this line: 'initializeTowerFromData(self, 'stapler', 0); // Set initial stats & correct L0 asset' Line Number: 690
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Duplicate Definitions: You have TOWER_DATA defined twice. The second definition (with detailed levels, costs, assets, etc.) is the one that seems to be in use and is more complete. The first one should be removed. Similarly, the function initializeTowerFromData is defined twice. The first, shorter one should be removed, and we should ensure the more complete second one is used everywhere. The game.up function is defined twice with identical code. One of them can be removed.
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Stop dog movement when clicking on buildspot
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Please fix the bug: 'Uncaught ReferenceError: clickedOnDoge is not defined' in or related to this line: 'if (!clickedOnDoge) if (dragDoge && doge) {' Line Number: 1245
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'stopPropagation')' in or related to this line: 'obj.event.stopPropagation();' Line Number: 250
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Doge shouldn't move towards build spots when they are clicked.
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Please fix the bug: 'ReferenceError: globalPos is not defined' in or related to this line: 'var dx = enemy.x - globalPos.x; // Use global tower X' Line Number: 660
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Erase all Tower Menu code
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Erase all debug code
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Please fix the bug: 'Uncaught ReferenceError: worldPos is not defined' in or related to this line: 'var dx = worldPos.x - doge.x;' Line Number: 1287
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Please fix the bug: 'TypeError: enemy.takeDamage is not a function' in or related to this line: 'enemy.takeDamage(self.damage);' Line Number: 69
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'length')' in or related to this line: 'self.graphic = self.attachAsset(null, {}); // Start with no asset, will be set by init' Line Number: 472
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'length')' in or related to this line: 'self.graphic = self.attachAsset(null, {}); // Start with no asset' Line Number: 119
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Please fix the bug: 'Uncaught TypeError: LK.Rectangle is not a constructor' in or related to this line: 'var background = new LK.Rectangle({' Line Number: 559
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/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var BarkWave = Container.expand(function () {
var self = Container.call(this);
var graphic = self.attachAsset('barkWave', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.damage = 3; // Slightly increased damage for manual ability
self.duration = 30; // frames
self.radius = 100;
self.maxRadius = 350; // Slightly larger radius for manual ability
self.update = function () {
self.radius += 15; // Expand slightly faster
graphic.scaleX = self.radius / 100;
graphic.scaleY = self.radius / 100;
graphic.alpha -= 0.017;
// Check for enemies in range ONCE per enemy per wave activation
// To avoid hitting the same enemy multiple times with one wave
if (!self.enemiesHit) {
self.enemiesHit = [];
} // Initialize if needed
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Only check if enemy hasn't been hit by this wave yet
if (self.enemiesHit.indexOf(enemy) === -1) {
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.radius) {
enemy.takeDamage(self.damage);
self.enemiesHit.push(enemy); // Mark enemy as hit
}
}
}
self.duration--;
if (self.duration <= 0 || self.radius >= self.maxRadius) {
self.destroy();
}
};
return self;
});
// --- MODIFIED BuildSpot Class ---
// --- MODIFY BuildSpot Class ---
var BuildSpot = Container.expand(function () {
var self = Container.call(this);
self.graphic = self.attachAsset('buildSpot', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.hasTower = false;
self.tower = null;
self.selectionIconContainer = null; // This will hold the icons
self.areIconsVisible = false;
// Define offsets for icons relative to the BuildSpot's center
// (These are local coordinates within the selectionIconContainer if you use one,
// or directly relative to the BuildSpot if icons are direct children of BuildSpot)
var iconOffsets = [{
x: -(self.graphic.width / 2 + 45),
y: 0,
towerKey: 'stapler'
},
// Left (SpotRadius + IconRadius/2 + Margin)
{
x: 0,
y: -(self.graphic.height / 2 + 45),
towerKey: 'blocker'
},
// Above
{
x: self.graphic.width / 2 + 45,
y: 0,
towerKey: 'placeholder'
} // Right
];
self.showSelectionIcons = function () {
if (self.hasTower || self.areIconsVisible) return;
if (currentActiveBuildSpot && currentActiveBuildSpot !== self) {
currentActiveBuildSpot.hideSelectionIcons();
}
currentActiveBuildSpot = self;
// Create a container for the icons, positioned AT the BuildSpot's location
// This container will be added to the SAME parent as the BuildSpot (e.g., 'level')
self.selectionIconContainer = new Container();
self.selectionIconContainer.x = self.x; // Position container at buildspot's x (in 'level' space)
self.selectionIconContainer.y = self.y; // Position container at buildspot's y (in 'level' space)
self.parent.addChild(self.selectionIconContainer); // Add to 'level' (BuildSpot's parent)
for (var i = 0; i < iconOffsets.length; i++) {
var offsetData = iconOffsets[i];
var towerTypeKey = offsetData.towerKey;
var towerInfo = TOWER_DATA[towerTypeKey];
if (!towerInfo || !towerInfo.levels || !towerInfo.levels[0]) continue;
var cost = towerInfo.levels[0].cost;
// Create icon button within the selectionIconContainer
// Its x,y will be relative to the selectionIconContainer's origin (which is the BuildSpot's center)
var iconButton = new Container();
iconButton.x = offsetData.x; // Use the defined offset
iconButton.y = offsetData.y; // Use the defined offset
self.selectionIconContainer.addChild(iconButton);
var iconGraphicAsset = towerInfo.iconAsset || 'iconPlaceholder';
var iconGraphic = iconButton.attachAsset(iconGraphicAsset, {
anchorX: 0.5,
anchorY: 0.5
});
iconGraphic.interactive = true;
iconGraphic.towerTypeKey = towerTypeKey;
var costText = new Text2("$" + cost, {
size: 20,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 2
});
costText.anchor.set(0.5, -0.7); // Position below the icon's center
iconButton.addChild(costText);
if (currency < cost) {
iconButton.alpha = 0.5;
iconGraphic.interactive = false;
} else {
iconButton.alpha = 1.0;
}
iconGraphic.down = function () {
var currentCost = TOWER_DATA[this.towerTypeKey].levels[0].cost;
if (currency >= currentCost) {
self.buildSelectedTower(this.towerTypeKey);
// hideSelectionIcons will be called by the main game.down logic
} else {
spawnFloatingText("Need More $!", self.x + offsetData.x, self.y + offsetData.y - 30, {
fill: 0xFF0000
});
}
// IMPORTANT: After an icon is clicked, we want to hide the icons.
// The main game.down will handle this if the click is "outside".
// If the click IS on an icon, the icon's own handler executes, then game.down.
// So, we can call hideSelectionIcons here too, or rely on game.down.
// For simplicity, let game.down handle closing.
};
}
self.areIconsVisible = true;
LK.getSound('uiOpenMenu').play();
};
self.hideSelectionIcons = function () {
if (self.selectionIconContainer) {
self.selectionIconContainer.destroy(); // Destroy the container and all its children (icons)
self.selectionIconContainer = null;
}
self.areIconsVisible = false;
if (currentActiveBuildSpot === self) {
currentActiveBuildSpot = null;
}
};
self.updateAffordability = function () {
if (!self.areIconsVisible || !self.selectionIconContainer) return;
var iconButtons = self.selectionIconContainer.children;
for (var i = 0; i < iconButtons.length; i++) {
var iconContainer = iconButtons[i]; // This is the Container for icon+text
if (!iconContainer.children || iconContainer.children.length === 0) continue;
var iconGraphic = iconContainer.getChildAt(0); // Assuming graphic is first child
if (iconGraphic && iconGraphic.towerTypeKey) {
// Check if it's one of our tower icons
var towerTypeKey = iconGraphic.towerTypeKey;
var cost = TOWER_DATA[towerTypeKey] ? TOWER_DATA[towerTypeKey].levels[0].cost : Infinity;
if (currency < cost) {
iconContainer.alpha = 0.5;
iconGraphic.interactive = false;
} else {
iconContainer.alpha = 1.0;
iconGraphic.interactive = true;
}
}
}
};
self.buildSelectedTower = function (towerTypeKey) {
if (self.hasTower || !TOWER_DATA[towerTypeKey]) {
return;
}
var towerLevelData = TOWER_DATA[towerTypeKey].levels[0]; // Always build level 0 initially
if (currency < towerLevelData.cost) {
return;
} // Double check affordability
currency -= towerLevelData.cost;
currencyText.setText("$: " + currency);
var newTower;
if (towerTypeKey === 'stapler') {
newTower = new StaplerTower();
} else if (towerTypeKey === 'blocker') {
newTower = new BureaucracyBlockerTower();
}
// else if (towerTypeKey === 'placeholder' || your_third_type) newTower = new YourThirdTower();
if (newTower) {
// newTower.init(0); // Constructor should call initializeTowerFromData(self, type, 0)
newTower.x = 0;
newTower.y = 0; // Relative to this BuildSpot
self.addChild(newTower);
self.tower = newTower;
self.hasTower = true;
self.graphic.alpha = 0.1; // Dim the build spot graphic
var buildSfx = TOWER_DATA[towerTypeKey].buildSfx || 'buildTower'; // Fallback sfx
LK.getSound(buildSfx).play();
spawnFloatingText(TOWER_DATA[towerTypeKey].name + " BUILT!", self.x, self.y - 50, {
fill: 0x00FF00
});
// After building, update affordability for ALL visible icons
if (currentActiveBuildSpot) {
currentActiveBuildSpot.updateAffordability();
}
// Or iterate all build spots that might have icons visible (if multiple can be open)
}
};
// Main click handler for the BuildSpot itself
self.down = function () {
// This is the click on the BuildSpot itself
if (self.hasTower) {
spawnFloatingText("Tower here!", self.x, self.y, {
fill: 0xCCCCCC
});
// If any other spot's menu is open, close it.
if (currentActiveBuildSpot && currentActiveBuildSpot !== self) {
currentActiveBuildSpot.hideSelectionIcons();
}
// Also close self's menu if it was somehow open (shouldn't be if tower exists)
if (self.areIconsVisible) self.hideSelectionIcons();
return;
}
if (self.areIconsVisible) {
self.hideSelectionIcons();
} else {
self.showSelectionIcons();
}
};
return self;
});
// Modify BureaucracyBlockerTower
// --- MODIFY BureaucracyBlockerTower ---
var BureaucracyBlockerTower = Container.expand(function () {
var self = Container.call(this);
self.graphic = self.attachAsset(TOWER_DATA['blocker'].levels[0].asset, {
anchorX: 0.5,
anchorY: 0.5
});
self.range = 250; // Will be set by init
self.slowFactor = 0.5; // Will be set by init
self.enemiesSlowed = [];
self.towerType = 'blocker';
self.currentLevel = 0;
self.init = function (levelIndex) {
initializeTowerFromData(self, 'blocker', levelIndex);
self.clearAllSlows();
};
self.clearAllSlows = function () {
for (var i = 0; i < self.enemiesSlowed.length; i++) {
var enemy = self.enemiesSlowed[i];
if (enemy && enemy.parent && enemy.isSlowedByBlocker === self) {
enemy.speed = enemy.originalSpeed;
enemy.isSlowedByBlocker = null;
if (enemy.graphic) {
enemy.graphic.tint = 0xFFFFFF;
}
}
}
self.enemiesSlowed = [];
};
self.update = function () {
// --- REPLACE THIS BLOCK for towerGlobalPos ---
// var globalPos = self.parent ? self.parent.toGlobal(self.position) : self.position; // OLD WAY
// --- WITH THIS ---
var buildSpot = self.parent;
if (!buildSpot || !buildSpot.parent) {
return;
}
var levelContainer = buildSpot.parent;
var towerGlobalPos = levelContainer.toGlobal(buildSpot.position); // Tower is at BuildSpot's origin
// --- END REPLACEMENT ---
var newlySlowedThisFrame = [];
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (!enemy || !enemy.parent) {
continue;
}
var dx = enemy.x - towerGlobalPos.x;
var dy = enemy.y - towerGlobalPos.y;
var distanceSq = dx * dx + dy * dy;
if (distanceSq < self.range * self.range) {
if (!enemy.isSlowedByBlocker) {
enemy.originalSpeed = enemy.speed;
enemy.speed *= self.slowFactor;
enemy.isSlowedByBlocker = self;
if (enemy.graphic) {
enemy.graphic.tint = 0xAAAAFF;
}
}
newlySlowedThisFrame.push(enemy);
}
}
// Check enemies that were slowed last frame but might be out of range now
for (var i = self.enemiesSlowed.length - 1; i >= 0; i--) {
var previouslySlowedEnemy = self.enemiesSlowed[i];
if (!previouslySlowedEnemy || !previouslySlowedEnemy.parent || newlySlowedThisFrame.indexOf(previouslySlowedEnemy) === -1) {
// Enemy is gone or no longer in range by this tower
if (previouslySlowedEnemy && previouslySlowedEnemy.isSlowedByBlocker === self) {
// Only unslow if WE slowed it
previouslySlowedEnemy.speed = previouslySlowedEnemy.originalSpeed;
previouslySlowedEnemy.isSlowedByBlocker = null;
if (previouslySlowedEnemy.graphic) {
previouslySlowedEnemy.graphic.tint = 0xFFFFFF;
} // Reset tint
}
self.enemiesSlowed.splice(i, 1);
}
}
self.enemiesSlowed = newlySlowedThisFrame; // Update the list of currently slowed enemies
};
// When tower is destroyed, make sure to unslow any enemies it was affecting
var originalDestroy = self.destroy;
self.destroy = function () {
for (var i = 0; i < self.enemiesSlowed.length; i++) {
var enemy = self.enemiesSlowed[i];
if (enemy && enemy.parent && enemy.isSlowedByBlocker === self) {
enemy.speed = enemy.originalSpeed;
enemy.isSlowedByBlocker = null;
if (enemy.graphic) {
enemy.graphic.tint = 0xFFFFFF;
}
}
}
self.enemiesSlowed = [];
if (originalDestroy) {
originalDestroy.call(self);
} else if (self.parent) {
self.parent.removeChild(self);
} // Basic destroy
};
return self;
});
// DogeHero - Now includes auto-attack and manual bark ability logic
var DogeHero = Container.expand(function () {
var self = Container.call(this);
self.graphic = self.attachAsset('dogeHero', {
anchorX: 0.5,
anchorY: 0.5
}); // Expose graphic if needed for hit check
self.width = self.graphic.width; // Store size for hit checks
self.height = self.graphic.height;
self.speed = 5;
self.targetX = self.x;
self.targetY = self.y;
// Auto Attack Stats
self.autoAttackRange = 180;
self.autoAttackDamage = 2;
self.autoAttackCooldownTime = 45;
self.currentAutoAttackCooldown = 0;
// Manual Bark Ability Stats
self.manualBarkCooldownTime = 300;
self.currentManualBarkCooldown = 0;
self.update = function () {
// Movement
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
dx = dx / distance * self.speed;
dy = dy / distance * self.speed;
self.x += dx;
self.y += dy;
} else if (distance > 0) {
self.x = self.targetX;
self.y = self.targetY;
}
// Cooldowns
if (self.currentAutoAttackCooldown > 0) {
self.currentAutoAttackCooldown--;
}
if (self.currentManualBarkCooldown > 0) {
self.currentManualBarkCooldown--;
}
// Auto Attack Logic
if (self.currentAutoAttackCooldown <= 0) {
var closestEnemy = null;
var minDistanceSq = self.autoAttackRange * self.autoAttackRange;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var ex = enemy.x - self.x;
var ey = enemy.y - self.y;
var distSq = ex * ex + ey * ey;
if (distSq < minDistanceSq) {
minDistanceSq = distSq;
closestEnemy = enemy;
}
}
if (closestEnemy) {
closestEnemy.takeDamage(self.autoAttackDamage);
LK.getSound('dogeAutoAttack').play();
self.currentAutoAttackCooldown = self.autoAttackCooldownTime;
}
}
};
self.setTarget = function (x, y) {
self.targetX = x;
self.targetY = y;
};
self.manualBark = function () {
if (self.currentManualBarkCooldown <= 0) {
var wave = new BarkWave();
wave.x = self.x;
wave.y = self.y;
game.addChild(wave);
LK.getSound('dogeBark').play();
self.currentManualBarkCooldown = self.manualBarkCooldownTime;
return true;
}
return false;
};
return self;
});
// Enemy class remains largely the same
var Enemy = Container.expand(function () {
var self = Container.call(this);
var graphic = self.attachAsset('enemyPaper', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.speed = 2;
self.value = 10; // Currency earned when killed
self.currentPathIndex = 0;
self.update = function () {
// Check if pathPoints is loaded and valid
if (!pathPoints || pathPoints.length === 0) {
return;
}
if (self.currentPathIndex < pathPoints.length) {
var target = pathPoints[self.currentPathIndex];
if (!target) {
// Safety check
self.currentPathIndex++;
return;
}
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Use a slightly larger threshold for path progression
if (distance < self.speed * 1.5) {
// Adjusted threshold
self.currentPathIndex++;
// Check if enemy reached the goal
if (self.currentPathIndex >= pathPoints.length) {
playerLives--;
livesText.setText("Lives: " + playerLives);
LK.getSound('enemyReachGoal').play();
if (playerLives <= 0) {
// Game over
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
}
LK.showGameOver();
}
self.destroy();
return;
}
} else {
// Move towards the target point
dx = dx / distance * self.speed;
dy = dy / distance * self.speed;
self.x += dx;
self.y += dy;
}
} else {
// If somehow past the end of path but not destroyed, remove it
console.log("Enemy past end of path, destroying.");
self.destroy();
}
};
self.takeDamage = function (amount) {
self.health -= amount;
// Flash red when taking damage
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0 && self.parent) {
// Added check for self.parent before accessing currency
currency += self.value;
currencyText.setText("$: " + currency);
LK.setScore(LK.getScore() + self.value);
scoreText.setText("Score: " + LK.getScore());
LK.getSound('enemyDeath').play();
self.destroy();
}
};
return self;
});
// GameLevel class remains the same
var GameLevel = Container.expand(function () {
var self = Container.call(this);
var pathGraphics = []; // Store path visuals
var buildSpotGraphics = []; // Store build spot visuals
self.createPath = function (pathData) {
// Clear previous path graphics
pathGraphics.forEach(function (tile) {
tile.destroy();
});
pathGraphics = [];
// Assume pathData is the pathPoints array
for (var i = 0; i < pathData.length - 1; i++) {
var start = pathData[i];
var end = pathData[i + 1];
if (!start || !end) {
continue;
} // Safety check
// Calculate direction and distance
var dx = end.x - start.x;
var dy = end.y - start.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Adjust tile spacing slightly
var steps = Math.ceil(distance / 90); // Slightly closer tiles
for (var j = 0; j < steps; j++) {
var ratio = j / steps;
var x = start.x + dx * ratio;
var y = start.y + dy * ratio;
var tile = LK.getAsset('pathTile', {
x: x,
y: y,
alpha: 0.3,
// Make path fainter
anchorX: 0.5,
anchorY: 0.5
});
self.addChild(tile);
pathGraphics.push(tile); // Store reference
}
}
};
self.createBuildSpots = function (spotsData) {
// Clear previous build spots
buildSpotGraphics.forEach(function (spot) {
spot.destroy();
});
buildSpotGraphics = [];
self.buildSpots = []; // Clear the logical array too
for (var i = 0; i < spotsData.length; i++) {
if (!spotsData[i]) {
continue;
} // Safety check
var spot = new BuildSpot();
spot.x = spotsData[i].x;
spot.y = spotsData[i].y;
self.addChild(spot);
self.buildSpots.push(spot); // Store logical spot
buildSpotGraphics.push(spot); // Store graphical spot
}
};
return self;
});
// Goal class remains the same
var Goal = Container.expand(function () {
var self = Container.call(this);
var graphic = self.attachAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6
});
return self;
});
// --- NEW ENEMY: RedTapeWorm ---
var RedTapeWorm = Container.expand(function () {
var self = Container.call(this);
// Inherit from Enemy - this copies properties and methods if Enemy is set up for it.
// If Enemy is not a true prototypal base, we'll redefine common things.
// For simplicity, let's assume Enemy provides a good base or we'll set manually.
// Call parent constructor if applicable
// Override or set specific properties
self.graphic = self.attachAsset('enemyRedTapeWorm', {
anchorX: 0.5,
anchorY: 0.5
}); // Use new asset
self.health = 20; // High health
self.speed = 0.75; // Very slow speed
self.value = 25; // More currency
// Optional: Custom sound on spawn or movement
// LK.getSound('tapeStretch').play(); // (Could be spammy if played on update)
// The base Enemy.update() and Enemy.takeDamage() should work if inherited.
// If not, you'd copy and paste that logic here, adjusting as needed.
// For now, assume base Enemy update handles pathing and goal reaching.
// Custom onDefeat behavior if needed (e.g., spawn smaller tapes - too complex for now)
var originalDestroy = self.destroy; // Keep a reference to base destroy
self.destroy = function () {
// spawnFloatingText("So Bureaucratic!", self.x, self.y - 50, { fill: 0xFF6666 }); // Example
originalDestroy.call(self); // Call the original destroy method
};
return self;
});
// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
// This isn't a formal class, but concepts to apply
var StaplerTower = Container.expand(function () {
var self = Container.call(this);
self.graphic = self.attachAsset(TOWER_DATA['stapler'].levels[0].asset, {
anchorX: 0.5,
anchorY: 0.5
});
self.fireRate = 60; // Set from TOWER_DATA in init
self.range = 300; // Set from TOWER_DATA in init
self.damage = 1; // Set from TOWER_DATA in init
self.lastFired = 0;
self.towerType = 'stapler';
self.currentLevel = 0;
self.init = function (levelIndex) {
initializeTowerFromData(self, 'stapler', levelIndex);
self.lastFired = 0;
};
self.update = function () {
self.lastFired++;
if (self.lastFired >= self.fireRate) {
var closestEnemy = null;
var minDistanceSq = self.range * self.range;
// --- REPLACE THIS BLOCK for towerGlobalPos ---
// var globalPos = self.parent.toGlobal(self.position); // OLD WAY
// --- WITH THIS ---
var buildSpot = self.parent;
if (!buildSpot || !buildSpot.parent) {
return;
} // Safety: buildSpot should exist and have a parent (level)
var levelContainer = buildSpot.parent;
var towerGlobalPos = levelContainer.toGlobal(buildSpot.position); // Tower is at BuildSpot's origin
// --- END REPLACEMENT ---
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - towerGlobalPos.x;
var dy = enemy.y - towerGlobalPos.y;
var distanceSq = dx * dx + dy * dy;
if (distanceSq < minDistanceSq) {
minDistanceSq = distanceSq;
closestEnemy = enemy;
}
}
if (closestEnemy) {
self.shoot(closestEnemy);
self.lastFired = 0;
}
}
};
self.shoot = function (target) {
var bullet = new TowerBullet();
// --- REPLACE THIS BLOCK for towerGlobalPos ---
// var globalPos = self.parent.toGlobal(self.position); // OLD WAY
// --- WITH THIS ---
var buildSpot = self.parent;
if (!buildSpot || !buildSpot.parent) {
return;
}
var levelContainer = buildSpot.parent;
var towerGlobalPos = levelContainer.toGlobal(buildSpot.position); // Tower is at BuildSpot's origin
// --- END REPLACEMENT ---
bullet.x = towerGlobalPos.x;
bullet.y = towerGlobalPos.y;
bullet.target = target;
bullet.damage = self.damage;
game.addChild(bullet);
bullets.push(bullet);
LK.getSound('shoot').play();
};
initializeTowerFromData(self, 'stapler', 0);
return self;
});
// TowerBullet class remains the same
var TowerBullet = Container.expand(function () {
var self = Container.call(this);
var graphic = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.damage = 1;
self.target = null;
self.update = function () {
// Check if target exists and is still in the game
if (!self.target || !self.target.parent) {
self.destroy();
return;
}
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Use speed as collision threshold
if (distance < self.speed) {
self.target.takeDamage(self.damage);
self.destroy();
return;
}
// Normalize and multiply by speed
dx = dx / distance * self.speed;
dy = dy / distance * self.speed;
self.x += dx;
self.y += dy;
};
return self;
});
/****
* Initialize Game
****/
// UI elements
var game = new LK.Game({
backgroundColor: 0x558855 // Darker green background
});
/****
* Game Code
****/
// This isn't a formal class, but concepts to apply
// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
// Specific build sounds for each tower type if desired
// --- New Sound Effects ---
// Bureaucracy Blocker
// Even more so
// Slightly bigger/cooler
// Stapler
// --- Tower Level Assets (Placeholders) ---
// You'll also need actual tower icons for the buttons eventually
// For + symbols
// --- UI Assets for Popup ---
//LK.init.shape('debugTargetMarker', {width:25, height:25, color:0x00ff00, shape:'ellipse'})
//LK.init.shape('debugMarker', {width:20, height:20, color:0xff0000, shape:'ellipse'})
// For drawing lines if needed later
// <-- NEW DEBUG ASSET
// Added sound for auto-attack
// Game constants
// <-- NEW Green Target Marker
// --- NEW ASSETS ---
// Placeholder path
// Placeholder path
// Sound for bureaucracy blocker or paperwork
// Sound for red tape worm
var TOWER_DATA = {
'stapler': {
name: 'Stapler Turret',
iconAsset: 'towerStaplerLvl1',
// Use Lvl1 icon for selection button initially
buildSfx: 'buildStapler',
// You'll need to define this sound
levels: [{
asset: 'towerStaplerLvl1',
cost: 50,
damage: 1,
range: 300,
fireRate: 60,
description: "Basic Stapler"
}, {
asset: 'towerStaplerLvl2',
cost: 75,
damage: 2,
range: 320,
fireRate: 55,
description: "Improved Firepower"
}, {
asset: 'towerStaplerLvl3',
cost: 125,
damage: 3,
range: 350,
fireRate: 50,
description: "Max Staples!"
}]
},
'blocker': {
name: 'Bureaucracy Blocker',
iconAsset: 'towerBlockerLvl1',
buildSfx: 'buildBlocker',
// You'll need to define this sound
levels: [{
asset: 'towerBlockerLvl1',
cost: 75,
slowFactor: 0.5,
range: 250,
description: "Slows nearby red tape."
}, {
asset: 'towerBlockerLvl2',
cost: 100,
slowFactor: 0.4,
range: 275,
description: "Wider, stronger slow."
}, {
asset: 'towerBlockerLvl3',
cost: 150,
slowFactor: 0.3,
range: 300,
description: "Bureaucratic Gridlock!"
}]
}
};
// --- Base Tower Functionality Helper --- // <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< AND initializeTowerFromData
function initializeTowerFromData(towerInstance, towerTypeKey, levelIndex) {
var towerTypeData = TOWER_DATA[towerTypeKey]; // Now TOWER_DATA will exist
if (!towerTypeData) {
// console.error("Invalid tower type:", towerTypeKey); // LK Engine doesn't show console
// You could use a visual error like a Text2 message if this happens
var errorText = new Text2("Error: No data for " + towerTypeKey, {
fill: 0xFF0000,
size: 20
});
LK.gui.top.addChild(errorText);
LK.setTimeout(function () {
errorText.destroy();
}, 3000);
return;
}
var levelData = towerTypeData.levels[levelIndex];
if (!levelData) {
// console.error("Invalid level for tower:", towerTypeKey, levelIndex);
var errorTextLvl = new Text2("Error: No lvl " + levelIndex + " for " + towerTypeKey, {
fill: 0xFF0000,
size: 20
});
LK.gui.top.addChild(errorTextLvl);
LK.setTimeout(function () {
errorTextLvl.destroy();
}, 3000);
return;
}
towerInstance.towerType = towerTypeKey;
towerInstance.currentLevel = levelIndex;
if (towerInstance.graphic) {
towerInstance.graphic.setAsset(levelData.asset);
} else {
// This should ideally not happen if graphic is pre-attached
towerInstance.graphic = towerInstance.attachAsset(levelData.asset, {
anchorX: 0.5,
anchorY: 0.5
});
}
// Apply stats
if (levelData.damage !== undefined) {
towerInstance.damage = levelData.damage;
}
if (levelData.range !== undefined) {
towerInstance.range = levelData.range;
}
if (levelData.fireRate !== undefined) {
towerInstance.fireRate = levelData.fireRate;
}
if (levelData.slowFactor !== undefined) {
towerInstance.slowFactor = levelData.slowFactor;
}
}
var ICON_SELECT_OFFSETS = [{
x: -(150 / 2 + 80 / 2 + 10),
y: 0,
towerKey: 'stapler'
},
// Left
{
x: 0,
y: -(150 / 2 + 80 / 2 + 10),
towerKey: 'blocker'
},
// Above
{
x: 150 / 2 + 80 / 2 + 10,
y: 0,
towerKey: 'placeholder'
} // Right
];
// Ensure 'placeholder' exists in TOWER_DATA with at least a cost and iconAsset
if (TOWER_DATA && !TOWER_DATA['placeholder']) {
TOWER_DATA['placeholder'] = {
name: "???",
iconAsset: 'iconPlaceholder',
levels: [{
cost: 9999,
asset: 'iconPlaceholder'
}]
};
}
var TOWER_COST = 50;
var WAVE_DELAY = 300; // frames between waves
var MAX_WAVES = 10;
// Access screen dimensions directly from LK
var SCREEN_HEIGHT = 2732; // Standard iPad Pro height (portrait mode)
var SCREEN_WIDTH = 2048; // Standard iPad Pro width (portrait mode)
var PAN_THRESHOLD = SCREEN_HEIGHT * 0.25; // Start panning when Doge is in top/bottom 25% /**** NEW ****/
var MAP_HEIGHT = 3000; // Define total map height /**** NEW - ADJUST AS NEEDED ****/
// Game variables
//var clickMarker; // <-- NEW: Reference to the visual click marker
//var targetMarker; // <-- NEW: Reference to the green target marker
var activeTowerMenu = null; // To ensure only one menu is open
var currentActiveBuildSpot = null; // Track which spot's icons are open
var lastWorldClickX = 0; // <-- NEW: Store last click world X
var lastWorldClickY = 0; // <-- NEW: Store last click world Y
var currency = 100;
var playerLives = 5;
var currentWave = 0;
var waveTimer = 0;
var isWaveActive = false;
var enemies = [];
var bullets = [];
var pathPoints = [];
var level;
var doge;
var goal;
// --- HELPER FUNCTION FOR FLOATING TEXT ---
function spawnFloatingText(text, x, y, options) {
var defaultOptions = {
size: 30,
fill: 0xFFFFFF,
// White text
stroke: 0x000000,
strokeThickness: 2,
duration: 60,
// frames (1 second at 60fps)
velocityY: -1.5,
// Pixels per frame upwards
alphaFadeSpeed: 0.015
};
var settings = Object.assign({}, defaultOptions, options); // Merge user options
var floatingText = new Text2(text, {
size: settings.size,
fill: settings.fill,
stroke: settings.stroke,
strokeThickness: settings.strokeThickness,
anchorX: 0.5,
// Center the text
anchorY: 0.5
});
floatingText.x = x;
floatingText.y = y;
floatingText.alpha = 1.0;
game.addChild(floatingText); // Add to main game container to scroll with world
var framesLived = 0;
floatingText.update = function () {
floatingText.y += settings.velocityY;
floatingText.alpha -= settings.alphaFadeSpeed;
framesLived++;
if (framesLived >= settings.duration || floatingText.alpha <= 0) {
floatingText.destroy();
}
};
// Add this to a list of updatable text objects if your engine doesn't auto-update children with .update
// For LK Engine, if it's a child of `game` and has an `update` method, it should be called.
// If not, you'll need a global array like `activeFloatingTexts` and iterate it in `game.update`.
// Let's assume LK.Game handles child updates for now.
}
var scoreText = new Text2("Score: 0", {
size: 50,
fill: 0xFFFFFF
}); // White text
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var waveText = new Text2("Wave: 0/" + MAX_WAVES, {
size: 50,
fill: 0xFFFFFF
});
waveText.anchor.set(1, 0); // Anchor top-right
waveText.x = -100; // Position from right edge
LK.gui.topRight.addChild(waveText);
var currencyText = new Text2("$: " + currency, {
size: 50,
fill: 0xFFFFFF
});
currencyText.anchor.set(0.5, 0);
currencyText.y = 60;
LK.gui.top.addChild(currencyText);
var livesText = new Text2("Lives: " + playerLives, {
size: 50,
fill: 0xFFFFFF
});
livesText.anchor.set(1, 0); // Anchor top-right
livesText.x = -100;
livesText.y = 60;
LK.gui.topRight.addChild(livesText);
// Removed old info text, replaced by Bark button
// var infoText = new Text2(...)
// Bark Button /**** NEW ****/
var barkButton = new Text2("BARK!", {
size: 60,
fill: 0xffcc00,
// Doge color
stroke: 0x000000,
strokeThickness: 4
});
barkButton.anchor.set(0.5, 1); // Anchor bottom-center
barkButton.y = -50; // Position from bottom edge
barkButton.interactive = true; // Make it clickable
barkButton.down = function () {
if (doge) {
var success = doge.manualBark();
if (success) {
// Optional: visual feedback on button press
barkButton.scale.set(1.1);
LK.setTimeout(function () {
barkButton.scale.set(1.0);
}, 100);
}
}
};
LK.gui.bottom.addChild(barkButton);
// NEW: On-Screen Debug Text
var debugText = new Text2("Debug Info", {
size: 24,
// Smaller font
fill: 0xFFFF00,
// Yellow text
align: "left",
// Align text left
stroke: 0x000000,
strokeThickness: 2
});
debugText.anchor.set(0, 1); // Anchor bottom-left
debugText.x = 10;
debugText.y = -10; // Position from bottom edge
LK.gui.bottomLeft.addChild(debugText); // Add to a corner
// Initialize game level and path
function initializeGame() {
game.y = 0;
game.scale.set(1); // Reset position and scale
level = new GameLevel();
game.addChild(level);
// Path Points (Adjust Y values for map height)
pathPoints = [{
x: SCREEN_WIDTH * 0.1,
y: 100
}, {
x: SCREEN_WIDTH * 0.1,
y: 500
}, {
x: SCREEN_WIDTH * 0.4,
y: 500
}, {
x: SCREEN_WIDTH * 0.4,
y: 1000
}, {
x: SCREEN_WIDTH * 0.7,
y: 1000
}, {
x: SCREEN_WIDTH * 0.7,
y: 1500
}, {
x: SCREEN_WIDTH * 0.3,
y: 1500
}, {
x: SCREEN_WIDTH * 0.3,
y: 2000
}, {
x: SCREEN_WIDTH * 0.8,
y: 2000
}, {
x: SCREEN_WIDTH * 0.8,
y: 2800
}];
level.createPath(pathPoints);
// Build Spots (Adjust Y values for map height)
var buildSpots = [{
x: SCREEN_WIDTH * 0.25,
y: 300
}, {
x: SCREEN_WIDTH * 0.25,
y: 750
}, {
x: SCREEN_WIDTH * 0.55,
y: 750
}, {
x: SCREEN_WIDTH * 0.55,
y: 1250
}, {
x: SCREEN_WIDTH * 0.85,
y: 1250
}, {
x: SCREEN_WIDTH * 0.50,
y: 1750
}, {
x: SCREEN_WIDTH * 0.15,
y: 1750
}, {
x: SCREEN_WIDTH * 0.50,
y: 2400
}, {
x: SCREEN_WIDTH * 0.90,
y: 2400
}];
level.createBuildSpots(buildSpots);
// Goal
goal = new Goal();
if (pathPoints.length > 0) {
goal.x = pathPoints[pathPoints.length - 1].x;
goal.y = pathPoints[pathPoints.length - 1].y;
game.addChild(goal);
}
currentActiveBuildSpot = null;
// Doge
doge = new DogeHero();
doge.x = SCREEN_WIDTH / 2;
doge.y = SCREEN_HEIGHT / 2;
doge.targetX = doge.x;
doge.targetY = doge.y;
game.addChild(doge);
// Debug Markers (Remove or comment out if not needed)
// clickMarker = LK.getAsset('debugMarker'); clickMarker.visible = false; clickMarker.alpha = 0.8; game.addChild(clickMarker);
// targetMarker = LK.getAsset('debugTargetMarker'); targetMarker.visible = true; targetMarker.alpha = 0.7; targetMarker.x = doge.targetX; targetMarker.y = doge.targetY; game.addChild(targetMarker);
// Reset Variables
currency = 100;
playerLives = 5;
currentWave = 0;
waveTimer = 0;
isWaveActive = false;
enemies.forEach(function (e) {
if (e.parent) {
e.destroy();
}
});
enemies = [];
bullets.forEach(function (b) {
if (b.parent) {
b.destroy();
}
});
bullets = [];
// Update UI
currencyText.setText("$: " + currency);
livesText.setText("Lives: " + playerLives);
waveText.setText("Wave: " + currentWave + "/" + MAX_WAVES);
scoreText.setText("Score: " + LK.getScore());
barkButton.setText("BARK!");
// updateDebugText(); // Remove if debug text removed
LK.playMusic('bgmusic');
}
// NEW: Function to update debug text display
//function updateDebugText() {
// if (!debugText || !doge) {
// return;
// } // Don't update if elements don't exist
// var debugLines = ["GameY: " + game.y.toFixed(1), "GameScaleY: " + game.scale.y.toFixed(2),
// <-- Added Scale Display
// "DogeXY: " + doge.x.toFixed(1) + ", " + doge.y.toFixed(1), "DogeTarget: " + doge.targetX.toFixed(1) + ", " + doge.targetY.toFixed(1), "LastClickW: " + lastWorldClickX.toFixed(1) + ", " + lastWorldClickY.toFixed(1)];
// debugText.setText(debugLines.join("\n"));
function spawnWave() {
currentWave++;
waveText.setText("Wave: " + currentWave + "/" + MAX_WAVES);
var enemyCount = 5 + currentWave * 2;
var spawnInterval = 60; // frames between enemy spawns
function spawnEnemy(count) {
if (count <= 0 || !pathPoints || pathPoints.length === 0) {
// Added check for pathPoints
isWaveActive = true; // Mark wave active even if spawning failed/finished
return;
}
var enemy = new Enemy();
enemy.x = pathPoints[0].x;
enemy.y = pathPoints[0].y;
// Increase difficulty with each wave
enemy.health = 2 + Math.floor(currentWave / 2);
if (currentWave > 5) {
enemy.speed = 2.5;
}
if (currentWave > 8) {
enemy.speed = 3;
}
game.addChild(enemy); // Add enemy to the main game container
enemies.push(enemy);
// Use LK.setTimeout for delays
LK.setTimeout(function () {
spawnEnemy(count - 1);
}, spawnInterval * 16.67); // Use ~16.67ms for 60fps
}
isWaveActive = false; // Mark wave as starting (will be set true after first spawn attempt or completion)
spawnEnemy(enemyCount);
}
function checkWaveComplete() {
if (isWaveActive && enemies.length === 0) {
// Double check if we really spawned everything for the wave before proceeding
// This basic check assumes spawning finishes before all enemies are killed
isWaveActive = false;
waveTimer = 0; // Reset timer for next wave delay
if (currentWave >= MAX_WAVES) {
// Player wins
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
}
LK.showYouWin();
}
}
}
// Event Handlers /**** MODIFIED ****/
var dragDoge = false;
game.down = function (x, y, obj) {
var worldX = x;
var worldY = y; // Using raw world-space coords from event
var clickedOnAnInteractiveIcon = false;
// Check if the click was on an active selection icon
if (currentActiveBuildSpot && currentActiveBuildSpot.selectionIconContainer) {
var iconsInMenu = currentActiveBuildSpot.selectionIconContainer.children;
for (var i = 0; i < iconsInMenu.length; i++) {
var iconButtonContainer = iconsInMenu[i];
// obj from game.down is the *topmost* interactive element.
// If it's the iconGraphic inside iconButtonContainer, its .down will fire.
var iconGraphic = iconButtonContainer.getChildAt(0); // Assuming graphic is first child
if (obj === iconGraphic) {
clickedOnAnInteractiveIcon = true;
// The icon's own .down handler will manage building and closing.
// We might still want to hide icons if the build fails (e.g. re-check cost)
// but for now, let the icon handler close on success.
break;
}
}
}
// If the click was on an icon, let its handler do the work.
if (clickedOnAnInteractiveIcon) {
return;
}
// If click was not on an icon, check if it was on a BuildSpot graphic itself
// to open/close its menu.
var clickedOnBuildSpotGraphic = false;
if (level && level.buildSpots) {
for (var i = 0; i < level.buildSpots.length; i++) {
var spot = level.buildSpots[i];
if (obj === spot.graphic) {
// LK engine gives us the target 'obj'
clickedOnBuildSpotGraphic = true;
// The spot.down() handler will be called by the engine.
break;
}
}
}
// If the click was on a build spot graphic, its .down handler will manage the menu.
if (clickedOnBuildSpotGraphic) {
return;
}
// If we've reached here, the click was not on an active icon and not on a buildspot graphic.
// So, if a menu is open, close it.
if (currentActiveBuildSpot) {
currentActiveBuildSpot.hideSelectionIcons();
// currentActiveBuildSpot will be set to null inside hideSelectionIcons
}
// --- Doge Movement Logic (if click wasn't handled by UI/icons/spots) ---
var targetObjectClicked = obj;
var clickedOnDoge = false;
var clickedOnBuildSpot = null;
// 1. Check for clicking Doge (using worldPos)
if (doge && targetObjectClicked === doge.graphic) {
clickedOnDoge = true;
} else if (doge) {
var dx = worldX - doge.x;
var dy = worldY - doge.y;
if (Math.sqrt(dx * dx + dy * dy) < doge.width / 2) {
clickedOnDoge = true;
}
}
// 2. Check for clicking BuildSpot (using worldPos)
if (!clickedOnDoge && level && level.buildSpots) {
for (var i = 0; i < level.buildSpots.length; i++) {
var spot = level.buildSpots[i];
if (spot && !spot.hasTower) {
var spotDx = worldX - spot.x;
var spotDy = worldY - spot.y;
var spotRadius = spot.graphic ? spot.graphic.width / 2 : 75;
if (Math.sqrt(spotDx * spotDx + spotDy * spotDy) < spotRadius) {
clickedOnBuildSpot = spot;
// Optional highlight
// if (spot.graphic) { spot.graphic.alpha = 1.0; LK.setTimeout(function() { if (spot.graphic && !spot.hasTower) spot.graphic.alpha = 0.5; }, 300);}
break;
}
}
}
}
// 3. Execute Action
if (clickedOnDoge && doge) {
dragDoge = true;
doge.setTarget(doge.x, doge.y);
} else if (clickedOnBuildSpot && currency >= TOWER_COST) {
dragDoge = false;
} else if (doge) {
dragDoge = false;
doge.setTarget(worldPos.x, worldPos.y);
} // Use worldPos directly
};
game.move = function (x, y, obj) {
if (dragDoge && doge) {
// --- Use Raw x, y as World Coordinates ---
var worldX = x;
var worldY = y;
doge.x = worldX;
doge.y = worldY;
doge.setTarget(doge.x, doge.y); // Update target while dragging
// --- Optional Debug Update ---
// lastWorldClickX = worldX; lastWorldClickY = worldY;
}
};
game.up = function (x, y, obj) {
if (dragDoge) {
dragDoge = false;
}
};
game.up = function (x, y, obj) {
if (dragDoge) {
dragDoge = false;
}
};
// Main game loop /**** MODIFIED ****/
game.update = function () {
// --- Wave Management ---
if (!isWaveActive && currentWave < MAX_WAVES) {
// Only increment timer if not won yet
waveTimer++;
if (waveTimer >= WAVE_DELAY) {
waveTimer = 0; // Reset timer immediately
spawnWave();
}
}
// --- Update Bullets --- (Remove destroyed ones)
for (var i = bullets.length - 1; i >= 0; i--) {
if (!bullets[i].parent) {
bullets.splice(i, 1);
}
}
// --- Update Enemies --- (Remove destroyed ones)
for (var i = enemies.length - 1; i >= 0; i--) {
if (!enemies[i].parent) {
enemies.splice(i, 1);
}
}
// --- Update Doge (handles its own cooldowns and attacks) ---
if (doge && doge.parent) {
// Check if doge exists
doge.update(); // Make sure Doge's update runs
}
// --- Check Wave Completion ---
checkWaveComplete();
// --- Update Bark Button UI --- /**** NEW ****/
if (doge) {
// Check if doge exists
if (doge.currentManualBarkCooldown > 0) {
var secondsLeft = Math.ceil(doge.currentManualBarkCooldown / 60); // Approx seconds
barkButton.setText("WAIT (" + secondsLeft + ")");
barkButton.setText("WAIT (" + secondsLeft + ")", {
fill: 0x888888
}); // Grey out text
} else {
barkButton.setText("BARK!");
barkButton.setText("BARK!", {
fill: 0xffcc00
}); // Restore color
}
}
// --- Camera Panning Logic --- /**** NEW ****/
if (doge) {
var dogeScreenY = doge.y + game.y;
var targetGameY = game.y;
if (dogeScreenY < PAN_THRESHOLD) {
targetGameY = -(doge.y - PAN_THRESHOLD);
} else if (dogeScreenY > SCREEN_HEIGHT - PAN_THRESHOLD) {
targetGameY = -(doge.y - (SCREEN_HEIGHT - PAN_THRESHOLD));
}
var minGameY = -(MAP_HEIGHT - SCREEN_HEIGHT);
if (isNaN(minGameY)) {
minGameY = 0;
}
var maxGameY = 0;
targetGameY = Math.max(minGameY, Math.min(maxGameY, targetGameY));
var camSmoothFactor = 0.1;
game.y += (targetGameY - game.y) * camSmoothFactor;
if (Math.abs(game.y - targetGameY) < 1) {
game.y = targetGameY;
}
}
// --- Update Debug Text --- /**** NEW ****/
// Update Debug Info (Remove or comment out)
// if (targetMarker && doge) { targetMarker.x = doge.targetX; targetMarker.y = doge.targetY; targetMarker.visible = true; } else if (targetMarker) { targetMarker.visible = false; }
// updateDebugText();
};
// Initialize the game
LK.setScore(0); // Reset score on start
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -49,9 +49,10 @@
}
};
return self;
});
-// In BuildSpot class:
+// --- MODIFIED BuildSpot Class ---
+// --- MODIFY BuildSpot Class ---
var BuildSpot = Container.expand(function () {
var self = Container.call(this);
self.graphic = self.attachAsset('buildSpot', {
anchorX: 0.5,
@@ -59,44 +60,202 @@
alpha: 0.5
});
self.hasTower = false;
self.tower = null;
- // OLD self.buildTower is REMOVED. Building/upgrading happens via menu.
- self.down = function () {
- if (activeTowerMenu) {
- // If a menu is already open, close it
- activeTowerMenu.close();
- if (activeTowerMenu === self.myMenu) {
- // Clicked same spot again
- self.myMenu = null; // Allow reopening
- return;
+ self.selectionIconContainer = null; // This will hold the icons
+ self.areIconsVisible = false;
+ // Define offsets for icons relative to the BuildSpot's center
+ // (These are local coordinates within the selectionIconContainer if you use one,
+ // or directly relative to the BuildSpot if icons are direct children of BuildSpot)
+ var iconOffsets = [{
+ x: -(self.graphic.width / 2 + 45),
+ y: 0,
+ towerKey: 'stapler'
+ },
+ // Left (SpotRadius + IconRadius/2 + Margin)
+ {
+ x: 0,
+ y: -(self.graphic.height / 2 + 45),
+ towerKey: 'blocker'
+ },
+ // Above
+ {
+ x: self.graphic.width / 2 + 45,
+ y: 0,
+ towerKey: 'placeholder'
+ } // Right
+ ];
+ self.showSelectionIcons = function () {
+ if (self.hasTower || self.areIconsVisible) return;
+ if (currentActiveBuildSpot && currentActiveBuildSpot !== self) {
+ currentActiveBuildSpot.hideSelectionIcons();
+ }
+ currentActiveBuildSpot = self;
+ // Create a container for the icons, positioned AT the BuildSpot's location
+ // This container will be added to the SAME parent as the BuildSpot (e.g., 'level')
+ self.selectionIconContainer = new Container();
+ self.selectionIconContainer.x = self.x; // Position container at buildspot's x (in 'level' space)
+ self.selectionIconContainer.y = self.y; // Position container at buildspot's y (in 'level' space)
+ self.parent.addChild(self.selectionIconContainer); // Add to 'level' (BuildSpot's parent)
+ for (var i = 0; i < iconOffsets.length; i++) {
+ var offsetData = iconOffsets[i];
+ var towerTypeKey = offsetData.towerKey;
+ var towerInfo = TOWER_DATA[towerTypeKey];
+ if (!towerInfo || !towerInfo.levels || !towerInfo.levels[0]) continue;
+ var cost = towerInfo.levels[0].cost;
+ // Create icon button within the selectionIconContainer
+ // Its x,y will be relative to the selectionIconContainer's origin (which is the BuildSpot's center)
+ var iconButton = new Container();
+ iconButton.x = offsetData.x; // Use the defined offset
+ iconButton.y = offsetData.y; // Use the defined offset
+ self.selectionIconContainer.addChild(iconButton);
+ var iconGraphicAsset = towerInfo.iconAsset || 'iconPlaceholder';
+ var iconGraphic = iconButton.attachAsset(iconGraphicAsset, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ iconGraphic.interactive = true;
+ iconGraphic.towerTypeKey = towerTypeKey;
+ var costText = new Text2("$" + cost, {
+ size: 20,
+ fill: 0xFFFFFF,
+ stroke: 0x000000,
+ strokeThickness: 2
+ });
+ costText.anchor.set(0.5, -0.7); // Position below the icon's center
+ iconButton.addChild(costText);
+ if (currency < cost) {
+ iconButton.alpha = 0.5;
+ iconGraphic.interactive = false;
+ } else {
+ iconButton.alpha = 1.0;
}
+ iconGraphic.down = function () {
+ var currentCost = TOWER_DATA[this.towerTypeKey].levels[0].cost;
+ if (currency >= currentCost) {
+ self.buildSelectedTower(this.towerTypeKey);
+ // hideSelectionIcons will be called by the main game.down logic
+ } else {
+ spawnFloatingText("Need More $!", self.x + offsetData.x, self.y + offsetData.y - 30, {
+ fill: 0xFF0000
+ });
+ }
+ // IMPORTANT: After an icon is clicked, we want to hide the icons.
+ // The main game.down will handle this if the click is "outside".
+ // If the click IS on an icon, the icon's own handler executes, then game.down.
+ // So, we can call hideSelectionIcons here too, or rely on game.down.
+ // For simplicity, let game.down handle closing.
+ };
}
+ self.areIconsVisible = true;
LK.getSound('uiOpenMenu').play();
- // The menu needs to be added to a top-level UI container that doesn't scroll
- // For LK Engine, LK.gui.top (or similar) is usually good for this
- self.myMenu = new TowerSelectionMenu(self); // Pass self (the buildspot) to the menu
- LK.gui.top.addChild(self.myMenu); // Add menu to a fixed UI layer
- activeTowerMenu = self.myMenu;
};
+ self.hideSelectionIcons = function () {
+ if (self.selectionIconContainer) {
+ self.selectionIconContainer.destroy(); // Destroy the container and all its children (icons)
+ self.selectionIconContainer = null;
+ }
+ self.areIconsVisible = false;
+ if (currentActiveBuildSpot === self) {
+ currentActiveBuildSpot = null;
+ }
+ };
+ self.updateAffordability = function () {
+ if (!self.areIconsVisible || !self.selectionIconContainer) return;
+ var iconButtons = self.selectionIconContainer.children;
+ for (var i = 0; i < iconButtons.length; i++) {
+ var iconContainer = iconButtons[i]; // This is the Container for icon+text
+ if (!iconContainer.children || iconContainer.children.length === 0) continue;
+ var iconGraphic = iconContainer.getChildAt(0); // Assuming graphic is first child
+ if (iconGraphic && iconGraphic.towerTypeKey) {
+ // Check if it's one of our tower icons
+ var towerTypeKey = iconGraphic.towerTypeKey;
+ var cost = TOWER_DATA[towerTypeKey] ? TOWER_DATA[towerTypeKey].levels[0].cost : Infinity;
+ if (currency < cost) {
+ iconContainer.alpha = 0.5;
+ iconGraphic.interactive = false;
+ } else {
+ iconContainer.alpha = 1.0;
+ iconGraphic.interactive = true;
+ }
+ }
+ }
+ };
+ self.buildSelectedTower = function (towerTypeKey) {
+ if (self.hasTower || !TOWER_DATA[towerTypeKey]) {
+ return;
+ }
+ var towerLevelData = TOWER_DATA[towerTypeKey].levels[0]; // Always build level 0 initially
+ if (currency < towerLevelData.cost) {
+ return;
+ } // Double check affordability
+ currency -= towerLevelData.cost;
+ currencyText.setText("$: " + currency);
+ var newTower;
+ if (towerTypeKey === 'stapler') {
+ newTower = new StaplerTower();
+ } else if (towerTypeKey === 'blocker') {
+ newTower = new BureaucracyBlockerTower();
+ }
+ // else if (towerTypeKey === 'placeholder' || your_third_type) newTower = new YourThirdTower();
+ if (newTower) {
+ // newTower.init(0); // Constructor should call initializeTowerFromData(self, type, 0)
+ newTower.x = 0;
+ newTower.y = 0; // Relative to this BuildSpot
+ self.addChild(newTower);
+ self.tower = newTower;
+ self.hasTower = true;
+ self.graphic.alpha = 0.1; // Dim the build spot graphic
+ var buildSfx = TOWER_DATA[towerTypeKey].buildSfx || 'buildTower'; // Fallback sfx
+ LK.getSound(buildSfx).play();
+ spawnFloatingText(TOWER_DATA[towerTypeKey].name + " BUILT!", self.x, self.y - 50, {
+ fill: 0x00FF00
+ });
+ // After building, update affordability for ALL visible icons
+ if (currentActiveBuildSpot) {
+ currentActiveBuildSpot.updateAffordability();
+ }
+ // Or iterate all build spots that might have icons visible (if multiple can be open)
+ }
+ };
+ // Main click handler for the BuildSpot itself
+ self.down = function () {
+ // This is the click on the BuildSpot itself
+ if (self.hasTower) {
+ spawnFloatingText("Tower here!", self.x, self.y, {
+ fill: 0xCCCCCC
+ });
+ // If any other spot's menu is open, close it.
+ if (currentActiveBuildSpot && currentActiveBuildSpot !== self) {
+ currentActiveBuildSpot.hideSelectionIcons();
+ }
+ // Also close self's menu if it was somehow open (shouldn't be if tower exists)
+ if (self.areIconsVisible) self.hideSelectionIcons();
+ return;
+ }
+ if (self.areIconsVisible) {
+ self.hideSelectionIcons();
+ } else {
+ self.showSelectionIcons();
+ }
+ };
return self;
});
// Modify BureaucracyBlockerTower
+// --- MODIFY BureaucracyBlockerTower ---
var BureaucracyBlockerTower = Container.expand(function () {
var self = Container.call(this);
- // Start with a placeholder asset that will be replaced during initialization
- self.graphic = self.attachAsset('towerBlockerLvl1', {
+ self.graphic = self.attachAsset(TOWER_DATA['blocker'].levels[0].asset, {
anchorX: 0.5,
anchorY: 0.5
});
- self.range = 250;
- self.slowFactor = 0.5;
+ self.range = 250; // Will be set by init
+ self.slowFactor = 0.5; // Will be set by init
self.enemiesSlowed = [];
self.towerType = 'blocker';
self.currentLevel = 0;
self.init = function (levelIndex) {
initializeTowerFromData(self, 'blocker', levelIndex);
- // Clear existing slows when leveling up to re-evaluate with new range/factor
self.clearAllSlows();
};
self.clearAllSlows = function () {
for (var i = 0; i < self.enemiesSlowed.length; i++) {
@@ -111,29 +270,35 @@
}
self.enemiesSlowed = [];
};
self.update = function () {
- var globalPos = self.parent ? self.parent.toGlobal(self.position) : self.position; // Get global position
+ // --- REPLACE THIS BLOCK for towerGlobalPos ---
+ // var globalPos = self.parent ? self.parent.toGlobal(self.position) : self.position; // OLD WAY
+ // --- WITH THIS ---
+ var buildSpot = self.parent;
+ if (!buildSpot || !buildSpot.parent) {
+ return;
+ }
+ var levelContainer = buildSpot.parent;
+ var towerGlobalPos = levelContainer.toGlobal(buildSpot.position); // Tower is at BuildSpot's origin
+ // --- END REPLACEMENT ---
var newlySlowedThisFrame = [];
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (!enemy || !enemy.parent) {
continue;
- } // Skip if enemy is already gone
- var dx = enemy.x - globalPos.x;
- var dy = enemy.y - globalPos.y;
+ }
+ var dx = enemy.x - towerGlobalPos.x;
+ var dy = enemy.y - towerGlobalPos.y;
var distanceSq = dx * dx + dy * dy;
if (distanceSq < self.range * self.range) {
- // Enemy is in range
if (!enemy.isSlowedByBlocker) {
- // Check a custom flag
- enemy.originalSpeed = enemy.speed; // Store original speed
+ enemy.originalSpeed = enemy.speed;
enemy.speed *= self.slowFactor;
- enemy.isSlowedByBlocker = self; // Mark who slowed it
- // Optional: Visual effect on enemy
+ enemy.isSlowedByBlocker = self;
if (enemy.graphic) {
enemy.graphic.tint = 0xAAAAFF;
- } // Light blue tint
+ }
}
newlySlowedThisFrame.push(enemy);
}
}
@@ -432,65 +597,76 @@
return self;
});
// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
// This isn't a formal class, but concepts to apply
-// Modify StaplerTower
var StaplerTower = Container.expand(function () {
var self = Container.call(this);
- self.graphic = self.attachAsset('towerStaplerLvl1', {
+ self.graphic = self.attachAsset(TOWER_DATA['stapler'].levels[0].asset, {
anchorX: 0.5,
- anchorY: 0.5,
- alpha: 0.5
- }); // Start with placeholder asset that will be replaced during initialization
- self.fireRate = 60;
- self.range = 300;
- self.damage = 1;
+ anchorY: 0.5
+ });
+ self.fireRate = 60; // Set from TOWER_DATA in init
+ self.range = 300; // Set from TOWER_DATA in init
+ self.damage = 1; // Set from TOWER_DATA in init
self.lastFired = 0;
- self.towerType = 'stapler'; // For identification
+ self.towerType = 'stapler';
self.currentLevel = 0;
self.init = function (levelIndex) {
initializeTowerFromData(self, 'stapler', levelIndex);
- // Reset any specific state if needed when leveling up
self.lastFired = 0;
};
self.update = function () {
- self.lastFired++; // Increment timer
+ self.lastFired++;
if (self.lastFired >= self.fireRate) {
- // Find closest enemy
var closestEnemy = null;
- // Use squared distance for efficiency
var minDistanceSq = self.range * self.range;
- // Need global position of the tower for range check
- var globalPos = self.parent.toGlobal(self.position);
+ // --- REPLACE THIS BLOCK for towerGlobalPos ---
+ // var globalPos = self.parent.toGlobal(self.position); // OLD WAY
+ // --- WITH THIS ---
+ var buildSpot = self.parent;
+ if (!buildSpot || !buildSpot.parent) {
+ return;
+ } // Safety: buildSpot should exist and have a parent (level)
+ var levelContainer = buildSpot.parent;
+ var towerGlobalPos = levelContainer.toGlobal(buildSpot.position); // Tower is at BuildSpot's origin
+ // --- END REPLACEMENT ---
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
- var dx = enemy.x - globalPos.x; // Use global tower X
- var dy = enemy.y - globalPos.y; // Use global tower Y
- var distanceSq = dx * dx + dy * dy; // Squared distance check
+ var dx = enemy.x - towerGlobalPos.x;
+ var dy = enemy.y - towerGlobalPos.y;
+ var distanceSq = dx * dx + dy * dy;
if (distanceSq < minDistanceSq) {
minDistanceSq = distanceSq;
closestEnemy = enemy;
}
}
if (closestEnemy) {
self.shoot(closestEnemy);
- self.lastFired = 0; // Reset timer
+ self.lastFired = 0;
}
}
};
self.shoot = function (target) {
var bullet = new TowerBullet();
- // Use global position for bullet starting point
- var globalPos = self.parent.toGlobal(self.position);
- bullet.x = globalPos.x;
- bullet.y = globalPos.y;
+ // --- REPLACE THIS BLOCK for towerGlobalPos ---
+ // var globalPos = self.parent.toGlobal(self.position); // OLD WAY
+ // --- WITH THIS ---
+ var buildSpot = self.parent;
+ if (!buildSpot || !buildSpot.parent) {
+ return;
+ }
+ var levelContainer = buildSpot.parent;
+ var towerGlobalPos = levelContainer.toGlobal(buildSpot.position); // Tower is at BuildSpot's origin
+ // --- END REPLACEMENT ---
+ bullet.x = towerGlobalPos.x;
+ bullet.y = towerGlobalPos.y;
bullet.target = target;
bullet.damage = self.damage;
- // Add bullet to the main game container, not the tower itself
game.addChild(bullet);
bullets.push(bullet);
LK.getSound('shoot').play();
};
+ initializeTowerFromData(self, 'stapler', 0);
return self;
});
// TowerBullet class remains the same
var TowerBullet = Container.expand(function () {
@@ -524,276 +700,51 @@
self.y += dy;
};
return self;
});
-// UI elements
-// --- Tower Selection Popup Menu ---
-var TowerSelectionMenu = Container.expand(function (buildSpotInstance) {
- var self = Container.call(this);
- self.buildSpot = buildSpotInstance; // Reference to the BuildSpot that opened it
- self.buttons = [];
- var background = new Container();
- var backgroundShape = background.attachAsset('uiButtonBackground', {
- // Simple background for the menu
- width: 150,
- // Adjust as needed
- height: Object.keys(TOWER_DATA).length * 110 + 20,
- // Dynamic height
- alpha: 0.8,
- tint: 0x333333
- });
- background.pivot.set(0, 0); // Anchor top-left for easier button layout
- self.addChild(background);
- var yOffset = 10;
- for (var towerTypeKey in TOWER_DATA) {
- if (TOWER_DATA.hasOwnProperty(towerTypeKey)) {
- var towerTypeInfo = TOWER_DATA[towerTypeKey];
- var currentTowerLevelOnSpot = -1; // -1 if no tower, otherwise level index
- var nextLevelIndex = 0;
- var buttonText = towerTypeInfo.name;
- var cost = towerTypeInfo.levels[0].cost;
- if (self.buildSpot.tower && self.buildSpot.tower.towerType === towerTypeKey) {
- currentTowerLevelOnSpot = self.buildSpot.tower.currentLevel;
- nextLevelIndex = currentTowerLevelOnSpot + 1;
- if (nextLevelIndex < towerTypeInfo.levels.length) {
- cost = towerTypeInfo.levels[nextLevelIndex].cost;
- buttonText = "Upgrade " + towerTypeInfo.name;
- for (var k = 0; k < nextLevelIndex; k++) {
- buttonText += "+";
- } // Add + signs
- } else {
- buttonText = towerTypeInfo.name + " (MAX)"; // Max level
- cost = Infinity; // Can't upgrade further
- }
- }
- var buttonContainer = new Container();
- var buttonIconAsset = towerTypeInfo.iconAsset || 'uiButtonBackground'; // Fallback if icon not defined
- var buttonBg = buttonContainer.attachAsset(buttonIconAsset, {
- // Use specific icon
- anchorX: 0,
- anchorY: 0,
- width: 130,
- height: 100 // Adjust if icons have different native sizes
- });
- buttonBg.interactive = true;
- buttonContainer.x = 10;
- buttonContainer.y = yOffset;
- self.addChild(buttonContainer);
- var buttonBg = buttonContainer.attachAsset('uiButtonBackground', {
- // Use your actual icon asset for the tower type here
- // For now, a generic background
- anchorX: 0,
- anchorY: 0,
- width: 130,
- height: 100
- });
- buttonBg.interactive = true;
- buttonBg.towerTypeKey = towerTypeKey; // Store for click handler
- buttonBg.nextLevelIndex = nextLevelIndex;
- buttonBg.cost = cost;
- var text = new Text2(buttonText + "\n$: " + (cost === Infinity ? "---" : cost), {
- size: 18,
- fill: 0xFFFFFF,
- align: 'center',
- wordWrap: true,
- wordWrapWidth: 120
- });
- text.anchor.set(0.5);
- text.x = buttonBg.width / 2;
- text.y = buttonBg.height / 2;
- buttonContainer.addChild(text);
- // Dim if cannot afford
- if (currency < cost || cost === Infinity) {
- buttonContainer.alpha = 0.5;
- buttonBg.interactive = false; // Can't click if can't afford or maxed
- } else {
- buttonContainer.alpha = 1.0;
- }
- buttonBg.down = function () {
- if (currency >= this.cost) {
- currency -= this.cost;
- currencyText.setText("$: " + currency);
- if (self.buildSpot.tower && self.buildSpot.tower.towerType === this.towerTypeKey) {
- // Upgrade existing tower
- self.buildSpot.tower.init(this.nextLevelIndex); // Re-initialize with new level data
- LK.getSound('towerUpgrade').play();
- spawnFloatingText("UPGRADED!", self.buildSpot.x, self.buildSpot.y - 50, {
- fill: 0x00FF00
- });
- } else {
- // Build new tower
- if (self.buildSpot.tower) {
- // Sell old tower? For now, just replace.
- self.buildSpot.tower.destroy();
- }
- var newTower;
- if (this.towerTypeKey === 'stapler') {
- newTower = new StaplerTower();
- } else if (this.towerTypeKey === 'blocker') {
- newTower = new BureaucracyBlockerTower();
- }
- // Add more tower types here
- if (newTower) {
- newTower.init(this.nextLevelIndex); // Init at level 0 (or selected level)
- newTower.x = 0;
- newTower.y = 0; // Relative to buildSpot
- self.buildSpot.addChild(newTower);
- self.buildSpot.tower = newTower;
- self.buildSpot.hasTower = true;
- self.buildSpot.graphic.alpha = 0.1;
- LK.getSound(TOWER_DATA[this.towerTypeKey].buildSfx).play();
- spawnFloatingText("BUILT!", self.buildSpot.x, self.buildSpot.y - 50, {
- fill: 0x00FF00
- });
- }
- }
- self.close(); // Close menu after action
- }
- };
- self.buttons.push(buttonContainer);
- yOffset += 110; // Spacing for next button
- }
- }
- // Add a close button (optional) or close on outside click
- var closeButton = new Text2("Close [X]", {
- size: 20,
- fill: 0xFF0000
- });
- closeButton.anchor.set(1, 0);
- closeButton.x = background.width - 5;
- closeButton.y = 5;
- closeButton.interactive = true;
- closeButton.down = function () {
- self.close();
- };
- self.addChild(closeButton);
- self.close = function () {
- if (activeTowerMenu === self) {
- activeTowerMenu = null;
- }
- self.destroy();
- };
- // Position the menu next to the build spot
- // This needs buildSpot's GLOBAL position
- var spotGlobalPos = buildSpotInstance.parent.toGlobal(buildSpotInstance.position); // Assuming buildSpot is child of 'level' or similar
- self.x = spotGlobalPos.x + buildSpotInstance.graphic.width / 2 + 10; // To the right
- self.y = spotGlobalPos.y - background.height / 2; // Centered vertically
- // Ensure menu is within screen bounds (simple clamp)
- if (self.x + background.width > SCREEN_WIDTH) {
- self.x = SCREEN_WIDTH - background.width - 10;
- }
- if (self.x < 10) {
- self.x = 10;
- }
- if (self.y + background.height > SCREEN_HEIGHT) {
- self.y = SCREEN_HEIGHT - background.height - 10;
- }
- if (self.y < 10) {
- self.y = 10;
- }
- // --- REVISED MENU POSITIONING LOGIC ---
- var spotGraphic = buildSpotInstance.graphic;
- var spotGlobalPos = buildSpotInstance.parent.toGlobal(buildSpotInstance.position);
- var menuWidth = background.width;
- var menuHeight = background.height;
- var spotRadius = spotGraphic ? spotGraphic.width / 2 : 75; // Approximate radius of the spot
- var margin = 10; // Margin from spot and screen edge
- // Try right of spot
- var potentialX = spotGlobalPos.x + spotRadius + margin;
- var potentialY = spotGlobalPos.y - menuHeight / 2; // Vertically center with spot
- if (potentialX + menuWidth > SCREEN_WIDTH - margin) {
- // Goes off right edge, try left of spot
- potentialX = spotGlobalPos.x - spotRadius - menuWidth - margin;
- }
- // Clamp X to be on screen
- if (potentialX < margin) {
- potentialX = margin;
- }
- if (potentialX + menuWidth > SCREEN_WIDTH - margin) {
- potentialX = SCREEN_WIDTH - menuWidth - margin;
- }
- // Clamp Y to be on screen
- if (potentialY < margin) {
- potentialY = margin;
- }
- if (potentialY + menuHeight > SCREEN_HEIGHT - margin) {
- potentialY = SCREEN_HEIGHT - menuHeight - margin;
- }
- self.x = potentialX;
- self.y = potentialY;
- return self;
-});
/****
* Initialize Game
****/
+// UI elements
var game = new LK.Game({
backgroundColor: 0x558855 // Darker green background
});
/****
* Game Code
****/
-// --- TOWER DEFINITIONS ---
-// Sound for red tape worm
-// Sound for bureaucracy blocker or paperwork
+// This isn't a formal class, but concepts to apply
+// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
+// Specific build sounds for each tower type if desired
+// --- New Sound Effects ---
+// Bureaucracy Blocker
+// Even more so
+// Slightly bigger/cooler
+// Stapler
+// --- Tower Level Assets (Placeholders) ---
+// You'll also need actual tower icons for the buttons eventually
+// For + symbols
+// --- UI Assets for Popup ---
+//LK.init.shape('debugTargetMarker', {width:25, height:25, color:0x00ff00, shape:'ellipse'})
+//LK.init.shape('debugMarker', {width:20, height:20, color:0xff0000, shape:'ellipse'})
+// For drawing lines if needed later
+// <-- NEW DEBUG ASSET
+// Added sound for auto-attack
+// Game constants
+// <-- NEW Green Target Marker
+// --- NEW ASSETS ---
// Placeholder path
// Placeholder path
-// --- NEW ASSETS ---
-// <-- NEW Green Target Marker
-// Game constants
-// Added sound for auto-attack
-// <-- NEW DEBUG ASSET
-// For drawing lines if needed later
-//LK.init.shape('debugMarker', {width:20, height:20, color:0xff0000, shape:'ellipse'})
-//LK.init.shape('debugTargetMarker', {width:25, height:25, color:0x00ff00, shape:'ellipse'})
-// --- UI Assets for Popup ---
-// For + symbols
-// You'll also need actual tower icons for the buttons eventually
-// --- Tower Level Assets (Placeholders) ---
-// Stapler
-// Slightly bigger/cooler
-// Even more so
-// Bureaucracy Blocker
-// --- New Sound Effects ---
-// Specific build sounds for each tower type if desired
-// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
-// This isn't a formal class, but concepts to apply
-function initializeTowerFromData(towerInstance, towerTypeKey, levelIndex) {
- var towerTypeData = TOWER_DATA[towerTypeKey];
- if (!towerTypeData) {
- console.error("Invalid tower type:", towerTypeKey);
- return;
- }
- var levelData = towerTypeData.levels[levelIndex];
- if (!levelData) {
- console.error("Invalid level for tower:", towerTypeKey, levelIndex);
- return;
- }
- towerInstance.towerType = towerTypeKey;
- towerInstance.currentLevel = levelIndex;
- towerInstance.graphic.setAsset(levelData.asset); // Change visual asset
- // Apply stats
- if (levelData.damage !== undefined) {
- towerInstance.damage = levelData.damage;
- }
- if (levelData.range !== undefined) {
- towerInstance.range = levelData.range;
- }
- if (levelData.fireRate !== undefined) {
- towerInstance.fireRate = levelData.fireRate;
- }
- if (levelData.slowFactor !== undefined) {
- towerInstance.slowFactor = levelData.slowFactor;
- }
- // Add any other stats specific to towers
-}
+// Sound for bureaucracy blocker or paperwork
+// Sound for red tape worm
var TOWER_DATA = {
'stapler': {
name: 'Stapler Turret',
iconAsset: 'towerStaplerLvl1',
// Use Lvl1 icon for selection button initially
buildSfx: 'buildStapler',
+ // You'll need to define this sound
levels: [{
asset: 'towerStaplerLvl1',
cost: 50,
damage: 1,
@@ -819,8 +770,9 @@
'blocker': {
name: 'Bureaucracy Blocker',
iconAsset: 'towerBlockerLvl1',
buildSfx: 'buildBlocker',
+ // You'll need to define this sound
levels: [{
asset: 'towerBlockerLvl1',
cost: 75,
slowFactor: 0.5,
@@ -831,20 +783,100 @@
cost: 100,
slowFactor: 0.4,
range: 275,
description: "Wider, stronger slow."
- },
- // 0.4 means 60% speed reduction
- {
+ }, {
asset: 'towerBlockerLvl3',
cost: 150,
slowFactor: 0.3,
range: 300,
description: "Bureaucratic Gridlock!"
}]
}
- // Add more tower types here later
};
+// --- Base Tower Functionality Helper --- // <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< AND initializeTowerFromData
+function initializeTowerFromData(towerInstance, towerTypeKey, levelIndex) {
+ var towerTypeData = TOWER_DATA[towerTypeKey]; // Now TOWER_DATA will exist
+ if (!towerTypeData) {
+ // console.error("Invalid tower type:", towerTypeKey); // LK Engine doesn't show console
+ // You could use a visual error like a Text2 message if this happens
+ var errorText = new Text2("Error: No data for " + towerTypeKey, {
+ fill: 0xFF0000,
+ size: 20
+ });
+ LK.gui.top.addChild(errorText);
+ LK.setTimeout(function () {
+ errorText.destroy();
+ }, 3000);
+ return;
+ }
+ var levelData = towerTypeData.levels[levelIndex];
+ if (!levelData) {
+ // console.error("Invalid level for tower:", towerTypeKey, levelIndex);
+ var errorTextLvl = new Text2("Error: No lvl " + levelIndex + " for " + towerTypeKey, {
+ fill: 0xFF0000,
+ size: 20
+ });
+ LK.gui.top.addChild(errorTextLvl);
+ LK.setTimeout(function () {
+ errorTextLvl.destroy();
+ }, 3000);
+ return;
+ }
+ towerInstance.towerType = towerTypeKey;
+ towerInstance.currentLevel = levelIndex;
+ if (towerInstance.graphic) {
+ towerInstance.graphic.setAsset(levelData.asset);
+ } else {
+ // This should ideally not happen if graphic is pre-attached
+ towerInstance.graphic = towerInstance.attachAsset(levelData.asset, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ // Apply stats
+ if (levelData.damage !== undefined) {
+ towerInstance.damage = levelData.damage;
+ }
+ if (levelData.range !== undefined) {
+ towerInstance.range = levelData.range;
+ }
+ if (levelData.fireRate !== undefined) {
+ towerInstance.fireRate = levelData.fireRate;
+ }
+ if (levelData.slowFactor !== undefined) {
+ towerInstance.slowFactor = levelData.slowFactor;
+ }
+}
+var ICON_SELECT_OFFSETS = [{
+ x: -(150 / 2 + 80 / 2 + 10),
+ y: 0,
+ towerKey: 'stapler'
+},
+// Left
+{
+ x: 0,
+ y: -(150 / 2 + 80 / 2 + 10),
+ towerKey: 'blocker'
+},
+// Above
+{
+ x: 150 / 2 + 80 / 2 + 10,
+ y: 0,
+ towerKey: 'placeholder'
+} // Right
+];
+// Ensure 'placeholder' exists in TOWER_DATA with at least a cost and iconAsset
+if (TOWER_DATA && !TOWER_DATA['placeholder']) {
+ TOWER_DATA['placeholder'] = {
+ name: "???",
+ iconAsset: 'iconPlaceholder',
+ levels: [{
+ cost: 9999,
+ asset: 'iconPlaceholder'
+ }]
+ };
+}
var TOWER_COST = 50;
var WAVE_DELAY = 300; // frames between waves
var MAX_WAVES = 10;
// Access screen dimensions directly from LK
@@ -855,8 +887,9 @@
// Game variables
//var clickMarker; // <-- NEW: Reference to the visual click marker
//var targetMarker; // <-- NEW: Reference to the green target marker
var activeTowerMenu = null; // To ensure only one menu is open
+var currentActiveBuildSpot = null; // Track which spot's icons are open
var lastWorldClickX = 0; // <-- NEW: Store last click world X
var lastWorldClickY = 0; // <-- NEW: Store last click world Y
var currency = 100;
var playerLives = 5;
@@ -1055,8 +1088,9 @@
goal.x = pathPoints[pathPoints.length - 1].x;
goal.y = pathPoints[pathPoints.length - 1].y;
game.addChild(goal);
}
+ currentActiveBuildSpot = null;
// Doge
doge = new DogeHero();
doge.x = SCREEN_WIDTH / 2;
doge.y = SCREEN_HEIGHT / 2;
@@ -1151,54 +1185,66 @@
}
// Event Handlers /**** MODIFIED ****/
var dragDoge = false;
game.down = function (x, y, obj) {
- // --- Use Raw x, y as World Coordinates ---
var worldX = x;
- var worldY = y;
- // --- Close active tower menu if clicking outside of it ---
- var clickedOnMenu = false;
- if (activeTowerMenu) {
- // Check if the click (x,y are SCREEN coordinates for UI) was on the menu
- // This requires menu to know its screen bounds or for obj to be part of the menu
- // Simpler: if obj is not one of the menu's interactive children or the menu itself
- if (obj && obj.parent) {
- var currentParent = obj.parent;
- while (currentParent) {
- if (currentParent === activeTowerMenu) {
- clickedOnMenu = true;
- break;
- }
- currentParent = currentParent.parent;
+ var worldY = y; // Using raw world-space coords from event
+ var clickedOnAnInteractiveIcon = false;
+ // Check if the click was on an active selection icon
+ if (currentActiveBuildSpot && currentActiveBuildSpot.selectionIconContainer) {
+ var iconsInMenu = currentActiveBuildSpot.selectionIconContainer.children;
+ for (var i = 0; i < iconsInMenu.length; i++) {
+ var iconButtonContainer = iconsInMenu[i];
+ // obj from game.down is the *topmost* interactive element.
+ // If it's the iconGraphic inside iconButtonContainer, its .down will fire.
+ var iconGraphic = iconButtonContainer.getChildAt(0); // Assuming graphic is first child
+ if (obj === iconGraphic) {
+ clickedOnAnInteractiveIcon = true;
+ // The icon's own .down handler will manage building and closing.
+ // We might still want to hide icons if the build fails (e.g. re-check cost)
+ // but for now, let the icon handler close on success.
+ break;
}
}
- if (obj === activeTowerMenu) {
- clickedOnMenu = true;
- } // Clicked menu background
- if (!clickedOnMenu) {
- activeTowerMenu.close();
+ }
+ // If the click was on an icon, let its handler do the work.
+ if (clickedOnAnInteractiveIcon) {
+ return;
+ }
+ // If click was not on an icon, check if it was on a BuildSpot graphic itself
+ // to open/close its menu.
+ var clickedOnBuildSpotGraphic = false;
+ if (level && level.buildSpots) {
+ for (var i = 0; i < level.buildSpots.length; i++) {
+ var spot = level.buildSpots[i];
+ if (obj === spot.graphic) {
+ // LK engine gives us the target 'obj'
+ clickedOnBuildSpotGraphic = true;
+ // The spot.down() handler will be called by the engine.
+ break;
+ }
}
}
- // If menu was closed by this click, don't process other actions immediately
- if (clickedOnMenu) {
+ // If the click was on a build spot graphic, its .down handler will manage the menu.
+ if (clickedOnBuildSpotGraphic) {
return;
}
- var worldPos = {
- x: worldX,
- y: worldY
- };
- // --- Optional Debug Marker Update ---
- // lastWorldClickX = worldPos.x; lastWorldClickY = worldPos.y;
- // if (clickMarker) { clickMarker.x = worldPos.x; clickMarker.y = worldPos.y; clickMarker.visible = true; LK.setTimeout(function() { if (clickMarker) clickMarker.visible = false; }, 500); }
+ // If we've reached here, the click was not on an active icon and not on a buildspot graphic.
+ // So, if a menu is open, close it.
+ if (currentActiveBuildSpot) {
+ currentActiveBuildSpot.hideSelectionIcons();
+ // currentActiveBuildSpot will be set to null inside hideSelectionIcons
+ }
+ // --- Doge Movement Logic (if click wasn't handled by UI/icons/spots) ---
var targetObjectClicked = obj;
var clickedOnDoge = false;
var clickedOnBuildSpot = null;
// 1. Check for clicking Doge (using worldPos)
if (doge && targetObjectClicked === doge.graphic) {
clickedOnDoge = true;
} else if (doge) {
- var dx = worldPos.x - doge.x;
- var dy = worldPos.y - doge.y;
+ var dx = worldX - doge.x;
+ var dy = worldY - doge.y;
if (Math.sqrt(dx * dx + dy * dy) < doge.width / 2) {
clickedOnDoge = true;
}
}
@@ -1206,10 +1252,10 @@
if (!clickedOnDoge && level && level.buildSpots) {
for (var i = 0; i < level.buildSpots.length; i++) {
var spot = level.buildSpots[i];
if (spot && !spot.hasTower) {
- var spotDx = worldPos.x - spot.x;
- var spotDy = worldPos.y - spot.y;
+ var spotDx = worldX - spot.x;
+ var spotDy = worldY - spot.y;
var spotRadius = spot.graphic ? spot.graphic.width / 2 : 75;
if (Math.sqrt(spotDx * spotDx + spotDy * spotDy) < spotRadius) {
clickedOnBuildSpot = spot;
// Optional highlight
Stapler Turret Sprite Sheet: An office stapler mounted on a simple rotating base images show it opening and closing.. In-Game asset. 2d. High contrast. No shadows
Stapler bullet. In-Game asset. 2d. High contrast. No shadows
Remove the background
A stylized golden fire hydrant labeled "Free Speech" OR a glowing server rack labeled "Meme Archive".. In-Game asset. 2d. High contrast. No shadows
Paperclip. In-Game asset. 2d. High contrast. No shadows
A simple, slightly glowing circular outline indicating where towers can be placed.. In-Game asset. 2d. High contrast. No shadows
More cabinet, More Files
black circle. In-Game asset. 2d. High contrast. No shadows
DOGE Enemy Auditor. In-Game asset. 2d. High contrast. No shadows
grow the image and have papers fall from the folders
Squish the image like the cabinet is squeezing in on itself
Red Tape enemy extends as if bouncing while moving
Envelope flying through the air with wings. In-Game asset. 2d. High contrast. No shadows
"Laser Cat Perch": A cat with laser eyes that "targets" and zaps high-priority enemies with precision. (Internet loves cats).. In-Game asset. 2d. High contrast. No shadows
"Rickroller": A RickAstley tower holding a mic. In-Game asset. 2d. High contrast. No shadows
"'This Is Fine' Fire Pit": A tower resembling the "This is Fine" dog meme.. In-Game asset. 2d. High contrast. No shadows
Sell icon with a money symbol. In-Game asset. 2d. High contrast. No shadows
DOGE Coin. In-Game asset. 2d. High contrast. No shadows
Realistic MEME of Rick Astley dancing with mic. In-Game asset. 2d. High contrast. No shadows
Range Circle. In-Game asset. 2d. High contrast. No shadows
Shape: A tall, sleek, perhaps slightly intimidating rectangular or obelisk-like structure. Think modern skyscraper aesthetics scaled down. Material/Color: Polished chrome, brushed aluminum, dark grey, or a very clean white. Minimalist. Details: Maybe a single, subtly glowing slit or a small, focused lens near the top where the "restructuring energy" will eventually be directed from (though the actual effect happens on the target). Very clean lines, sharp edges. A small, almost unnoticeable corporate logo (maybe a stylized "R" or an abstract "efficiency" symbol). No visible moving parts when idle. It's about quiet, decisive power. Meme Angle: Evokes the feeling of an unapproachable, all-powerful corporate entity or a consultant's "black box" solution.. In-Game asset. 2d. High contrast. No shadows
Beam of disintegration. In-Game asset. 2d. High contrast. No shadows
Intern holding a coffee cup running 3 frames. In-Game asset. 2d. High contrast. No shadows