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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; }); // --- REPLACE THE ENTIRE BuildSpot CLASS DEFINITION WITH THIS --- 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; // Reference to the tower built on this spot self.selectionIconContainer = null; self.areIconsVisible = false; self.showSelectionIcons = function () { if (self.hasTower || self.areIconsVisible) { return; } if (currentActiveBuildSpot && currentActiveBuildSpot !== self) { currentActiveBuildSpot.hideSelectionIcons(); } currentActiveBuildSpot = self; self.selectionIconContainer = new Container(); self.selectionIconContainer.x = self.x; // Position container AT the BuildSpot's x (in 'level' space) self.selectionIconContainer.y = self.y; // Position container AT the BuildSpot's y (in 'level' space) // Add to the SAME parent as the BuildSpot (e.g., 'level'). // This ensures icons scroll with the game world. if (self.parent) { // BuildSpot should have a parent (level) self.parent.addChild(self.selectionIconContainer); } else { game.addChild(self.selectionIconContainer); // Fallback to game, but level is better } for (var i = 0; i < ICON_SELECT_OFFSETS.length; i++) { var offsetData = ICON_SELECT_OFFSETS[i]; var towerTypeKey = offsetData.towerKey; var towerInfo = TOWER_DATA[towerTypeKey]; if (!towerInfo || !towerInfo.levels || !towerInfo.levels[0] || !towerInfo.iconAsset) { // Visual error or skip var err = new Text2("Data? " + towerTypeKey, { size: 10, fill: 0xff0000 }); err.x = offsetData.x; err.y = offsetData.y; self.selectionIconContainer.addChild(err); continue; } var cost = towerInfo.levels[0].cost; // Create the icon graphic directly (no extra container per icon needed) var iconGraphic = self.selectionIconContainer.attachAsset(towerInfo.iconAsset, { anchorX: 0.5, anchorY: 0.5 }); iconGraphic.x = offsetData.x; // Position relative to selectionIconContainer's origin iconGraphic.y = offsetData.y; // (which is the BuildSpot's center) iconGraphic.interactive = true; iconGraphic.towerTypeKey = towerTypeKey; // Store for click // Add cost text AS A CHILD of the iconGraphic (or selectionIconContainer) 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 iconGraphic.addChild(costText); // Text is child of icon, moves with it. if (currency < cost) { iconGraphic.alpha = 0.4; iconGraphic.interactive = false; } else { iconGraphic.alpha = 1.0; } iconGraphic.down = function () { var buildCost = TOWER_DATA[this.towerTypeKey].levels[0].cost; if (currency >= buildCost) { self.buildSelectedTower(this.towerTypeKey); // No need to call hideSelectionIcons here, game.down will handle it // because the click was on an interactive element. } else { var tempIconForPos = this; // 'this' is the iconGraphic var tempParentPos = tempIconForPos.parent.localToGlobal({ x: tempIconForPos.x, y: tempIconForPos.y }); var screenY = tempParentPos.y + game.y; spawnFloatingText("Need More $!", tempParentPos.x, screenY - 30, { fill: 0xFF0000 }); } // Always hide icons after a choice or attempted choice on an icon self.hideSelectionIcons(); }; } self.areIconsVisible = true; // LK.getSound('uiOpenMenu').play(); // Sound was moved to BuildSpot.down }; self.hideSelectionIcons = function () { if (self.selectionIconContainer) { self.selectionIconContainer.destroy(); self.selectionIconContainer = null; } self.areIconsVisible = false; if (currentActiveBuildSpot === self) { currentActiveBuildSpot = null; } }; self.updateAffordability = function () { if (!self.areIconsVisible || !self.selectionIconContainer) { return; } var icons = self.selectionIconContainer.children; for (var i = 0; i < icons.length; i++) { var iconGraphic = icons[i]; // Now iconGraphic is the direct child if (iconGraphic && iconGraphic.towerTypeKey && TOWER_DATA[iconGraphic.towerTypeKey]) { var cost = TOWER_DATA[iconGraphic.towerTypeKey].levels[0].cost; if (currency < cost) { iconGraphic.alpha = 0.4; iconGraphic.interactive = false; } else { iconGraphic.alpha = 1.0; iconGraphic.interactive = true; } } } }; self.buildSelectedTower = function (towerTypeKey) { if (self.hasTower || !TOWER_DATA[towerTypeKey]) { return; } var towerLevelData = TOWER_DATA[towerTypeKey].levels[0]; if (currency < towerLevelData.cost) { return; } currency -= towerLevelData.cost; currencyText.setText("$: " + currency); var newTower; if (towerTypeKey === 'stapler') { newTower = new StaplerTower(); } else if (towerTypeKey === 'blocker') { newTower = new BureaucracyBlockerTower(); } // else if (towerTypeKey === 'placeholder') { /* Do nothing or build a dummy */ return; } if (newTower) { // The tower's constructor now calls initializeTowerFromData(self, type, 0) newTower.x = 0; // Place tower at BuildSpot's origin (local to BuildSpot) newTower.y = 0; self.addChild(newTower); // Tower becomes child of BuildSpot self.tower = newTower; self.hasTower = true; self.graphic.alpha = 0.1; // Dim the build spot graphic itself var buildSfx = TOWER_DATA[towerTypeKey].buildSfx || 'uiSelectTower'; // Fallback // Ensure these sounds exist: 'buildStapler', 'buildBlocker' // LK.getSound(buildSfx).play(); // Play specific build sound // Floating text relative to build spot in world space spawnFloatingText(TOWER_DATA[towerTypeKey].name + " BUILT!", self.x, self.y - self.graphic.height / 2, { fill: 0x00FF00 }); // Update affordability for any other spot's menu that might be open (shouldn't be with current logic) if (currentActiveBuildSpot && currentActiveBuildSpot !== self) { currentActiveBuildSpot.updateAffordability(); } } // Icons are hidden by the icon's down handler OR by game.down clicking elsewhere }; self.down = function () { // This is the click on the BuildSpot graphic itself if (self.hasTower) { // Placeholder for future upgrade menu spawnFloatingText("Tower here!", self.x, self.y - self.graphic.height / 2, { fill: 0xCCCCCC }); if (currentActiveBuildSpot && currentActiveBuildSpot !== self) { // If another spot's menu is open currentActiveBuildSpot.hideSelectionIcons(); } if (self.areIconsVisible) { self.hideSelectionIcons(); } // Close own if open (e.g. bug) return; } // If this spot's icons are already visible, clicking it again should close them. if (self.areIconsVisible) { self.hideSelectionIcons(); } else { // If another spot's icons are visible, hide them first. if (currentActiveBuildSpot && currentActiveBuildSpot !== self) { currentActiveBuildSpot.hideSelectionIcons(); } LK.getSound('uiOpenMenu').play(); // Play sound when opening self.showSelectionIcons(); } }; return self; }); // --- MODIFY BureaucracyBlockerTower --- var BureaucracyBlockerTower = Container.expand(function () { var self = Container.call(this); // --- MODIFIED: Graphic initialized in constructor --- self.graphic = self.attachAsset(TOWER_DATA['blocker'].levels[0].asset, { anchorX: 0.5, anchorY: 0.5 }); self.enemiesSlowed = []; // Stats like range, slowFactor will be set by initializeTowerFromData self.init = function (levelIndex) { initializeTowerFromData(self, 'blocker', levelIndex); self.clearAllSlows(); // Important if range/factor changes }; 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 () { var buildSpot = self.parent; if (!buildSpot || !buildSpot.parent) { return; } var levelContainer = buildSpot.parent; var towerGlobalPos = levelContainer.toGlobal(buildSpot.position); var globalPos = self.parent ? self.parent.toGlobal(self.position) : self.position; // Get global position 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 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.speed *= self.slowFactor; enemy.isSlowedByBlocker = self; // Mark who slowed it // Optional: Visual effect on enemy if (enemy.graphic) { enemy.graphic.tint = 0xAAAAFF; } // Light blue tint } 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 // Modify StaplerTower // --- MODIFY StaplerTower --- var StaplerTower = Container.expand(function () { var self = Container.call(this); // --- MODIFIED: Graphic initialized in constructor --- self.graphic = self.attachAsset(TOWER_DATA['stapler'].levels[0].asset, { anchorX: 0.5, anchorY: 0.5 }); self.lastFired = 0; // Stats like fireRate, range, damage will be set by initializeTowerFromData self.init = function (levelIndex) { initializeTowerFromData(self, 'stapler', levelIndex); self.lastFired = 0; // Reset fire cooldown on upgrade }; self.update = function () { self.lastFired++; if (self.lastFired >= self.fireRate) { var closestEnemy = null; var minDistanceSq = self.range * self.range; var buildSpot = self.parent; // Tower is child of BuildSpot if (!buildSpot || !buildSpot.parent) { return; } var levelContainer = buildSpot.parent; // BuildSpot is child of Level var towerGlobalPos = levelContainer.toGlobal(buildSpot.position); // World pos of tower's base for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - towerGlobalPos.x; // Use global tower X var dy = enemy.y - towerGlobalPos.y; // Use global tower Y var distanceSq = dx * dx + dy * dy; // Squared distance check if (distanceSq < minDistanceSq) { minDistanceSq = distanceSq; closestEnemy = enemy; } } if (closestEnemy) { self.shoot(closestEnemy); self.lastFired = 0; } } }; self.shoot = function (target) { var bullet = new TowerBullet(); var buildSpot = self.parent; if (!buildSpot || !buildSpot.parent) { return; } var levelContainer = buildSpot.parent; var towerGlobalPos = levelContainer.toGlobal(buildSpot.position); 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); // Set initial stats & correct L0 asset 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 ****/ 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 --- // 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 // --- TOWER DEFINITIONS --- // Tower data is defined below // Function to initialize or upgrade tower with data from TOWER_DATA function initializeTowerFromData(tower, towerType, levelIndex) { if (!tower || !TOWER_DATA[towerType] || !TOWER_DATA[towerType].levels || !TOWER_DATA[towerType].levels[levelIndex]) { console.error("Invalid tower, type, or level data for initialization"); return; } var levelData = TOWER_DATA[towerType].levels[levelIndex]; // Assign all properties from levelData to the tower for (var key in levelData) { if (key !== 'asset' && key !== 'cost' && key !== 'description') { tower[key] = levelData[key]; } } // Update graphic if asset is defined if (levelData.asset && tower.graphic) { // Remove old graphic if it exists if (tower.graphic.parent) { tower.graphic.parent.removeChild(tower.graphic); } // Create new graphic with the appropriate asset tower.graphic = tower.attachAsset(levelData.asset, { anchorX: 0.5, anchorY: 0.5 }); } } // --- GLOBAL DEFINITION FOR ICON OFFSETS --- // buildSpot graphic width is 150, icon width is ~80-100. Adjust offsets as needed. var ICON_SELECT_OFFSETS = [{ x: -120, y: 0, towerKey: 'stapler' }, // Left { x: 0, y: -120, towerKey: 'blocker' }, // Above { x: 120, y: 0, towerKey: 'placeholder' } // Right ]; var TOWER_DATA = { 'stapler': { name: 'Stapler Turret', iconAsset: 'towerStaplerLvl1', // Use Lvl1 icon for selection button initially buildSfx: 'buildStapler', 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', 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." }, // 0.4 means 60% speed reduction { asset: 'towerBlockerLvl3', cost: 150, slowFactor: 0.3, range: 300, description: "Bureaucratic Gridlock!" }] } // Add more tower types here later }; 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 currency = 100; var playerLives = 5; var currentWave = 0; var waveTimer = 0; var isWaveActive = false; var enemies = []; var bullets = []; var pathPoints = []; var currentActiveBuildSpot = null; 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); // 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); } // 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); // 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!"); LK.playMusic('bgmusic'); } currentActiveBuildSpot = null; 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 ****/ // --- NEW APPROACH game.down --- var dragDoge = false; game.down = function (x, y, obj) { var worldX = x; var worldY = y; // --- Step 1: Was an active UI selection icon clicked? --- if (currentActiveBuildSpot && currentActiveBuildSpot.selectionIconContainer && currentActiveBuildSpot.areIconsVisible) { var icons = currentActiveBuildSpot.selectionIconContainer.children; for (var i = 0; i < icons.length; i++) { var iconGraphic = icons[i]; // Icon graphic is direct child of selectionIconContainer if (obj === iconGraphic && iconGraphic.interactive) { // Click was on an active, interactive selection icon. // The icon's own .down handler (which you'd add to iconGraphic) will fire. // Assume the icon's handler will call currentActiveBuildSpot.buildSelectedTower(towerKey) // and currentActiveBuildSpot.hideSelectionIcons(). // NO DOGE MOVEMENT. return; } } } // --- Step 2: Was a BuildSpot graphic clicked? --- // This is to toggle its menu. if (level && level.buildSpots) { for (var i = 0; i < level.buildSpots.length; i++) { var spot = level.buildSpots[i]; if (obj === spot.graphic) { // Click was directly on a BuildSpot graphic. // Its .down handler (spot.down()) will be called by the engine to manage its menu. // NO DOGE MOVEMENT. return; } } } // --- Step 3: Was Doge clicked (for dragging)? --- if (doge && obj === doge.graphic) { dragDoge = true; doge.setTarget(doge.x, doge.y); // Stop any current auto-movement // NO FURTHER DOGE MOVEMENT TO CLICK LOCATION. return; } // --- Step 4: If a menu is open and the click was on "empty space" (not an icon, not a spot, not Doge), close the menu. --- if (currentActiveBuildSpot && currentActiveBuildSpot.areIconsVisible) { // Since we already checked for clicks on icons (Step 1), // and BuildSpots (Step 2), and Doge (Step 3), // any other click while a menu is open means "close the menu". currentActiveBuildSpot.hideSelectionIcons(); // NO DOGE MOVEMENT. return; } // --- Step 5: If we reach here, no UI element was specifically targeted, and no menu was open to be closed. // This means the click was on empty space, and it's a command for Doge to move. if (doge) { dragDoge = false; // Ensure not dragging if we just clicked empty space doge.setTarget(worldX, worldY); } }; 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 } }; game.up = function (x, y, obj) { if (dragDoge) { dragDoge = false; } }; // Only one game.up function is needed // 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; } } // --- Dynamically Update Icon Affordability --- if (currentActiveBuildSpot && currentActiveBuildSpot.areIconsVisible) { currentActiveBuildSpot.updateAffordability(); } }; // Initialize the game LK.setScore(0); // Reset score on start initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -724,9 +724,34 @@
// Sound for bureaucracy blocker or paperwork
// Sound for red tape worm
// --- TOWER DEFINITIONS ---
// Tower data is defined below
-// initializeTowerFromData function will be defined below
+// Function to initialize or upgrade tower with data from TOWER_DATA
+function initializeTowerFromData(tower, towerType, levelIndex) {
+ if (!tower || !TOWER_DATA[towerType] || !TOWER_DATA[towerType].levels || !TOWER_DATA[towerType].levels[levelIndex]) {
+ console.error("Invalid tower, type, or level data for initialization");
+ return;
+ }
+ var levelData = TOWER_DATA[towerType].levels[levelIndex];
+ // Assign all properties from levelData to the tower
+ for (var key in levelData) {
+ if (key !== 'asset' && key !== 'cost' && key !== 'description') {
+ tower[key] = levelData[key];
+ }
+ }
+ // Update graphic if asset is defined
+ if (levelData.asset && tower.graphic) {
+ // Remove old graphic if it exists
+ if (tower.graphic.parent) {
+ tower.graphic.parent.removeChild(tower.graphic);
+ }
+ // Create new graphic with the appropriate asset
+ tower.graphic = tower.attachAsset(levelData.asset, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+}
// --- GLOBAL DEFINITION FOR ICON OFFSETS ---
// buildSpot graphic width is 150, icon width is ~80-100. Adjust offsets as needed.
var ICON_SELECT_OFFSETS = [{
x: -120,
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