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add these new enemie assets: // New Enemy Assets LK.init.image('enemyIntern', {width: 80, height: 100, id:'PLACEHOLDER_INTERN_ID'}); // Replace with actual ID LK.init.image('enemyAuditorBot', {width: 120, height: 120, id:'PLACEHOLDER_AUDITOR_ID'}); // Replace LK.init.image('enemySpamEmail', {width: 50, height: 50, id:'PLACEHOLDER_SPAM_ID'}); // For a single spam email if it's a swarm
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'game.normalSpeedButton.style.fill = 0xFFFFFF; // Active' Line Number: 1549
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Ava, let's implement game speed control with two options: Normal (1x) and Fast (2x). Global Variable: Create a global variable let gameSpeedMultiplier = 1.0; UI Buttons: In the initializeGame() function, or where other UI elements are created (like LK.gui.topRight or a new dedicated UI area): Normal Speed Button ("Regular Work Day"): Create a Text2 object with the text "Regular Work Day". Style: Size 30-35, fill: 0xDDDDDD (light grey, slightly dimmer when not active), stroke: 0x000000, strokeThickness: 2. Make it interactive. down function: Set gameSpeedMultiplier = 1.0; Update the visual state of both speed buttons (e.g., make this one brighter/active color, make the "Crunch Time!" button dimmer). Play a UI click sound. Fast Speed Button ("Crunch Time!"): Create a Text2 object with the text "Crunch Time!". Style: Size 30-35, fill: 0xDDDDDD (light grey), stroke: 0x000000, strokeThickness: 2. Position it next to the "Regular Work Day" button. Make it interactive. down function: Set gameSpeedMultiplier = 2.0; Update the visual state of both speed buttons (e.g., make this one brighter/active color like 0xFFD700 (gold), make "Regular Work Day" dimmer). Play a UI click sound. Initial State: When the game starts, the "Regular Work Day" button should appear active (brighter color, e.g., 0xFFFFFF or 0x00FF00), and "Crunch Time!" should be dimmer. Apply gameSpeedMultiplier in game.update() and other relevant update loops: Enemy Movement (Enemy.update, RedTapeWorm.update): Modify the line self.x += dx; self.y += dy; to be self.x += dx * gameSpeedMultiplier; self.y += dy * gameSpeedMultiplier;. (Alternatively, adjust dx and dy calculation: dx = dx / distance * self.speed * gameSpeedMultiplier;) Tower Bullet Movement (TowerBullet.update): Modify self.x += dx; self.y += dy; similarly: self.x += dx * gameSpeedMultiplier; self.y += dy * gameSpeedMultiplier;. Doge Movement (DogeHero.update): Modify self.x += dx; self.y += dy; similarly. Doge Cooldowns (DogeHero.update): if (self.currentAutoAttackCooldown > 0) { self.currentAutoAttackCooldown -= gameSpeedMultiplier; } if (self.currentManualBarkCooldown > 0) { self.currentManualBarkCooldown -= gameSpeedMultiplier; } Stapler Tower Fire Rate (StaplerTower.update): self.lastFired += gameSpeedMultiplier; BarkWave Expansion & Duration (BarkWave.update): self.radius += 15 * gameSpeedMultiplier; graphic.alpha -= 0.017 * gameSpeedMultiplier; (This will make it fade faster, which is correct for sped-up time). self.duration -= gameSpeedMultiplier; Floating Text (spawnFloatingText's internal update): floatingText.y += settings.velocityY * gameSpeedMultiplier; floatingText.alpha -= settings.alphaFadeSpeed * gameSpeedMultiplier; framesLived += gameSpeedMultiplier; (or adjust settings.duration initially based on speed, but modifying framesLived increment is fine). Wave Timer (game.update): waveTimer += gameSpeedMultiplier; Enemy Spawning Interval (spawnWave function's LK.setTimeout): The delay for LK.setTimeout(function () { spawnEnemy(count - 1); }, spawnInterval * 16.67); needs to be adjusted. Change it to: LK.setTimeout(function () { spawnEnemy(count - 1); }, (spawnInterval * 16.67) / gameSpeedMultiplier); Important Caveat: If gameSpeedMultiplier changes while enemies are being spawned by these setTimeouts, the already scheduled timeouts won't dynamically adjust. This is a common issue with fixed setTimeout delays and game speed changes. For simplicity now, we'll accept this limitation. A more robust solution involves a custom timer system that ticks based on game time. Function to Update Button Visuals: Create a helper function, e.g., updateSpeedButtonVisuals(). This function will check gameSpeedMultiplier. If 1.0, set "Regular Work Day" button text fill to an active color (e.g., 0x00FF00 or 0xFFFFFF) and "Crunch Time!" to an inactive color (e.g., 0xAAAAAA). If 2.0, set "Crunch Time!" button text fill to an active color (e.g., 0xFFD700) and "Regular Work Day" to an inactive color. Call this function in initializeGame() after creating buttons and in the down handlers of the speed buttons. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ava, please review and ensure the createRangeIndicator function (or class) draws a circle, not a square or rectangle. Drawing Method: It should use a method like graphics.drawCircle(0, 0, radius) to draw the shape. Parameters: The radius parameter passed into createRangeIndicator should directly determine the radius of this drawn circle. Stroke and Fill: The circle should have a stroke (e.g., color 0xFFFFFF (white), thickness 2 or 3) and a very faint, semi-transparent fill (e.g., color 0xFFFFFF, alpha 0.05 or 0.1). Usage in BuildSpot.showTowerActionIcons: Confirm that when createRangeIndicator is called from BuildSpot.showTowerActionIcons, the radius argument being passed is towerObject.range (the actual range stat of the selected tower). If the current visual is a square, please change it to a circle with these properties. If the radius of the visual circle is not currently matching towerObject.range, please correct this.
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Ava, we need a way to display a tower's range. Please create a new function or a simple class called RangeIndicator. Function Signature/Constructor: function createRangeIndicator(centerX, centerY, radius, parentContainer) or var RangeIndicator = Container.expand(function(centerX, centerY, radius, parentContainer) { ... }); Functionality: It should create an LK.Graphics object. Draw a circle with the given radius, centered at (0,0) relative to itself (the indicator's own local coordinates). The circle should have a stroke (e.g., color 0xFFFFFF (white), thickness 2) and optionally a very faint, semi-transparent fill (e.g., color 0xFFFFFF, alpha 0.1 or 0.05). Set the RangeIndicator's x to centerX and y to centerY. Add the RangeIndicator (or its graphics object) to the parentContainer (this will likely be the level object). The function/constructor should return the created RangeIndicator instance (or its graphics object) so it can be stored and later destroyed. Example Usage (Conceptual): let indicator = createRangeIndicator(buildSpot.x, buildSpot.y, TOWER_DATA['stapler'].levels[0].range, level); // ... later ... indicator.destroy();"
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Ava, let's refine the layout of the upgrade and sell icons in BuildSpot.showTowerActionIcons again. Increase Horizontal Separation: Change upgradeIconOffsetX from -75 to -110. Change sellIconOffsetX from 75 to 110. Increase Icon Sizes: For the upgradeIcon (the preview of the next tower level): Change its scaleX from 0.8 to 1.0. Change its scaleY from 0.8 to 1.0. For the sellIcon (using asset iconSell): Set its scaleX to 1.5. Set its scaleY to 1.5. For the plusIcon (the plus symbol on the upgrade icon, using asset uiButtonPlus): Set its scaleX to 1.5. Set its scaleY to 1.5. Adjust plusIcon Position: Its x position should be upgradeIcon.x + (upgradeIcon.width / 2) - (plusIcon.width / 4). (This attempts to place it near the top-right of the upgradeIcon, taking new scales into account. It might need fine-tuning. upgradeIcon.width refers to the scaled width.) Its y position should be upgradeIcon.y - (upgradeIcon.height / 2) + (plusIcon.height / 4). Alternative simpler fixed offset for plusIcon (if the above is too complex for Ava to get right immediately): Set plusIcon.x to upgradeIcon.x + 35. Set plusIcon.y to upgradeIcon.y - 35. Text Label Positions: Ensure upgradeCostText.x is set to the new upgradeIconOffsetX (-110). Ensure sellText.x is set to the new sellIconOffsetX (110). The y positions for these text labels (upgradeIconOffsetY and sellIconOffsetY, which are both -110) should still work with their anchor.set(0.5, -0.7) to position them below their respective, now larger, icons. You might need to adjust the -0.7 in the anchor if they overlap too much or are too far. For now, let's keep the anchor as is. Please apply these changes to the BuildSpot.showTowerActionIcons method.
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Ava, in the BuildSpot.showTowerActionIcons method, please adjust the positioning of the upgrade and sell icons to be more spread out and clearly above the tower. Change the upgradeIconOffsetY from -60 to -110. Change the sellIconOffsetY from -60 to -110. Change the upgradeIconOffsetX from -60 to -75. Change the sellIconOffsetX from 60 to 75. For the plusIcon (the plus symbol on the upgrade icon): Set its x position to upgradeIcon.x + 25. Set its y position to upgradeIcon.y - 25. (These are relative to the actionIconContainer's coordinate system, same as upgradeIcon.x and upgradeIcon.y) Ensure the text labels for cost and sell value are still positioned appropriately relative to their respective icons (e.g., below them by adjusting their x and y to match the new icon offsets)." Let's break down the text positioning for Ava for clarity: Upgrade Cost Text (upgradeCostText): upgradeCostText.x should be upgradeIconOffsetX (which is now -75). upgradeCostText.y should remain upgradeIconOffsetY (which is now -110), as its anchor (0.5, -0.7) positions it below the icon's center. Sell Value Text (sellText): sellText.x should be sellIconOffsetX (which is now 75). sellText.y should remain sellIconOffsetY (which is now -110), for the same anchor reason.
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Ava, in the BuildSpot.confirmSellTower method, please make the background of the sell confirmation dialog (confirmBg) semi-transparent. Set the alpha property of confirmBg to 0.6 when it's attached or created.
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Ava, please modify the BuildSpot.confirmSellTower method to make the sell confirmation dialog larger and easier to use with thumbs. Increase the size of the dialog's background (confirmBg): Change scaleX from 2.5 to 4.0. Change scaleY from 1.5 to 2.5. Increase the font size for the text elements: For confirmText ("Sell for $X?"): Change size from 24 to 36. For yesButton ("YES") text: Change size from 28 to 40. For noButton ("NO") text: Change size from 28 to 40. Adjust the positioning of elements within confirmContainer to fit the new sizes: For confirmText: Change y from -30 to approximately -60 (adjust as needed for good spacing). For yesButton: Change x from -50 to approximately -70. Change y from 20 to approximately 30. For noButton: Change x from 50 to approximately 70. Change y from 20 to approximately 30. Adjust the overall dialog position: Change confirmContainer.y from self.y - 100 to self.y - 150 to account for its increased height and keep it generally above the BuildSpot. Please ensure all other functionality within confirmSellTower, including button interactivity and logic, remains the same.
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Ava, let's try a new strategy to prevent Doge from moving to a BuildSpot when that BuildSpot is clicked to open its menu. We will modify the DogeHero.setTarget method to be the final gatekeeper. Make isChildOf globally available or ensure DogeHero can access it. The function you provided earlier: function isChildOf(possibleParent, target) { if (!target || !target.parent) return false; if (target.parent === possibleParent) return true; return isChildOf(possibleParent, target.parent); }
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Modify DogeHero.setTarget method signature and logic: Change its signature from self.setTarget = function (x, y) to self.setTarget = function (newTargetX, newTargetY, clickedObject). Inside DogeHero.setTarget, before updating self.targetX and self.targetY, add this check: if (clickedObject && level && level.buildSpots) { for (var i = 0; i < level.buildSpots.length; i++) { var spot = level.buildSpots[i]; // Check if the object that was clicked to trigger this setTarget call // is the graphic of a BuildSpot (or a child of that graphic), // AND if that specific BuildSpot is currently the one with an active menu. if ((clickedObject === spot.graphic || (spot.graphic && isChildOf(spot.graphic, clickedObject))) && currentActiveBuildSpot === spot && spot.areActionIconsVisible || spot.areIconsVisible) { // Check if menu is actually open for this spot // If so, this setTarget call was likely due to a UI click on the BuildSpot. // Do NOT update Doge's movement target. return; } } } // If the above condition was not met, then proceed to update Doge's target: self.targetX = newTargetX; self.targetY = newTargetY; Update calls to doge.setTarget: In game.down, when it intends to move Doge (in the final fallback step), change the call from doge.setTarget(worldX, worldY); to doge.setTarget(worldX, worldY, obj);. In game.move (used for dragging Doge), the call doge.setTarget(doge.x, doge.y); should probably become doge.setTarget(doge.x, doge.y, null); or doge.setTarget(doge.x, doge.y, doge.graphic); because dragging is an intentional move. If passing null or doge.graphic, the new check in setTarget won't block it (unless doge.graphic somehow became currentActiveBuildSpot). Passing null for clickedObject when dragging might be safest to ensure the drag isn't accidentally vetoed. In game.down, when Doge himself is clicked to initiate dragging: doge.setTarget(doge.x, doge.y); should also pass the appropriate clickedObject (e.g., doge.setTarget(doge.x, doge.y, obj); which would be doge.graphic).
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Ava, let's try a new strategy to prevent Doge from moving to a BuildSpot when that BuildSpot is clicked to open its menu. We will modify the DogeHero.setTarget method to be the final gatekeeper. Make isChildOf globally available or ensure DogeHero can access it. The function you provided earlier: function isChildOf(possibleParent, target) { if (!target || !target.parent) return false; if (target.parent === possibleParent) return true; return isChildOf(possibleParent, target.parent); }
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Ava, thank you for the isChildOf function. Please implement it exactly as you described: function isChildOf(possibleParent, target) { if (!target || !target.parent) return false; if (target.parent === possibleParent) return true; return isChildOf(possibleParent, target.parent); } Now, using this isChildOf function, please replace the entire current game.down function with the following precise logic. The goal is to ensure Doge only moves if a click is not on any UI element (icons, BuildSpot graphics, Doge himself) and not intended to close an already open menu: game.down = function (x, y, obj) { var worldX = x; var worldY = y; // Helper function provided by Ava function isChildOf(possibleParent, target) { if (!target || !target.parent) return false; if (target.parent === possibleParent) return true; return isChildOf(possibleParent, target.parent); } // --- 1. Active UI Interaction (Menus, Dialogs) --- // Check Build Selection Icons if (currentActiveBuildSpot && currentActiveBuildSpot.areIconsVisible && currentActiveBuildSpot.selectionIconContainer) { var icons = currentActiveBuildSpot.selectionIconContainer.children; for (var i = 0; i < icons.length; i++) { // Check if the click was directly on an icon OR an interactive child of an icon if ((obj === icons[i] || isChildOf(icons[i], obj)) && obj.interactive) { // The icon's own .down() handler will be called by the engine. return; // CRITICAL: Stop further processing in game.down } } } // Check Tower Action Icons (Upgrade/Sell) if (currentActiveBuildSpot && currentActiveBuildSpot.areActionIconsVisible && currentActiveBuildSpot.actionIconContainer) { // Assuming areActionIconsVisible flag var actionIcons = currentActiveBuildSpot.actionIconContainer.children; for (var i = 0; i < actionIcons.length; i++) { // Check if the click was directly on an action icon OR an interactive child of an action icon if ((obj === actionIcons[i] || isChildOf(actionIcons[i], obj)) && obj.interactive) { // The action icon's own .down() handler will be called by the engine. return; // CRITICAL: Stop further processing in game.down } } } // Placeholder for Sell Confirmation Dialog interaction // (Assuming sellConfirmDialog is a global or accessible variable when visible) // if (typeof sellConfirmDialog !== 'undefined' && sellConfirmDialog && sellConfirmDialog.parent && sellConfirmDialog.visible) { // // Check if the click was on any interactive part of the sell confirmation dialog // if (obj === sellConfirmDialog.yesButton || obj === sellConfirmDialog.noButton || (isChildOf(sellConfirmDialog, obj) && obj.interactive) ) { // // The button's .down() handler will be called by the engine. // return; // CRITICAL // } // } // --- 2. Click on Doge (for dragging) --- if (doge && obj === doge.graphic) { dragDoge = true; doge.setTarget(doge.x, doge.y); // Stop current auto-movement return; // CRITICAL } // --- 3. Click on a BuildSpot graphic itself (to toggle its menu) --- if (level && level.buildSpots) { for (var i = 0; i < level.buildSpots.length; i++) { var spot = level.buildSpots[i]; // Check if the click was directly on the BuildSpot's graphic // OR on an interactive child nested within that graphic (if spot.graphic could be a container) if (obj === spot.graphic || (isChildOf(spot.graphic, obj) && obj.interactive)) { // The BuildSpot's own .down() handler (spot.down()) should be triggered by the engine // to manage its menu visibility. return; // CRITICAL } } } // --- 4. Close an Open Menu if "Empty Space" was clicked --- // This section runs if the click was NOT on an interactive UI icon/button (checked in step 1), // NOT on Doge (checked in step 2), and NOT on a BuildSpot graphic itself (checked in step 3). // Therefore, if a menu is open, this click is on "empty space" relative to that menu's purpose. if (currentActiveBuildSpot) { // A general spot has a menu open var clickedOnAnotherSpotToOpenItsMenu = false; // Flag to prevent closing if the "empty space" click was actually on another buildspot if (level && level.buildSpots) { for (var k=0; k < level.buildSpots.length; k++) { if (level.buildSpots[k] !== currentActiveBuildSpot && (obj === level.buildSpots[k].graphic || (isChildOf(level.buildSpots[k].graphic, obj) && obj.interactive))) { clickedOnAnotherSpotToOpenItsMenu = true; break; } } } if (!clickedOnAnotherSpotToOpenItsMenu) { // Only close if not trying to open another spot's menu if (currentActiveBuildSpot.areIconsVisible) { // Build selection menu is open currentActiveBuildSpot.hideSelectionIcons(); return; // CRITICAL } if (currentActiveBuildSpot.areActionIconsVisible) { // Tower action menu is open currentActiveBuildSpot.hideTowerActionIcons(); return; // CRITICAL } } } // Placeholder for closing Sell Confirmation Dialog on "empty space" click // if (typeof sellConfirmDialog !== 'undefined' && sellConfirmDialog && sellConfirmDialog.parent && sellConfirmDialog.visible) { // // Check if the click was outside the dialog content before closing // if (!isChildOf(sellConfirmDialog, obj) && obj !== sellConfirmDialog) { // Basic check: not on dialog or its children // sellConfirmDialog.destroy(); // or hide() // return; // CRITICAL // } // } // --- 5. Fallback: Move Doge --- // If we've reached this point, no UI element was specifically interacted with to trigger an action, // Doge wasn't clicked for dragging, no BuildSpot was clicked to toggle a menu, // and no menu was open to be closed by an empty space click (or the click was on another spot to open its menu). // This means the click was on the general walkable area. if (doge) { dragDoge = false; // Ensure not dragging if we just clicked empty space doge.setTarget(worldX, worldY); } };
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Ava, we need to fundamentally change how Doge's movement is initiated to prevent him from moving when a BuildSpot or its UI is clicked. Modify the game.down function. The primary goal is that Doge should only receive a setTarget command if the click was on the general game area, and not on any interactive UI element or BuildSpot itself. Revised game.down Logic Flow: a. Check for UI Interaction First (Highest Priority): If currentActiveBuildSpot is active and its build selection icons (selectionIconContainer) are visible: Iterate through the icons. If the clicked object (obj) is one of these interactive icons, the icon's down handler should execute, and game.down must return; immediately. If currentActiveBuildSpot is active and its tower action icons (actionIconContainer) are visible (for upgrade/sell): Iterate through these icons. If obj is one of these interactive icons, its down handler executes, and game.down must return;. If a sell confirmation dialog (or any other modal UI) is visible: If obj is an interactive element of this dialog (e.g., "Yes"/"No" button), its handler executes, and game.down must return;. b. Check for Click on Doge (for Dragging): If obj is doge.graphic, set dragDoge = true, call doge.setTarget(doge.x, doge.y) (to stop prior movement), and then game.down must return;. c. Check for Click on a BuildSpot Graphic (to open its menu): Iterate through all level.buildSpots. If obj is spot.graphic for any spot: The BuildSpot's own down handler will be (or already is) responsible for toggling its menu (either build selection or tower actions). game.down must return; immediately after identifying the click was on a BuildSpot graphic. d. Check for Closing an Open Menu on "Empty Space" Click: If currentActiveBuildSpot is active and its build selection icons are visible (and the click wasn't on an icon, Doge, or another BuildSpot as per above checks): Call currentActiveBuildSpot.hideSelectionIcons(). game.down must return;. If currentActiveBuildSpot is active and its tower action icons are visible (and the click wasn't on an action icon, Doge, or another BuildSpot): Call currentActiveBuildSpot.hideTowerActionIcons(). game.down must return;. If a sell confirmation dialog is visible (and the click wasn't on its buttons, Doge, or a BuildSpot): Close the dialog. game.down must return;. e. If NONE of the above conditions were met, THEN it's a click on the general walkable game area: Ensure dragDoge is false. Call doge.setTarget(worldX, worldY); (where worldX, worldY are the click coordinates passed to game.down). Emphasize return;: It is critical that after any UI interaction is successfully handled (clicking an icon, clicking a BuildSpot to open its menu, clicking Doge to drag), the game.down function uses a return; statement to prevent the execution from falling through to the Doge movement command. Doge movement should be the last resort if no other specific interaction was identified."
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Ava, let's change how players interact with existing towers and how upgrades/selling works. Modify BuildSpot.down() behavior: When self.hasTower is true and a tower (self.tower) exists on the BuildSpot: If upgrade/sell icons for this tower are already visible, clicking the BuildSpot again should hide these icons. If upgrade/sell icons are not visible: First, hide any currently open build selection menu (currentActiveBuildSpot.hideSelectionIcons()) or any other tower's upgrade/sell icons. Then, call a new method on the BuildSpot, self.showTowerActionIcons(self.tower). Set currentActiveBuildSpot = self and mark that its action icons are visible (e.g., using self.areIconsVisible = true, or a new flag like self.areActionIconsVisible = true). Play a sound like uiOpenMenu. (The existing logic for self.hasTower == false to show build selection icons should remain.) Create BuildSpot.showTowerActionIcons(towerObject) method: This method will create and display icons for "Upgrade" and "Sell" next to the towerObject. Create a new Container called self.actionIconContainer (similar to self.selectionIconContainer) and add it to the BuildSpot's parent (the 'level'). Position it at the BuildSpot's x, y. Upgrade Icon: Determine if the towerObject can be upgraded (i.e., towerObject.currentLevel < TOWER_DATA[towerObject.towerType].levels.length - 1). If upgradable: Get the asset for the next level (TOWER_DATA[towerObject.towerType].levels[towerObject.currentLevel + 1].asset). Use this as the base icon. Create an icon using this asset. Position it (e.g., to the left or above the tower). Overlay a "plus" symbol graphic (e.g., using the existing uiButtonPlus shape, or a new dedicated asset if you have one like 'iconUpgradePlus'). If towerObject.currentLevel + 1 is level 2 (i.e., going to the third tier), use "++" (you might need two uiButtonPlus graphics or a new 'iconUpgradePlusPlus' asset). Display the upgrade cost (from TOWER_DATA) below this icon. Make this upgrade icon interactive. Its down function should: Call towerObject.upgrade(). After the upgrade attempt, call self.hideTowerActionIcons(). If the tower was upgraded and can still be upgraded further, immediately call self.showTowerActionIcons(towerObject) again to refresh the UI with the next upgrade option. If currency is less than the upgrade cost, make the icon semi-transparent and non-interactive. If not upgradable (max level): Optionally, display the current tower icon greyed out or with a "MAX" badge. Sell Icon: Create an icon using a new asset (e.g., LK.init.image('iconSell', {width:50, height:50, id:'YOUR_SELL_ICON_ID'}) - you'll need to provide an image ID for this). Position it (e.g., to the right or below the tower). Display the sell price text below it (e.g., "$X", calculated as 50% of the total cost invested in the tower so far – sum of costs of all levels up to current). Make this sell icon interactive. Its down function should: Call a new method self.confirmSellTower(towerObject). Store these icons in self.actionIconContainer. Create BuildSpot.hideTowerActionIcons() method: This method will destroy self.actionIconContainer and its children. Set self.areActionIconsVisible = false (or similar flag). If currentActiveBuildSpot === self, set currentActiveBuildSpot = null. Create BuildSpot.confirmSellTower(towerObject) method: This method will display a small confirmation UI (e.g., a Container with text "Sell Tower for $X?"). Add two buttons to this confirmation UI: "Yes" and "No". "Yes" button: Calls self.sellTower(towerObject). Destroys the confirmation UI. Calls self.hideTowerActionIcons(). "No" button: Destroys the confirmation UI. (Optional: re-show tower action icons if they were hidden to show the confirmation). Create BuildSpot.sellTower(towerObject) method: Calculate refund amount (50% of total cost of towerObject up to its current level). Add refund to currency and update currencyText. Call towerObject.destroy(). Crucially, the tower's destroy method (e.g., in BureaucracyBlockerTower) must ensure it cleans up any effects it has, like unslowing enemies. Set self.tower = null and self.hasTower = false. Restore self.graphic.alpha = 0.5 (or original build spot visibility). Play a sound (e.g., 'sellSound' - you'll need to define this). Spawn floating text "SOLD!". Tower upgrade() method modification: When a tower is upgraded, if it reaches max level, the upgrade icon logic in showTowerActionIcons should handle displaying it as "MAX". Update game.down for new Tower Action Icons: Similar to the build selection icons, if currentActiveBuildSpot has its actionIconContainer visible, and the click (obj) is on an interactive icon within that container, game.down should return after the icon's down handler is triggered to prevent Doge movement. If actionIconContainer is visible and the click is on empty space (not an action icon, not Doge, not another BuildSpot), it should call currentActiveBuildSpot.hideTowerActionIcons() and then return. Asset for Sell Icon: Please use an asset named iconSell. I will provide the ID for it later if needed. For now, a placeholder shape can be used if an image is not immediately available. Example: LK.init.shape('iconSell', {width:50, height:50, color:0xff0000, shape:'box'}) Start with just step 1 through 3 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Modify BuildSpot.down() behavior: When self.hasTower is true and a tower (self.tower) exists on the BuildSpot: If upgrade/sell icons for this tower are already visible, clicking the BuildSpot again should hide these icons. If upgrade/sell icons are not visible: First, hide any currently open build selection menu (currentActiveBuildSpot.hideSelectionIcons()) or any other tower's upgrade/sell icons. Then, call a new method on the BuildSpot, self.showTowerActionIcons(self.tower). Set currentActiveBuildSpot = self and mark that its action icons are visible (e.g., using self.areIconsVisible = true, or a new flag like self.areActionIconsVisible = true). Play a sound like uiOpenMenu. (The existing logic for self.hasTower == false to show build selection icons should remain.) Create BuildSpot.showTowerActionIcons(towerObject) method: This method will create and display icons for "Upgrade" and "Sell" next to the towerObject. Create a new Container called self.actionIconContainer (similar to self.selectionIconContainer) and add it to the BuildSpot's parent (the 'level'). Position it at the BuildSpot's x, y. Upgrade Icon: Determine if the towerObject can be upgraded (i.e., towerObject.currentLevel < TOWER_DATA[towerObject.towerType].levels.length - 1). If upgradable: Get the asset for the next level (TOWER_DATA[towerObject.towerType].levels[towerObject.currentLevel + 1].asset). Use this as the base icon. Create an icon using this asset. Position it (e.g., to the left or above the tower). Overlay a "plus" symbol graphic (e.g., using the existing uiButtonPlus shape, or a new dedicated asset if you have one like 'iconUpgradePlus'). If towerObject.currentLevel + 1 is level 2 (i.e., going to the third tier), use "++" (you might need two uiButtonPlus graphics or a new 'iconUpgradePlusPlus' asset). Display the upgrade cost (from TOWER_DATA) below this icon. Make this upgrade icon interactive. Its down function should: Call towerObject.upgrade(). After the upgrade attempt, call self.hideTowerActionIcons(). If the tower was upgraded and can still be upgraded further, immediately call self.showTowerActionIcons(towerObject) again to refresh the UI with the next upgrade option. If currency is less than the upgrade cost, make the icon semi-transparent and non-interactive. If not upgradable (max level): Optionally, display the current tower icon greyed out or with a "MAX" badge. Sell Icon: Create an icon using a new asset (e.g., LK.init.image('iconSell', {width:50, height:50, id:'YOUR_SELL_ICON_ID'}) - you'll need to provide an image ID for this). Position it (e.g., to the right or below the tower). Display the sell price text below it (e.g., "$X", calculated as 50% of the total cost invested in the tower so far – sum of costs of all levels up to current). Make this sell icon interactive. Its down function should: Call a new method self.confirmSellTower(towerObject). Store these icons in self.actionIconContainer. Create BuildSpot.hideTowerActionIcons() method: This method will destroy self.actionIconContainer and its children. Set self.areActionIconsVisible = false (or similar flag). If currentActiveBuildSpot === self, set currentActiveBuildSpot = null. Create BuildSpot.confirmSellTower(towerObject) method: This method will display a small confirmation UI (e.g., a Container with text "Sell Tower for $X?"). Add two buttons to this confirmation UI: "Yes" and "No". "Yes" button: Calls self.sellTower(towerObject). Destroys the confirmation UI. Calls self.hideTowerActionIcons(). "No" button: Destroys the confirmation UI. (Optional: re-show tower action icons if they were hidden to show the confirmation). Create BuildSpot.sellTower(towerObject) method: Calculate refund amount (50% of total cost of towerObject up to its current level). Add refund to currency and update currencyText. Call towerObject.destroy(). Crucially, the tower's destroy method (e.g., in BureaucracyBlockerTower) must ensure it cleans up any effects it has, like unslowing enemies. Set self.tower = null and self.hasTower = false. Restore self.graphic.alpha = 0.5 (or original build spot visibility). Play a sound (e.g., 'sellSound' - you'll need to define this). Spawn floating text "SOLD!". Tower upgrade() method modification: When a tower is upgraded, if it reaches max level, the upgrade icon logic in showTowerActionIcons should handle displaying it as "MAX". Update game.down for new Tower Action Icons: Similar to the build selection icons, if currentActiveBuildSpot has its actionIconContainer visible, and the click (obj) is on an interactive icon within that container, game.down should return after the icon's down handler is triggered to prevent Doge movement. If actionIconContainer is visible and the click is on empty space (not an action icon, not Doge, not another BuildSpot), it should call currentActiveBuildSpot.hideTowerActionIcons() and then return. Asset for Sell Icon: Please use an asset named iconSell. I will provide the ID for it later if needed. For now, a placeholder shape can be used if an image is not immediately available. Example: LK.init.shape('iconSell', {width:50, height:50, color:0xff0000, shape:'box'})
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Make it so DOGE moves when pressing on the screen, unless player is pressing on a build spot.
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delete all movement from DOGE
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Nope, Delete all Doge movement code and Start from scratch. This time implement it in a way that works how I want
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DOGE still moves when clicking buildspot. FIX IT
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Great, Revamp the movement for Doge, When player presses on screen, DOGE should move to that location, unless the player presses on a build spot.
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Get rid of Dragdoge, there shouldn't be any dragging of doge, only selecting where Doge should go
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Ava, when I click on a BuildSpot graphic to open its build menu, or when I click on a tower to open its upgrade menu, the Doge hero still moves to the click location. I want to prevent Doge from moving when interacting with these UI elements. Please review and adjust the game.down function: Confirm Click Target for BuildSpots: Ensure that when a BuildSpot's visual graphic is clicked, the obj variable in game.down correctly references that specific graphic. Inside the BuildSpot class, ensure self.graphic.interactive = true; is set. (It seems to be, based on your code, but good to double-check how LK handles interaction on child objects vs. parent containers). Prioritize UI Interaction: The logic in game.down should check for clicks on UI elements (BuildSpot graphics, tower selection icons, upgrade menu buttons) before considering a click as a command to move Doge. The existing return; statements after handling selection icon clicks and BuildSpot graphic clicks are correct. Add a similar check for the new upgrade menu UI: If an upgrade menu is open and the click (obj) is on an interactive element within that upgrade menu (like an 'Upgrade' or 'Sell' button), the button's own down handler should execute, and game.down should then return; to prevent Doge movement. Add a similar check for closing the upgrade menu: If an upgrade menu is open and the click is on "empty space" (i.e., not on an interactive element of the upgrade menu, not on Doge, not on another BuildSpot), then the upgrade menu should be closed, and game.down should return;. Doge Movement as Fallback: Doge should only be given a new target (doge.setTarget(worldX, worldY);) if the click was not on any interactive UI element (BuildSpot, selection icon, upgrade menu button) and not on Doge himself (for dragging).
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Ava, I want to implement tower upgrades. Modify the BuildSpot class's down method. If self.hasTower is true and a tower exists (self.tower), clicking the BuildSpot should call a new method self.toggleUpgradeMenu(). Create the toggleUpgradeMenu() method in BuildSpot. If an upgrade menu for self.tower is already visible, it should hide it (similar to hideSelectionIcons). Otherwise, it should first hide any other active build spot's menu (currentActiveBuildSpot.hideSelectionIcons()) or any other upgrade menu. Then, it should display an upgrade UI for self.tower. The upgrade UI (created by a new method like self.showUpgradeMenu(towerObject)) should be a Container added to self.parent (the level), positioned near the tower. It should display: The tower's current level and name. If there's a next level available (check TOWER_DATA[towerObject.towerType].levels[towerObject.currentLevel + 1]): The cost for the next upgrade. Key stat changes (e.g., "Damage: X -> Y", "Range: A -> B"). An 'Upgrade' button. This button, when clicked, should call an upgrade() method on the towerObject. If currency is insufficient, show "Not enough $". If the tower is at max level, display "Max Level". A 'Sell' button (optional for now, but good to plan for). Add an upgrade() method to the base tower logic (or individually to StaplerTower and BureaucracyBlockerTower). This method should: Check if self.currentLevel + 1 is a valid level in TOWER_DATA. Get the cost from TOWER_DATA for the next level. Check if currency >= cost. If affordable: Subtract cost from currency and update currencyText. Call initializeTowerFromData(self, self.towerType, self.currentLevel + 1). This will update stats and asset. Play a sound (e.g., 'uiSelectTower' or a new 'upgradeSound'). Spawn floating text like "UPGRADED!" Hide the upgrade menu (e.g., by calling self.parent.hideUpgradeMenu() if the BuildSpot owns the menu). If not affordable, spawn floating text "Need more $!". Ensure currentActiveBuildSpot is managed correctly to track if a build menu OR an upgrade menu is open, so only one is open at a time globally.
/**** * 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.graphic.interactive = true; // Ensure the graphic is interactive self.graphic.interactive = true; // Ensure the graphic is interactive self.hasTower = false; self.tower = null; // Reference to the tower built on this spot self.selectionIconContainer = null; self.upgradeMenuContainer = null; self.actionIconContainer = null; // Container for upgrade/sell icons self.areIconsVisible = false; self.isUpgradeMenuVisible = false; self.areActionIconsVisible = false; // Flag for upgrade/sell icons self.showSelectionIcons = function () { if (self.hasTower || self.areIconsVisible) { return; } if (currentActiveBuildSpot && currentActiveBuildSpot !== self) { currentActiveBuildSpot.hideSelectionIcons(); if (currentActiveBuildSpot.isUpgradeMenuVisible) { currentActiveBuildSpot.hideUpgradeMenu(); } if (currentActiveBuildSpot.areActionIconsVisible) { currentActiveBuildSpot.hideTowerActionIcons(); } } 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.hideUpgradeMenu = function () { if (self.upgradeMenuContainer) { self.upgradeMenuContainer.destroy(); self.upgradeMenuContainer = null; } self.isUpgradeMenuVisible = false; if (currentActiveBuildSpot === self) { currentActiveBuildSpot = null; } }; self.showTowerActionIcons = function (towerObject) { if (!towerObject || !towerObject.towerType) { return; } // Create container for action icons self.actionIconContainer = new Container(); self.actionIconContainer.x = self.x; self.actionIconContainer.y = self.y; // Add to the same parent as the BuildSpot if (self.parent) { self.parent.addChild(self.actionIconContainer); } else { game.addChild(self.actionIconContainer); } // Get tower data var towerTypeKey = towerObject.towerType; var currentLevel = towerObject.currentLevel; var towerInfo = TOWER_DATA[towerTypeKey]; var currentLevelData = towerInfo.levels[currentLevel]; var nextLevelData = towerInfo.levels[currentLevel + 1]; var isMaxLevel = !nextLevelData; // Position offsets for the icons var upgradeIconOffsetX = -60; var upgradeIconOffsetY = -60; var sellIconOffsetX = 60; var sellIconOffsetY = -60; // Calculate total tower cost for sell value var totalTowerCost = 0; for (var i = 0; i <= currentLevel; i++) { totalTowerCost += towerInfo.levels[i].cost; } var sellValue = Math.floor(totalTowerCost * 0.5); // 50% refund // Upgrade Icon (if upgradable) if (!isMaxLevel) { // Create upgrade icon using the next level's asset var upgradeIconAsset = towerInfo.levels[currentLevel + 1].asset; var upgradeIcon = self.actionIconContainer.attachAsset(upgradeIconAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); upgradeIcon.x = upgradeIconOffsetX; upgradeIcon.y = upgradeIconOffsetY; // Add plus indicator var plusIcon = self.actionIconContainer.attachAsset('uiButtonPlus', { anchorX: 0.5, anchorY: 0.5 }); plusIcon.x = upgradeIconOffsetX + 25; plusIcon.y = upgradeIconOffsetY - 25; // Add upgrade cost text var upgradeCostText = new Text2("$" + nextLevelData.cost, { size: 20, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2 }); upgradeCostText.anchor.set(0.5, -0.7); upgradeCostText.x = upgradeIconOffsetX; upgradeCostText.y = upgradeIconOffsetY; self.actionIconContainer.addChild(upgradeCostText); // Make upgrade icon interactive upgradeIcon.interactive = currency >= nextLevelData.cost; upgradeIcon.alpha = currency >= nextLevelData.cost ? 1.0 : 0.4; upgradeIcon.down = function () { self.tower.upgrade(); self.hideTowerActionIcons(); // If successfully upgraded and still not at max level, show the action icons again if (self.tower && self.tower.currentLevel < TOWER_DATA[self.tower.towerType].levels.length - 1) { LK.setTimeout(function () { self.showTowerActionIcons(self.tower); }, 100); } }; } else { // Show max level indicator (optional) var maxLevelIcon = self.actionIconContainer.attachAsset(currentLevelData.asset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8, alpha: 0.7 }); maxLevelIcon.x = upgradeIconOffsetX; maxLevelIcon.y = upgradeIconOffsetY; var maxText = new Text2("MAX", { size: 18, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 2 }); maxText.anchor.set(0.5, 0.5); maxText.x = upgradeIconOffsetX; maxText.y = upgradeIconOffsetY; self.actionIconContainer.addChild(maxText); } // Sell Icon var sellIcon = self.actionIconContainer.attachAsset('iconSell', { anchorX: 0.5, anchorY: 0.5 }); sellIcon.x = sellIconOffsetX; sellIcon.y = sellIconOffsetY; sellIcon.interactive = true; // Add sell value text var sellText = new Text2("$" + sellValue, { size: 20, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2 }); sellText.anchor.set(0.5, -0.7); sellText.x = sellIconOffsetX; sellText.y = sellIconOffsetY; self.actionIconContainer.addChild(sellText); // Make sell icon interactive sellIcon.down = function () { self.confirmSellTower(towerObject); }; // Mark as visible self.areActionIconsVisible = true; LK.getSound('uiOpenMenu').play(); }; self.hideTowerActionIcons = function () { if (self.actionIconContainer) { self.actionIconContainer.destroy(); self.actionIconContainer = null; } self.areActionIconsVisible = false; if (currentActiveBuildSpot === self) { currentActiveBuildSpot = null; } }; self.confirmSellTower = function (towerObject) { // First, hide action icons self.hideTowerActionIcons(); // Create a confirmation UI var confirmContainer = new Container(); confirmContainer.x = self.x; confirmContainer.y = self.y - 150; if (self.parent) { self.parent.addChild(confirmContainer); } else { game.addChild(confirmContainer); } // Calculate sell value var towerTypeKey = towerObject.towerType; var currentLevel = towerObject.currentLevel; var totalTowerCost = 0; for (var i = 0; i <= currentLevel; i++) { totalTowerCost += TOWER_DATA[towerTypeKey].levels[i].cost; } var sellValue = Math.floor(totalTowerCost * 0.5); // 50% refund // Background var confirmBg = confirmContainer.attachAsset('uiButtonBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 4.0, scaleY: 2.5 }); // Confirmation text var confirmText = new Text2("Sell for $" + sellValue + "?", { size: 36, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2 }); confirmText.anchor.set(0.5, 0); confirmText.y = -60; confirmContainer.addChild(confirmText); // Yes button var yesButton = new Text2("YES", { size: 40, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 2 }); yesButton.anchor.set(0.5, 0); yesButton.y = 30; yesButton.x = -70; yesButton.interactive = true; yesButton.down = function () { self.sellTower(towerObject, sellValue); confirmContainer.destroy(); }; confirmContainer.addChild(yesButton); // No button var noButton = new Text2("NO", { size: 40, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 2 }); noButton.anchor.set(0.5, 0); noButton.y = 30; noButton.x = 70; noButton.interactive = true; noButton.down = function () { confirmContainer.destroy(); // Show tower action icons again LK.setTimeout(function () { self.showTowerActionIcons(towerObject); }, 100); }; confirmContainer.addChild(noButton); }; self.sellTower = function (towerObject, sellValue) { // Add refund to currency currency += sellValue; currencyText.setText("$: " + currency); // Play sell sound LK.getSound('sellSound').play(); // Spawn floating text spawnFloatingText("SOLD!", self.x, self.y - 50, { fill: 0xFFD700 }); // Clean up tower if (towerObject) { towerObject.destroy(); } // Reset BuildSpot self.tower = null; self.hasTower = false; self.graphic.alpha = 0.5; }; 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.toggleUpgradeMenu = function () { // If upgrade menu is already visible, hide it if (self.isUpgradeMenuVisible) { self.hideUpgradeMenu(); return; } // Hide any other active menus first if (currentActiveBuildSpot && currentActiveBuildSpot !== self) { if (currentActiveBuildSpot.areIconsVisible) { currentActiveBuildSpot.hideSelectionIcons(); } else if (currentActiveBuildSpot.isUpgradeMenuVisible) { currentActiveBuildSpot.hideUpgradeMenu(); } else if (currentActiveBuildSpot.areActionIconsVisible) { currentActiveBuildSpot.hideTowerActionIcons(); } } // Set this as the active build spot currentActiveBuildSpot = self; // Create and show the upgrade menu self.showUpgradeMenu(self.tower); }; self.showUpgradeMenu = function (towerObject) { if (!towerObject || !towerObject.towerType) { return; } // Create container for upgrade menu self.upgradeMenuContainer = new Container(); self.upgradeMenuContainer.x = self.x; self.upgradeMenuContainer.y = self.y - 150; // Position above the tower // Add to the same parent as the BuildSpot if (self.parent) { self.parent.addChild(self.upgradeMenuContainer); } else { game.addChild(self.upgradeMenuContainer); } // Get tower data var towerTypeKey = towerObject.towerType; var currentLevel = towerObject.currentLevel; var towerInfo = TOWER_DATA[towerTypeKey]; var currentLevelData = towerInfo.levels[currentLevel]; var nextLevelData = towerInfo.levels[currentLevel + 1]; var isMaxLevel = !nextLevelData; // Create background var menuBg = self.upgradeMenuContainer.attachAsset('uiButtonBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); // Tower name and level var titleText = new Text2(towerInfo.name + " - Level " + (currentLevel + 1), { size: 24, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2 }); titleText.anchor.set(0.5, 0); titleText.y = -120; self.upgradeMenuContainer.addChild(titleText); // If there's a next level available if (!isMaxLevel) { // Upgrade cost var costText = new Text2("Upgrade Cost: $" + nextLevelData.cost, { size: 20, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2 }); costText.anchor.set(0.5, 0); costText.y = -85; self.upgradeMenuContainer.addChild(costText); // Stat changes var statsY = -55; var statsGap = 25; // Add stat comparisons based on tower type if (towerTypeKey === 'stapler') { // Damage var damageText = new Text2("Damage: " + currentLevelData.damage + " → " + nextLevelData.damage, { size: 18, fill: 0xFFFFFF }); damageText.anchor.set(0.5, 0); damageText.y = statsY; self.upgradeMenuContainer.addChild(damageText); // Range var rangeText = new Text2("Range: " + currentLevelData.range + " → " + nextLevelData.range, { size: 18, fill: 0xFFFFFF }); rangeText.anchor.set(0.5, 0); rangeText.y = statsY + statsGap; self.upgradeMenuContainer.addChild(rangeText); // Fire Rate var fireRateText = new Text2("Fire Rate: " + (60 / currentLevelData.fireRate).toFixed(1) + " → " + (60 / nextLevelData.fireRate).toFixed(1), { size: 18, fill: 0xFFFFFF }); fireRateText.anchor.set(0.5, 0); fireRateText.y = statsY + statsGap * 2; self.upgradeMenuContainer.addChild(fireRateText); } else if (towerTypeKey === 'blocker') { // Slow Factor (convert to percentage for clarity) var slowText = new Text2("Slow: " + (1 - currentLevelData.slowFactor) * 100 + "% → " + (1 - nextLevelData.slowFactor) * 100 + "%", { size: 18, fill: 0xFFFFFF }); slowText.anchor.set(0.5, 0); slowText.y = statsY; self.upgradeMenuContainer.addChild(slowText); // Range var rangeText = new Text2("Range: " + currentLevelData.range + " → " + nextLevelData.range, { size: 18, fill: 0xFFFFFF }); rangeText.anchor.set(0.5, 0); rangeText.y = statsY + statsGap; self.upgradeMenuContainer.addChild(rangeText); } // Upgrade button var upgradeButton = new Text2("UPGRADE", { size: 28, fill: currency >= nextLevelData.cost ? 0x00FF00 : 0xFF0000, stroke: 0x000000, strokeThickness: 2 }); upgradeButton.anchor.set(0.5, 0); upgradeButton.y = 30; upgradeButton.interactive = currency >= nextLevelData.cost; upgradeButton.down = function () { self.tower.upgrade(); }; self.upgradeMenuContainer.addChild(upgradeButton); } else { // Max level text var maxLevelText = new Text2("MAX LEVEL REACHED", { size: 24, fill: 0xFFD700, // Gold color stroke: 0x000000, strokeThickness: 2 }); maxLevelText.anchor.set(0.5, 0); maxLevelText.y = -50; self.upgradeMenuContainer.addChild(maxLevelText); } // Sell button (optional) var sellButton = new Text2("SELL", { size: 24, fill: 0xFF9999, stroke: 0x000000, strokeThickness: 2 }); sellButton.anchor.set(0.5, 0); sellButton.y = 70; sellButton.interactive = true; sellButton.down = function () { // Calculate total value of tower for refund var totalTowerCost = 0; for (var i = 0; i <= currentLevel; i++) { totalTowerCost += TOWER_DATA[towerTypeKey].levels[i].cost; } var sellValue = Math.floor(totalTowerCost * 0.5); // 50% refund // Add refund to currency currency += sellValue; currencyText.setText("$: " + currency); spawnFloatingText("Sold for $" + sellValue, self.x, self.y - 50, { fill: 0xFFD700 }); LK.getSound('sellSound').play(); self.tower.destroy(); self.tower = null; self.hasTower = false; self.graphic.alpha = 0.5; // Reset buildspot opacity self.hideUpgradeMenu(); }; self.upgradeMenuContainer.addChild(sellButton); // Play sound when opening menu LK.getSound('uiOpenMenu').play(); // Mark menu as visible self.isUpgradeMenuVisible = true; }; self.buildSelectedTower = function (towerTypeKey) { if (self.hasTower || !TOWER_DATA[towerTypeKey]) { return; } var towerLevelData = TOWER_DATA[towerTypeKey].levels[0]; if (currency < towerLevelData.cost) { return; } currency -= towerLevelData.cost; currencyText.setText("$: " + currency); var newTower; if (towerTypeKey === 'stapler') { newTower = new StaplerTower(); } else if (towerTypeKey === 'blocker') { newTower = new BureaucracyBlockerTower(); } // No need for special newTower.init(0) call - constructor handles initialization // 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) { // If action icons are already visible, clicking again should close them if (self.areActionIconsVisible) { self.hideTowerActionIcons(); } else { // Hide any other open menus if (currentActiveBuildSpot && currentActiveBuildSpot !== self) { if (currentActiveBuildSpot.areIconsVisible) { currentActiveBuildSpot.hideSelectionIcons(); } else if (currentActiveBuildSpot.isUpgradeMenuVisible) { currentActiveBuildSpot.hideUpgradeMenu(); } else if (currentActiveBuildSpot.areActionIconsVisible) { currentActiveBuildSpot.hideTowerActionIcons(); } } // Set this as the active build spot currentActiveBuildSpot = self; // Show tower action icons LK.getSound('uiOpenMenu').play(); self.showTowerActionIcons(self.tower); } 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: No graphic initialization in constructor --- self.enemiesSlowed = []; // init method removed - functionality moved to constructor and initializeTowerFromData 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 }; // Initialize tower with level 0 stats and graphics initializeTowerFromData(self, 'blocker', 0); // Set initial stats & correct L0 asset 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) { // Check if we're trying to target a BuildSpot or any of its menus var isClickingUI = false; // Skip movement if there's any active BuildSpot with open menus if (currentActiveBuildSpot) { isClickingUI = true; } // Check if clicked on any BuildSpot if (level && level.buildSpots && !isClickingUI) { for (var i = 0; i < level.buildSpots.length; i++) { var spot = level.buildSpots[i]; // If we passed the graphic check in game.down // but still reached setTarget, check again var dx = x - spot.x; var dy = y - spot.y; var distSq = dx * dx + dy * dy; var hitRadius = 75; // Half of the 150px BuildSpot width if (distSq <= hitRadius * hitRadius) { isClickingUI = true; break; } } } // Only move if not clicking UI if (!isClickingUI) { 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) 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(); } }; 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: No graphic initialization in constructor --- self.lastFired = 0; // init method removed - functionality moved to constructor and initializeTowerFromData 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(); }; // Initialize tower with level 0 stats and graphics 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) --- // Add upgrade method to both tower types via initializeTowerFromData function addUpgradeToTower(towerInstance) { towerInstance.upgrade = function () { // Check if next level exists if (!this.towerType || !TOWER_DATA[this.towerType]) { return false; } var nextLevel = this.currentLevel + 1; var towerTypeData = TOWER_DATA[this.towerType]; // Check if next level data exists if (!towerTypeData.levels[nextLevel]) { spawnFloatingText("MAX LEVEL!", this.parent.x, this.parent.y - 50, { fill: 0xFFD700 }); return false; } // Get upgrade cost var upgradeCost = towerTypeData.levels[nextLevel].cost; // Check if player can afford upgrade if (currency < upgradeCost) { spawnFloatingText("Need more $!", this.parent.x, this.parent.y - 50, { fill: 0xFF0000 }); return false; } // Pay for upgrade currency -= upgradeCost; currencyText.setText("$: " + currency); // Apply upgrade initializeTowerFromData(this, this.towerType, nextLevel); // Play upgrade sound LK.getSound('uiSelectTower').play(); // Show upgrade message spawnFloatingText("UPGRADED!", this.parent.x, this.parent.y - 50, { fill: 0x00FF00 }); // Hide upgrade menu if (this.parent && typeof this.parent.hideUpgradeMenu === 'function') { this.parent.hideUpgradeMenu(); } return true; }; } // 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(towerInstance, towerTypeKey, levelIndex) { if (!towerInstance || !TOWER_DATA[towerTypeKey] || !TOWER_DATA[towerTypeKey].levels || !TOWER_DATA[towerTypeKey].levels[levelIndex]) { console.error("Invalid tower, type, or level data for initialization"); return; } var levelData = TOWER_DATA[towerTypeKey].levels[levelIndex]; // Store tower type and level towerInstance.towerType = towerTypeKey; towerInstance.currentLevel = levelIndex; // Assign all properties from levelData to the tower for (var key in levelData) { if (key !== 'asset' && key !== 'cost' && key !== 'description') { towerInstance[key] = levelData[key]; } } // Graphic handling: if (towerInstance.graphic && towerInstance.graphic.parent) { // If graphic exists and is attached, update it towerInstance.graphic.parent.removeChild(towerInstance.graphic); towerInstance.graphic = towerInstance.attachAsset(levelData.asset, { anchorX: 0.5, anchorY: 0.5 }); } else { // If graphic doesn't exist or is detached, create a new one 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 }); } // 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 } // Add upgrade method if not already present if (!towerInstance.upgrade) { addUpgradeToTower(towerInstance); } } // --- 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 isChildOf(possibleParent, target) { if (!target || !target.parent) return false; if (target.parent === possibleParent) return true; return isChildOf(possibleParent, target.parent); } 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 --- game.down = function (x, y, obj) { var worldX = x; var worldY = y; // --- 1. Active UI Interaction (Menus, Dialogs) --- // Check Build Selection Icons if (currentActiveBuildSpot && currentActiveBuildSpot.areIconsVisible && currentActiveBuildSpot.selectionIconContainer) { var icons = currentActiveBuildSpot.selectionIconContainer.children; for (var i = 0; i < icons.length; i++) { // Check if the click was directly on an icon OR an interactive child of an icon if ((obj === icons[i] || isChildOf(icons[i], obj)) && obj.interactive) { // The icon's own .down() handler will be called by the engine. return; // CRITICAL: Stop further processing in game.down } } } // Check Tower Action Icons (Upgrade/Sell) if (currentActiveBuildSpot && currentActiveBuildSpot.areActionIconsVisible && currentActiveBuildSpot.actionIconContainer) { // Assuming areActionIconsVisible flag var actionIcons = currentActiveBuildSpot.actionIconContainer.children; for (var i = 0; i < actionIcons.length; i++) { // Check if the click was directly on an action icon OR an interactive child of an action icon if ((obj === actionIcons[i] || isChildOf(actionIcons[i], obj)) && obj.interactive) { // The action icon's own .down() handler will be called by the engine. return; // CRITICAL: Stop further processing in game.down } } } // Placeholder for Sell Confirmation Dialog interaction // (Assuming sellConfirmDialog is a global or accessible variable when visible) // if (typeof sellConfirmDialog !== 'undefined' && sellConfirmDialog && sellConfirmDialog.parent && sellConfirmDialog.visible) { // // Check if the click was on any interactive part of the sell confirmation dialog // if (obj === sellConfirmDialog.yesButton || obj === sellConfirmDialog.noButton || (isChildOf(sellConfirmDialog, obj) && obj.interactive) ) { // // The button's .down() handler will be called by the engine. // return; // CRITICAL // } // } // --- 2. Click on Doge (for dragging) --- if (doge && obj === doge.graphic) { dragDoge = true; doge.setTarget(doge.x, doge.y); // Stop current auto-movement return; // CRITICAL } // --- 3. Click on a BuildSpot graphic itself (to toggle its menu) --- if (level && level.buildSpots) { for (var i = 0; i < level.buildSpots.length; i++) { var spot = level.buildSpots[i]; // Check if the click was directly on the BuildSpot's graphic // OR on an interactive child nested within that graphic (if spot.graphic could be a container) if (obj === spot.graphic || isChildOf(spot.graphic, obj) && obj.interactive) { // The BuildSpot's own .down() handler (spot.down()) should be triggered by the engine // to manage its menu visibility. return; // CRITICAL } } } // --- 4. Close an Open Menu if "Empty Space" was clicked --- // This section runs if the click was NOT on an interactive UI icon/button (checked in step 1), // NOT on Doge (checked in step 2), and NOT on a BuildSpot graphic itself (checked in step 3). // Therefore, if a menu is open, this click is on "empty space" relative to that menu's purpose. if (currentActiveBuildSpot) { // A general spot has a menu open var clickedOnAnotherSpotToOpenItsMenu = false; // Flag to prevent closing if the "empty space" click was actually on another buildspot if (level && level.buildSpots) { for (var k = 0; k < level.buildSpots.length; k++) { if (level.buildSpots[k] !== currentActiveBuildSpot && (obj === level.buildSpots[k].graphic || isChildOf(level.buildSpots[k].graphic, obj) && obj.interactive)) { clickedOnAnotherSpotToOpenItsMenu = true; break; } } } if (!clickedOnAnotherSpotToOpenItsMenu) { // Only close if not trying to open another spot's menu if (currentActiveBuildSpot.areIconsVisible) { // Build selection menu is open currentActiveBuildSpot.hideSelectionIcons(); return; // CRITICAL } if (currentActiveBuildSpot.areActionIconsVisible) { // Tower action menu is open currentActiveBuildSpot.hideTowerActionIcons(); return; // CRITICAL } } } // Placeholder for closing Sell Confirmation Dialog on "empty space" click // if (typeof sellConfirmDialog !== 'undefined' && sellConfirmDialog && sellConfirmDialog.parent && sellConfirmDialog.visible) { // // Check if the click was outside the dialog content before closing // if (!isChildOf(sellConfirmDialog, obj) && obj !== sellConfirmDialog) { // Basic check: not on dialog or its children // sellConfirmDialog.destroy(); // or hide() // return; // CRITICAL // } // } // --- 5. Fallback: Move Doge --- // If we've reached this point, no UI element was specifically interacted with to trigger an action, // Doge wasn't clicked for dragging, no BuildSpot was clicked to toggle a menu, // and no menu was open to be closed by an empty space click (or the click was on another spot to open its menu). // This means the click was on the general walkable area. if (doge) { dragDoge = false; // Ensure not dragging if we just clicked empty space doge.setTarget(worldX, worldY); } }; game.move = function (x, y, obj) { // No doge dragging functionality needed }; game.up = function (x, y, obj) { // No doge dragging functionality needed }; // 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
@@ -316,9 +316,9 @@
self.hideTowerActionIcons();
// Create a confirmation UI
var confirmContainer = new Container();
confirmContainer.x = self.x;
- confirmContainer.y = self.y - 100;
+ confirmContainer.y = self.y - 150;
if (self.parent) {
self.parent.addChild(confirmContainer);
} else {
game.addChild(confirmContainer);
@@ -334,47 +334,47 @@
// Background
var confirmBg = confirmContainer.attachAsset('uiButtonBackground', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 2.5,
- scaleY: 1.5
+ scaleX: 4.0,
+ scaleY: 2.5
});
// Confirmation text
var confirmText = new Text2("Sell for $" + sellValue + "?", {
- size: 24,
+ size: 36,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 2
});
confirmText.anchor.set(0.5, 0);
- confirmText.y = -30;
+ confirmText.y = -60;
confirmContainer.addChild(confirmText);
// Yes button
var yesButton = new Text2("YES", {
- size: 28,
+ size: 40,
fill: 0x00FF00,
stroke: 0x000000,
strokeThickness: 2
});
yesButton.anchor.set(0.5, 0);
- yesButton.y = 20;
- yesButton.x = -50;
+ yesButton.y = 30;
+ yesButton.x = -70;
yesButton.interactive = true;
yesButton.down = function () {
self.sellTower(towerObject, sellValue);
confirmContainer.destroy();
};
confirmContainer.addChild(yesButton);
// No button
var noButton = new Text2("NO", {
- size: 28,
+ size: 40,
fill: 0xFF0000,
stroke: 0x000000,
strokeThickness: 2
});
noButton.anchor.set(0.5, 0);
- noButton.y = 20;
- noButton.x = 50;
+ noButton.y = 30;
+ noButton.x = 70;
noButton.interactive = true;
noButton.down = function () {
confirmContainer.destroy();
// Show tower action icons again
@@ -836,26 +836,36 @@
self.currentAutoAttackCooldown = self.autoAttackCooldownTime;
}
}
};
- self.setTarget = function (newTargetX, newTargetY, clickedObject) {
- if (clickedObject && level && level.buildSpots) {
+ self.setTarget = function (x, y) {
+ // Check if we're trying to target a BuildSpot or any of its menus
+ var isClickingUI = false;
+ // Skip movement if there's any active BuildSpot with open menus
+ if (currentActiveBuildSpot) {
+ isClickingUI = true;
+ }
+ // Check if clicked on any BuildSpot
+ if (level && level.buildSpots && !isClickingUI) {
for (var i = 0; i < level.buildSpots.length; i++) {
var spot = level.buildSpots[i];
- // Check if the object that was clicked to trigger this setTarget call
- // is the graphic of a BuildSpot (or a child of that graphic),
- // AND if that specific BuildSpot is currently the one with an active menu.
- if ((clickedObject === spot.graphic || spot.graphic && isChildOf(spot.graphic, clickedObject)) && currentActiveBuildSpot === spot && (spot.areActionIconsVisible || spot.areIconsVisible)) {
- // Check if menu is actually open for this spot
- // If so, this setTarget call was likely due to a UI click on the BuildSpot.
- // Do NOT update Doge's movement target.
- return;
+ // If we passed the graphic check in game.down
+ // but still reached setTarget, check again
+ var dx = x - spot.x;
+ var dy = y - spot.y;
+ var distSq = dx * dx + dy * dy;
+ var hitRadius = 75; // Half of the 150px BuildSpot width
+ if (distSq <= hitRadius * hitRadius) {
+ isClickingUI = true;
+ break;
}
}
}
- // If the above condition was not met, then proceed to update Doge's target:
- self.targetX = newTargetX;
- self.targetY = newTargetY;
+ // Only move if not clicking UI
+ if (!isClickingUI) {
+ self.targetX = x;
+ self.targetY = y;
+ }
};
self.manualBark = function () {
if (self.currentManualBarkCooldown <= 0) {
var wave = new BarkWave();
@@ -1712,9 +1722,9 @@
// }
// --- 2. Click on Doge (for dragging) ---
if (doge && obj === doge.graphic) {
dragDoge = true;
- doge.setTarget(doge.x, doge.y, obj); // Stop current auto-movement
+ doge.setTarget(doge.x, doge.y); // Stop current auto-movement
return; // CRITICAL
}
// --- 3. Click on a BuildSpot graphic itself (to toggle its menu) ---
if (level && level.buildSpots) {
@@ -1772,9 +1782,9 @@
// and no menu was open to be closed by an empty space click (or the click was on another spot to open its menu).
// This means the click was on the general walkable area.
if (doge) {
dragDoge = false; // Ensure not dragging if we just clicked empty space
- doge.setTarget(worldX, worldY, obj);
+ doge.setTarget(worldX, worldY);
}
};
game.move = function (x, y, obj) {
// No doge dragging functionality needed
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