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Create these sound assets: LK.init.sound('buildStapler'); LK.init.sound('buildBlocker'); LK.init.sound('buildLaserCat'); LK.init.sound('sfxLaserCatTargetHum'); LK.init.sound('sfxLaserCatFireInitialPew'); LK.init.sound('sfxLaserCatFireBeamLoop'); LK.init.sound('sfxRickrollTrigger1'); LK.init.sound('sfxRickrollTrigger2'); LK.init.sound('sfxRickrollTrigger3'); LK.init.sound('buildThisIsFine'); LK.init.sound('sfxThisIsFineFireMedium'); LK.init.sound('sfxThisIsFineFireRoar'); LK.init.sound('sfxThisIsFineVoice1'); LK.init.sound('sfxThisIsFineVoice2'); LK.init.sound('sfxRestructPlaceBriefcase'); LK.init.sound('sfxRestructCharge'); // This was specifically in TOWER_DATA LK.init.sound('sfxRestructLaunchDoge'); LK.init.sound('sfxRestructImpact');
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Create these sound assets: LK.init.sound('buildStapler'); LK.init.sound('buildBlocker'); LK.init.sound('buildLaserCat'); LK.init.sound('sfxLaserCatTargetHum'); LK.init.sound('sfxLaserCatFireInitialPew'); LK.init.sound('sfxLaserCatFireBeamLoop'); LK.init.sound('sfxRickrollTrigger1'); LK.init.sound('sfxRickrollTrigger2'); LK.init.sound('sfxRickrollTrigger3'); LK.init.sound('buildThisIsFine'); LK.init.sound('sfxThisIsFineFireMedium'); LK.init.sound('sfxThisIsFineFireRoar'); LK.init.sound('sfxThisIsFineVoice1'); LK.init.sound('sfxThisIsFineVoice2'); LK.init.sound('sfxRestructPlaceBriefcase'); LK.init.sound('sfxRestructCharge'); // This was specifically in TOWER_DATA LK.init.sound('sfxRestructLaunchDoge'); LK.init.sound('sfxRestructImpact');
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Create these sound assets: LK.init.sound('buildStapler'); LK.init.sound('buildBlocker'); LK.init.sound('buildLaserCat'); LK.init.sound('sfxLaserCatTargetHum'); LK.init.sound('sfxLaserCatFireInitialPew'); LK.init.sound('sfxLaserCatFireBeamLoop'); LK.init.sound('sfxRickrollTrigger1'); LK.init.sound('sfxRickrollTrigger2'); LK.init.sound('sfxRickrollTrigger3'); LK.init.sound('buildThisIsFine'); LK.init.sound('sfxThisIsFineFireMedium'); LK.init.sound('sfxThisIsFineFireRoar'); LK.init.sound('sfxThisIsFineVoice1'); LK.init.sound('sfxThisIsFineVoice2'); LK.init.sound('sfxRestructPlaceBriefcase'); LK.init.sound('sfxRestructCharge'); // This was specifically in TOWER_DATA LK.init.sound('sfxRestructLaunchDoge'); LK.init.sound('sfxRestructImpact');
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Create sound asset: buildStapler
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Create these sound assets: LK.init.sound('buildStapler'); LK.init.sound('buildBlocker'); LK.init.sound('buildLaserCat'); LK.init.sound('sfxLaserCatTargetHum'); LK.init.sound('sfxLaserCatFireInitialPew'); LK.init.sound('sfxLaserCatFireBeamLoop'); LK.init.sound('sfxRickrollTrigger1'); LK.init.sound('sfxRickrollTrigger2'); LK.init.sound('sfxRickrollTrigger3'); LK.init.sound('buildThisIsFine'); LK.init.sound('sfxThisIsFineFireMedium'); LK.init.sound('sfxThisIsFineFireRoar'); LK.init.sound('sfxThisIsFineVoice1'); LK.init.sound('sfxThisIsFineVoice2'); LK.init.sound('sfxRestructPlaceBriefcase'); LK.init.sound('sfxRestructCharge'); // This was specifically in TOWER_DATA LK.init.sound('sfxRestructLaunchDoge'); LK.init.sound('sfxRestructImpact');
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Create this sound asset: buildStapler
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add these sounds: LK.init.sound('buildStapler'); LK.init.sound('buildBlocker'); LK.init.sound('buildLaserCat'); LK.init.sound('sfxLaserCatTargetHum'); LK.init.sound('sfxLaserCatFireInitialPew'); LK.init.sound('sfxLaserCatFireBeamLoop'); LK.init.sound('sfxRickrollTrigger1'); LK.init.sound('sfxRickrollTrigger2'); LK.init.sound('sfxRickrollTrigger3'); LK.init.sound('buildThisIsFine'); LK.init.sound('sfxThisIsFineFireMedium'); LK.init.sound('sfxThisIsFineFireRoar'); LK.init.sound('sfxThisIsFineVoice1'); LK.init.sound('sfxThisIsFineVoice2'); LK.init.sound('sfxRestructPlaceBriefcase'); LK.init.sound('sfxRestructCharge'); // This was specifically in TOWER_DATA LK.init.sound('sfxRestructLaunchDoge'); LK.init.sound('sfxRestructImpact');
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Initialize all these sounds: buildStapler buildBlocker buildLaserCat sfxLaserCatTargetHum sfxLaserCatFireInitialPew sfxLaserCatFireBeamLoop sfxRickrollTrigger1 sfxRickrollTrigger2 sfxRickrollTrigger3 buildThisIsFine sfxThisIsFineFireMedium sfxThisIsFineFireRoar sfxThisIsFineVoice1 sfxThisIsFineVoice2 sfxRestructPlaceBriefcase sfxRestructCharge (This one is explicitly used in TOWER_DATA for restructSpecialist but not in your init list) sfxRestructLaunchDoge sfxRestructImpact
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Ava, we are getting a TypeError: Cannot read properties of undefined (reading 'destroy') on a line like var originalDestroy = self.destroy; (specifically line 3766). This indicates that self is undefined when this line is executed, or self.destroy is not yet available. This pattern is used in several classes like RedTapeWorm, BureaucracyBlockerTower, and likely was just added to RestructuringSpecialist to override its destroy method. Please ensure that in any class where destroy is being overridden using the pattern: var originalDestroy = self.destroy; self.destroy = function() { // custom cleanup if (originalDestroy) originalDestroy.call(self); // ... }; Use code with caution. JavaScript the line var originalDestroy = self.destroy; is placed: After var self = Container.call(this); has been executed for that class. Before self.destroy = function() { ... }; (the redefinition of destroy). Within the main scope of the Container.expand(function() { ... }) so originalDestroy is a closure variable for the new self.destroy method. Specifically, review the RestructuringSpecialist class and any other classes modified recently (like ThisIsFinePit if its destroy method was also overridden) to ensure this line is correctly positioned to capture the prototype's destroy method for the current instance self.
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Please fix the bug: 'Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'var originalDestroy = self.destroy;' Line Number: 3766
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Ava, implement the firing mechanism in RestructuringSpecialist. Create RestructuringSpecialist.fireRestructure() method: if (!self.currentTarget || !self.currentTarget.parent || self.isFiring) return; self.isFiring = true; self.stopChargeSound(); self.clearChargeVisuals(); Play launch SFX: LK.getSound(self.launchSfx).play(); Spawn Restructure Effect on Target: Get targetPosInGameSpace = {x: self.currentTarget.x, y: self.currentTarget.y}. var effect = game.attachAsset(self.effectAsset, { anchorX: 0.5, anchorY: 0.5, x: targetPosInGameSpace.x, y: targetPosInGameSpace.y }); (Add to game or an effect layer). LK.getSound(self.impactSfx).play(); Use LK.setTimeout to destroy effect after a short duration (e.g., 500 / gameSpeedMultiplier ms). Apply Damage/Kill: let enemyToRestructure = self.currentTarget; (Store before potentially nulling). If enemyToRestructure.health <= self.instantKillThreshold: spawnFloatingText("OPTIMIZED!", enemyToRestructure.x, enemyToRestructure.y, {fill: 0x00FFFF}); enemyToRestructure.destroy(); // Or a special death animation Else: enemyToRestructure.takeDamage(self.damage); Golden Parachute (Level 3+ Logic): if (self.currentLevel >= 2 && self.goldenParachuteDamage > 0 && (!enemyToRestructure.parent || enemyToRestructure.health <=0) ) { // If enemy was killed spawnFloatingText("Severance!", targetPosInGameSpace.x, targetPosInGameSpace.y - 30, {fill: 0xFFD700}); for (var i = 0; i < enemies.length; i++) { let nearbyEnemy = enemies[i]; if (nearbyEnemy === enemyToRestructure || !nearbyEnemy.parent) continue; let dx = nearbyEnemy.x - targetPosInGameSpace.x; let dy = nearbyEnemy.y - targetPosInGameSpace.y; if (dx*dx + dy*dy < self.goldenParachuteRadius * self.goldenParachuteRadius) { nearbyEnemy.takeDamage(self.goldenParachuteDamage); } } } Reset: self.currentCharge = 0; self.currentTarget = null; LK.setTimeout(function() { self.isFiring = false; }, 200 / gameSpeedMultiplier); // Brief delay before it can start finding target again In RestructuringSpecialist.destroy() (override): Call self.clearChargeVisuals(); Call self.stopChargeSound(); Call original destroy logic.
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Ava, implement the targeting and charge-up mechanics for RestructuringSpecialist.update(). In RestructuringSpecialist.update(): If self.isFiring, return (do nothing else during the brief fire animation/effect). If self.currentTarget exists and is valid (self.currentTarget.parent): Get towerPosInGameSpace and targetPosInGameSpace = {x: self.currentTarget.x, y: self.currentTarget.y}. Check if self.currentTarget is still in self.range. If not, reset: self.currentTarget = null; self.currentCharge = 0; self.clearChargeVisuals(); self.stopChargeSound(); return; Charging: self.currentCharge += gameSpeedMultiplier; Update Charge Visuals: Call a new method self.updateChargeVisuals(towerPosInGameSpace); Update Charge Sound: If self.chargeSoundInstance is not playing or doesn't exist, start it: self.chargeSoundInstance = LK.getSound(self.chargeSfx).play({loop: true, volume: 0.3}); (Adjust initial volume). Optionally, increase volume/pitch of self.chargeSoundInstance as self.currentCharge approaches self.chargeUpTime. If self.currentCharge >= self.chargeUpTime: Call self.fireRestructure(); Else (no current target, or target became invalid before charging started): self.currentCharge = 0; (Ensure charge resets if target lost early) self.clearChargeVisuals(); self.stopChargeSound(); Find New Target: Get towerPosInGameSpace. Iterate enemies in enemyLayer. Find valid targets within self.range. If self.targetPriority === 'strongest', select the enemy with the highest health. (If multiple have max health, pick the first one found). If a newTarget is found: self.currentTarget = newTarget; self.currentCharge = 0; // Start charging from zero Create RestructuringSpecialist.updateChargeVisuals(towerPos) method: This method creates/updates the orbiting flowchart graphics. let numVisuals = Math.floor((self.currentCharge / self.chargeUpTime) * 5); // Max 5 visuals Ensure self.chargeVisuals array has numVisuals elements. Add/remove as needed. When adding: let v = self.attachAsset(Math.random() < 0.5 ? 'flowchartSegment1' : 'flowchartSegment2', {anchorX:0.5, anchorY:0.5}); self.chargeVisuals.push(v); Add to self (tower) so they are local. When removing: let v = self.chargeVisuals.pop(); v.destroy(); For each visual in self.chargeVisuals: Animate its position to orbit the tower's local center (0,0) using Math.sin and Math.cos with an angle based on self.currentCharge and its index in the array. Example for one visual: v.x = Math.cos(self.currentCharge * 0.1 + index) * 50; v.y = Math.sin(self.currentCharge * 0.1 + index) * 50; (Adjust speed/radius). Maybe slightly increase scale or alpha as charge progresses. Create RestructuringSpecialist.clearChargeVisuals() method: Iterate self.chargeVisuals, destroy each, and clear the array. Create RestructuringSpecialist.stopChargeSound() method: If self.chargeSoundInstance exists, call self.chargeSoundInstance.stop(); and set self.chargeSoundInstance = null;.
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Implement these: LK.init.sound('sfxRestructPlaceBriefcase'); LK.init.sound('sfxRestructCharge'); (Ensure this is a loopable sound that can be volume/pitch adjusted, or you have multiple versions for intensity) LK.init.sound('sfxRestructLaunchDoge'); LK.init.sound('sfxRestructImpact'); Visuals for orbiting flowcharts/Gantt charts (can be simple shapes initially if you don't have images). Let's call them 'flowchartSegment1', 'flowchartSegment2'. LK.init.shape('flowchartSegment1', {width:30, height:10, color:0x0000FF, shape:'box'}); LK.init.shape('flowchartSegment2', {width:20, height:20, color:0x00FFFF, shape:'ellipse'});
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Ava, we will implement Rick Astley's dance animation manually for the popupGraphic in RickrollerTower. Modify the RickrollerTower.activateEffectAtLocation method: When the popup graphic is created: Add new properties to the popup object itself to manage its dance state: var popup = game.attachAsset(self.popupAsset, { /* ... existing x, y ... */ }); popup.isDancing = false; popup.dancePhase = 0; // For cycling through dance moves popup.danceTimer = 0; // Timer for current dance move popup.originalScaleX = popup.scale.x; // Store original scale.x (usually 1) popup.originalRotation = popup.rotation; // Store original rotation (usually 0) Use code with caution. JavaScript Call to start/stop dance: Inside the onFinish callback of the initial fade-in tween (when popup.alpha reaches 1.0): Set popup.isDancing = true; Inside the LK.setTimeout callback (right before the fade-out tween for popup.alpha is created): Set popup.isDancing = false; Reset the popup's appearance: popup.rotation = popup.originalRotation; popup.scale.x = popup.originalScaleX; Add Dance Logic to game.update() (or a new update list): We need a way to update all active dancing Rick Astleys. For simplicity, let's add logic to game.update to iterate through children of game (or a specific layer if popups are parented there) and update them if they are dancing popups. Alternatively, and perhaps cleaner: Add an updateDanceAnimation() method to the RickrollerTower instance, and have the RickrollerTower keep a list of its active popup graphics. In RickrollerTower constructor: self.activePopups = []; In activateEffectAtLocation: when popup is created, add it to self.activePopups. When popup is destroyed (in its fade-out onFinish), remove it from self.activePopups. In RickrollerTower.update(): // At the end of RickrollerTower.update() for (var i = self.activePopups.length - 1; i >= 0; i--) { var p = self.activePopups[i]; if (!p || !p.parent) { // If popup was destroyed elsewhere self.activePopups.splice(i, 1); continue; } if (p.isDancing) { self.updateRickDance(p); // Call a new method to update one popup's dance } } Use code with caution. JavaScript Create RickrollerTower.updateRickDance(popupGraphic) method: This method takes a popupGraphic as an argument. let pg = popupGraphic; // shorthand pg.danceTimer += (1000/60) * gameSpeedMultiplier; // Increment timer in ms Define dance move parameters: let tiltAmount = 0.15; // Radians let moveDuration = 300; // ms for one part of a move (e.g., tilt left) Implement a simple state machine using pg.dancePhase: var TILT_DURATION = 300 / gameSpeedMultiplier; // Duration of one tilt/flip segment var FLIP_POINT_IN_CYCLE = 2; // At which phase index to trigger a flip if (pg.danceTimer >= TILT_DURATION) { pg.danceTimer = 0; pg.dancePhase = (pg.dancePhase + 1) % 4; // Cycle through 4 phases (e.g., tilt L, tilt R, center, center/flip) if (pg.dancePhase === 0) { // Tilt Left pg.rotation = -tiltAmount; } else if (pg.dancePhase === 1) { // Tilt Right pg.rotation = tiltAmount; } else if (pg.dancePhase === 2) { // Center rotation pg.rotation = pg.originalRotation; // Flip horizontally on this phase pg.scale.x = -pg.originalScaleX; } else if (pg.dancePhase === 3) { // Center rotation and flip back pg.rotation = pg.originalRotation; pg.scale.x = pg.originalScaleX; } }
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Implement these tween changes: popup.alpha = 0; tween(popup, // target { alpha: 1.0 }, // props { // options for fade-in duration: 250 / gameSpeedMultiplier, easing: tween.quadOut, onFinish: function() { // After fade-in completes LK.setTimeout(function() { // Hold duration if (popup && popup.parent) { tween(popup, // target for fade-out { alpha: 0 }, // props { // options for fade-out duration: 250 / gameSpeedMultiplier, easing: tween.quadIn, onFinish: function() { if (popup.parent) popup.destroy(); } } ); // Assuming auto-start } }, (self.popupDuration - 500) / gameSpeedMultiplier); // Time to hold at full alpha } } ); // Assuming auto-start ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ava, let's fully implement the RickrollerTrap tower based on the existing RickrollerTower and RickAstleyProjectile class shells and the updated TOWER_DATA. Update TOWER_DATA for 'rickroller' (if not already done): Ensure the Level 1 entry for 'rickroller' in TOWER_DATA includes: range: 400, (Tower's targeting range) cooldown: 10000, (Milliseconds) effectRadius: 200, (Radius of the stun/damage effect at impact) stunDuration: 2000, (Milliseconds) damagePerTick: 1, dotTickRate: 500, (Milliseconds - apply DOT every 0.5s) popupDuration: 3000, (Milliseconds) popupAsset: 'rickAstleyPopup', soundEffects: ['sfxRickrollTrigger1', 'sfxRickrollTrigger2', 'sfxRickrollTrigger3'] (assuming these sound assets are defined) buildSfx: 'sfxRickrollerPlace' Refine/Confirm RickAstleyProjectile Class: The constructor (startX, startY, endX, endY, towerOwner) is good. self.graphic: Should attach towerOwner.popupAsset (which is 'rickAstleyPopup'). Make it initially somewhat small and perhaps slightly transparent, as it's "flying." self.graphic = self.attachAsset(towerOwner.popupAsset, { anchorX: 0.5, anchorY: 0.5, alpha: 0.7, scaleX: 0.5, scaleY: 0.5 }); self.speed = 7; (or a suitable speed for the projectile). self.updateProjectile (renamed from update to avoid conflict if this class is ever added to an auto-update list): Moves towards self.targetX, self.targetY. When it reaches the target (distance < speed): Set self.hasHitTarget = true; Call self.towerOwner.activateEffectAtLocation(self.targetX, self.targetY); self.destroy(); Refine/Confirm RickrollerTower Class: Constructor: initializeTowerFromData(self, 'rickroller', 0); self.currentCooldown = 0; (ms) self.activeProjectiles = []; self.update = function() {}: if (self.currentCooldown > 0) { self.currentCooldown -= (1000/60) * gameSpeedMultiplier; } else { self.findTargetAndFire(); } Loop through self.activeProjectiles (from last to first if splicing): projectile.updateProjectile(); If projectile.hasHitTarget (or !projectile.parent), remove from self.activeProjectiles. self.findTargetAndFire = function() {}: Get towerPosInGameSpace. Find the closestEnemy within self.range (the tower's targeting range). If closestEnemy found: let targetX = closestEnemy.x; let targetY = closestEnemy.y; var rickProjectile = new RickAstleyProjectile(towerPosInGameSpace.x, towerPosInGameSpace.y, targetX, targetY, self); self.activeProjectiles.push(rickProjectile); game.addChild(rickProjectile); (Or add to a projectile layer). self.currentCooldown = self.cooldown; (Start cooldown, value from TOWER_DATA). self.activateEffectAtLocation = function(effectX, effectY) {}: Visual Popup: var popup = game.attachAsset(self.popupAsset, { anchorX: 0.5, anchorY: 0.5, x: effectX, y: effectY }); (No initial alpha/scale here, it's stationary). Use tweens for fade-in, hold, fade-out over self.popupDuration: popup.alpha = 0; tween.to(popup).to({alpha: 1.0}, 250 / gameSpeedMultiplier, tween.easing.quadOut) .call(function() { // After fade in, set timer for fade out LK.setTimeout(function() { if (popup && popup.parent) { tween.to(popup).to({alpha: 0}, 250 / gameSpeedMultiplier, tween.easing.quadIn) .call(function() { if (popup.parent) popup.destroy(); }) .start(); } }, (self.popupDuration - 500) / gameSpeedMultiplier); // Duration to hold full alpha }).start(); Sound: var soundToPlay = self.soundEffects[Math.floor(Math.random() * self.soundEffects.length)]; LK.getSound(soundToPlay).play(); Stun/Damage Enemies: Iterate enemies in enemyLayer. If enemy is within self.effectRadius of (effectX, effectY): And if !enemy.isStunnedByRickroll (to prevent re-stunning by same effect): enemy.originalSpeed = enemy.speed; enemy.speed = 0; enemy.isStunnedByRickroll = self; // Mark who stunned it enemy.graphic.tint = 0xFFD700; // Gold/Confused tint self.startDotOnEnemy(enemy); // Start DOT Store this enemy in a temporary array enemiesAffectedThisActivation. Unstun Timer: LK.setTimeout(function() { ... loop through enemiesAffectedThisActivation ... if (enemy.isStunnedByRickroll === self) { revert speed, tint, enemy.isStunnedByRickroll = null; } ... }, self.stunDuration / gameSpeedMultiplier); self.startDotOnEnemy = function(enemyInstance) {}: var dotTicksTotal = Math.floor(self.stunDuration / self.dotTickRate); var currentDotTick = 0; function applyTick() { if (!enemyInstance || !enemyInstance.parent || enemyInstance.isStunnedByRickroll !== self || currentDotTick >= dotTicksTotal) return; enemyInstance.takeDamage(self.damagePerTick); currentDotTick++; if (currentDotTick < dotTicksTotal) { LK.setTimeout(applyTick, self.dotTickRate / gameSpeedMultiplier); } } applyTick(); // Start first tick (or after a small delay if dotTickRate implies start of period) Placement Sound: In BuildSpot.buildSelectedTower, when towerTypeKey === 'rickroller', after newTower = new RickrollerTrap();, add LK.getSound('sfxRickrollerPlace').play();.
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make these changes: 'rickroller': { name: 'Rickroller Trap', iconAsset: 'towerRickrollerLvl1', buildSfx: 'sfxRickrollerPlace', // Changed to match your SFX list levels: [{ asset: 'towerRickrollerLvl1', cost: 175, damagePerTick: 1, dotTickRate: 500, // Milliseconds effectRadius: 200, // Radius of stun/damage from impact stunDuration: 2000, // Milliseconds popupDuration: 3000, // Milliseconds popupAsset: 'rickAstleyPopup', soundEffects: ['sfxRickrollTrigger1', 'sfxRickrollTrigger2', 'sfxRickrollTrigger3'], // Array of sound variants cooldown: 10000, // Milliseconds AFTER effect finishes (or from fire?) - let's say from fire for now range: 400, // Range of the TOWER to decide where to shoot the trap description: "Never gonna let them pass! Stuns and confuses." }] }
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Check TOWER_DATA for rickroller: Ensure that TOWER_DATA['rickroller'].levels[0] (and other levels) has a range property with a numerical value.
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Ava, let's redesign the RickrollerTower (please rename the class from RickrollerTrap to RickrollerTower if it was created as a trap). It should actively target an area and 'send' Rick Astley to apply an effect. Rename: If the class is RickrollerTrap, rename it to RickrollerTower. In RickrollerTower constructor (it already calls initializeTowerFromData): self.currentCooldown = 0; // Time in ms until it can fire again self.activeProjectiles = []; // To track flying Rick Astleys In RickrollerTower.update() method: A. Cooldown Management: If self.currentCooldown > 0: self.currentCooldown -= (1000/60) * gameSpeedMultiplier; Else (cooldown is ready): Call self.findTargetAndFire(); B. Update Active Projectiles (Flying Ricks): Iterate self.activeProjectiles (from last to first if removing). For each rickProjectile: Call rickProjectile.updateProjectile(); If rickProjectile.hasHitTarget, remove it from self.activeProjectiles. Create self.findTargetAndFire = function() {} method: Get the Tower's world position (towerPosInGameSpace). Targeting Logic: Find a suitable target location. This could be: The densest cluster of enemies within self.range. The strongest enemy within self.range (and target its location). For simplicity now: Find the closestEnemy to the tower within self.range. The effect will be centered on this closestEnemy.x, closestEnemy.y. If a targetEnemy is found: let targetX = targetEnemy.x; let targetY = targetEnemy.y; Create a Rick Astley projectile instance (see point 6). let rick = new RickAstleyProjectile(towerPosInGameSpace.x, towerPosInGameSpace.y, targetX, targetY, self); self.activeProjectiles.push(rick); game.addChild(rick); (Or add to a projectile layer if you have one) self.currentCooldown = self.cooldown; // Start cooldown Create self.activateEffectAtLocation = function(effectX, effectY) {} method: (This method will be called by the RickAstleyProjectile when it reaches its destination) Spawn Rick Astley Popup (Stationary at target): let popup = game.attachAsset(self.popupAsset, { anchorX:0.5, anchorY:0.5, x: effectX, y: effectY }); (Or add to UI layer) Use tween to make it fade in and then fade out over self.popupDuration / gameSpeedMultiplier. After tween completes, popup.destroy(). // Example fade in/out for popup popup.alpha = 0; tween.to(popup).to({alpha: 1.0}, 250 / gameSpeedMultiplier, tween.easing.quadOut) .call(function() { tween.to(popup).to({alpha: 0}, 250 / gameSpeedMultiplier, tween.easing.quadIn) .delay((self.popupDuration - 500) / gameSpeedMultiplier) // Hold, then fade .call(function() { if(popup.parent) popup.destroy(); }) .start(); }).start();
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Ava, let's redesign the RickrollerTower (please rename the class from RickrollerTrap to RickrollerTower if it was created as a trap). It should actively target an area and 'send' Rick Astley to apply an effect. Rename: If the class is RickrollerTrap, rename it to RickrollerTower. In RickrollerTower constructor (it already calls initializeTowerFromData): self.currentCooldown = 0; // Time in ms until it can fire again self.activeProjectiles = []; // To track flying Rick Astleys In RickrollerTower.update() method: A. Cooldown Management: If self.currentCooldown > 0: self.currentCooldown -= (1000/60) * gameSpeedMultiplier; Else (cooldown is ready): Call self.findTargetAndFire(); B. Update Active Projectiles (Flying Ricks): Iterate self.activeProjectiles (from last to first if removing). For each rickProjectile: Call rickProjectile.updateProjectile(); If rickProjectile.hasHitTarget, remove it from self.activeProjectiles. Create self.findTargetAndFire = function() {} method: Get the Tower's world position (towerPosInGameSpace). Targeting Logic: Find a suitable target location. This could be: The densest cluster of enemies within self.range. The strongest enemy within self.range (and target its location). For simplicity now: Find the closestEnemy to the tower within self.range. The effect will be centered on this closestEnemy.x, closestEnemy.y. If a targetEnemy is found: let targetX = targetEnemy.x; let targetY = targetEnemy.y; Create a Rick Astley projectile instance (see point 6). let rick = new RickAstleyProjectile(towerPosInGameSpace.x, towerPosInGameSpace.y, targetX, targetY, self); self.activeProjectiles.push(rick); game.addChild(rick); (Or add to a projectile layer if you have one) self.currentCooldown = self.cooldown; // Start cooldown Create self.activateEffectAtLocation = function(effectX, effectY) {} method: (This method will be called by the RickAstleyProjectile when it reaches its destination) Spawn Rick Astley Popup (Stationary at target): let popup = game.attachAsset(self.popupAsset, { anchorX:0.5, anchorY:0.5, x: effectX, y: effectY }); (Or add to UI layer) Use tween to make it fade in and then fade out over self.popupDuration / gameSpeedMultiplier. After tween completes, popup.destroy(). // Example fade in/out for popup popup.alpha = 0; tween.to(popup).to({alpha: 1.0}, 250 / gameSpeedMultiplier, tween.easing.quadOut) .call(function() { tween.to(popup).to({alpha: 0}, 250 / gameSpeedMultiplier, tween.easing.quadIn) .delay((self.popupDuration - 500) / gameSpeedMultiplier) // Hold, then fade .call(function() { if(popup.parent) popup.destroy(); }) .start(); }).start(); Use code with caution. JavaScript Play Sound: let soundToPlay = self.soundEffects[Math.floor(Math.random() * self.soundEffects.length)]; LK.getSound(soundToPlay).play(); Find and Stun/Damage Enemies in Effect Radius: let enemiesAffectedThisTrigger = []; Iterate all enemies in enemyLayer. For each enemy, if it's within self.effectRadius of (effectX, effectY): If !enemy.isStunned: enemy.originalSpeed = enemy.speed; enemy.speed = 0; enemy.isStunned = true; enemy.isStunnedByRickroll = self; // So this tower can unstun enemy.graphic.tint = 0xFFD700; enemiesAffectedThisTrigger.push(enemy); // Start DOT Ticker for this enemy (see point 7) self.startDotOnEnemy(enemy); Unstun Timer: After self.stunDuration, unstun the enemies. LK.setTimeout(function() { for (var i = 0; i < enemiesAffectedThisTrigger.length; i++) { var affectedEnemy = enemiesAffectedThisTrigger[i]; if (affectedEnemy && affectedEnemy.parent && affectedEnemy.isStunnedByRickroll === self) { affectedEnemy.isStunned = false; affectedEnemy.speed = affectedEnemy.originalSpeed; affectedEnemy.isStunnedByRickroll = null; affectedEnemy.graphic.tint = 0xFFFFFF; } } }, self.stunDuration / gameSpeedMultiplier); Create a New Helper Class RickAstleyProjectile: var RickAstleyProjectile = Container.expand(function(startX, startY, endX, endY, towerOwner) { ... }); Constructor: self.graphic = self.attachAsset(towerOwner.popupAsset, {anchorX:0.5, anchorY:0.5, alpha: 0.7, 'scale.x':0.5, 'scale.y':0.5}); (Smaller, semi-transparent while flying) self.x = startX; self.y = startY; self.targetX = endX; self.targetY = endY; self.speed = towerOwner.projectileSpeed; self.towerOwner = towerOwner; self.hasHitTarget = false; self.updateProjectile = function() {}: If self.hasHitTarget, return. Move towards self.targetX, self.targetY at self.speed * gameSpeedMultiplier. If reached target (distance < speed): self.hasHitTarget = true; self.towerOwner.activateEffectAtLocation(self.targetX, self.targetY); self.destroy(); Create self.startDotOnEnemy = function(enemyInstance) {} method in RickrollerTower: This method will handle the periodic damage for a single stunned enemy. let dotTicksRemaining = Math.floor(self.stunDuration / self.dotTickRate); function applyTick() { if (!enemyInstance || !enemyInstance.parent || !enemyInstance.isStunnedByRickroll === self || dotTicksRemaining <= 0) return; // Stop if enemy gone, unstunned, or ticks done enemyInstance.takeDamage(self.damagePerTick); dotTicksRemaining--; if (dotTicksRemaining > 0) { LK.setTimeout(applyTick, self.dotTickRate / gameSpeedMultiplier); } } applyTick(); // Start the first tick Placement Sound: In BuildSpot.buildSelectedTower, when 'rickroller' is built, play sfxRickrollerPlace. This revised approach makes the Rickroller an active ranged tower that "deploys" its effect. It's more complex due to the projectile and managing multiple DOT instances but fits the "tower" concept better. The DOT application using nested LK.setTimeout in startDotOnEnemy is a way to handle periodic damage per enemy. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var AuditorBot = Container.expand(function () { var self = Container.call(this); self.walkFrames = ['enemyAuditorBot', 'enemyAuditorBot_walk_1', 'enemyAuditorBot_walk_2']; // Animation frames self.currentAnimFrame = 0; self.animationSpeed = 8; self.animationCounter = 0; self.graphic = self.attachAsset(self.walkFrames[0], { anchorX: 0.5, anchorY: 0.5 }); self.health = 30; // High health self.speed = 1.0; // Slow speed self.value = 30; // High currency reward self.isFlying = false; 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 * gameSpeedMultiplier; dy = dy / distance * self.speed * gameSpeedMultiplier; 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(); } // --- Animation Logic --- if (self.walkFrames && self.walkFrames.length > 1) { // Only animate if there's more than one frame self.animationCounter += gameSpeedMultiplier; // Respect game speed if (self.animationCounter >= self.animationSpeed) { self.animationCounter = 0; self.currentAnimFrame = (self.currentAnimFrame + 1) % self.walkFrames.length; // Use remove and re-attach method for animation frames var newAsset = self.walkFrames[self.currentAnimFrame]; if (self.graphic && self.graphic.parent) { self.graphic.parent.removeChild(self.graphic); self.graphic = self.attachAsset(newAsset, { anchorX: 0.5, anchorY: 0.5 }); } } } // --- End Animation Logic --- }; 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 // Determine number of coins to drop based on enemy value var numCoins = Math.ceil(self.value / 5); // 1 coin per 5 value, min 1 if (numCoins < 1) { numCoins = 1; } // Spawn multiple coins for (var i = 0; i < numCoins; i++) { var coin = new DogeCoin(self.x, self.y, Math.floor(self.value / numCoins)); if (game.coinLayer) { game.coinLayer.addChild(coin); } else { coinLayer.addChild(coin); } } // Score still goes up immediately LK.setScore(LK.getScore() + self.value); scoreText.setText("Score: " + LK.getScore()); LK.getSound('enemyDeath').play(); self.destroy(); } }; return self; }); 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 = 2; // 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 * gameSpeedMultiplier; // Expand slightly faster graphic.scaleX = self.radius / 100; graphic.scaleY = self.radius / 100; graphic.alpha -= 0.017 * gameSpeedMultiplier; // 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 -= gameSpeedMultiplier; 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, scaleX: 1.3, scaleY: 1.3 }); 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; } // Destroy range indicators if they exist if (self.currentRangeIndicator) { self.currentRangeIndicator.destroy(); self.currentRangeIndicator = null; } if (self.nextRangeIndicator) { self.nextRangeIndicator.destroy(); self.nextRangeIndicator = 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; // Create a range indicator to show tower's attack range self.rangeIndicator = createRangeIndicator(self.x, self.y, currentLevelData.range, self.parent); // Position offsets for the icons var upgradeIconOffsetX = -110; var upgradeIconOffsetY = -110; var sellIconOffsetX = 110; var sellIconOffsetY = -110; // 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: 1.0, scaleY: 1.0 }); upgradeIcon.x = upgradeIconOffsetX; upgradeIcon.y = upgradeIconOffsetY; // Add plus indicator var plusIcon = self.actionIconContainer.attachAsset('uiButtonPlus', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); plusIcon.x = upgradeIcon.x + 35; plusIcon.y = upgradeIcon.y - 35; // 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, scaleX: 1.5, scaleY: 1.5 }); 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; } // Destroy range indicator if it exists if (self.rangeIndicator) { self.rangeIndicator.destroy(); self.rangeIndicator = 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, alpha: 0.6 }); // 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 range indicator for current level self.currentRangeIndicator = createRangeIndicator(self.x, self.y, currentLevelData.range, self.parent); // If there's a next level, show its range too with a different appearance if (!isMaxLevel) { self.nextRangeIndicator = createRangeIndicator(self.x, self.y, nextLevelData.range, self.parent); // Make the next level range indicator more distinct if (self.nextRangeIndicator.children && self.nextRangeIndicator.children.length >= 2) { self.nextRangeIndicator.children[0].tint = 0x00FF00; // Green tint for the fill self.nextRangeIndicator.children[1].tint = 0x00FF00; // Green tint for the border } } // 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(); } else if (towerTypeKey === 'laserCat') { newTower = new LaserCatPerch(); } else if (towerTypeKey === 'rickroller') { newTower = new RickrollerTower(); // Play placement sound LK.getSound('sfxRickrollerPlace').play(); } else if (towerTypeKey === 'thisIsFine') { newTower = new ThisIsFinePit(); // Play match strike sound when placing the fire pit LK.getSound('sfxThisIsFinePlaceMatch').play(); // Start gentle fire sound (looping, low volume initially) LK.getSound('sfxThisIsFineFireGentle').play(); } else if (towerTypeKey === 'restruct') { newTower = new RestructuringSpecialist(); } // 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 towerGraphicGlobalCenter = self.graphic.toGlobal({ x: 0, y: 0 }); var towerCenterInGameSpace = game.toLocal(towerGraphicGlobalCenter); 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 - towerCenterInGameSpace.x; var dy = enemy.y - towerCenterInGameSpace.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; }); var DogeAutoProjectile = Container.expand(function () { var self = Container.call(this); self.graphic = self.attachAsset('basicAttackProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.target = null; self.damage = 0; // Will be set by DogeHero when creating projectile self.duration = 20; // frames, for self-destruction if target is lost self.update = function () { // Decrement duration self.duration -= gameSpeedMultiplier; if (self.duration <= 0) { self.destroy(); return; } // If target is gone or not in game anymore if (!self.target || !self.target.parent) { self.alpha -= 0.1 * gameSpeedMultiplier; if (self.alpha <= 0) { self.destroy(); } return; } // Move towards target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // If very close to target, destroy if (distance < self.speed * gameSpeedMultiplier || distance < self.target.graphic.width / 2) { // Apply damage when hitting the target if (self.target && self.target.parent) { self.target.takeDamage(self.damage); } self.destroy(); return; } // Move towards target dx = dx / distance * self.speed * gameSpeedMultiplier; dy = dy / distance * self.speed * gameSpeedMultiplier; self.x += dx; self.y += dy; }; return self; }); var DogeCoin = Container.expand(function (spawnX, spawnY, value) { var self = Container.call(this); // Initialize coin properties self.graphic = self.attachAsset('dogeCoin', { anchorX: 0.5, anchorY: 0.5 }); self.x = spawnX; self.y = spawnY; self.value = value || 1; // Default to 1 if no value passed self.isOnGround = false; self.isBeingCollected = false; self.spinSpeed = 0.1; // Radians per frame for spinning self.collectionRadius = 300; // How close Doge needs to be self.lifeTime = 1500; // Frames before it disappears if not collected (25s @ 60fps with gameSpeedMultiplier = 1.0) // Initial scatter animation var scatterAngle = Math.random() * Math.PI * 2; var scatterDistance = 20 + Math.random() * 30; var targetX = self.x + Math.cos(scatterAngle) * scatterDistance; var targetY = self.y + Math.sin(scatterAngle) * scatterDistance; // Start with smaller scale and grow to normal size self.graphic.scale.set(0.5); // Animate the coin to scatter position and grow to normal size tween(self, { x: targetX, y: targetY }, { duration: 300 * gameSpeedMultiplier, easing: tween.quadOut, onFinish: function onFinish() { self.isOnGround = true; } }); tween(self.graphic.scale, { x: 1.0, y: 1.0 }, { duration: 300 * gameSpeedMultiplier, easing: tween.quadOut }); // Update method for coin behavior self.update = function () { self.lifeTime -= gameSpeedMultiplier; // Destroy if lifetime expires and not being collected if (self.lifeTime <= 0 && !self.isBeingCollected) { self.destroy(); return; } // Skip other updates if being collected if (self.isBeingCollected) { return; } // Spin when on ground if (self.isOnGround) { self.graphic.rotation += self.spinSpeed * gameSpeedMultiplier; } // Check if Doge is close enough to collect if (self.isOnGround && doge && doge.parent) { var dx = doge.x - self.x; var dy = doge.y - self.y; if (dx * dx + dy * dy < self.collectionRadius * self.collectionRadius) { self.collect(); } } }; // Collect method when Doge picks up the coin self.collect = function () { if (self.isBeingCollected) { return; } self.isBeingCollected = true; // Update currency and UI currency += self.value; currencyText.setText("$: " + currency); // Show floating text spawnFloatingText("+" + self.value + "$", self.x, self.y - 20, { fill: 0xFFFF00, velocityY: -2 }); // Get target position for animation var targetUiGlobal = currencyText.toGlobal({ x: currencyText.width / 2, y: currencyText.height / 2 }); var targetUiInGame = game.toLocal(targetUiGlobal); // Animate coin flying to the UI tween(self, { x: targetUiInGame.x, y: targetUiInGame.y, alpha: 0.5 }, { duration: 500 * gameSpeedMultiplier, easing: tween.quadIn, onFinish: function onFinish() { self.destroy(); } }); // Scale graphic separately since nested properties need their own tween tween(self.graphic.scale, { x: 0.2, y: 0.2 }, { duration: 500 * gameSpeedMultiplier, easing: tween.quadIn }); }; 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 = 450; // Increased from 280 self.autoAttackDamage = 1; // Decreased from 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 * gameSpeedMultiplier; dy = dy / distance * self.speed * gameSpeedMultiplier; 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 -= gameSpeedMultiplier; } if (self.currentManualBarkCooldown > 0) { self.currentManualBarkCooldown -= gameSpeedMultiplier; } // 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) { // Play sound and reset cooldown LK.getSound('dogeAutoAttack').play(); self.currentAutoAttackCooldown = self.autoAttackCooldownTime; // Create projectile that will handle damage application var projectile = new DogeAutoProjectile(); projectile.x = self.x; projectile.y = self.y; projectile.target = closestEnemy; projectile.damage = self.autoAttackDamage; // Pass damage value to projectile game.addChild(projectile); } } }; 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); self.walkFrames = ['enemyPaper', 'enemyPaper_walk_1', 'enemyPaper_walk_2']; // Animation frames self.currentAnimFrame = 0; self.animationSpeed = 15; // Increased from 10 to slow animation further self.animationCounter = 0; self.graphic = self.attachAsset(self.walkFrames[0], { 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 * gameSpeedMultiplier; dy = dy / distance * self.speed * gameSpeedMultiplier; 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(); } // --- Animation Logic --- if (self.walkFrames && self.walkFrames.length > 1) { // Only animate if there's more than one frame self.animationCounter += gameSpeedMultiplier; // Respect game speed if (self.animationCounter >= self.animationSpeed) { self.animationCounter = 0; self.currentAnimFrame = (self.currentAnimFrame + 1) % self.walkFrames.length; // Replace the graphic with the new texture by getting a fresh asset var newAsset = self.walkFrames[self.currentAnimFrame]; if (self.graphic && self.graphic.parent) { self.graphic.parent.removeChild(self.graphic); self.graphic = self.attachAsset(newAsset, { anchorX: 0.5, anchorY: 0.5 }); } } } // --- End Animation Logic --- }; 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 // Determine number of coins to drop based on enemy value var numCoins = Math.ceil(self.value / 5); // 1 coin per 5 value, min 1 if (numCoins < 1) { numCoins = 1; } // Spawn multiple coins for (var i = 0; i < numCoins; i++) { var coin = new DogeCoin(self.x, self.y, Math.floor(self.value / numCoins)); if (game.coinLayer) { game.coinLayer.addChild(coin); } else { coinLayer.addChild(coin); } } // Score still goes up immediately 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; }); var InternOnCoffeeRun = Container.expand(function () { var self = Container.call(this); self.walkFrames = ['enemyIntern', 'enemyIntern_walk_1', 'enemyIntern_walk_2']; // Animation frames self.currentAnimFrame = 0; self.animationSpeed = 5; // Faster animation for fast enemy self.animationCounter = 0; self.graphic = self.attachAsset(self.walkFrames[0], { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; // Low health self.speed = 4.0; // Fast speed self.value = 5; // Low currency reward self.isFlying = false; 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 * gameSpeedMultiplier; dy = dy / distance * self.speed * gameSpeedMultiplier; 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(); } // --- Animation Logic --- if (self.walkFrames && self.walkFrames.length > 1) { // Only animate if there's more than one frame self.animationCounter += gameSpeedMultiplier; // Respect game speed if (self.animationCounter >= self.animationSpeed) { self.animationCounter = 0; self.currentAnimFrame = (self.currentAnimFrame + 1) % self.walkFrames.length; var newAssetIdToAttach = self.walkFrames[self.currentAnimFrame]; if (self.graphic && self.graphic.parent) { // Preserve local position if self.graphic is a direct child of self var currentLocalX = self.graphic.x; var currentLocalY = self.graphic.y; self.removeChild(self.graphic); // Or self.graphic.destroy(); if that's more appropriate self.graphic = self.attachAsset(newAssetIdToAttach, { anchorX: 0.5, anchorY: 0.5, x: currentLocalX, // Restore local x y: currentLocalY // Restore local y }); } else if (!self.graphic && self.parent) { // If graphic was lost but enemy still exists self.graphic = self.attachAsset(newAssetIdToAttach, { anchorX: 0.5, anchorY: 0.5 }); } } } // --- End Animation Logic --- }; 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 // Determine number of coins to drop based on enemy value var numCoins = Math.ceil(self.value / 5); // 1 coin per 5 value, min 1 if (numCoins < 1) { numCoins = 1; } // Spawn multiple coins for (var i = 0; i < numCoins; i++) { var coin = new DogeCoin(self.x, self.y, Math.floor(self.value / numCoins)); if (game.coinLayer) { game.coinLayer.addChild(coin); } else { coinLayer.addChild(coin); } } // Score still goes up immediately LK.setScore(LK.getScore() + self.value); scoreText.setText("Score: " + LK.getScore()); LK.getSound('enemyDeath').play(); self.destroy(); } }; return self; }); var LaserCatPerch = Container.expand(function () { var self = Container.call(this); // Initialize the tower with level 0 stats and graphics initializeTowerFromData(self, 'laserCat', 0); self.activeBeams = []; // Array to store info about current beams {target, beamGraphic, durationTimer, currentDotDamage} self.cooldownTimer = 0; // Time until it can look for new targets after all beams finish or max targets reached self.update = function () { var buildSpot = self.parent; if (!buildSpot || !buildSpot.parent) { return; } // Get tower position in game space var towerGraphicGlobalCenter = self.graphic.toGlobal({ x: 0, y: 0 }); var towerPosInGameSpace = game.toLocal(towerGraphicGlobalCenter); // Decrement cooldown timer if (self.cooldownTimer > 0) { self.cooldownTimer -= 1000 / 60 * gameSpeedMultiplier; // Convert from ms to frames } // Handle Active Beams for (var i = self.activeBeams.length - 1; i >= 0; i--) { var beamData = self.activeBeams[i]; // Check if target is still valid and in range if (!beamData.target || !beamData.target.parent) { // Target no longer exists beamData.beamGraphic.destroy(); self.activeBeams.splice(i, 1); continue; } // Check if target is out of range var dx = beamData.target.x - towerPosInGameSpace.x; var dy = beamData.target.y - towerPosInGameSpace.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.range) { // Target out of range beamData.beamGraphic.destroy(); self.activeBeams.splice(i, 1); continue; } // Decrement beam duration timer beamData.durationTimer -= 1000 / 60 * gameSpeedMultiplier; // Apply DOT damage at intervals beamData.dotTickTimer -= 1000 / 60 * gameSpeedMultiplier; if (beamData.dotTickTimer <= 0) { // Apply damage beamData.target.takeDamage(beamData.currentDotDamage); // Ramp up damage for next tick beamData.currentDotDamage *= self.dotRampUpFactor; // Reset tick timer (damage every 0.5 seconds) beamData.dotTickTimer = 500; } // Update beam visual // Position beam at tower position beamData.beamGraphic.x = towerPosInGameSpace.x; beamData.beamGraphic.y = towerPosInGameSpace.y; // Calculate direction and distance var targetPosInGameSpace = { x: beamData.target.x, y: beamData.target.y }; var dx = targetPosInGameSpace.x - towerPosInGameSpace.x; var dy = targetPosInGameSpace.y - towerPosInGameSpace.y; var distance = Math.sqrt(dx * dx + dy * dy); // Adjust beam rotation and height beamData.beamGraphic.rotation = Math.atan2(dy, dx) - Math.PI / 2; // Adjust rotation beamData.beamGraphic.height = distance; // Stretch beam to reach target // Make sure the beam is in the game container (not a child of the tower) if (!beamData.beamGraphic.parent) { game.addChild(beamData.beamGraphic); } else if (beamData.beamGraphic.parent !== game) { if (beamData.beamGraphic.parent) { beamData.beamGraphic.parent.removeChild(beamData.beamGraphic); } game.addChild(beamData.beamGraphic); } // If beam duration is up, destroy it if (beamData.durationTimer <= 0) { beamData.beamGraphic.destroy(); self.activeBeams.splice(i, 1); } } // Find New Targets if not on cooldown and not at max beams if (self.cooldownTimer <= 0 && self.activeBeams.length < self.numberOfBeams) { // Find potential targets in range that aren't already targeted var potentialTargets = []; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (!enemy || !enemy.parent) { continue; } // Check if enemy is in range var dx = enemy.x - towerPosInGameSpace.x; var dy = enemy.y - towerPosInGameSpace.y; var distanceSq = dx * dx + dy * dy; if (distanceSq <= self.range * self.range) { // Check if enemy is already targeted by an active beam var alreadyTargeted = false; for (var j = 0; j < self.activeBeams.length; j++) { if (self.activeBeams[j].target === enemy) { alreadyTargeted = true; break; } } if (!alreadyTargeted) { potentialTargets.push(enemy); } } } // If targets available, target the strongest (highest health) if (potentialTargets.length > 0) { // Sort by health (highest first) potentialTargets.sort(function (a, b) { return b.health - a.health; }); // Target the strongest enemy var targetEnemy = potentialTargets[0]; // Create beam graphic var beamGfx = LK.getAsset('laserBeam', { anchorX: 0.5, anchorY: 0 // Anchor at top center }); // Position at tower beamGfx.x = towerPosInGameSpace.x; beamGfx.y = towerPosInGameSpace.y; // Calculate direction and distance to target var dx = targetEnemy.x - towerPosInGameSpace.x; var dy = targetEnemy.y - towerPosInGameSpace.y; var distance = Math.sqrt(dx * dx + dy * dy); // Set rotation and height (stretch beam to reach target) beamGfx.rotation = Math.atan2(dy, dx) - Math.PI / 2; beamGfx.height = distance; // Add to game (below enemy layer if possible, or directly to game) game.addChild(beamGfx); // Apply initial damage targetEnemy.takeDamage(self.initialBeamDamage); // Play firing sound // LK.getSound('sfxLaserCatFireInitialPew').play(); // Start beam loop sound // var beamLoopSound = LK.getSound('sfxLaserCatFireBeamLoop').play(); // Add to active beams self.activeBeams.push({ target: targetEnemy, beamGraphic: beamGfx, durationTimer: self.maxBeamDuration, currentDotDamage: self.dotDamagePerSecond, dotTickTimer: 500 // First tick after 0.5 seconds }); // If at max beams, start cooldown if (self.activeBeams.length >= self.numberOfBeams) { self.cooldownTimer = self.cooldownBetweenBeams; } } } // Targeting hum sound logic if (self.activeBeams.length > 0) { // Play targeting hum sound if not already playing // if (!humSoundPlaying) { // humSoundPlaying = true; // LK.getSound('sfxLaserCatTargetHum').play(); // } } else { // Stop hum sound if playing // if (humSoundPlaying) { // humSoundPlaying = false; // LK.getSound('sfxLaserCatTargetHum').stop(); // } } }; // Override destroy method to clean up beams var originalDestroy = self.destroy; self.destroy = function () { // Clean up all active beams for (var i = 0; i < self.activeBeams.length; i++) { if (self.activeBeams[i].beamGraphic) { self.activeBeams[i].beamGraphic.destroy(); } } // Stop any looping sounds // if (humSoundPlaying) { // LK.getSound('sfxLaserCatTargetHum').stop(); // } // Call original destroy if (originalDestroy) { originalDestroy.call(self); } else if (self.parent) { self.parent.removeChild(self); } }; self.shoot = function (target) { // This method is kept for compatibility but not used actively // The beam firing logic is handled in update() }; return self; }); // Range Indicator to visualize tower attack ranges var RangeIndicator = Container.expand(function (centerX, centerY, radius, parentContainer) { var self = Container.call(this); // Create container for the indicator self.x = centerX; self.y = centerY; // Since we can't draw circles directly in LK, use a pre-defined circle asset // and scale it to match our desired radius var rangeCircle = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.05, // Very faint fill tint: 0xFFFFFF // White color }); // The centerCircle asset is 100px in diameter, so scale accordingly var scaleRatio = radius * 2 / 100; rangeCircle.scaleX = scaleRatio; rangeCircle.scaleY = scaleRatio; // Add a slightly larger circle with higher alpha for the border effect var rangeBorder = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, // More visible than the fill tint: 0xFFFFFF // White color }); // Make border slightly larger var borderScaleRatio = scaleRatio * 1.02; rangeBorder.scaleX = borderScaleRatio; rangeBorder.scaleY = borderScaleRatio; // Add to parent container if (parentContainer) { parentContainer.addChild(self); } 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.walkFrames = ['enemyRedTapeWorm', 'enemyRedTapeWorm_walk_1', 'enemyRedTapeWorm_walk_2']; // Animation frames self.currentAnimFrame = 0; self.animationSpeed = 10; // Slower animation for slow enemy self.animationCounter = 0; self.graphic = self.attachAsset(self.walkFrames[0], { 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 * gameSpeedMultiplier; dy = dy / distance * self.speed * gameSpeedMultiplier; 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(); } // --- Animation Logic --- if (self.walkFrames && self.walkFrames.length > 1) { // Only animate if there's more than one frame self.animationCounter += gameSpeedMultiplier; // Respect game speed if (self.animationCounter >= self.animationSpeed) { self.animationCounter = 0; self.currentAnimFrame = (self.currentAnimFrame + 1) % self.walkFrames.length; var newAssetIdToAttach = self.walkFrames[self.currentAnimFrame]; if (self.graphic && self.graphic.parent) { // Preserve local position if self.graphic is a direct child of self var currentLocalX = self.graphic.x; var currentLocalY = self.graphic.y; self.removeChild(self.graphic); // Or self.graphic.destroy(); if that's more appropriate self.graphic = self.attachAsset(newAssetIdToAttach, { anchorX: 0.5, anchorY: 0.5, x: currentLocalX, // Restore local x y: currentLocalY // Restore local y }); } else if (!self.graphic && self.parent) { // If graphic was lost but enemy still exists self.graphic = self.attachAsset(newAssetIdToAttach, { anchorX: 0.5, anchorY: 0.5 }); } } } // --- End Animation Logic --- }; 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 // Determine number of coins to drop based on enemy value var numCoins = Math.ceil(self.value / 5); // 1 coin per 5 value, min 1 if (numCoins < 1) { numCoins = 1; } // Spawn multiple coins for (var i = 0; i < numCoins; i++) { var coin = new DogeCoin(self.x, self.y, Math.floor(self.value / numCoins)); if (game.coinLayer) { game.coinLayer.addChild(coin); } else { coinLayer.addChild(coin); } } // Score still goes up immediately 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; }); var RestructuringSpecialist = Container.expand(function () { var self = Container.call(this); // Initialize the tower with level 0 stats and graphics initializeTowerFromData(self, 'restruct', 0); self.chargeLevel = 0; self.maxCharge = 100; self.isCharging = false; self.targetEnemy = null; self.chargeRate = 1; self.update = function () { // Check if tower has a target and is charging if (self.isCharging && self.targetEnemy) { // Check if target is still valid if (!self.targetEnemy.parent) { self.isCharging = false; self.targetEnemy = null; self.chargeLevel = 0; return; } // Increase charge self.chargeLevel += self.chargeRate * gameSpeedMultiplier; // If fully charged, restructure the enemy if (self.chargeLevel >= self.maxCharge) { self.restructureEnemy(); } } else { // Find new target self.findTarget(); } }; self.findTarget = function () { if (self.isCharging) { return; } var buildSpot = self.parent; if (!buildSpot || !buildSpot.parent) { return; } var levelContainer = buildSpot.parent; var towerGraphicGlobalCenter = self.graphic.toGlobal({ x: 0, y: 0 }); var towerCenterInGameSpace = game.toLocal(towerGraphicGlobalCenter); var closestEnemy = null; var minDistanceSq = self.range * self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (!enemy || !enemy.parent) { continue; } var dx = enemy.x - towerCenterInGameSpace.x; var dy = enemy.y - towerCenterInGameSpace.y; var distanceSq = dx * dx + dy * dy; if (distanceSq < minDistanceSq) { minDistanceSq = distanceSq; closestEnemy = enemy; } } if (closestEnemy) { self.targetEnemy = closestEnemy; self.isCharging = true; LK.getSound('sfxRestructCharge').play(); } }; self.restructureEnemy = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.isCharging = false; self.chargeLevel = 0; return; } // Create visual effect var effect = self.attachAsset('restructureEffect', { anchorX: 0.5, anchorY: 0.5 }); // Destroy effect after animation LK.setTimeout(function () { if (effect && effect.parent) { effect.parent.removeChild(effect); } }, 500); // Give player currency and score for the transformation currency += self.targetEnemy.value; currencyText.setText("$: " + currency); LK.setScore(LK.getScore() + self.targetEnemy.value); scoreText.setText("Score: " + LK.getScore()); // Play effect sound LK.getSound('sfxRestructTransformKill').play(); // Remove the enemy self.targetEnemy.destroy(); // Reset tower state self.isCharging = false; self.chargeLevel = 0; self.targetEnemy = null; }; return self; }); var RickAstleyProjectile = Container.expand(function (startX, startY, endX, endY, towerOwner) { var self = Container.call(this); self.graphic = self.attachAsset(towerOwner.popupAsset, { anchorX: 0.5, anchorY: 0.5, alpha: 0.7, scaleX: 0.5, scaleY: 0.5 }); self.x = startX; self.y = startY; self.targetX = endX; self.targetY = endY; self.speed = towerOwner.projectileSpeed || 7; // Use tower's speed or default to 7 self.towerOwner = towerOwner; self.hasHitTarget = false; self.updateProjectile = function () { if (self.hasHitTarget) { return; } // Calculate direction and distance var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if reached target if (distance < self.speed * gameSpeedMultiplier) { self.hasHitTarget = true; self.towerOwner.activateEffectAtLocation(self.targetX, self.targetY); self.destroy(); return; } // Move towards target dx = dx / distance * self.speed * gameSpeedMultiplier; dy = dy / distance * self.speed * gameSpeedMultiplier; self.x += dx; self.y += dy; }; return self; }); var RickrollerTower = Container.expand(function () { var self = Container.call(this); // Initialize the tower with level 0 stats and graphics initializeTowerFromData(self, 'rickroller', 0); self.currentCooldown = 0; // Time in ms until it can fire again self.activeProjectiles = []; // To track flying Rick Astleys self.update = function () { // Cooldown Management if (self.currentCooldown > 0) { self.currentCooldown -= 1000 / 60 * gameSpeedMultiplier; } else { self.findTargetAndFire(); } // Update Active Projectiles for (var i = self.activeProjectiles.length - 1; i >= 0; i--) { var rickProjectile = self.activeProjectiles[i]; rickProjectile.updateProjectile(); if (rickProjectile.hasHitTarget || !rickProjectile.parent) { self.activeProjectiles.splice(i, 1); } } }; self.findTargetAndFire = function () { var buildSpot = self.parent; if (!buildSpot || !buildSpot.parent) { return; } // Get tower position in game space var towerGraphicGlobalCenter = self.graphic.toGlobal({ x: 0, y: 0 }); var towerPosInGameSpace = game.toLocal(towerGraphicGlobalCenter); // Find target var closestEnemy = null; var minDistanceSq = self.range * self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (!enemy || !enemy.parent) { continue; } var dx = enemy.x - towerPosInGameSpace.x; var dy = enemy.y - towerPosInGameSpace.y; var distanceSq = dx * dx + dy * dy; if (distanceSq < minDistanceSq) { minDistanceSq = distanceSq; closestEnemy = enemy; } } if (closestEnemy) { var targetX = closestEnemy.x; var targetY = closestEnemy.y; // Create Rick Astley projectile var rick = new RickAstleyProjectile(towerPosInGameSpace.x, towerPosInGameSpace.y, targetX, targetY, self); self.activeProjectiles.push(rick); game.addChild(rick); // Start cooldown self.currentCooldown = self.cooldown; } }; self.activateEffectAtLocation = function (effectX, effectY) { // Spawn Rick Astley Popup (Stationary at target) var popup = game.attachAsset(self.popupAsset, { anchorX: 0.5, anchorY: 0.5, x: effectX, y: effectY }); // Fade in/out animation popup.alpha = 0; tween(popup, // target { alpha: 1.0 }, // props { // options for fade-in duration: 250 / gameSpeedMultiplier, easing: tween.quadOut, onFinish: function onFinish() { // After fade-in completes LK.setTimeout(function () { // Hold duration if (popup && popup.parent) { tween(popup, // target for fade-out { alpha: 0 }, // props { // options for fade-out duration: 250 / gameSpeedMultiplier, easing: tween.quadIn, onFinish: function onFinish() { if (popup.parent) popup.destroy(); } }); // Assuming auto-start } }, (self.popupDuration - 500) / gameSpeedMultiplier); // Time to hold at full alpha } }); // Assuming auto-start // Play Sound var soundToPlay = self.soundEffects[Math.floor(Math.random() * self.soundEffects.length)]; LK.getSound(soundToPlay).play(); // Find and Stun/Damage Enemies in Effect Radius var enemiesAffectedThisTrigger = []; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (!enemy || !enemy.parent) { continue; } var dx = enemy.x - effectX; var dy = enemy.y - effectY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.effectRadius) { if (!enemy.isStunned) { enemy.originalSpeed = enemy.speed; enemy.speed = 0; enemy.isStunned = true; enemy.isStunnedByRickroll = self; // So this tower can unstun enemy.graphic.tint = 0xFFD700; // Gold tint enemiesAffectedThisTrigger.push(enemy); // Start DOT on this enemy self.startDotOnEnemy(enemy); } } } // Unstun Timer LK.setTimeout(function () { for (var i = 0; i < enemiesAffectedThisTrigger.length; i++) { var affectedEnemy = enemiesAffectedThisTrigger[i]; if (affectedEnemy && affectedEnemy.parent && affectedEnemy.isStunnedByRickroll === self) { affectedEnemy.isStunned = false; affectedEnemy.speed = affectedEnemy.originalSpeed; affectedEnemy.isStunnedByRickroll = null; affectedEnemy.graphic.tint = 0xFFFFFF; } } }, self.stunDuration / gameSpeedMultiplier); }; self.startDotOnEnemy = function (enemyInstance) { var dotTicksRemaining = Math.floor(self.stunDuration / self.dotTickRate); function applyTick() { if (!enemyInstance || !enemyInstance.parent || enemyInstance.isStunnedByRickroll !== self || dotTicksRemaining <= 0) { return; } enemyInstance.takeDamage(self.damagePerTick); dotTicksRemaining--; if (dotTicksRemaining > 0) { LK.setTimeout(applyTick, self.dotTickRate / gameSpeedMultiplier); } } applyTick(); // Start the first tick }; return self; }); var SpamEmailUnit = Container.expand(function () { var self = Container.call(this); self.walkFrames = ['enemySpamEmail', 'enemySpamEmail_walk_1', 'enemySpamEmail_walk_2']; // Animation frames self.currentAnimFrame = 0; self.animationSpeed = 6; self.animationCounter = 0; self.graphic = self.attachAsset(self.walkFrames[0], { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; // Very low health self.speed = 2.5; // Moderately fast self.value = 1; // Very low currency reward self.isFlying = true; // Mark as flying self.update = function () { // Check if pathPoints is loaded and valid if (!pathPoints || pathPoints.length === 0) { return; } // Flying units go directly to the goal (last point in path) var target = pathPoints[pathPoints.length - 1]; if (!target) { self.destroy(); return; } var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if reached the goal if (distance < self.speed * 1.5) { 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 directly towards the goal dx = dx / distance * self.speed * gameSpeedMultiplier; dy = dy / distance * self.speed * gameSpeedMultiplier; self.x += dx; self.y += dy; } // --- Animation Logic --- if (self.walkFrames && self.walkFrames.length > 1) { // Only animate if there's more than one frame self.animationCounter += gameSpeedMultiplier; // Respect game speed if (self.animationCounter >= self.animationSpeed) { self.animationCounter = 0; self.currentAnimFrame = (self.currentAnimFrame + 1) % self.walkFrames.length; var newAssetIdToAttach = self.walkFrames[self.currentAnimFrame]; if (self.graphic && self.graphic.parent) { // Preserve local position if self.graphic is a direct child of self var currentLocalX = self.graphic.x; var currentLocalY = self.graphic.y; self.removeChild(self.graphic); // Or self.graphic.destroy(); if that's more appropriate self.graphic = self.attachAsset(newAssetIdToAttach, { anchorX: 0.5, anchorY: 0.5, x: currentLocalX, // Restore local x y: currentLocalY // Restore local y }); } else if (!self.graphic && self.parent) { // If graphic was lost but enemy still exists self.graphic = self.attachAsset(newAssetIdToAttach, { anchorX: 0.5, anchorY: 0.5 }); } } } // --- End Animation Logic --- }; 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 // Determine number of coins to drop based on enemy value var numCoins = Math.ceil(self.value / 5); // 1 coin per 5 value, min 1 if (numCoins < 1) { numCoins = 1; } // Spawn multiple coins for (var i = 0; i < numCoins; i++) { var coin = new DogeCoin(self.x, self.y, Math.floor(self.value / numCoins)); if (game.coinLayer) { game.coinLayer.addChild(coin); } else { coinLayer.addChild(coin); } } // Score still goes up immediately LK.setScore(LK.getScore() + self.value); scoreText.setText("Score: " + LK.getScore()); LK.getSound('enemyDeath').play(); self.destroy(); } }; 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 += gameSpeedMultiplier; 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 towerGraphicGlobalCenter = self.graphic.toGlobal({ x: 0, y: 0 }); var towerCenterInGameSpace = game.toLocal(towerGraphicGlobalCenter); for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - towerCenterInGameSpace.x; var dy = enemy.y - towerCenterInGameSpace.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 towerGraphicGlobalCenter = self.graphic.toGlobal({ x: 0, y: 0 }); var bulletSpawnPosInGameSpace = game.toLocal(towerGraphicGlobalCenter); bullet.x = bulletSpawnPosInGameSpace.x; bullet.y = bulletSpawnPosInGameSpace.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; }); var ThisIsFinePit = Container.expand(function () { var self = Container.call(this); // Initialize buffer tower properties self.nearbyTowers = []; self.currentBuffStacks = 0; self.lastSoundPlayed = null; // For managing dynamic audio self.soundCooldown = 0; // To prevent voice lines spamming // Initialize the tower with level 0 stats and graphics initializeTowerFromData(self, 'thisIsFine', 0); self.update = function () { // A. Count Enemies in Range var buildSpot = self.parent; if (!buildSpot || !buildSpot.parent) { return; } var pitPosInGameSpace; var towerGraphicGlobalCenter = self.graphic.toGlobal({ x: 0, y: 0 }); pitPosInGameSpace = game.toLocal(towerGraphicGlobalCenter); // Count how many enemies are within range var enemyCountInRange = 0; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy && enemy.parent) { var dx = enemy.x - pitPosInGameSpace.x; var dy = enemy.y - pitPosInGameSpace.y; var distanceSq = dx * dx + dy * dy; if (distanceSq < self.range * self.range) { enemyCountInRange++; } } } // Cap at max buff stacks var activeStacks = Math.min(enemyCountInRange, self.maxBuffStacks); // B. Clear Previous Buffs & Find Towers to Buff if (self.currentBuffStacks > 0) { // Revert stats for previously buffed towers for (var i = 0; i < self.nearbyTowers.length; i++) { var towerInRange = self.nearbyTowers[i]; if (towerInRange && towerInRange.parent && towerInRange.hasOwnProperty('originalFireRate') && towerInRange.hasOwnProperty('originalDamage')) { towerInRange.fireRate = towerInRange.originalFireRate; towerInRange.damage = towerInRange.originalDamage; } } // Clear the array of nearby towers self.nearbyTowers = []; } // Find all towers within range if (level && level.buildSpots) { for (var i = 0; i < level.buildSpots.length; i++) { var spot = level.buildSpots[i]; if (spot.hasTower && spot.tower && spot.tower !== self) { // Get tower position in game space var towerPos = spot.tower.graphic.toGlobal({ x: 0, y: 0 }); var otherTowerPosInGameSpace = game.toLocal(towerPos); // Check if tower is in range var dx = otherTowerPosInGameSpace.x - pitPosInGameSpace.x; var dy = otherTowerPosInGameSpace.y - pitPosInGameSpace.y; var distanceSq = dx * dx + dy * dy; if (distanceSq < self.range * self.range) { self.nearbyTowers.push(spot.tower); } } } } // C. Apply New Buffs self.currentBuffStacks = activeStacks; if (activeStacks > 0) { // Calculate buff multipliers var speedMultiplier = 1.0 - self.attackSpeedBuffPerStack * activeStacks; var damageMultiplier = 1.0 + self.damageBuffPerStack * activeStacks; // Apply buffs to nearby towers for (var i = 0; i < self.nearbyTowers.length; i++) { var towerInRange = self.nearbyTowers[i]; // Store original values if not already stored if (!towerInRange.hasOwnProperty('originalFireRate')) { towerInRange.originalFireRate = towerInRange.fireRate; } if (!towerInRange.hasOwnProperty('originalDamage')) { towerInRange.originalDamage = towerInRange.damage; } // Apply buffs towerInRange.fireRate = Math.max(5, Math.floor(towerInRange.originalFireRate * speedMultiplier)); towerInRange.damage = towerInRange.originalDamage * damageMultiplier; } } // D. Dynamic Audio Logic if (self.soundCooldown > 0) { self.soundCooldown -= gameSpeedMultiplier; } if (activeStacks === 0 && self.lastSoundPlayed !== 'gentle') { // Stop other fire sounds if playing // Play sfxThisIsFineFireGentle (looping) self.lastSoundPlayed = 'gentle'; } else if (activeStacks > 0 && activeStacks <= 2 && self.lastSoundPlayed !== 'medium') { // Stop other fire sounds // Play sfxThisIsFineFireMedium (looping) self.lastSoundPlayed = 'medium'; if (self.soundCooldown <= 0) { // Play sfxThisIsFineVoice1 self.soundCooldown = 300; // 5s } } else if (activeStacks > 2 && self.lastSoundPlayed !== 'roar') { // Stop other fire sounds // Play sfxThisIsFineFireRoar (looping) self.lastSoundPlayed = 'roar'; if (self.soundCooldown <= 0) { // Play sfxThisIsFineVoice2 self.soundCooldown = 300; } } }; // Override destroy to clean up buffs when tower is destroyed var originalDestroy = self.destroy; self.destroy = function () { // Revert all buffs before destroying for (var i = 0; i < self.nearbyTowers.length; i++) { var towerInRange = self.nearbyTowers[i]; if (towerInRange && towerInRange.parent && towerInRange.hasOwnProperty('originalFireRate') && towerInRange.hasOwnProperty('originalDamage')) { towerInRange.fireRate = towerInRange.originalFireRate; towerInRange.damage = towerInRange.originalDamage; } } // Stop any looping fire sounds // Call original destroy if (originalDestroy) { originalDestroy.call(self); } else if (self.parent) { self.parent.removeChild(self); } }; 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 * gameSpeedMultiplier; dy = dy / distance * self.speed * gameSpeedMultiplier; self.x += dx; self.y += dy; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x558855 // Darker green background }); /**** * Game Code ****/ // (Optional) Sounds // (Optional) Effect for "restructuring" // New Tower - Restructuring Specialist // Add upgrade method to both tower types via initializeTowerFromData // --- Base Tower Functionality (Conceptual - can be mixed into specific towers) --- // var towerCenterInGameSpace = game.toLocal(towerGraphicGlobalCenter); function createRangeIndicator(centerX, centerY, radius, parentContainer) { return new RangeIndicator(centerX, centerY, radius, parentContainer); } 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: -170, y: -110, towerKey: 'stapler' }, { x: 0, y: -200, towerKey: 'blocker' }, { x: 170, y: -110, towerKey: 'laserCat' }, { x: -170, y: 110, towerKey: 'rickroller' }, { x: 0, y: 200, towerKey: 'thisIsFine' }, { x: 170, y: 110, towerKey: 'restruct' }]; 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: 400, fireRate: 60, description: "Basic Stapler" }, { asset: 'towerStaplerLvl2', cost: 150, damage: 3, range: 420, fireRate: 55, description: "Improved Firepower" }, { asset: 'towerStaplerLvl3', cost: 300, damage: 4, range: 450, fireRate: 50, description: "Max Staples!" }] }, 'blocker': { name: 'Bureaucracy Blocker', iconAsset: 'towerBlockerLvl1', buildSfx: 'buildBlocker', levels: [{ asset: 'towerBlockerLvl1', cost: 75, slowFactor: 0.5, range: 320, description: "Slows nearby red tape." }, { asset: 'towerBlockerLvl2', cost: 300, slowFactor: 0.4, range: 350, description: "Wider, stronger slow." }, // 0.4 means 60% speed reduction { asset: 'towerBlockerLvl3', cost: 600, slowFactor: 0.3, range: 400, description: "Bureaucratic Gridlock!" }] }, 'laserCat': { name: 'Laser Cat Perch', iconAsset: 'towerLaserCatLvl1', buildSfx: 'buildLaserCat', levels: [{ // Level 1 asset: 'towerLaserCatLvl1', cost: 150, range: 500, initialBeamDamage: 1, // Damage when beam first hits dotDamagePerSecond: 1, // Base DOT dotRampUpFactor: 1.2, // Multiplier for DOT each second it stays on same target (e.g., 2, then 2*1.2, then 2*1.2*1.2) maxBeamDuration: 3000, // Milliseconds (3 seconds) beam can stay on one target cooldownBetweenBeams: 4000, // Milliseconds (4 seconds) after a beam finishes numberOfBeams: 1, // Targets 1 enemy description: "Pew pew! Precision feline firepower. Damage ramps up." }, { // Level 2 asset: 'towerLaserCatLvl1', // Placeholder - use 'towerLaserCatLvl2' when ready cost: 600, range: 550, initialBeamDamage: 5, dotDamagePerSecond: 2, dotRampUpFactor: 1.25, maxBeamDuration: 3500, cooldownBetweenBeams: 3500, numberOfBeams: 2, // Targets 2 enemies description: "Dual-core processing! More lasers, more ouch." }, { // Level 3 asset: 'towerLaserCatLvl1', // Placeholder - use 'towerLaserCatLvl3' when ready cost: 1200, range: 600, initialBeamDamage: 10, dotDamagePerSecond: 5, dotRampUpFactor: 1.3, maxBeamDuration: 4000, cooldownBetweenBeams: 3000, numberOfBeams: 3, // Targets 3 enemies description: "Maximum laser focus! It's a light show of doom." }] }, 'rickroller': { name: 'Rickroller Trap', iconAsset: 'towerRickrollerLvl1', buildSfx: 'sfxRickrollerPlace', // Changed to match your SFX list levels: [{ asset: 'towerRickrollerLvl1', cost: 175, damagePerTick: 1, dotTickRate: 500, // Milliseconds effectRadius: 200, // Radius of stun/damage from impact stunDuration: 2000, // Milliseconds popupDuration: 3000, // Milliseconds popupAsset: 'rickAstleyPopup', soundEffects: ['sfxRickrollTrigger1', 'sfxRickrollTrigger2', 'sfxRickrollTrigger3'], // Array of sound variants cooldown: 10000, // Milliseconds from when the tower fires range: 400, // Range of the TOWER to decide where to shoot the trap projectileSpeed: 7, // Speed of flying Rick Astley projectile description: "Never gonna let them pass! Stuns and confuses." }] }, 'thisIsFine': { name: "'This Is Fine' Fire Pit", iconAsset: 'towerThisIsFineLvl1', buildSfx: 'buildThisIsFine', // Define this sound levels: [{ asset: 'towerThisIsFineLvl1', cost: 125, range: 650, // Aura buff range maxBuffStacks: 5, // How many nearby enemies contribute to max buff attackSpeedBuffPerStack: 0.05, // e.g., 5% faster per stack (0.95 multiplier) damageBuffPerStack: 0.05, // e.g., 5% more damage per stack (1.05 multiplier) description: "Everything's fine. Totally fine. Buffs nearby towers." }] }, 'restruct': { name: 'Restructuring Specialist', iconAsset: 'towerRestructLvl1', buildSfx: 'buildRestruct', levels: [{ asset: 'towerRestructLvl1', cost: 500, damage: 100, instantKillThreshold: 25, range: 450, chargeUpTime: 360, targetPriority: 'strongest', effectAsset: 'restructureEffect', description: "Optimizing threats... permanently." }, { asset: 'towerRestructLvl1', cost: 1000, damage: 150, instantKillThreshold: 35, range: 600, chargeUpTime: 300, targetPriority: 'strongest', effectAsset: 'restructureEffect', description: "Synergistic realignment for enhanced efficiency." }, { asset: 'towerRestructLvl1', cost: 2000, damage: 200, instantKillThreshold: 50, range: 700, chargeUpTime: 250, targetPriority: 'strongest', effectAsset: 'restructureEffect', goldenParachuteDamage: 25, goldenParachuteRadius: 100, description: "Downsizing comes with... severance packages." }] } // Add more tower types here later }; var gameSpeedMultiplier = 1.0; // Default game speed 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_WIDTH = 3000; // Example: roughly double current screen width var MAP_HEIGHT = 4500; // Let's increase this too if we're expanding // Game variables var coinLayer; var enemyLayer; 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 to update the visual state of speed buttons function updateSpeedButtonVisuals() { if (game.normalSpeedButton && game.fastSpeedButton) { if (gameSpeedMultiplier === 1.0) { game.normalSpeedButton.setText("Regular Work Day", { fill: 0xFFFFFF // Active }); game.fastSpeedButton.setText("Crunch Time!", { fill: 0xDDDDDD // Inactive }); } else { game.normalSpeedButton.setText("Regular Work Day", { fill: 0xDDDDDD // Inactive }); game.fastSpeedButton.setText("Crunch Time!", { fill: 0xFFD700 // Gold/active }); } } } 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 * gameSpeedMultiplier; floatingText.alpha -= settings.alphaFadeSpeed * gameSpeedMultiplier; framesLived += gameSpeedMultiplier; 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: 100, 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 coinLayer = new Container(); game.addChild(coinLayer); // coinLayer will be drawn ON TOP of 'level' enemyLayer = new Container(); game.addChild(enemyLayer); // enemyLayer will be drawn ON TOP of 'coinLayer' level = new GameLevel(); game.addChild(level); // Create a layer for coins to be placed behind enemies but in front of path var coinLayer = new Container(); game.addChild(coinLayer); game.coinLayer = coinLayer; // Store reference for easy access // Path Points (Adjust Y values for map height) pathPoints = [{ x: MAP_WIDTH * 0.2, y: MAP_HEIGHT * 0.05 }, { x: MAP_WIDTH * 0.2, y: MAP_HEIGHT * 0.2 }, { x: MAP_WIDTH * 0.5, y: MAP_HEIGHT * 0.2 }, { x: MAP_WIDTH * 0.5, y: MAP_HEIGHT * 0.35 }, { x: MAP_WIDTH * 0.7, y: MAP_HEIGHT * 0.35 }, { x: MAP_WIDTH * 0.7, y: MAP_HEIGHT * 0.5 }, { x: MAP_WIDTH * 0.4, y: MAP_HEIGHT * 0.5 }, { x: MAP_WIDTH * 0.3, y: MAP_HEIGHT * 0.55 }, { x: MAP_WIDTH * 0.3, y: MAP_HEIGHT * 0.7 }, { x: MAP_WIDTH * 0.8, y: MAP_HEIGHT * 0.7 }, { x: MAP_WIDTH * 0.6, y: MAP_HEIGHT * 0.85 }, { x: MAP_WIDTH * 0.85, y: MAP_HEIGHT * 0.85 }, { x: MAP_WIDTH * 0.9, y: MAP_HEIGHT * 0.9 }]; level.createPath(pathPoints); // Build Spots (Adjust Y values for map height) var buildSpots = [{ x: MAP_WIDTH * 0.15, y: MAP_HEIGHT * 0.15 }, { x: MAP_WIDTH * 0.35, y: MAP_HEIGHT * 0.15 }, { x: MAP_WIDTH * 0.22, y: MAP_HEIGHT * 0.25 }, { x: MAP_WIDTH * 0.45, y: MAP_HEIGHT * 0.42 }, { x: MAP_WIDTH * 0.75, y: MAP_HEIGHT * 0.42 }, { x: MAP_WIDTH * 0.6, y: MAP_HEIGHT * 0.45 }, { x: MAP_WIDTH * 0.25, y: MAP_HEIGHT * 0.625 }, { x: MAP_WIDTH * 0.78, y: MAP_HEIGHT * 0.645 }, { x: MAP_WIDTH * 0.55, y: MAP_HEIGHT * 0.6 }, { x: MAP_WIDTH * 0.5, y: MAP_HEIGHT * 0.78 }, { x: MAP_WIDTH * 0.79, y: MAP_HEIGHT * 0.78 }, { x: MAP_WIDTH * 0.65, y: MAP_HEIGHT * 0.75 }, { x: MAP_WIDTH * 0.79, y: MAP_HEIGHT * 0.91 }]; 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 = []; // Reset UI currencyText.setText("$: " + currency); livesText.setText("Lives: " + playerLives); waveText.setText("Wave: " + currentWave + "/" + MAX_WAVES); scoreText.setText("Score: " + LK.getScore()); barkButton.setText("BARK!"); // Create game speed control buttons var normalSpeedButton = new Text2("Regular Work Day", { size: 60, fill: 0xFFFFFF, // Active initially stroke: 0x000000, strokeThickness: 2 }); normalSpeedButton.anchor.set(1, 0); normalSpeedButton.x = -100; normalSpeedButton.y = 240; normalSpeedButton.interactive = true; normalSpeedButton.down = function () { gameSpeedMultiplier = 1.0; updateSpeedButtonVisuals(); LK.getSound('uiSelectTower').play(); }; LK.gui.topRight.addChild(normalSpeedButton); var fastSpeedButton = new Text2("Crunch Time!", { size: 60, fill: 0xDDDDDD, // Dimmer initially stroke: 0x000000, strokeThickness: 2 }); fastSpeedButton.anchor.set(1, 0); fastSpeedButton.x = -100; fastSpeedButton.y = 300; fastSpeedButton.interactive = true; fastSpeedButton.down = function () { gameSpeedMultiplier = 2.0; updateSpeedButtonVisuals(); LK.getSound('uiSelectTower').play(); }; LK.gui.topRight.addChild(fastSpeedButton); // Store buttons as global variables for accessing elsewhere game.normalSpeedButton = normalSpeedButton; game.fastSpeedButton = fastSpeedButton; // Initialize button visuals updateSpeedButtonVisuals(); 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 // Define enemy types for this wave var enemyTypesForThisWave = []; if (currentWave === 1) { enemyTypesForThisWave.push(Enemy); // Original paper enemy enemyTypesForThisWave.push(InternOnCoffeeRun); } else if (currentWave === 2) { enemyTypesForThisWave.push(Enemy); enemyTypesForThisWave.push(InternOnCoffeeRun); enemyTypesForThisWave.push(InternOnCoffeeRun); // More interns } else if (currentWave === 3) { enemyTypesForThisWave.push(Enemy); enemyTypesForThisWave.push(AuditorBot); // Introduce Auditor enemyTypesForThisWave.push(InternOnCoffeeRun); } else if (currentWave >= 4 && currentWave % 2 === 0) { // Every other wave from 4 onwards, add spam for (var k = 0; k < 5; k++) { // Spawn a small swarm of spam enemyTypesForThisWave.push(SpamEmailUnit); } enemyTypesForThisWave.push(Enemy); enemyTypesForThisWave.push(AuditorBot); } else { // Default for later waves or odd waves after 3 enemyTypesForThisWave.push(Enemy); enemyTypesForThisWave.push(RedTapeWorm); // Bring back RedTapeWorm enemyTypesForThisWave.push(InternOnCoffeeRun); if (Math.random() < 0.3) { enemyTypesForThisWave.push(AuditorBot); } // Chance of Auditor } 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; } // Select random enemy type from the wave's pool if (enemyTypesForThisWave.length === 0) { // Fallback if no types defined for a wave enemyTypesForThisWave.push(Enemy); } var enemyTypeToSpawn = enemyTypesForThisWave[Math.floor(Math.random() * enemyTypesForThisWave.length)]; var enemy = new enemyTypeToSpawn(); enemy.x = pathPoints[0].x; enemy.y = pathPoints[0].y; // We no longer override health/speed as each enemy has its own defined stats enemyLayer.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 / gameSpeedMultiplier); // Adjust for game speed } 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 += gameSpeedMultiplier; 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 --- if (doge) { var CAM_SMOOTH_FACTOR = 0.1; // Define smoothing factor // --- Vertical Panning --- var PAN_THRESHOLD_VERTICAL = SCREEN_HEIGHT * 0.25; // Pan when Doge in top/bottom 25% var dogeScreenY = doge.y + game.y; // Doge's Y position on the actual screen var targetGameY = game.y; if (dogeScreenY < PAN_THRESHOLD_VERTICAL) { targetGameY = -(doge.y - PAN_THRESHOLD_VERTICAL); } else if (dogeScreenY > SCREEN_HEIGHT - PAN_THRESHOLD_VERTICAL) { targetGameY = -(doge.y - (SCREEN_HEIGHT - PAN_THRESHOLD_VERTICAL)); } var maxGameY = 0; var minGameY = -(MAP_HEIGHT - SCREEN_HEIGHT); if (MAP_HEIGHT <= SCREEN_HEIGHT) { // Prevent scrolling if map isn't taller minGameY = 0; } targetGameY = Math.max(minGameY, Math.min(maxGameY, targetGameY)); game.y += (targetGameY - game.y) * CAM_SMOOTH_FACTOR; if (Math.abs(game.y - targetGameY) < 1) { game.y = targetGameY; } // --- Horizontal Panning (NEW) --- var PAN_THRESHOLD_HORIZONTAL = SCREEN_WIDTH * 0.30; // Pan when Doge in left/right 30% var dogeScreenX = doge.x + game.x; // Doge's X position on the actual screen var targetGameX = game.x; if (dogeScreenX < PAN_THRESHOLD_HORIZONTAL) { targetGameX = -(doge.x - PAN_THRESHOLD_HORIZONTAL); } else if (dogeScreenX > SCREEN_WIDTH - PAN_THRESHOLD_HORIZONTAL) { targetGameX = -(doge.x - (SCREEN_WIDTH - PAN_THRESHOLD_HORIZONTAL)); } var maxGameX = 0; var minGameX = -(MAP_WIDTH - SCREEN_WIDTH); if (MAP_WIDTH <= SCREEN_WIDTH) { // Prevent scrolling if map isn't wider minGameX = 0; } targetGameX = Math.max(minGameX, Math.min(maxGameX, targetGameX)); game.x += (targetGameX - game.x) * CAM_SMOOTH_FACTOR; if (Math.abs(game.x - targetGameX) < 1) { game.x = targetGameX; } } // --- End Camera Panning Logic --- // --- 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
@@ -2080,20 +2080,41 @@
y: effectY
});
// Fade in/out animation
popup.alpha = 0;
- tween.to(popup, {
+ tween(popup,
+ // target
+ {
alpha: 1.0
- }, 250 / gameSpeedMultiplier, tween.easing.quadOut).call(function () {
- tween.to(popup, {
- alpha: 0
- }, 250 / gameSpeedMultiplier, tween.easing.quadIn).delay((self.popupDuration - 500) / gameSpeedMultiplier) // Hold, then fade
- .call(function () {
- if (popup.parent) {
- popup.destroy();
- }
- }).start();
- }).start();
+ },
+ // props
+ {
+ // options for fade-in
+ duration: 250 / gameSpeedMultiplier,
+ easing: tween.quadOut,
+ onFinish: function onFinish() {
+ // After fade-in completes
+ LK.setTimeout(function () {
+ // Hold duration
+ if (popup && popup.parent) {
+ tween(popup,
+ // target for fade-out
+ {
+ alpha: 0
+ },
+ // props
+ {
+ // options for fade-out
+ duration: 250 / gameSpeedMultiplier,
+ easing: tween.quadIn,
+ onFinish: function onFinish() {
+ if (popup.parent) popup.destroy();
+ }
+ }); // Assuming auto-start
+ }
+ }, (self.popupDuration - 500) / gameSpeedMultiplier); // Time to hold at full alpha
+ }
+ }); // Assuming auto-start
// Play Sound
var soundToPlay = self.soundEffects[Math.floor(Math.random() * self.soundEffects.length)];
LK.getSound(soundToPlay).play();
// Find and Stun/Damage Enemies in Effect Radius
@@ -2502,14 +2523,14 @@
/****
* Game Code
****/
-// var towerCenterInGameSpace = game.toLocal(towerGraphicGlobalCenter);
-// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
-// Add upgrade method to both tower types via initializeTowerFromData
-// New Tower - Restructuring Specialist
-// (Optional) Effect for "restructuring"
// (Optional) Sounds
+// (Optional) Effect for "restructuring"
+// New Tower - Restructuring Specialist
+// Add upgrade method to both tower types via initializeTowerFromData
+// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
+// var towerCenterInGameSpace = game.toLocal(towerGraphicGlobalCenter);
function createRangeIndicator(centerX, centerY, radius, parentContainer) {
return new RangeIndicator(centerX, centerY, radius, parentContainer);
}
function addUpgradeToTower(towerInstance) {
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