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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'length')' in or related to this line: 'self.graphic = self.attachAsset(null, {}); // Start with no asset, will be set by init' Line Number: 472
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'length')' in or related to this line: 'self.graphic = self.attachAsset(null, {}); // Start with no asset' Line Number: 119
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Please fix the bug: 'Uncaught TypeError: LK.Rectangle is not a constructor' in or related to this line: 'var background = new LK.Rectangle({' Line Number: 559
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Code edit (2 edits merged)
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'barkButton.style.fill = 0xffcc00; // Restore color' Line Number: 748
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'var SCREEN_HEIGHT = LK.screen.height; // Get screen height /**** NEW ****/' Line Number: 435
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Please fix the bug: 'LK.getScreenSize is not a function' in or related to this line: 'var screenSize = LK.getScreenSize();' Line Number: 434
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'var SCREEN_HEIGHT = LK.canvas.height; // Get screen height /**** NEW ****/' Line Number: 434
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DOGE vs. Bureaucracy
Initial prompt
Create the foundational code for a 2D top-down Hero Defense game called "DOGE vs. Bureaucracy" using the LK Game Engine. The game features the Doge meme character defending a goal zone from waves of bureaucracy-themed enemies, assisted by office-supply-themed towers placed by the player. **I. Core Game Setup:** 1. Initialize the main game object using `LK.Game`. 2. Create necessary containers: `gameContainer` for gameplay elements (hero, enemies, towers, projectiles), and `uiContainer` for UI elements (text, buttons). Ensure `uiContainer` renders on top. 3. Define a variable `playerCurrency` initialized to a starting value (e.g., 100). 4. Define a `goalZone` object (can be a simple Container with position and size) with a `health` property (e.g., 100). **II. Hero Object (DOGE):** 1. Create a `Hero` class using `Container.expand`. 2. **Assets:** Use a placeholder asset `doge_sprite` (define via `LK.init.image`) for the visual representation. Include basic states like 'idle', 'walk', 'attack'. 3. **Stats:** Add properties for `health` (e.g., 50), `speed` (e.g., 3), and `attackRange` (e.g., 50), `attackDamage` (e.g., 5), `attackCooldown` (e.g., 0.5 seconds). Add a `currentAttackCooldown` timer. 4. **Movement:** * Implement click-to-move. Use `self.down` on the `gameContainer` (or a background layer) to get target coordinates. * In the `Hero.update` method, move the Hero towards the `targetX`, `targetY` at its `speed`. Stop when close to the target. Basic direction vector calculation is sufficient for now (no complex pathfinding needed initially). * Update the visual state to 'walk' when moving, 'idle' when stopped. 5. **Auto-Attack ("Much Bark"):** * In `Hero.update`, decrement `currentAttackCooldown`. * If `currentAttackCooldown <= 0`: * Find the nearest `Enemy` object within `attackRange`. * If an enemy is found: * Apply `attackDamage` to the enemy's health. * Reset `currentAttackCooldown` to `attackCooldown`. * Briefly set the visual state to 'attack'. * (Optional: Create a short-lived visual effect or placeholder `bark_projectile` object). **III. Enemy Object (Paperwork Swarm - Basic):** 1. Create an `Enemy` base class using `Container.expand`. Add basic properties like `health`, `speed`. 2. Create a `PaperworkEnemy` class inheriting from `Enemy` using `Container.expand`. 3. **Assets:** Use a placeholder asset `paper_sprite` (`LK.init.image`). 4. **Stats:** Set low `health` (e.g., 10) and moderate `speed` (e.g., 1.5). Add a property `currencyValue` (e.g., 5). 5. **Movement:** * Define a simple, predefined path using an array of coordinates `pathPoints`. * In `PaperworkEnemy.update`, move the enemy along the `pathPoints` towards the next point in the array at its `speed`. * If the enemy reaches the `goalZone`'s coordinates: decrease `goalZone.health` (e.g., by 10) and destroy the enemy object. 6. **Defeat:** When `health <= 0`, award `currencyValue` to `playerCurrency` and destroy the enemy object. **IV. Tower Object (Stapler Turret - Basic):** 1. Create a `Tower` base class using `Container.expand`. Add properties `cost`, `attackRange`, `attackDamage`, `attackCooldown`. 2. Create a `StaplerTower` class inheriting from `Tower` using `Container.expand`. 3. **Assets:** Use a placeholder asset `stapler_sprite` (`LK.init.image`). 4. **Stats:** Set `cost` (e.g., 50), `attackRange` (e.g., 100), `attackDamage` (e.g., 8), `attackCooldown` (e.g., 1 second). Add `currentAttackCooldown` timer. 5. **Placement:** * Create placeholder `BuildSpot` objects (simple Containers) at predefined locations. * When a `BuildSpot` is clicked (`self.down`): * If `playerCurrency >= StaplerTower.cost`: * Subtract the cost from `playerCurrency`. * Create a new `StaplerTower` instance at the `BuildSpot`'s position. * Make the `BuildSpot` inactive/occupied. 6. **Auto-Attack:** * In `StaplerTower.update`, decrement `currentAttackCooldown`. * If `currentAttackCooldown <= 0`: * Find the nearest `Enemy` within `attackRange`. * If an enemy is found: * Apply `attackDamage` to the enemy's health. * Reset `currentAttackCooldown` to `attackCooldown`. * (Optional: Create placeholder `staple_projectile` object traveling towards the enemy). **V. Basic Game Loop (`game.update`):** 1. Update the Hero instance. 2. Iterate through and update all active Enemy instances. Check for defeat conditions. 3. Iterate through and update all active Tower instances. 4. Implement basic enemy spawning: Use `LK.setInterval` or a timer within `game.update` to spawn a new `PaperworkEnemy` at a starting point every few seconds (e.g., 3 seconds). Add a counter to limit the total number of enemies spawned per wave (e.g., 10 enemies). 5. Check for lose condition: If `goalZone.health <= 0`, stop the game loop or display a "Game Over" message. 6. (Optional: Add win condition check - e.g., after X enemies spawned and defeated). **VI. Basic UI:** 1. Use `Text2` objects within the `uiContainer`. 2. Create text elements to display: * `playerCurrency`. * `goalZone.health`. 3. Update these text elements regularly (e.g., within `game.update` or only when values change). **Instructions for Ava:** * Use placeholder assets (like `doge_sprite`, `paper_sprite`, `stapler_sprite`) defined using `LK.init.image` with basic dimensions. I will replace these with actual art later. * Use simple geometric shapes (`LK.init.shape`) for projectiles or build spots if needed initially. * Focus on setting up the object structures (`Container.expand`), core properties, and the basic `update` logic for movement, attacking, spawning, and health/currency management. * Implement the click handling (`self.down`) for hero movement and tower placement. * Ensure basic collision detection logic (enemy reaching goal zone) and targeting logic (finding nearest enemy) is functional. * Keep the initial implementation simple; advanced features like multiple enemy/tower types, complex pathfinding, hero abilities, upgrades, detailed animations, sound effects, and sophisticated wave logic will be added later.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var BarkWave = Container.expand(function () {
var self = Container.call(this);
var graphic = self.attachAsset('barkWave', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.damage = 3; // Slightly increased damage for manual ability
self.duration = 30; // frames
self.radius = 100;
self.maxRadius = 350; // Slightly larger radius for manual ability
self.update = function () {
self.radius += 15; // Expand slightly faster
graphic.scaleX = self.radius / 100;
graphic.scaleY = self.radius / 100;
graphic.alpha -= 0.017;
// Check for enemies in range ONCE per enemy per wave activation
// To avoid hitting the same enemy multiple times with one wave
if (!self.enemiesHit) {
self.enemiesHit = [];
} // Initialize if needed
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Only check if enemy hasn't been hit by this wave yet
if (self.enemiesHit.indexOf(enemy) === -1) {
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.radius) {
enemy.takeDamage(self.damage);
self.enemiesHit.push(enemy); // Mark enemy as hit
}
}
}
self.duration--;
if (self.duration <= 0 || self.radius >= self.maxRadius) {
self.destroy();
}
};
return self;
});
// In BuildSpot class:
var BuildSpot = Container.expand(function () {
var self = Container.call(this);
self.graphic = self.attachAsset('buildSpot', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
self.hasTower = false;
self.tower = null;
// OLD self.buildTower is REMOVED. Building/upgrading happens via menu.
self.down = function () {
if (activeTowerMenu) {
// If a menu is already open, close it
activeTowerMenu.close();
if (activeTowerMenu === self.myMenu) {
// Clicked same spot again
self.myMenu = null; // Allow reopening
return;
}
}
LK.getSound('uiOpenMenu').play();
// The menu needs to be added to a top-level UI container that doesn't scroll
// For LK Engine, LK.gui.top (or similar) is usually good for this
self.myMenu = new TowerSelectionMenu(self); // Pass self (the buildspot) to the menu
LK.gui.top.addChild(self.myMenu); // Add menu to a fixed UI layer
activeTowerMenu = self.myMenu;
};
return self;
});
// Modify BureaucracyBlockerTower
var BureaucracyBlockerTower = Container.expand(function () {
var self = Container.call(this);
// Start with a placeholder asset that will be replaced during initialization
self.graphic = self.attachAsset('towerBlockerLvl1', {
anchorX: 0.5,
anchorY: 0.5
});
self.range = 250;
self.slowFactor = 0.5;
self.enemiesSlowed = [];
self.towerType = 'blocker';
self.currentLevel = 0;
self.init = function (levelIndex) {
initializeTowerFromData(self, 'blocker', levelIndex);
// Clear existing slows when leveling up to re-evaluate with new range/factor
self.clearAllSlows();
};
self.clearAllSlows = function () {
for (var i = 0; i < self.enemiesSlowed.length; i++) {
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 globalPos = self.parent ? self.parent.toGlobal(self.position) : self.position; // Get global position
var newlySlowedThisFrame = [];
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (!enemy || !enemy.parent) {
continue;
} // Skip if enemy is already gone
var dx = enemy.x - globalPos.x;
var dy = enemy.y - globalPos.y;
var distanceSq = dx * dx + dy * dy;
if (distanceSq < self.range * self.range) {
// Enemy is in range
if (!enemy.isSlowedByBlocker) {
// Check a custom flag
enemy.originalSpeed = enemy.speed; // Store original speed
enemy.speed *= self.slowFactor;
enemy.isSlowedByBlocker = self; // Mark who slowed it
// Optional: Visual effect on enemy
if (enemy.graphic) {
enemy.graphic.tint = 0xAAAAFF;
} // Light blue tint
}
newlySlowedThisFrame.push(enemy);
}
}
// Check enemies that were slowed last frame but might be out of range now
for (var i = self.enemiesSlowed.length - 1; i >= 0; i--) {
var previouslySlowedEnemy = self.enemiesSlowed[i];
if (!previouslySlowedEnemy || !previouslySlowedEnemy.parent || newlySlowedThisFrame.indexOf(previouslySlowedEnemy) === -1) {
// Enemy is gone or no longer in range by this tower
if (previouslySlowedEnemy && previouslySlowedEnemy.isSlowedByBlocker === self) {
// Only unslow if WE slowed it
previouslySlowedEnemy.speed = previouslySlowedEnemy.originalSpeed;
previouslySlowedEnemy.isSlowedByBlocker = null;
if (previouslySlowedEnemy.graphic) {
previouslySlowedEnemy.graphic.tint = 0xFFFFFF;
} // Reset tint
}
self.enemiesSlowed.splice(i, 1);
}
}
self.enemiesSlowed = newlySlowedThisFrame; // Update the list of currently slowed enemies
};
// When tower is destroyed, make sure to unslow any enemies it was affecting
var originalDestroy = self.destroy;
self.destroy = function () {
for (var i = 0; i < self.enemiesSlowed.length; i++) {
var enemy = self.enemiesSlowed[i];
if (enemy && enemy.parent && enemy.isSlowedByBlocker === self) {
enemy.speed = enemy.originalSpeed;
enemy.isSlowedByBlocker = null;
if (enemy.graphic) {
enemy.graphic.tint = 0xFFFFFF;
}
}
}
self.enemiesSlowed = [];
if (originalDestroy) {
originalDestroy.call(self);
} else if (self.parent) {
self.parent.removeChild(self);
} // Basic destroy
};
return self;
});
// DogeHero - Now includes auto-attack and manual bark ability logic
var DogeHero = Container.expand(function () {
var self = Container.call(this);
self.graphic = self.attachAsset('dogeHero', {
anchorX: 0.5,
anchorY: 0.5
}); // Expose graphic if needed for hit check
self.width = self.graphic.width; // Store size for hit checks
self.height = self.graphic.height;
self.speed = 5;
self.targetX = self.x;
self.targetY = self.y;
// Auto Attack Stats
self.autoAttackRange = 180;
self.autoAttackDamage = 2;
self.autoAttackCooldownTime = 45;
self.currentAutoAttackCooldown = 0;
// Manual Bark Ability Stats
self.manualBarkCooldownTime = 300;
self.currentManualBarkCooldown = 0;
self.update = function () {
// Movement
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
dx = dx / distance * self.speed;
dy = dy / distance * self.speed;
self.x += dx;
self.y += dy;
} else if (distance > 0) {
self.x = self.targetX;
self.y = self.targetY;
}
// Cooldowns
if (self.currentAutoAttackCooldown > 0) {
self.currentAutoAttackCooldown--;
}
if (self.currentManualBarkCooldown > 0) {
self.currentManualBarkCooldown--;
}
// Auto Attack Logic
if (self.currentAutoAttackCooldown <= 0) {
var closestEnemy = null;
var minDistanceSq = self.autoAttackRange * self.autoAttackRange;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var ex = enemy.x - self.x;
var ey = enemy.y - self.y;
var distSq = ex * ex + ey * ey;
if (distSq < minDistanceSq) {
minDistanceSq = distSq;
closestEnemy = enemy;
}
}
if (closestEnemy) {
closestEnemy.takeDamage(self.autoAttackDamage);
LK.getSound('dogeAutoAttack').play();
self.currentAutoAttackCooldown = self.autoAttackCooldownTime;
}
}
};
self.setTarget = function (x, y) {
self.targetX = x;
self.targetY = y;
};
self.manualBark = function () {
if (self.currentManualBarkCooldown <= 0) {
var wave = new BarkWave();
wave.x = self.x;
wave.y = self.y;
game.addChild(wave);
LK.getSound('dogeBark').play();
self.currentManualBarkCooldown = self.manualBarkCooldownTime;
return true;
}
return false;
};
return self;
});
// Enemy class remains largely the same
var Enemy = Container.expand(function () {
var self = Container.call(this);
var graphic = self.attachAsset('enemyPaper', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.speed = 2;
self.value = 10; // Currency earned when killed
self.currentPathIndex = 0;
self.update = function () {
// Check if pathPoints is loaded and valid
if (!pathPoints || pathPoints.length === 0) {
return;
}
if (self.currentPathIndex < pathPoints.length) {
var target = pathPoints[self.currentPathIndex];
if (!target) {
// Safety check
self.currentPathIndex++;
return;
}
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Use a slightly larger threshold for path progression
if (distance < self.speed * 1.5) {
// Adjusted threshold
self.currentPathIndex++;
// Check if enemy reached the goal
if (self.currentPathIndex >= pathPoints.length) {
playerLives--;
livesText.setText("Lives: " + playerLives);
LK.getSound('enemyReachGoal').play();
if (playerLives <= 0) {
// Game over
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
}
LK.showGameOver();
}
self.destroy();
return;
}
} else {
// Move towards the target point
dx = dx / distance * self.speed;
dy = dy / distance * self.speed;
self.x += dx;
self.y += dy;
}
} else {
// If somehow past the end of path but not destroyed, remove it
console.log("Enemy past end of path, destroying.");
self.destroy();
}
};
self.takeDamage = function (amount) {
self.health -= amount;
// Flash red when taking damage
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0 && self.parent) {
// Added check for self.parent before accessing currency
currency += self.value;
currencyText.setText("$: " + currency);
LK.setScore(LK.getScore() + self.value);
scoreText.setText("Score: " + LK.getScore());
LK.getSound('enemyDeath').play();
self.destroy();
}
};
return self;
});
// GameLevel class remains the same
var GameLevel = Container.expand(function () {
var self = Container.call(this);
var pathGraphics = []; // Store path visuals
var buildSpotGraphics = []; // Store build spot visuals
self.createPath = function (pathData) {
// Clear previous path graphics
pathGraphics.forEach(function (tile) {
tile.destroy();
});
pathGraphics = [];
// Assume pathData is the pathPoints array
for (var i = 0; i < pathData.length - 1; i++) {
var start = pathData[i];
var end = pathData[i + 1];
if (!start || !end) {
continue;
} // Safety check
// Calculate direction and distance
var dx = end.x - start.x;
var dy = end.y - start.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Adjust tile spacing slightly
var steps = Math.ceil(distance / 90); // Slightly closer tiles
for (var j = 0; j < steps; j++) {
var ratio = j / steps;
var x = start.x + dx * ratio;
var y = start.y + dy * ratio;
var tile = LK.getAsset('pathTile', {
x: x,
y: y,
alpha: 0.3,
// Make path fainter
anchorX: 0.5,
anchorY: 0.5
});
self.addChild(tile);
pathGraphics.push(tile); // Store reference
}
}
};
self.createBuildSpots = function (spotsData) {
// Clear previous build spots
buildSpotGraphics.forEach(function (spot) {
spot.destroy();
});
buildSpotGraphics = [];
self.buildSpots = []; // Clear the logical array too
for (var i = 0; i < spotsData.length; i++) {
if (!spotsData[i]) {
continue;
} // Safety check
var spot = new BuildSpot();
spot.x = spotsData[i].x;
spot.y = spotsData[i].y;
self.addChild(spot);
self.buildSpots.push(spot); // Store logical spot
buildSpotGraphics.push(spot); // Store graphical spot
}
};
return self;
});
// Goal class remains the same
var Goal = Container.expand(function () {
var self = Container.call(this);
var graphic = self.attachAsset('goal', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6
});
return self;
});
// --- NEW ENEMY: RedTapeWorm ---
var RedTapeWorm = Container.expand(function () {
var self = Container.call(this);
// Inherit from Enemy - this copies properties and methods if Enemy is set up for it.
// If Enemy is not a true prototypal base, we'll redefine common things.
// For simplicity, let's assume Enemy provides a good base or we'll set manually.
// Call parent constructor if applicable
// Override or set specific properties
self.graphic = self.attachAsset('enemyRedTapeWorm', {
anchorX: 0.5,
anchorY: 0.5
}); // Use new asset
self.health = 20; // High health
self.speed = 0.75; // Very slow speed
self.value = 25; // More currency
// Optional: Custom sound on spawn or movement
// LK.getSound('tapeStretch').play(); // (Could be spammy if played on update)
// The base Enemy.update() and Enemy.takeDamage() should work if inherited.
// If not, you'd copy and paste that logic here, adjusting as needed.
// For now, assume base Enemy update handles pathing and goal reaching.
// Custom onDefeat behavior if needed (e.g., spawn smaller tapes - too complex for now)
var originalDestroy = self.destroy; // Keep a reference to base destroy
self.destroy = function () {
// spawnFloatingText("So Bureaucratic!", self.x, self.y - 50, { fill: 0xFF6666 }); // Example
originalDestroy.call(self); // Call the original destroy method
};
return self;
});
// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
// This isn't a formal class, but concepts to apply
// Modify StaplerTower
var StaplerTower = Container.expand(function () {
var self = Container.call(this);
self.graphic = self.attachAsset('towerStaplerLvl1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
}); // Start with placeholder asset that will be replaced during initialization
self.fireRate = 60;
self.range = 300;
self.damage = 1;
self.lastFired = 0;
self.towerType = 'stapler'; // For identification
self.currentLevel = 0;
self.init = function (levelIndex) {
initializeTowerFromData(self, 'stapler', levelIndex);
// Reset any specific state if needed when leveling up
self.lastFired = 0;
};
self.update = function () {
self.lastFired++; // Increment timer
if (self.lastFired >= self.fireRate) {
// Find closest enemy
var closestEnemy = null;
// Use squared distance for efficiency
var minDistanceSq = self.range * self.range;
// Need global position of the tower for range check
var globalPos = self.parent.toGlobal(self.position);
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - globalPos.x; // Use global tower X
var dy = enemy.y - globalPos.y; // Use global tower Y
var distanceSq = dx * dx + dy * dy; // Squared distance check
if (distanceSq < minDistanceSq) {
minDistanceSq = distanceSq;
closestEnemy = enemy;
}
}
if (closestEnemy) {
self.shoot(closestEnemy);
self.lastFired = 0; // Reset timer
}
}
};
self.shoot = function (target) {
var bullet = new TowerBullet();
// Use global position for bullet starting point
var globalPos = self.parent.toGlobal(self.position);
bullet.x = globalPos.x;
bullet.y = globalPos.y;
bullet.target = target;
bullet.damage = self.damage;
// Add bullet to the main game container, not the tower itself
game.addChild(bullet);
bullets.push(bullet);
LK.getSound('shoot').play();
};
return self;
});
// TowerBullet class remains the same
var TowerBullet = Container.expand(function () {
var self = Container.call(this);
var graphic = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.damage = 1;
self.target = null;
self.update = function () {
// Check if target exists and is still in the game
if (!self.target || !self.target.parent) {
self.destroy();
return;
}
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Use speed as collision threshold
if (distance < self.speed) {
self.target.takeDamage(self.damage);
self.destroy();
return;
}
// Normalize and multiply by speed
dx = dx / distance * self.speed;
dy = dy / distance * self.speed;
self.x += dx;
self.y += dy;
};
return self;
});
// UI elements
// --- Tower Selection Popup Menu ---
var TowerSelectionMenu = Container.expand(function (buildSpotInstance) {
var self = Container.call(this);
self.buildSpot = buildSpotInstance; // Reference to the BuildSpot that opened it
self.buttons = [];
var background = new Container();
var backgroundShape = background.attachAsset('uiButtonBackground', {
// Simple background for the menu
width: 150,
// Adjust as needed
height: Object.keys(TOWER_DATA).length * 110 + 20,
// Dynamic height
alpha: 0.8,
tint: 0x333333
});
background.pivot.set(0, 0); // Anchor top-left for easier button layout
self.addChild(background);
var yOffset = 10;
for (var towerTypeKey in TOWER_DATA) {
if (TOWER_DATA.hasOwnProperty(towerTypeKey)) {
var towerTypeInfo = TOWER_DATA[towerTypeKey];
var currentTowerLevelOnSpot = -1; // -1 if no tower, otherwise level index
var nextLevelIndex = 0;
var buttonText = towerTypeInfo.name;
var cost = towerTypeInfo.levels[0].cost;
if (self.buildSpot.tower && self.buildSpot.tower.towerType === towerTypeKey) {
currentTowerLevelOnSpot = self.buildSpot.tower.currentLevel;
nextLevelIndex = currentTowerLevelOnSpot + 1;
if (nextLevelIndex < towerTypeInfo.levels.length) {
cost = towerTypeInfo.levels[nextLevelIndex].cost;
buttonText = "Upgrade " + towerTypeInfo.name;
for (var k = 0; k < nextLevelIndex; k++) {
buttonText += "+";
} // Add + signs
} else {
buttonText = towerTypeInfo.name + " (MAX)"; // Max level
cost = Infinity; // Can't upgrade further
}
}
var buttonContainer = new Container();
var buttonIconAsset = towerTypeInfo.iconAsset || 'uiButtonBackground'; // Fallback if icon not defined
var buttonBg = buttonContainer.attachAsset(buttonIconAsset, {
// Use specific icon
anchorX: 0,
anchorY: 0,
width: 130,
height: 100 // Adjust if icons have different native sizes
});
buttonBg.interactive = true;
buttonContainer.x = 10;
buttonContainer.y = yOffset;
self.addChild(buttonContainer);
var buttonBg = buttonContainer.attachAsset('uiButtonBackground', {
// Use your actual icon asset for the tower type here
// For now, a generic background
anchorX: 0,
anchorY: 0,
width: 130,
height: 100
});
buttonBg.interactive = true;
buttonBg.towerTypeKey = towerTypeKey; // Store for click handler
buttonBg.nextLevelIndex = nextLevelIndex;
buttonBg.cost = cost;
var text = new Text2(buttonText + "\n$: " + (cost === Infinity ? "---" : cost), {
size: 18,
fill: 0xFFFFFF,
align: 'center',
wordWrap: true,
wordWrapWidth: 120
});
text.anchor.set(0.5);
text.x = buttonBg.width / 2;
text.y = buttonBg.height / 2;
buttonContainer.addChild(text);
// Dim if cannot afford
if (currency < cost || cost === Infinity) {
buttonContainer.alpha = 0.5;
buttonBg.interactive = false; // Can't click if can't afford or maxed
} else {
buttonContainer.alpha = 1.0;
}
buttonBg.down = function () {
if (currency >= this.cost) {
currency -= this.cost;
currencyText.setText("$: " + currency);
if (self.buildSpot.tower && self.buildSpot.tower.towerType === this.towerTypeKey) {
// Upgrade existing tower
self.buildSpot.tower.init(this.nextLevelIndex); // Re-initialize with new level data
LK.getSound('towerUpgrade').play();
spawnFloatingText("UPGRADED!", self.buildSpot.x, self.buildSpot.y - 50, {
fill: 0x00FF00
});
} else {
// Build new tower
if (self.buildSpot.tower) {
// Sell old tower? For now, just replace.
self.buildSpot.tower.destroy();
}
var newTower;
if (this.towerTypeKey === 'stapler') {
newTower = new StaplerTower();
} else if (this.towerTypeKey === 'blocker') {
newTower = new BureaucracyBlockerTower();
}
// Add more tower types here
if (newTower) {
newTower.init(this.nextLevelIndex); // Init at level 0 (or selected level)
newTower.x = 0;
newTower.y = 0; // Relative to buildSpot
self.buildSpot.addChild(newTower);
self.buildSpot.tower = newTower;
self.buildSpot.hasTower = true;
self.buildSpot.graphic.alpha = 0.1;
LK.getSound(TOWER_DATA[this.towerTypeKey].buildSfx).play();
spawnFloatingText("BUILT!", self.buildSpot.x, self.buildSpot.y - 50, {
fill: 0x00FF00
});
}
}
self.close(); // Close menu after action
}
};
self.buttons.push(buttonContainer);
yOffset += 110; // Spacing for next button
}
}
// Add a close button (optional) or close on outside click
var closeButton = new Text2("Close [X]", {
size: 20,
fill: 0xFF0000
});
closeButton.anchor.set(1, 0);
closeButton.x = background.width - 5;
closeButton.y = 5;
closeButton.interactive = true;
closeButton.down = function () {
self.close();
};
self.addChild(closeButton);
self.close = function () {
if (activeTowerMenu === self) {
activeTowerMenu = null;
}
self.destroy();
};
// Position the menu next to the build spot
// This needs buildSpot's GLOBAL position
var spotGlobalPos = buildSpotInstance.parent.toGlobal(buildSpotInstance.position); // Assuming buildSpot is child of 'level' or similar
self.x = spotGlobalPos.x + buildSpotInstance.graphic.width / 2 + 10; // To the right
self.y = spotGlobalPos.y - background.height / 2; // Centered vertically
// Ensure menu is within screen bounds (simple clamp)
if (self.x + background.width > SCREEN_WIDTH) {
self.x = SCREEN_WIDTH - background.width - 10;
}
if (self.x < 10) {
self.x = 10;
}
if (self.y + background.height > SCREEN_HEIGHT) {
self.y = SCREEN_HEIGHT - background.height - 10;
}
if (self.y < 10) {
self.y = 10;
}
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x558855 // Darker green background
});
/****
* Game Code
****/
// This isn't a formal class, but concepts to apply
// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
// Specific build sounds for each tower type if desired
// --- New Sound Effects ---
// Bureaucracy Blocker
// Even more so
// Slightly bigger/cooler
// Stapler
// --- Tower Level Assets (Placeholders) ---
// You'll also need actual tower icons for the buttons eventually
// For + symbols
// --- UI Assets for Popup ---
//LK.init.shape('debugTargetMarker', {width:25, height:25, color:0x00ff00, shape:'ellipse'})
//LK.init.shape('debugMarker', {width:20, height:20, color:0xff0000, shape:'ellipse'})
// For drawing lines if needed later
// <-- NEW DEBUG ASSET
// Added sound for auto-attack
// Game constants
// <-- NEW Green Target Marker
// --- NEW ASSETS ---
// Placeholder path
// Placeholder path
// Sound for bureaucracy blocker or paperwork
// Sound for red tape worm
// --- TOWER DEFINITIONS ---
function initializeTowerFromData(towerInstance, towerTypeKey, levelIndex) {
var towerTypeData = TOWER_DATA[towerTypeKey];
if (!towerTypeData) {
console.error("Invalid tower type:", towerTypeKey);
return;
}
var levelData = towerTypeData.levels[levelIndex];
if (!levelData) {
console.error("Invalid level for tower:", towerTypeKey, levelIndex);
return;
}
towerInstance.towerType = towerTypeKey;
towerInstance.currentLevel = levelIndex;
towerInstance.graphic.setAsset(levelData.asset); // Change visual asset
// Apply stats
if (levelData.damage !== undefined) {
towerInstance.damage = levelData.damage;
}
if (levelData.range !== undefined) {
towerInstance.range = levelData.range;
}
if (levelData.fireRate !== undefined) {
towerInstance.fireRate = levelData.fireRate;
}
if (levelData.slowFactor !== undefined) {
towerInstance.slowFactor = levelData.slowFactor;
}
// Add any other stats specific to towers
}
var TOWER_DATA = {
'stapler': {
name: 'Stapler Turret',
iconAsset: 'towerStaplerLvl1',
// Use Lvl1 icon for selection button initially
buildSfx: 'buildStapler',
levels: [{
asset: 'towerStaplerLvl1',
cost: 50,
damage: 1,
range: 300,
fireRate: 60,
description: "Basic Stapler"
}, {
asset: 'towerStaplerLvl2',
cost: 75,
damage: 2,
range: 320,
fireRate: 55,
description: "Improved Firepower"
}, {
asset: 'towerStaplerLvl3',
cost: 125,
damage: 3,
range: 350,
fireRate: 50,
description: "Max Staples!"
}]
},
'blocker': {
name: 'Bureaucracy Blocker',
iconAsset: 'towerBlockerLvl1',
buildSfx: 'buildBlocker',
levels: [{
asset: 'towerBlockerLvl1',
cost: 75,
slowFactor: 0.5,
range: 250,
description: "Slows nearby red tape."
}, {
asset: 'towerBlockerLvl2',
cost: 100,
slowFactor: 0.4,
range: 275,
description: "Wider, stronger slow."
},
// 0.4 means 60% speed reduction
{
asset: 'towerBlockerLvl3',
cost: 150,
slowFactor: 0.3,
range: 300,
description: "Bureaucratic Gridlock!"
}]
}
// Add more tower types here later
};
var TOWER_COST = 50;
var WAVE_DELAY = 300; // frames between waves
var MAX_WAVES = 10;
// Access screen dimensions directly from LK
var SCREEN_HEIGHT = 2732; // Standard iPad Pro height (portrait mode)
var SCREEN_WIDTH = 2048; // Standard iPad Pro width (portrait mode)
var PAN_THRESHOLD = SCREEN_HEIGHT * 0.25; // Start panning when Doge is in top/bottom 25% /**** NEW ****/
var MAP_HEIGHT = 3000; // Define total map height /**** NEW - ADJUST AS NEEDED ****/
// Game variables
//var clickMarker; // <-- NEW: Reference to the visual click marker
//var targetMarker; // <-- NEW: Reference to the green target marker
var activeTowerMenu = null; // To ensure only one menu is open
var lastWorldClickX = 0; // <-- NEW: Store last click world X
var lastWorldClickY = 0; // <-- NEW: Store last click world Y
var currency = 100;
var playerLives = 5;
var currentWave = 0;
var waveTimer = 0;
var isWaveActive = false;
var enemies = [];
var bullets = [];
var pathPoints = [];
var level;
var doge;
var goal;
// --- HELPER FUNCTION FOR FLOATING TEXT ---
function spawnFloatingText(text, x, y, options) {
var defaultOptions = {
size: 30,
fill: 0xFFFFFF,
// White text
stroke: 0x000000,
strokeThickness: 2,
duration: 60,
// frames (1 second at 60fps)
velocityY: -1.5,
// Pixels per frame upwards
alphaFadeSpeed: 0.015
};
var settings = Object.assign({}, defaultOptions, options); // Merge user options
var floatingText = new Text2(text, {
size: settings.size,
fill: settings.fill,
stroke: settings.stroke,
strokeThickness: settings.strokeThickness,
anchorX: 0.5,
// Center the text
anchorY: 0.5
});
floatingText.x = x;
floatingText.y = y;
floatingText.alpha = 1.0;
game.addChild(floatingText); // Add to main game container to scroll with world
var framesLived = 0;
floatingText.update = function () {
floatingText.y += settings.velocityY;
floatingText.alpha -= settings.alphaFadeSpeed;
framesLived++;
if (framesLived >= settings.duration || floatingText.alpha <= 0) {
floatingText.destroy();
}
};
// Add this to a list of updatable text objects if your engine doesn't auto-update children with .update
// For LK Engine, if it's a child of `game` and has an `update` method, it should be called.
// If not, you'll need a global array like `activeFloatingTexts` and iterate it in `game.update`.
// Let's assume LK.Game handles child updates for now.
}
var scoreText = new Text2("Score: 0", {
size: 50,
fill: 0xFFFFFF
}); // White text
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var waveText = new Text2("Wave: 0/" + MAX_WAVES, {
size: 50,
fill: 0xFFFFFF
});
waveText.anchor.set(1, 0); // Anchor top-right
waveText.x = -100; // Position from right edge
LK.gui.topRight.addChild(waveText);
var currencyText = new Text2("$: " + currency, {
size: 50,
fill: 0xFFFFFF
});
currencyText.anchor.set(0.5, 0);
currencyText.y = 60;
LK.gui.top.addChild(currencyText);
var livesText = new Text2("Lives: " + playerLives, {
size: 50,
fill: 0xFFFFFF
});
livesText.anchor.set(1, 0); // Anchor top-right
livesText.x = -100;
livesText.y = 60;
LK.gui.topRight.addChild(livesText);
// Removed old info text, replaced by Bark button
// var infoText = new Text2(...)
// Bark Button /**** NEW ****/
var barkButton = new Text2("BARK!", {
size: 60,
fill: 0xffcc00,
// Doge color
stroke: 0x000000,
strokeThickness: 4
});
barkButton.anchor.set(0.5, 1); // Anchor bottom-center
barkButton.y = -50; // Position from bottom edge
barkButton.interactive = true; // Make it clickable
barkButton.down = function () {
if (doge) {
var success = doge.manualBark();
if (success) {
// Optional: visual feedback on button press
barkButton.scale.set(1.1);
LK.setTimeout(function () {
barkButton.scale.set(1.0);
}, 100);
}
}
};
LK.gui.bottom.addChild(barkButton);
// NEW: On-Screen Debug Text
var debugText = new Text2("Debug Info", {
size: 24,
// Smaller font
fill: 0xFFFF00,
// Yellow text
align: "left",
// Align text left
stroke: 0x000000,
strokeThickness: 2
});
debugText.anchor.set(0, 1); // Anchor bottom-left
debugText.x = 10;
debugText.y = -10; // Position from bottom edge
LK.gui.bottomLeft.addChild(debugText); // Add to a corner
// Initialize game level and path
function initializeGame() {
game.y = 0;
game.scale.set(1); // Reset position and scale
level = new GameLevel();
game.addChild(level);
// Path Points (Adjust Y values for map height)
pathPoints = [{
x: SCREEN_WIDTH * 0.1,
y: 100
}, {
x: SCREEN_WIDTH * 0.1,
y: 500
}, {
x: SCREEN_WIDTH * 0.4,
y: 500
}, {
x: SCREEN_WIDTH * 0.4,
y: 1000
}, {
x: SCREEN_WIDTH * 0.7,
y: 1000
}, {
x: SCREEN_WIDTH * 0.7,
y: 1500
}, {
x: SCREEN_WIDTH * 0.3,
y: 1500
}, {
x: SCREEN_WIDTH * 0.3,
y: 2000
}, {
x: SCREEN_WIDTH * 0.8,
y: 2000
}, {
x: SCREEN_WIDTH * 0.8,
y: 2800
}];
level.createPath(pathPoints);
// Build Spots (Adjust Y values for map height)
var buildSpots = [{
x: SCREEN_WIDTH * 0.25,
y: 300
}, {
x: SCREEN_WIDTH * 0.25,
y: 750
}, {
x: SCREEN_WIDTH * 0.55,
y: 750
}, {
x: SCREEN_WIDTH * 0.55,
y: 1250
}, {
x: SCREEN_WIDTH * 0.85,
y: 1250
}, {
x: SCREEN_WIDTH * 0.50,
y: 1750
}, {
x: SCREEN_WIDTH * 0.15,
y: 1750
}, {
x: SCREEN_WIDTH * 0.50,
y: 2400
}, {
x: SCREEN_WIDTH * 0.90,
y: 2400
}];
level.createBuildSpots(buildSpots);
// Goal
goal = new Goal();
if (pathPoints.length > 0) {
goal.x = pathPoints[pathPoints.length - 1].x;
goal.y = pathPoints[pathPoints.length - 1].y;
game.addChild(goal);
}
// Doge
doge = new DogeHero();
doge.x = SCREEN_WIDTH / 2;
doge.y = SCREEN_HEIGHT / 2;
doge.targetX = doge.x;
doge.targetY = doge.y;
game.addChild(doge);
// Debug Markers (Remove or comment out if not needed)
// clickMarker = LK.getAsset('debugMarker'); clickMarker.visible = false; clickMarker.alpha = 0.8; game.addChild(clickMarker);
// targetMarker = LK.getAsset('debugTargetMarker'); targetMarker.visible = true; targetMarker.alpha = 0.7; targetMarker.x = doge.targetX; targetMarker.y = doge.targetY; game.addChild(targetMarker);
// Reset Variables
currency = 100;
playerLives = 5;
currentWave = 0;
waveTimer = 0;
isWaveActive = false;
enemies.forEach(function (e) {
if (e.parent) {
e.destroy();
}
});
enemies = [];
bullets.forEach(function (b) {
if (b.parent) {
b.destroy();
}
});
bullets = [];
// Update UI
currencyText.setText("$: " + currency);
livesText.setText("Lives: " + playerLives);
waveText.setText("Wave: " + currentWave + "/" + MAX_WAVES);
scoreText.setText("Score: " + LK.getScore());
barkButton.setText("BARK!");
// updateDebugText(); // Remove if debug text removed
LK.playMusic('bgmusic');
}
// NEW: Function to update debug text display
//function updateDebugText() {
// if (!debugText || !doge) {
// return;
// } // Don't update if elements don't exist
// var debugLines = ["GameY: " + game.y.toFixed(1), "GameScaleY: " + game.scale.y.toFixed(2),
// <-- Added Scale Display
// "DogeXY: " + doge.x.toFixed(1) + ", " + doge.y.toFixed(1), "DogeTarget: " + doge.targetX.toFixed(1) + ", " + doge.targetY.toFixed(1), "LastClickW: " + lastWorldClickX.toFixed(1) + ", " + lastWorldClickY.toFixed(1)];
// debugText.setText(debugLines.join("\n"));
function spawnWave() {
currentWave++;
waveText.setText("Wave: " + currentWave + "/" + MAX_WAVES);
var enemyCount = 5 + currentWave * 2;
var spawnInterval = 60; // frames between enemy spawns
function spawnEnemy(count) {
if (count <= 0 || !pathPoints || pathPoints.length === 0) {
// Added check for pathPoints
isWaveActive = true; // Mark wave active even if spawning failed/finished
return;
}
var enemy = new Enemy();
enemy.x = pathPoints[0].x;
enemy.y = pathPoints[0].y;
// Increase difficulty with each wave
enemy.health = 2 + Math.floor(currentWave / 2);
if (currentWave > 5) {
enemy.speed = 2.5;
}
if (currentWave > 8) {
enemy.speed = 3;
}
game.addChild(enemy); // Add enemy to the main game container
enemies.push(enemy);
// Use LK.setTimeout for delays
LK.setTimeout(function () {
spawnEnemy(count - 1);
}, spawnInterval * 16.67); // Use ~16.67ms for 60fps
}
isWaveActive = false; // Mark wave as starting (will be set true after first spawn attempt or completion)
spawnEnemy(enemyCount);
}
function checkWaveComplete() {
if (isWaveActive && enemies.length === 0) {
// Double check if we really spawned everything for the wave before proceeding
// This basic check assumes spawning finishes before all enemies are killed
isWaveActive = false;
waveTimer = 0; // Reset timer for next wave delay
if (currentWave >= MAX_WAVES) {
// Player wins
if (LK.getScore() > storage.highScore) {
storage.highScore = LK.getScore();
}
LK.showYouWin();
}
}
}
// Event Handlers /**** MODIFIED ****/
var dragDoge = false;
game.down = function (x, y, obj) {
// --- Use Raw x, y as World Coordinates ---
var worldX = x;
var worldY = y;
// --- Close active tower menu if clicking outside of it ---
var clickedOnMenu = false;
if (activeTowerMenu) {
// Check if the click (x,y are SCREEN coordinates for UI) was on the menu
// This requires menu to know its screen bounds or for obj to be part of the menu
// Simpler: if obj is not one of the menu's interactive children or the menu itself
if (obj && obj.parent) {
var currentParent = obj.parent;
while (currentParent) {
if (currentParent === activeTowerMenu) {
clickedOnMenu = true;
break;
}
currentParent = currentParent.parent;
}
}
if (obj === activeTowerMenu) {
clickedOnMenu = true;
} // Clicked menu background
if (!clickedOnMenu) {
activeTowerMenu.close();
}
}
// If menu was closed by this click, don't process other actions immediately
if (clickedOnMenu) {
return;
}
var worldPos = {
x: worldX,
y: worldY
};
// --- Optional Debug Marker Update ---
// lastWorldClickX = worldPos.x; lastWorldClickY = worldPos.y;
// if (clickMarker) { clickMarker.x = worldPos.x; clickMarker.y = worldPos.y; clickMarker.visible = true; LK.setTimeout(function() { if (clickMarker) clickMarker.visible = false; }, 500); }
var targetObjectClicked = obj;
var clickedOnDoge = false;
var clickedOnBuildSpot = null;
// 1. Check for clicking Doge (using worldPos)
if (doge && targetObjectClicked === doge.graphic) {
clickedOnDoge = true;
} else if (doge) {
var dx = worldPos.x - doge.x;
var dy = worldPos.y - doge.y;
if (Math.sqrt(dx * dx + dy * dy) < doge.width / 2) {
clickedOnDoge = true;
}
}
// 2. Check for clicking BuildSpot (using worldPos)
if (!clickedOnDoge && level && level.buildSpots) {
for (var i = 0; i < level.buildSpots.length; i++) {
var spot = level.buildSpots[i];
if (spot && !spot.hasTower) {
var spotDx = worldPos.x - spot.x;
var spotDy = worldPos.y - spot.y;
var spotRadius = spot.graphic ? spot.graphic.width / 2 : 75;
if (Math.sqrt(spotDx * spotDx + spotDy * spotDy) < spotRadius) {
clickedOnBuildSpot = spot;
// Optional highlight
// if (spot.graphic) { spot.graphic.alpha = 1.0; LK.setTimeout(function() { if (spot.graphic && !spot.hasTower) spot.graphic.alpha = 0.5; }, 300);}
break;
}
}
}
}
// 3. Execute Action
if (clickedOnDoge && doge) {
dragDoge = true;
doge.setTarget(doge.x, doge.y);
} else if (clickedOnBuildSpot && currency >= TOWER_COST) {
dragDoge = false;
} else if (doge) {
dragDoge = false;
doge.setTarget(worldPos.x, worldPos.y);
} // Use worldPos directly
};
game.move = function (x, y, obj) {
if (dragDoge && doge) {
// --- Use Raw x, y as World Coordinates ---
var worldX = x;
var worldY = y;
doge.x = worldX;
doge.y = worldY;
doge.setTarget(doge.x, doge.y); // Update target while dragging
// --- Optional Debug Update ---
// lastWorldClickX = worldX; lastWorldClickY = worldY;
}
};
game.up = function (x, y, obj) {
if (dragDoge) {
dragDoge = false;
}
};
game.up = function (x, y, obj) {
if (dragDoge) {
dragDoge = false;
}
};
// Main game loop /**** MODIFIED ****/
game.update = function () {
// --- Wave Management ---
if (!isWaveActive && currentWave < MAX_WAVES) {
// Only increment timer if not won yet
waveTimer++;
if (waveTimer >= WAVE_DELAY) {
waveTimer = 0; // Reset timer immediately
spawnWave();
}
}
// --- Update Bullets --- (Remove destroyed ones)
for (var i = bullets.length - 1; i >= 0; i--) {
if (!bullets[i].parent) {
bullets.splice(i, 1);
}
}
// --- Update Enemies --- (Remove destroyed ones)
for (var i = enemies.length - 1; i >= 0; i--) {
if (!enemies[i].parent) {
enemies.splice(i, 1);
}
}
// --- Update Doge (handles its own cooldowns and attacks) ---
if (doge && doge.parent) {
// Check if doge exists
doge.update(); // Make sure Doge's update runs
}
// --- Check Wave Completion ---
checkWaveComplete();
// --- Update Bark Button UI --- /**** NEW ****/
if (doge) {
// Check if doge exists
if (doge.currentManualBarkCooldown > 0) {
var secondsLeft = Math.ceil(doge.currentManualBarkCooldown / 60); // Approx seconds
barkButton.setText("WAIT (" + secondsLeft + ")");
barkButton.setText("WAIT (" + secondsLeft + ")", {
fill: 0x888888
}); // Grey out text
} else {
barkButton.setText("BARK!");
barkButton.setText("BARK!", {
fill: 0xffcc00
}); // Restore color
}
}
// --- Camera Panning Logic --- /**** NEW ****/
if (doge) {
var dogeScreenY = doge.y + game.y;
var targetGameY = game.y;
if (dogeScreenY < PAN_THRESHOLD) {
targetGameY = -(doge.y - PAN_THRESHOLD);
} else if (dogeScreenY > SCREEN_HEIGHT - PAN_THRESHOLD) {
targetGameY = -(doge.y - (SCREEN_HEIGHT - PAN_THRESHOLD));
}
var minGameY = -(MAP_HEIGHT - SCREEN_HEIGHT);
if (isNaN(minGameY)) {
minGameY = 0;
}
var maxGameY = 0;
targetGameY = Math.max(minGameY, Math.min(maxGameY, targetGameY));
var camSmoothFactor = 0.1;
game.y += (targetGameY - game.y) * camSmoothFactor;
if (Math.abs(game.y - targetGameY) < 1) {
game.y = targetGameY;
}
}
// --- Update Debug Text --- /**** NEW ****/
// Update Debug Info (Remove or comment out)
// if (targetMarker && doge) { targetMarker.x = doge.targetX; targetMarker.y = doge.targetY; targetMarker.visible = true; } else if (targetMarker) { targetMarker.visible = false; }
// updateDebugText();
};
// Initialize the game
LK.setScore(0); // Reset score on start
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -565,8 +565,17 @@
cost = Infinity; // Can't upgrade further
}
}
var buttonContainer = new Container();
+ var buttonIconAsset = towerTypeInfo.iconAsset || 'uiButtonBackground'; // Fallback if icon not defined
+ var buttonBg = buttonContainer.attachAsset(buttonIconAsset, {
+ // Use specific icon
+ anchorX: 0,
+ anchorY: 0,
+ width: 130,
+ height: 100 // Adjust if icons have different native sizes
+ });
+ buttonBg.interactive = true;
buttonContainer.x = 10;
buttonContainer.y = yOffset;
self.addChild(buttonContainer);
var buttonBg = buttonContainer.attachAsset('uiButtonBackground', {
@@ -693,33 +702,33 @@
/****
* Game Code
****/
-// --- TOWER DEFINITIONS ---
-// Sound for red tape worm
-// Sound for bureaucracy blocker or paperwork
+// This isn't a formal class, but concepts to apply
+// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
+// Specific build sounds for each tower type if desired
+// --- New Sound Effects ---
+// Bureaucracy Blocker
+// Even more so
+// Slightly bigger/cooler
+// Stapler
+// --- Tower Level Assets (Placeholders) ---
+// You'll also need actual tower icons for the buttons eventually
+// For + symbols
+// --- UI Assets for Popup ---
+//LK.init.shape('debugTargetMarker', {width:25, height:25, color:0x00ff00, shape:'ellipse'})
+//LK.init.shape('debugMarker', {width:20, height:20, color:0xff0000, shape:'ellipse'})
+// For drawing lines if needed later
+// <-- NEW DEBUG ASSET
+// Added sound for auto-attack
+// Game constants
+// <-- NEW Green Target Marker
+// --- NEW ASSETS ---
// Placeholder path
// Placeholder path
-// --- NEW ASSETS ---
-// <-- NEW Green Target Marker
-// Game constants
-// Added sound for auto-attack
-// <-- NEW DEBUG ASSET
-// For drawing lines if needed later
-//LK.init.shape('debugMarker', {width:20, height:20, color:0xff0000, shape:'ellipse'})
-//LK.init.shape('debugTargetMarker', {width:25, height:25, color:0x00ff00, shape:'ellipse'})
-// --- UI Assets for Popup ---
-// For + symbols
-// You'll also need actual tower icons for the buttons eventually
-// --- Tower Level Assets (Placeholders) ---
-// Stapler
-// Slightly bigger/cooler
-// Even more so
-// Bureaucracy Blocker
-// --- New Sound Effects ---
-// Specific build sounds for each tower type if desired
-// --- Base Tower Functionality (Conceptual - can be mixed into specific towers) ---
-// This isn't a formal class, but concepts to apply
+// Sound for bureaucracy blocker or paperwork
+// Sound for red tape worm
+// --- TOWER DEFINITIONS ---
function initializeTowerFromData(towerInstance, towerTypeKey, levelIndex) {
var towerTypeData = TOWER_DATA[towerTypeKey];
if (!towerTypeData) {
console.error("Invalid tower type:", towerTypeKey);
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