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Ava, please replace the entire spawnWave function with the following new version. This version implements a specific enemy composition for waves 1 through 10, introducing enemy types gradually and including a set number of AuditorBots in Wave 10. function spawnWave() { currentWave++; waveText.setText("Wave: " + currentWave + "/" + MAX_WAVES); var baseEnemyCountPerWave = 5 + currentWave * 2; var enemiesToSpawnThisWave = []; // --- Define enemy composition for this wave --- if (currentWave <= 2) { // Waves 1-2: Paper & Interns for (var i = 0; i < baseEnemyCountPerWave; i++) { if (Math.random() < 0.6) { enemiesToSpawnThisWave.push(Enemy); } else { enemiesToSpawnThisWave.push(InternOnCoffeeRun); } } } else if (currentWave >= 3 && currentWave <= 9) { // Waves 3-9: Paper, Interns, Spam Emails var actualCountForThisWave = baseEnemyCountPerWave; for (var i = 0; i < actualCountForThisWave; i++) { let r = Math.random(); if (r < 0.4) { enemiesToSpawnThisWave.push(Enemy); } else if (r < 0.7) { enemiesToSpawnThisWave.push(InternOnCoffeeRun); } else { enemiesToSpawnThisWave.push(SpamEmailUnit); } } } else if (currentWave === 10) { // Wave 10: Mix + 3 Auditors enemiesToSpawnThisWave.push(AuditorBot); enemiesToSpawnThisWave.push(AuditorBot); enemiesToSpawnThisWave.push(AuditorBot); var remainingCount = baseEnemyCountPerWave - 3; if (remainingCount < 0) remainingCount = 0; for (var i = 0; i < remainingCount; i++) { let r = Math.random(); if (r < 0.3) { enemiesToSpawnThisWave.push(Enemy); } else if (r < 0.6) { enemiesToSpawnThisWave.push(InternOnCoffeeRun); } else { enemiesToSpawnThisWave.push(SpamEmailUnit); } } // Shuffle the array so auditors don't always come first/last enemiesToSpawnThisWave.sort(function() { return Math.random() - 0.5; }); } else { // Fallback for waves > 10 (or unhandled cases) for (var i = 0; i < baseEnemyCountPerWave; i++) { enemiesToSpawnThisWave.push(Enemy); // Default to Paper } } var spawnInterval = 60; var spawnIndex = 0; function spawnIndividualEnemy() { if (spawnIndex >= enemiesToSpawnThisWave.length || !pathPoints || pathPoints.length === 0) { isWaveActive = true; return; } var enemyTypeToSpawn = enemiesToSpawnThisWave[spawnIndex]; var enemy = new enemyTypeToSpawn(); enemy.x = pathPoints[0].x; enemy.y = pathPoints[0].y; // Apply wave-based health scaling if you re-add it: // enemy.health += Math.floor(currentWave * 0.5); enemyLayer.addChild(enemy); enemies.push(enemy); spawnIndex++; if (spawnIndex < enemiesToSpawnThisWave.length) { LK.setTimeout(spawnIndividualEnemy, (spawnInterval * 16.67) / gameSpeedMultiplier); } else { isWaveActive = true; } } isWaveActive = false; if (enemiesToSpawnThisWave.length > 0) { spawnIndividualEnemy(); } else { isWaveActive = true; // No enemies defined for this wave } } Use code with caution. JavaScript This new function defines a specific list of enemies to spawn for each wave rather than just a pool to pick from randomly, giving more control over wave composition, especially for introducing specific counts of tougher enemies like the AuditorBot in Wave 10.
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Ava, let's make enemies tougher as waves progress, in addition to their base health. In the spawnWave function, inside the nested spawnEnemy(count) function, after the line var enemy = new enemyTypeToSpawn(); and before enemyLayer.addChild(enemy);, add the following line: enemy.health += Math.floor(currentWave * 0.5); // Increase health by 0.5 per wave number (rounded down) Use code with caution. JavaScript For example, on Wave 1, add 0 health. On Wave 2, add 1 health. On Wave 3, add 1 health. On Wave 4, add 2 health, and so on, to their already defined base health.
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Ava, please increase the base health of all enemy types by roughly 50-100% (adjust per enemy for balance). In the Enemy class constructor: Change self.health = 3; to self.health = 6; (Example: 100% increase) In the RedTapeWorm class constructor: Change self.health = 20; to self.health = 30; (Example: 50% increase) In the InternOnCoffeeRun class constructor: Change self.health = 2; to self.health = 4; (Example: 100% increase) In the AuditorBot class constructor: Change self.health = 30; to self.health = 45; (Example: 50% increase) In the SpamEmailUnit class constructor: Change self.health = 1; to self.health = 2; (Example: 100% increase, still fragile but not a one-shot for weakest attacks) Please use these exact new health values."
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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 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
/****
* 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 = 45; // 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 = 6;
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,
alpha: 1
});
}
}
}
// --- 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 = 4; // 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 = 30; // 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);
// Charge properties
self.currentCharge = 0;
self.chargeUpTime = 360; // Frames to fully charge
self.currentTarget = null;
self.isFiring = false;
self.chargeVisuals = [];
self.chargeSoundInstance = null;
self.chargeSfx = 'sfxRestructCharge';
self.update = function () {
// If tower is in the firing animation, don't do anything else
if (self.isFiring) {
return;
}
// Get tower position in game space
var buildSpot = self.parent;
if (!buildSpot || !buildSpot.parent) {
return;
}
var towerGraphicGlobalCenter = self.graphic.toGlobal({
x: 0,
y: 0
});
var towerPosInGameSpace = game.toLocal(towerGraphicGlobalCenter);
// Check if current target exists and is still valid
if (self.currentTarget && self.currentTarget.parent) {
// Check if target is still in range
var targetPosInGameSpace = {
x: self.currentTarget.x,
y: self.currentTarget.y
};
var dx = targetPosInGameSpace.x - towerPosInGameSpace.x;
var dy = targetPosInGameSpace.y - towerPosInGameSpace.y;
var distanceSq = dx * dx + dy * dy;
// If target moved out of range, reset charging
if (distanceSq > self.range * self.range) {
self.currentTarget = null;
self.currentCharge = 0;
self.clearChargeVisuals();
self.stopChargeSound();
return;
}
// Continue charging up
self.currentCharge += gameSpeedMultiplier;
// Update the charge visuals
self.updateChargeVisuals(towerPosInGameSpace);
// Update charge sound
if (!self.chargeSoundInstance) {
self.chargeSoundInstance = LK.getSound(self.chargeSfx || 'sfxRestructCharge').play({
loop: true,
volume: 0.3
});
} else {
// Optionally increase volume/pitch as charge builds up
var chargeProgress = Math.min(1.0, self.currentCharge / self.chargeUpTime);
if (self.chargeSoundInstance.volume) {
self.chargeSoundInstance.volume = 0.3 + 0.7 * chargeProgress;
}
}
// If fully charged, restructure the enemy
if (self.currentCharge >= self.chargeUpTime) {
self.fireRestructure();
}
} else {
// No valid target or target was lost, reset charge
self.currentCharge = 0;
self.clearChargeVisuals();
self.stopChargeSound();
// Find new target based on priority
var newTarget = null;
var maxHealth = 0;
// Iterate through enemies to find valid targets in 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 <= self.range * self.range) {
// If targeting strongest enemies, track the one with highest health
if (self.targetPriority === 'strongest') {
if (enemy.health > maxHealth) {
maxHealth = enemy.health;
newTarget = enemy;
}
} else {
// Default to first enemy in range if no specific priority
newTarget = enemy;
break;
}
}
}
// If a new target was found, set it
if (newTarget) {
self.currentTarget = newTarget;
self.currentCharge = 0; // Start charging from zero
}
}
};
self.updateChargeVisuals = function (towerPos) {
// Initialize charge visuals array if needed
if (!self.chargeVisuals) {
self.chargeVisuals = [];
}
// Calculate how many visuals to show based on charge progress
var numVisuals = Math.floor(self.currentCharge / self.chargeUpTime * 5); // Max 5 visuals
// Add new visuals if needed
while (self.chargeVisuals.length < numVisuals) {
// Randomly choose between two visual types
var visualAsset = Math.random() < 0.5 ? 'flowchartSegment1' : 'flowchartSegment2';
var v = self.attachAsset(visualAsset, {
anchorX: 0.5,
anchorY: 0.5
});
self.chargeVisuals.push(v);
}
// Remove excess visuals if needed
while (self.chargeVisuals.length > numVisuals) {
var v = self.chargeVisuals.pop();
v.destroy();
}
// Update the position of each visual to orbit the tower
for (var i = 0; i < self.chargeVisuals.length; i++) {
var v = self.chargeVisuals[i];
// Calculate orbit position based on charge progress and visual index
v.x = Math.cos(self.currentCharge * 0.1 + i * Math.PI * 0.4) * 50;
v.y = Math.sin(self.currentCharge * 0.1 + i * Math.PI * 0.4) * 50;
// Optional: increase scale or alpha as charge progresses
var chargeProgress = self.currentCharge / self.chargeUpTime;
v.alpha = 0.5 + chargeProgress * 0.5;
v.scale.set(0.8 + chargeProgress * 0.4);
}
};
self.clearChargeVisuals = function () {
// Destroy all charge visuals
if (self.chargeVisuals) {
for (var i = 0; i < self.chargeVisuals.length; i++) {
self.chargeVisuals[i].destroy();
}
self.chargeVisuals = [];
}
};
self.stopChargeSound = function () {
// Stop the charging sound if it's playing
if (self.chargeSoundInstance) {
self.chargeSoundInstance.stop();
self.chargeSoundInstance = null;
}
};
self.fireRestructure = function () {
// Exit if no valid target or already firing
if (!self.currentTarget || !self.currentTarget.parent || self.isFiring) {
return;
}
self.isFiring = true;
self.stopChargeSound();
self.clearChargeVisuals();
// Play launch SFX
LK.getSound(self.launchSfx || 'sfxRestructLaunchDoge').play();
// Store reference to target before potentially nulling
var enemyToRestructure = self.currentTarget;
var targetPosInGameSpace = {
x: enemyToRestructure.x,
y: enemyToRestructure.y
};
// Spawn restructure effect on target
var effect = game.attachAsset(self.effectAsset || 'restructureEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: targetPosInGameSpace.x,
y: targetPosInGameSpace.y
});
// Play impact sound
LK.getSound(self.impactSfx || 'sfxRestructImpact').play();
// Apply damage or kill
if (enemyToRestructure.health <= self.instantKillThreshold) {
// Instant kill if below threshold
spawnFloatingText("OPTIMIZED!", enemyToRestructure.x, enemyToRestructure.y, {
fill: 0x00FFFF
});
enemyToRestructure.destroy();
} else {
// Otherwise apply damage
enemyToRestructure.takeDamage(self.damage);
}
// Golden Parachute logic (Level 3+)
if (self.currentLevel >= 2 && self.goldenParachuteDamage > 0 && (!enemyToRestructure.parent || enemyToRestructure.health <= 0)) {
// If enemy was killed, apply splash damage
spawnFloatingText("Severance!", targetPosInGameSpace.x, targetPosInGameSpace.y - 30, {
fill: 0xFFD700
});
for (var i = 0; i < enemies.length; i++) {
var nearbyEnemy = enemies[i];
if (nearbyEnemy === enemyToRestructure || !nearbyEnemy.parent) {
continue;
}
var dx = nearbyEnemy.x - targetPosInGameSpace.x;
var dy = nearbyEnemy.y - targetPosInGameSpace.y;
if (dx * dx + dy * dy < self.goldenParachuteRadius * self.goldenParachuteRadius) {
nearbyEnemy.takeDamage(self.goldenParachuteDamage);
}
}
}
// Reset state and clean up
self.currentCharge = 0;
self.currentTarget = null;
// Clean up effect after animation
LK.setTimeout(function () {
if (effect && effect.parent) {
effect.destroy();
}
// Clear firing flag after brief delay
LK.setTimeout(function () {
self.isFiring = false;
}, 200 / gameSpeedMultiplier);
}, 500);
};
self.findTarget = function () {
// This method is preserved for backward compatibility
// The targeting logic is now handled in update()
};
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.activePopups = []; // To keep track of all active Rick popups for dancing
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);
}
}
// Update Rick Astley Dance Animations
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 method to update dance animation
}
}
};
self.updateRickDance = function (popupGraphic) {
var pg = popupGraphic; // shorthand for readability
pg.danceTimer += 1000 / 60 * gameSpeedMultiplier; // Increment timer in ms
var TILT_DURATION = 300 / gameSpeedMultiplier; // Duration of one tilt/flip segment
var FLIP_POINT_IN_CYCLE = 2; // At which phase to trigger a flip
if (pg.danceTimer >= TILT_DURATION) {
pg.danceTimer = 0;
pg.dancePhase = (pg.dancePhase + 1) % 4; // Cycle through 4 phases
if (pg.dancePhase === 0) {
// Tilt Left
pg.rotation = -0.15; // Slight tilt in radians
} else if (pg.dancePhase === 1) {
// Tilt Right
pg.rotation = 0.15;
} 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;
}
}
};
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
});
// Add dance properties to the popup
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)
// Add to active popups list
self.activePopups.push(popup);
// 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
// Start dancing once fade-in is complete
popup.isDancing = true;
LK.setTimeout(function () {
// Hold duration
if (popup && popup.parent) {
// Stop dancing before fade-out
popup.isDancing = false;
// Reset appearance
popup.rotation = popup.originalRotation;
popup.scale.x = popup.originalScaleX;
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) {
// Remove from active popups list
var index = self.activePopups.indexOf(popup);
if (index !== -1) {
self.activePopups.splice(index, 1);
}
popup.destroy();
}
}
});
}
}, (self.popupDuration - 500) / gameSpeedMultiplier); // Time to hold at full alpha
}
});
// 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 = 2; // 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 * 0.37,
y: MAP_HEIGHT * 0.25
}, {
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 = 200;
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 baseEnemyCountPerWave = 5 + currentWave * 2;
var enemiesToSpawnThisWave = [];
// --- Define enemy composition for this wave ---
if (currentWave <= 2) {
// Waves 1-2: Paper & Interns
for (var i = 0; i < baseEnemyCountPerWave; i++) {
if (Math.random() < 0.6) {
enemiesToSpawnThisWave.push(Enemy);
} else {
enemiesToSpawnThisWave.push(InternOnCoffeeRun);
}
}
} else if (currentWave >= 3 && currentWave <= 9) {
// Waves 3-9: Paper, Interns, Spam Emails
var actualCountForThisWave = baseEnemyCountPerWave;
for (var i = 0; i < actualCountForThisWave; i++) {
var r = Math.random();
if (r < 0.4) {
enemiesToSpawnThisWave.push(Enemy);
} else if (r < 0.7) {
enemiesToSpawnThisWave.push(InternOnCoffeeRun);
} else {
enemiesToSpawnThisWave.push(SpamEmailUnit);
}
}
} else if (currentWave === 10) {
// Wave 10: Mix + 3 Auditors
enemiesToSpawnThisWave.push(AuditorBot);
enemiesToSpawnThisWave.push(AuditorBot);
enemiesToSpawnThisWave.push(AuditorBot);
var remainingCount = baseEnemyCountPerWave - 3;
if (remainingCount < 0) {
remainingCount = 0;
}
for (var i = 0; i < remainingCount; i++) {
var r = Math.random();
if (r < 0.3) {
enemiesToSpawnThisWave.push(Enemy);
} else if (r < 0.6) {
enemiesToSpawnThisWave.push(InternOnCoffeeRun);
} else {
enemiesToSpawnThisWave.push(SpamEmailUnit);
}
}
// Shuffle the array so auditors don't always come first/last
enemiesToSpawnThisWave.sort(function () {
return Math.random() - 0.5;
});
} else {
// Fallback for waves > 10 (or unhandled cases)
for (var i = 0; i < baseEnemyCountPerWave; i++) {
enemiesToSpawnThisWave.push(Enemy); // Default to Paper
}
}
var spawnInterval = 60;
var spawnIndex = 0;
function spawnIndividualEnemy() {
if (spawnIndex >= enemiesToSpawnThisWave.length || !pathPoints || pathPoints.length === 0) {
isWaveActive = true;
return;
}
var enemyTypeToSpawn = enemiesToSpawnThisWave[spawnIndex];
var enemy = new enemyTypeToSpawn();
enemy.x = pathPoints[0].x;
enemy.y = pathPoints[0].y;
// Apply wave-based health scaling if you re-add it:
// enemy.health += Math.floor(currentWave * 0.5);
enemyLayer.addChild(enemy);
enemies.push(enemy);
spawnIndex++;
if (spawnIndex < enemiesToSpawnThisWave.length) {
LK.setTimeout(spawnIndividualEnemy, spawnInterval * 16.67 / gameSpeedMultiplier);
} else {
isWaveActive = true;
}
}
isWaveActive = false;
if (enemiesToSpawnThisWave.length > 0) {
spawnIndividualEnemy();
} else {
isWaveActive = true; // No enemies defined for this wave
}
}
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
@@ -2746,14 +2746,14 @@
/****
* 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) {
@@ -3302,10 +3302,10 @@
}, {
x: MAP_WIDTH * 0.22,
y: MAP_HEIGHT * 0.25
}, {
- x: MAP_WIDTH * 0.45,
- y: MAP_HEIGHT * 0.42
+ x: MAP_WIDTH * 0.37,
+ y: MAP_HEIGHT * 0.25
}, {
x: MAP_WIDTH * 0.75,
y: MAP_HEIGHT * 0.42
}, {
@@ -3448,9 +3448,11 @@
enemiesToSpawnThisWave.push(AuditorBot);
enemiesToSpawnThisWave.push(AuditorBot);
enemiesToSpawnThisWave.push(AuditorBot);
var remainingCount = baseEnemyCountPerWave - 3;
- if (remainingCount < 0) remainingCount = 0;
+ if (remainingCount < 0) {
+ remainingCount = 0;
+ }
for (var i = 0; i < remainingCount; i++) {
var r = Math.random();
if (r < 0.3) {
enemiesToSpawnThisWave.push(Enemy);
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