User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'nextWaveBtn.visible = visible;' Line Number: 420
User prompt
we need a button to start the game
Code edit (1 edits merged)
Please save this source code
User prompt
Academia : Tower Defense
Initial prompt
create a basic tower defense game with name `Academia : Tower Defense`. Tower Defense Game: Core LogicThis document outlines the fundamental components and logic flow for a classic Tower Defense game.1. Game Board & PathGrid System: The game area is typically a grid. Some cells are buildable (for towers), and some are part of the enemy path.Enemy Path: A predefined path or series of waypoints that enemies follow from a starting point (spawn) to an end point (base/goal).Enemies should move sequentially from one waypoint to the next.The path can be fixed or, in more complex games, influenced by tower placement (maze-ing).2. TowersAttributes:Cost: Amount of Knowledge Points needed to build.Range: The radius or area within which the tower can attack enemies.Damage: Amount of health points deducted from an enemy per hit.Attack Speed/Rate of Fire: How frequently the tower can attack.Projectile Speed (if applicable): How fast the tower's attack travels.Special Abilities (optional): e.g., splash damage, slowing enemies, area denial.Placement:Players can only place towers on designated buildable tiles.Sufficient Knowledge Points are required.Targeting Logic:First Enemy in Range: Targets the enemy that entered its range earliest and is still within range.Strongest Enemy: Targets the enemy with the highest current health.Weakest Enemy: Targets the enemy with the lowest current health.Closest Enemy: Targets the enemy physically closest to the tower.Towers continuously scan for targets within their range. Once an enemy is out of range or defeated, the tower seeks a new target.Upgrades:Towers can often be upgraded to improve their attributes (damage, range, attack speed) for an additional cost in Knowledge Points.3. Enemies (Creeps)Attributes:Health Points (HP): Amount of damage an enemy can sustain before being defeated.Speed: How fast the enemy moves along the path.Reward: Amount of Knowledge Points awarded to the player upon defeating the enemy.Damage to Base (optional): How much damage the enemy does if it reaches the goal.Resistances/Weaknesses (optional): e.g., resistant to certain damage types, weak to others.Movement:Enemies spawn at the start of the path.They move along the defined waypoints towards the goal.Their speed determines how quickly they traverse the path.Waves:Enemies typically attack in waves.Each wave might consist of a specific number and type of enemies.Waves can increase in difficulty (more enemies, stronger enemies, faster enemies).There's often a delay between waves, allowing the player to prepare.4. Player ResourcesKnowledge Points:Used to build and upgrade towers.Earned by defeating enemies.May also be earned passively over time or by completing waves.Lives/Base Health:The player starts with a certain number of lives or base health.Lives are lost if an enemy reaches the goal.If lives/base health reach zero, the game is over (loss).5. Core Game LoopStart Phase / Build Phase:Player has time to place or upgrade towers using Knowledge Points.Player can manually start the next wave.Wave Active Phase:Enemies spawn and begin moving along the path.Towers Attack:Towers detect enemies within their range.Apply targeting logic to select an enemy.Fire projectiles or deal damage according to their attack speed and damage attributes.Enemy Takes Damage:When hit, an enemy's HP is reduced.If HP reaches zero, the enemy is defeated.Player is awarded Knowledge Points.Enemy object is removed from the game.Enemy Reaches Goal:If an enemy reaches the end of the path:Player loses a life or base health.Enemy object is removed from the game.Wave Cleared:If all enemies in the current wave are defeated, the player might receive a bonus (e.g., extra Knowledge Points).Transition back to the Start Phase for the next wave.Game State Check:Win Condition: Player successfully defends against all waves or a predefined number of waves.Loss Condition: Player's lives/base health reach zero.6. User Interface (UI) / User Experience (UX)Display Information:Current Knowledge Points.Current lives/base health.Current wave number / enemies remaining.Tower stats (when selected or hovered), including cost in Knowledge Points.Enemy stats (optional, when selected or hovered).Controls:Selecting tower types to build.Placing towers on the map.Selecting towers to upgrade or sell (refunding some Knowledge Points).Button to start the next wave.Pause/resume game.Game speed controls (optional).Feedback:Visual cues for tower attacks (projectiles, impact effects).Sound effects for attacks, enemy deaths, enemy reaching goal.Notifications for wave start/end, low lives, etc.Advanced Concepts (Optional)Tower Synergies: Towers that boost each other when placed nearby.Special Enemy Abilities: e.g., healers, flying units (requiring specific anti-air towers), stealth units.Player Abilities: Special powers the player can use (e.g., an airstrike, temporary enemy stun), potentially costing Knowledge Points.Interest System: Earning interest on unspent Knowledge Points.Multiple Paths/Spawn Points.Boss Waves: Extra challenging waves with a single, very powerful enemy.This logical framework should give you a solid foundation for thinking about and potentially developing a tower defense game. Each of these points can be expanded into more detailed mechanics and code modules.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BuildTile class (for tower placement) var BuildTile = Container.expand(function () { var self = Container.call(this); // Attach tile asset (box, light gray) var tileAsset = self.attachAsset('buildTile', { anchorX: 0.5, anchorY: 0.5 }); self.occupied = false; self.tower = null; // For highlighting self.highlight = function (on) { tileAsset.tint = on ? 0x2ecc40 : 0xbdc3c7; }; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); // Attach bullet asset (small yellow box) var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.target = null; self.damage = 5; self.speed = 24; self.update = function () { if (!self.target || self.target.health <= 0 || self.target.reachedBase) { self.destroyed = true; return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 32) { // Hit self.target.takeDamage(self.damage); self.destroyed = true; return; } var moveDist = Math.min(self.speed, dist); self.x += dx / dist * moveDist; self.y += dy / dist * moveDist; }; return self; }); // Enemy (Creep) class var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy asset (ellipse, purple) var enemyAsset = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Enemy stats self.maxHealth = 10 + (currentWave - 1) * 5; self.health = self.maxHealth; self.speed = 2 + (currentWave - 1) * 0.2; // Slightly faster each wave self.reward = 5 + (currentWave - 1) * 2; // Path progress self.pathIndex = 0; self.pathProgress = 0; // For hit flash self.isFlashing = false; // Move along path self.update = function () { if (self.pathIndex >= path.length - 1) return; var from = path[self.pathIndex]; var to = path[self.pathIndex + 1]; var dx = to.x - from.x; var dy = to.y - from.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) { self.pathIndex++; self.pathProgress = 0; return; } var moveDist = self.speed; self.pathProgress += moveDist; if (self.pathProgress >= dist) { self.pathIndex++; self.pathProgress = 0; if (self.pathIndex >= path.length - 1) { // Reached end self.x = to.x; self.y = to.y; self.reachedBase = true; return; } } var t = self.pathProgress / dist; self.x = from.x + dx * t; self.y = from.y + dy * t; }; // Take damage self.takeDamage = function (dmg) { self.health -= dmg; if (!self.isFlashing) { self.isFlashing = true; tween(enemyAsset, { tint: 0xffffff }, { duration: 80, onFinish: function onFinish() { tween(enemyAsset, { tint: 0x8e44ad }, { duration: 120, onFinish: function onFinish() { self.isFlashing = false; } }); } }); } }; return self; }); // Tower class var Tower = Container.expand(function () { var self = Container.call(this); // Attach tower asset (box, blue) var towerAsset = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); // Tower stats self.level = 1; self.range = 320; self.damage = 5; self.fireRate = 60; // frames per shot self.cooldown = 0; // For upgrade flash self.isFlashing = false; // Show range circle (for placement) self.rangeCircle = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.15 }); self.rangeCircle.width = self.range * 2; self.rangeCircle.height = self.range * 2; self.rangeCircle.visible = false; // Upgrade tower self.upgrade = function () { if (self.level >= 3) return false; self.level++; self.damage += 5; self.range += 40; self.fireRate = Math.max(30, self.fireRate - 10); self.rangeCircle.width = self.range * 2; self.rangeCircle.height = self.range * 2; // Flash for upgrade if (!self.isFlashing) { self.isFlashing = true; tween(towerAsset, { tint: 0xffff00 }, { duration: 120, onFinish: function onFinish() { tween(towerAsset, { tint: 0x3498db }, { duration: 180, onFinish: function onFinish() { self.isFlashing = false; } }); } }); } return true; }; // Tower attack logic self.update = function () { if (self.cooldown > 0) { self.cooldown--; return; } // Find nearest enemy in range var nearest = null; var minDist = 99999; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; var dx = e.x - self.x; var dy = e.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= self.range && dist < minDist) { nearest = e; minDist = dist; } } if (nearest) { // Shoot var b = new Bullet(); b.x = self.x; b.y = self.y; b.target = nearest; b.damage = self.damage; b.speed = 24; b.lastX = b.x; b.lastY = b.y; bullets.push(b); game.addChild(b); self.cooldown = self.fireRate; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf5f6fa }); /**** * Game Code ****/ // Path definition (array of {x, y}), from top left to bottom right var path = [{ x: 180, y: 300 }, { x: 180, y: 1200 }, { x: 800, y: 1200 }, { x: 800, y: 2000 }, { x: 1800, y: 2000 }, { x: 1800, y: 2600 }]; // Buildable tile positions (not on path) var buildTilePositions = [{ x: 500, y: 600 }, { x: 1100, y: 800 }, { x: 400, y: 1600 }, { x: 1200, y: 1500 }, { x: 1700, y: 1000 }, { x: 1500, y: 2200 }, { x: 900, y: 2100 }]; // Global game state var enemies = []; var towers = []; var bullets = []; var buildTiles = []; var baseHealth = 10; var knowledgePoints = 30; var currentWave = 1; var maxWaves = 10; var waveInProgress = false; var waveTimer = null; var spawnIndex = 0; var spawnDelay = 40; // frames between spawns var enemiesToSpawn = 0; var selectedTile = null; // Asset initialization // Draw path (for visual reference) for (var i = 0; i < path.length - 1; i++) { var from = path[i]; var to = path[i + 1]; var dx = to.x - from.x; var dy = to.y - from.y; var dist = Math.sqrt(dx * dx + dy * dy); var steps = Math.floor(dist / 40); for (var s = 0; s <= steps; s++) { var t = s / steps; var px = from.x + dx * t; var py = from.y + dy * t; var node = LK.getAsset('pathDot', { anchorX: 0.5, anchorY: 0.5, width: 32, height: 32, color: 0x7f8c8d, shape: 'ellipse' }); node.x = px; node.y = py; game.addChild(node); } } // Place buildable tiles for (var i = 0; i < buildTilePositions.length; i++) { var pos = buildTilePositions[i]; var tile = new BuildTile(); tile.x = pos.x; tile.y = pos.y; buildTiles.push(tile); game.addChild(tile); } // Base indicator (ellipse, red) var baseNode = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5, width: 160, height: 160, color: 0xe74c3c, shape: 'ellipse' }); baseNode.x = path[path.length - 1].x; baseNode.y = path[path.length - 1].y; game.addChild(baseNode); // GUI: Knowledge Points var kpTxt = new Text2('KP: ' + knowledgePoints, { size: 90, fill: 0x222222 }); kpTxt.anchor.set(0.5, 0); LK.gui.top.addChild(kpTxt); // GUI: Base Health var healthTxt = new Text2('Base: ' + baseHealth, { size: 90, fill: 0xE74C3C }); healthTxt.anchor.set(0.5, 0); LK.gui.topRight.addChild(healthTxt); // GUI: Wave var waveTxt = new Text2('Wave: ' + currentWave + '/' + maxWaves, { size: 90, fill: 0x2980B9 }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); // GUI: Next Wave Button var nextWaveBtn = new Text2('▶ Next Wave', { size: 90, fill: 0x27AE60 }); nextWaveBtn.anchor.set(0.5, 0); LK.gui.bottom.addChild(nextWaveBtn); // Show/hide next wave button function setNextWaveBtnVisible(visible) { nextWaveBtn.visible = visible; } setNextWaveBtnVisible(true); // Start next wave function startWave() { if (waveInProgress || currentWave > maxWaves) return; waveInProgress = true; setNextWaveBtnVisible(false); enemiesToSpawn = 6 + currentWave * 2; spawnIndex = 0; } // Next wave button event nextWaveBtn.down = function (x, y, obj) { if (!waveInProgress && currentWave <= maxWaves) { startWave(); } }; // Build/upgrade tower on tile function tryBuildOrUpgrade(tile) { if (tile.occupied) { // Try upgrade if (tile.tower.level < 3) { var upgradeCost = 20 + tile.tower.level * 15; if (knowledgePoints >= upgradeCost) { knowledgePoints -= upgradeCost; tile.tower.upgrade(); kpTxt.setText('KP: ' + knowledgePoints); } } } else { // Build new tower var buildCost = 20; if (knowledgePoints >= buildCost) { knowledgePoints -= buildCost; var tower = new Tower(); tower.x = tile.x; tower.y = tile.y; towers.push(tower); game.addChild(tower); tile.occupied = true; tile.tower = tower; kpTxt.setText('KP: ' + knowledgePoints); } } } // Highlight build tiles on touch game.down = function (x, y, obj) { // Convert to game coordinates for (var i = 0; i < buildTiles.length; i++) { var tile = buildTiles[i]; var dx = x - tile.x; var dy = y - tile.y; if (dx * dx + dy * dy < 70 * 70) { // Select this tile if (selectedTile && selectedTile !== tile) { selectedTile.highlight(false); if (selectedTile.tower) selectedTile.tower.rangeCircle.visible = false; } selectedTile = tile; tile.highlight(true); if (tile.tower) { tile.tower.rangeCircle.visible = true; } else { // Show a temp range circle for new tower if (!tile.tempRange) { tile.tempRange = LK.getAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.12 }); tile.tempRange.width = 640; tile.tempRange.height = 640; tile.tempRange.x = tile.x; tile.tempRange.y = tile.y; game.addChild(tile.tempRange); } tile.tempRange.visible = true; } return; } } // If tap on selected tile, build/upgrade if (selectedTile) { var dx = x - selectedTile.x; var dy = y - selectedTile.y; if (dx * dx + dy * dy < 70 * 70) { tryBuildOrUpgrade(selectedTile); } // Hide highlight and range selectedTile.highlight(false); if (selectedTile.tower) selectedTile.tower.rangeCircle.visible = false; if (selectedTile.tempRange) selectedTile.tempRange.visible = false; selectedTile = null; } }; // Remove highlight/range on up game.up = function (x, y, obj) { if (selectedTile) { selectedTile.highlight(false); if (selectedTile.tower) selectedTile.tower.rangeCircle.visible = false; if (selectedTile.tempRange) selectedTile.tempRange.visible = false; selectedTile = null; } }; // Main game update game.update = function () { // Spawn enemies for wave if (waveInProgress && enemiesToSpawn > 0 && LK.ticks % spawnDelay === 0) { var enemy = new Enemy(); enemy.x = path[0].x; enemy.y = path[0].y; enemy.pathIndex = 0; enemy.pathProgress = 0; enemies.push(enemy); game.addChild(enemy); enemiesToSpawn--; } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); if (e.health <= 0) { // Enemy defeated knowledgePoints += e.reward; kpTxt.setText('KP: ' + knowledgePoints); e.destroy(); enemies.splice(i, 1); } else if (e.reachedBase) { // Enemy reached base baseHealth--; healthTxt.setText('Base: ' + baseHealth); e.destroy(); enemies.splice(i, 1); LK.effects.flashScreen(0xe74c3c, 400); if (baseHealth <= 0) { LK.showGameOver(); return; } } } // Update towers for (var i = 0; i < towers.length; i++) { towers[i].update(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); if (b.destroyed) { b.destroy(); bullets.splice(i, 1); } } // End wave if all enemies defeated and none left to spawn if (waveInProgress && enemies.length === 0 && enemiesToSpawn === 0) { waveInProgress = false; currentWave++; if (currentWave > maxWaves) { LK.showYouWin(); return; } waveTxt.setText('Wave: ' + currentWave + '/' + maxWaves); setNextWaveBtnVisible(true); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,529 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// BuildTile class (for tower placement)
+var BuildTile = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach tile asset (box, light gray)
+ var tileAsset = self.attachAsset('buildTile', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.occupied = false;
+ self.tower = null;
+ // For highlighting
+ self.highlight = function (on) {
+ tileAsset.tint = on ? 0x2ecc40 : 0xbdc3c7;
+ };
+ return self;
+});
+// Bullet class
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach bullet asset (small yellow box)
+ var bulletAsset = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.target = null;
+ self.damage = 5;
+ self.speed = 24;
+ self.update = function () {
+ if (!self.target || self.target.health <= 0 || self.target.reachedBase) {
+ self.destroyed = true;
+ return;
+ }
+ var dx = self.target.x - self.x;
+ var dy = self.target.y - self.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < 32) {
+ // Hit
+ self.target.takeDamage(self.damage);
+ self.destroyed = true;
+ return;
+ }
+ var moveDist = Math.min(self.speed, dist);
+ self.x += dx / dist * moveDist;
+ self.y += dy / dist * moveDist;
+ };
+ return self;
+});
+// Enemy (Creep) class
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach enemy asset (ellipse, purple)
+ var enemyAsset = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Enemy stats
+ self.maxHealth = 10 + (currentWave - 1) * 5;
+ self.health = self.maxHealth;
+ self.speed = 2 + (currentWave - 1) * 0.2; // Slightly faster each wave
+ self.reward = 5 + (currentWave - 1) * 2;
+ // Path progress
+ self.pathIndex = 0;
+ self.pathProgress = 0;
+ // For hit flash
+ self.isFlashing = false;
+ // Move along path
+ self.update = function () {
+ if (self.pathIndex >= path.length - 1) return;
+ var from = path[self.pathIndex];
+ var to = path[self.pathIndex + 1];
+ var dx = to.x - from.x;
+ var dy = to.y - from.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist === 0) {
+ self.pathIndex++;
+ self.pathProgress = 0;
+ return;
+ }
+ var moveDist = self.speed;
+ self.pathProgress += moveDist;
+ if (self.pathProgress >= dist) {
+ self.pathIndex++;
+ self.pathProgress = 0;
+ if (self.pathIndex >= path.length - 1) {
+ // Reached end
+ self.x = to.x;
+ self.y = to.y;
+ self.reachedBase = true;
+ return;
+ }
+ }
+ var t = self.pathProgress / dist;
+ self.x = from.x + dx * t;
+ self.y = from.y + dy * t;
+ };
+ // Take damage
+ self.takeDamage = function (dmg) {
+ self.health -= dmg;
+ if (!self.isFlashing) {
+ self.isFlashing = true;
+ tween(enemyAsset, {
+ tint: 0xffffff
+ }, {
+ duration: 80,
+ onFinish: function onFinish() {
+ tween(enemyAsset, {
+ tint: 0x8e44ad
+ }, {
+ duration: 120,
+ onFinish: function onFinish() {
+ self.isFlashing = false;
+ }
+ });
+ }
+ });
+ }
+ };
+ return self;
+});
+// Tower class
+var Tower = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach tower asset (box, blue)
+ var towerAsset = self.attachAsset('tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Tower stats
+ self.level = 1;
+ self.range = 320;
+ self.damage = 5;
+ self.fireRate = 60; // frames per shot
+ self.cooldown = 0;
+ // For upgrade flash
+ self.isFlashing = false;
+ // Show range circle (for placement)
+ self.rangeCircle = self.attachAsset('rangeCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.15
+ });
+ self.rangeCircle.width = self.range * 2;
+ self.rangeCircle.height = self.range * 2;
+ self.rangeCircle.visible = false;
+ // Upgrade tower
+ self.upgrade = function () {
+ if (self.level >= 3) return false;
+ self.level++;
+ self.damage += 5;
+ self.range += 40;
+ self.fireRate = Math.max(30, self.fireRate - 10);
+ self.rangeCircle.width = self.range * 2;
+ self.rangeCircle.height = self.range * 2;
+ // Flash for upgrade
+ if (!self.isFlashing) {
+ self.isFlashing = true;
+ tween(towerAsset, {
+ tint: 0xffff00
+ }, {
+ duration: 120,
+ onFinish: function onFinish() {
+ tween(towerAsset, {
+ tint: 0x3498db
+ }, {
+ duration: 180,
+ onFinish: function onFinish() {
+ self.isFlashing = false;
+ }
+ });
+ }
+ });
+ }
+ return true;
+ };
+ // Tower attack logic
+ self.update = function () {
+ if (self.cooldown > 0) {
+ self.cooldown--;
+ return;
+ }
+ // Find nearest enemy in range
+ var nearest = null;
+ var minDist = 99999;
+ for (var i = 0; i < enemies.length; i++) {
+ var e = enemies[i];
+ var dx = e.x - self.x;
+ var dy = e.y - self.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist <= self.range && dist < minDist) {
+ nearest = e;
+ minDist = dist;
+ }
+ }
+ if (nearest) {
+ // Shoot
+ var b = new Bullet();
+ b.x = self.x;
+ b.y = self.y;
+ b.target = nearest;
+ b.damage = self.damage;
+ b.speed = 24;
+ b.lastX = b.x;
+ b.lastY = b.y;
+ bullets.push(b);
+ game.addChild(b);
+ self.cooldown = self.fireRate;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0xf5f6fa
+});
+
+/****
+* Game Code
+****/
+// Path definition (array of {x, y}), from top left to bottom right
+var path = [{
+ x: 180,
+ y: 300
+}, {
+ x: 180,
+ y: 1200
+}, {
+ x: 800,
+ y: 1200
+}, {
+ x: 800,
+ y: 2000
+}, {
+ x: 1800,
+ y: 2000
+}, {
+ x: 1800,
+ y: 2600
+}];
+// Buildable tile positions (not on path)
+var buildTilePositions = [{
+ x: 500,
+ y: 600
+}, {
+ x: 1100,
+ y: 800
+}, {
+ x: 400,
+ y: 1600
+}, {
+ x: 1200,
+ y: 1500
+}, {
+ x: 1700,
+ y: 1000
+}, {
+ x: 1500,
+ y: 2200
+}, {
+ x: 900,
+ y: 2100
+}];
+// Global game state
+var enemies = [];
+var towers = [];
+var bullets = [];
+var buildTiles = [];
+var baseHealth = 10;
+var knowledgePoints = 30;
+var currentWave = 1;
+var maxWaves = 10;
+var waveInProgress = false;
+var waveTimer = null;
+var spawnIndex = 0;
+var spawnDelay = 40; // frames between spawns
+var enemiesToSpawn = 0;
+var selectedTile = null;
+// Asset initialization
+// Draw path (for visual reference)
+for (var i = 0; i < path.length - 1; i++) {
+ var from = path[i];
+ var to = path[i + 1];
+ var dx = to.x - from.x;
+ var dy = to.y - from.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ var steps = Math.floor(dist / 40);
+ for (var s = 0; s <= steps; s++) {
+ var t = s / steps;
+ var px = from.x + dx * t;
+ var py = from.y + dy * t;
+ var node = LK.getAsset('pathDot', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 32,
+ height: 32,
+ color: 0x7f8c8d,
+ shape: 'ellipse'
+ });
+ node.x = px;
+ node.y = py;
+ game.addChild(node);
+ }
+}
+// Place buildable tiles
+for (var i = 0; i < buildTilePositions.length; i++) {
+ var pos = buildTilePositions[i];
+ var tile = new BuildTile();
+ tile.x = pos.x;
+ tile.y = pos.y;
+ buildTiles.push(tile);
+ game.addChild(tile);
+}
+// Base indicator (ellipse, red)
+var baseNode = LK.getAsset('base', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 160,
+ height: 160,
+ color: 0xe74c3c,
+ shape: 'ellipse'
+});
+baseNode.x = path[path.length - 1].x;
+baseNode.y = path[path.length - 1].y;
+game.addChild(baseNode);
+// GUI: Knowledge Points
+var kpTxt = new Text2('KP: ' + knowledgePoints, {
+ size: 90,
+ fill: 0x222222
+});
+kpTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(kpTxt);
+// GUI: Base Health
+var healthTxt = new Text2('Base: ' + baseHealth, {
+ size: 90,
+ fill: 0xE74C3C
+});
+healthTxt.anchor.set(0.5, 0);
+LK.gui.topRight.addChild(healthTxt);
+// GUI: Wave
+var waveTxt = new Text2('Wave: ' + currentWave + '/' + maxWaves, {
+ size: 90,
+ fill: 0x2980B9
+});
+waveTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(waveTxt);
+// GUI: Next Wave Button
+var nextWaveBtn = new Text2('▶ Next Wave', {
+ size: 90,
+ fill: 0x27AE60
+});
+nextWaveBtn.anchor.set(0.5, 0);
+LK.gui.bottom.addChild(nextWaveBtn);
+// Show/hide next wave button
+function setNextWaveBtnVisible(visible) {
+ nextWaveBtn.visible = visible;
+}
+setNextWaveBtnVisible(true);
+// Start next wave
+function startWave() {
+ if (waveInProgress || currentWave > maxWaves) return;
+ waveInProgress = true;
+ setNextWaveBtnVisible(false);
+ enemiesToSpawn = 6 + currentWave * 2;
+ spawnIndex = 0;
+}
+// Next wave button event
+nextWaveBtn.down = function (x, y, obj) {
+ if (!waveInProgress && currentWave <= maxWaves) {
+ startWave();
+ }
+};
+// Build/upgrade tower on tile
+function tryBuildOrUpgrade(tile) {
+ if (tile.occupied) {
+ // Try upgrade
+ if (tile.tower.level < 3) {
+ var upgradeCost = 20 + tile.tower.level * 15;
+ if (knowledgePoints >= upgradeCost) {
+ knowledgePoints -= upgradeCost;
+ tile.tower.upgrade();
+ kpTxt.setText('KP: ' + knowledgePoints);
+ }
+ }
+ } else {
+ // Build new tower
+ var buildCost = 20;
+ if (knowledgePoints >= buildCost) {
+ knowledgePoints -= buildCost;
+ var tower = new Tower();
+ tower.x = tile.x;
+ tower.y = tile.y;
+ towers.push(tower);
+ game.addChild(tower);
+ tile.occupied = true;
+ tile.tower = tower;
+ kpTxt.setText('KP: ' + knowledgePoints);
+ }
+ }
+}
+// Highlight build tiles on touch
+game.down = function (x, y, obj) {
+ // Convert to game coordinates
+ for (var i = 0; i < buildTiles.length; i++) {
+ var tile = buildTiles[i];
+ var dx = x - tile.x;
+ var dy = y - tile.y;
+ if (dx * dx + dy * dy < 70 * 70) {
+ // Select this tile
+ if (selectedTile && selectedTile !== tile) {
+ selectedTile.highlight(false);
+ if (selectedTile.tower) selectedTile.tower.rangeCircle.visible = false;
+ }
+ selectedTile = tile;
+ tile.highlight(true);
+ if (tile.tower) {
+ tile.tower.rangeCircle.visible = true;
+ } else {
+ // Show a temp range circle for new tower
+ if (!tile.tempRange) {
+ tile.tempRange = LK.getAsset('rangeCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.12
+ });
+ tile.tempRange.width = 640;
+ tile.tempRange.height = 640;
+ tile.tempRange.x = tile.x;
+ tile.tempRange.y = tile.y;
+ game.addChild(tile.tempRange);
+ }
+ tile.tempRange.visible = true;
+ }
+ return;
+ }
+ }
+ // If tap on selected tile, build/upgrade
+ if (selectedTile) {
+ var dx = x - selectedTile.x;
+ var dy = y - selectedTile.y;
+ if (dx * dx + dy * dy < 70 * 70) {
+ tryBuildOrUpgrade(selectedTile);
+ }
+ // Hide highlight and range
+ selectedTile.highlight(false);
+ if (selectedTile.tower) selectedTile.tower.rangeCircle.visible = false;
+ if (selectedTile.tempRange) selectedTile.tempRange.visible = false;
+ selectedTile = null;
+ }
+};
+// Remove highlight/range on up
+game.up = function (x, y, obj) {
+ if (selectedTile) {
+ selectedTile.highlight(false);
+ if (selectedTile.tower) selectedTile.tower.rangeCircle.visible = false;
+ if (selectedTile.tempRange) selectedTile.tempRange.visible = false;
+ selectedTile = null;
+ }
+};
+// Main game update
+game.update = function () {
+ // Spawn enemies for wave
+ if (waveInProgress && enemiesToSpawn > 0 && LK.ticks % spawnDelay === 0) {
+ var enemy = new Enemy();
+ enemy.x = path[0].x;
+ enemy.y = path[0].y;
+ enemy.pathIndex = 0;
+ enemy.pathProgress = 0;
+ enemies.push(enemy);
+ game.addChild(enemy);
+ enemiesToSpawn--;
+ }
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var e = enemies[i];
+ e.update();
+ if (e.health <= 0) {
+ // Enemy defeated
+ knowledgePoints += e.reward;
+ kpTxt.setText('KP: ' + knowledgePoints);
+ e.destroy();
+ enemies.splice(i, 1);
+ } else if (e.reachedBase) {
+ // Enemy reached base
+ baseHealth--;
+ healthTxt.setText('Base: ' + baseHealth);
+ e.destroy();
+ enemies.splice(i, 1);
+ LK.effects.flashScreen(0xe74c3c, 400);
+ if (baseHealth <= 0) {
+ LK.showGameOver();
+ return;
+ }
+ }
+ }
+ // Update towers
+ for (var i = 0; i < towers.length; i++) {
+ towers[i].update();
+ }
+ // Update bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var b = bullets[i];
+ b.update();
+ if (b.destroyed) {
+ b.destroy();
+ bullets.splice(i, 1);
+ }
+ }
+ // End wave if all enemies defeated and none left to spawn
+ if (waveInProgress && enemies.length === 0 && enemiesToSpawn === 0) {
+ waveInProgress = false;
+ currentWave++;
+ if (currentWave > maxWaves) {
+ LK.showYouWin();
+ return;
+ }
+ waveTxt.setText('Wave: ' + currentWave + '/' + maxWaves);
+ setNextWaveBtnVisible(true);
+ }
+};
\ No newline at end of file