User prompt
add bullets for each tower indivuadly ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
delete the effect and add new bullets for every tower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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chance shock_effect with chain_lightning ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add mine for mine tower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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dont use electri_spark , only chain_lightning for electrotower AS line to opponent for short time ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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dont use elctricle_park asset only chain_lightning AS line to opponent ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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use chain_lightning effect for electrick schock effekt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add effect assets
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infinite gold for test
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'children')' in or related to this line: 'tween(self.targetEnemy.children[0], {' Line Number: 134 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add new effects and ammunition to tower , first tower recevies normal ammunition , second tower a bomb efect, tirth tower a normal ammunition, the fourth tower recives fire effect and can attact 2 opponent same time , fifth tower recives ice effect , and sixth towerrecives electroschock effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
We simply create new tower types. The first tower is a basic tower with normal shots, the second tower is a more advanced tower with shots like mines or bombs, the third tower is a sniper tower for long-range shots, the fourth tower is a short-range fire tower, the fifth tower is an ice tower for slowing down, and the sixth tower is an electroshock tower.
User prompt
plese chance rapid sniper splash slow and poison icons whit real guns
Remix started
Copy Tower Defense Template
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type with enhanced visuals if (self.type === 'mines') { // Create enhanced bomb explosion effect with screen shake var explosionEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'explosion'); game.addChild(explosionEffect); // Add bomb explosion screen shake effect tween(game, { x: game.x + 5 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: game.x - 10 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 50, easing: tween.easeOut }); } }); } }); // Mine explosion damage to nearby enemies var explosionRadius = CELL_SIZE * 1.8; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var explosionDx = otherEnemy.x - self.targetEnemy.x; var explosionDy = otherEnemy.y - self.targetEnemy.y; var explosionDistance = Math.sqrt(explosionDx * explosionDx + explosionDy * explosionDy); if (explosionDistance <= explosionRadius) { // Apply explosion damage (60% of original damage) otherEnemy.health -= self.damage * 0.6; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'fire') { // Create enhanced fire effect with multiple burning stages var fireEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'fire'); game.addChild(fireEffect); // Add fire spreading visual effect tween(fireEffect, { scaleX: 2, scaleY: 2, alpha: 0.5 }, { duration: 300, easing: tween.easeOut }); // Fire damage over time effect with enhanced visuals if (!self.targetEnemy.isImmune) { self.targetEnemy.burning = true; self.targetEnemy.burnDamage = self.damage * 0.3; // 30% of original damage per tick self.targetEnemy.burnDuration = 240; // 4 seconds at 60 FPS // Add fire flickering effect to enemy if (self.targetEnemy && self.targetEnemy.children && self.targetEnemy.children[0]) { tween(self.targetEnemy.children[0], { tint: 0xFF4444 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { if (self.targetEnemy && self.targetEnemy.children && self.targetEnemy.children[0]) { tween(self.targetEnemy.children[0], { tint: 0xFF0000 }, { duration: 100, easing: tween.easeInOut }); } } }); } } } else if (self.type === 'ice') { // Prevent ice effect on immune enemies if (!self.targetEnemy.isImmune) { // Create enhanced ice crystallization effect var iceEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'ice'); game.addChild(iceEffect); // Add ice formation animation tween(iceEffect, { scaleX: 1.5, scaleY: 1.5, rotation: Math.PI / 6 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(iceEffect, { alpha: 0.8 }, { duration: 300, easing: tween.easeIn }); } }); // Add freezing visual effect to enemy if (self.targetEnemy && self.targetEnemy.children && self.targetEnemy.children[0]) { tween(self.targetEnemy.children[0], { tint: 0x4444FF, scaleX: 0.95, scaleY: 0.95 }, { duration: 200, easing: tween.easeOut }); } // Apply freeze effect // Make freeze percentage scale with tower level (default 60%, up to 85% at max level) var freezePct = 0.6; if (self.sourceTowerLevel !== undefined) { // Scale: 60% at level 1, 65% at 2, 70% at 3, 75% at 4, 80% at 5, 85% at 6 var freezeLevels = [0.6, 0.65, 0.7, 0.75, 0.8, 0.85]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); freezePct = freezeLevels[idx]; } if (!self.targetEnemy.frozen) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - freezePct; // Freeze by X% self.targetEnemy.frozen = true; self.targetEnemy.freezeDuration = 200; // 3.3 seconds at 60 FPS } else { self.targetEnemy.freezeDuration = 200; // Reset duration } } } else if (self.type === 'electroshock') { // Chain lightning to nearby enemies var chainRadius = CELL_SIZE * 2; var chainTargets = []; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var chainDx = otherEnemy.x - self.targetEnemy.x; var chainDy = otherEnemy.y - self.targetEnemy.y; var chainDistance = Math.sqrt(chainDx * chainDx + chainDy * chainDy); if (chainDistance <= chainRadius && chainTargets.length < 3) { chainTargets.push(otherEnemy); } } } // Apply enhanced chain damage with visual lightning connections for (var i = 0; i < chainTargets.length; i++) { var chainTarget = chainTargets[i]; chainTarget.health -= self.damage * 0.4; if (chainTarget.health <= 0) { chainTarget.health = 0; } else { chainTarget.healthBar.width = chainTarget.health / chainTarget.maxHealth * 70; } // Create enhanced chain lightning effect using chain_lightning asset var lightningEffect = game.attachAsset('chain_lightning', { anchorX: 0.5, anchorY: 0 }); // Position the lightning between main target and chain target var midX = (self.targetEnemy.x + chainTarget.x) / 2; var midY = (self.targetEnemy.y + chainTarget.y) / 2; lightningEffect.x = midX; lightningEffect.y = midY; // Calculate angle between targets var angleToTarget = Math.atan2(chainTarget.y - self.targetEnemy.y, chainTarget.x - self.targetEnemy.x); lightningEffect.rotation = angleToTarget - Math.PI / 2; // Adjust for asset orientation // Scale lightning to match distance var lightningDistance = Math.sqrt((chainTarget.x - self.targetEnemy.x) * (chainTarget.x - self.targetEnemy.x) + (chainTarget.y - self.targetEnemy.y) * (chainTarget.y - self.targetEnemy.y)); lightningEffect.scaleY = lightningDistance / 150; // Scale to match distance lightningEffect.alpha = 0.9; lightningEffect.tint = 0xFFFF00; // Animate lightning appearance and disappearance for short time tween(lightningEffect, { alpha: 1 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(lightningEffect, { alpha: 0 }, { duration: 100, easing: tween.easeIn, onFinish: function onFinish() { if (lightningEffect.parent) { game.removeChild(lightningEffect); } } }); } }); } } else if (self.type === 'sniper') { // Create enhanced sniper critical hit effect var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); // Add sniper impact animation with recoil effect tween(sniperEffect, { scaleX: 2, scaleY: 2, alpha: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(sniperEffect, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 200, easing: tween.easeIn }); } }); // Add critical hit recoil to enemy if (self.targetEnemy && self.targetEnemy.children && self.targetEnemy.children[0]) { tween(self.targetEnemy.children[0], { scaleX: 0.9, scaleY: 0.9, tint: 0xFF5500 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { if (self.targetEnemy && self.targetEnemy.children && self.targetEnemy.children[0]) { tween(self.targetEnemy.children[0], { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 120, easing: tween.elasticOut }); } } }); } } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics; var assetId = 'rangeCircle'; // fallback switch (type) { case 'explosion': assetId = 'explosion_effect'; break; case 'fire': assetId = 'fire_effect'; break; case 'ice': assetId = 'ice_effect'; break; case 'shock': assetId = 'shock_effect'; break; case 'sniper': assetId = 'sniper_effect'; break; } effectGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; effectGraphics.alpha = 0.7; self.alpha = 0; // Add additional visual effects based on type switch (type) { case 'explosion': // Add multiple explosion particles for (var i = 0; i < 5; i++) { var particle = self.attachAsset('explosion_effect', { anchorX: 0.5, anchorY: 0.5 }); particle.width = particle.height = 30 + Math.random() * 40; particle.x = (Math.random() - 0.5) * 60; particle.y = (Math.random() - 0.5) * 60; particle.alpha = 0.6; tween(particle, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 400 + Math.random() * 200, easing: tween.easeOut }); } break; case 'fire': // Add fire trail particles for (var i = 0; i < 3; i++) { var trail = self.attachAsset('fire_trail', { anchorX: 0.5, anchorY: 0.5 }); trail.x = (Math.random() - 0.5) * 40; trail.y = (Math.random() - 0.5) * 40; trail.rotation = Math.random() * Math.PI * 2; tween(trail, { scaleX: 1.5, scaleY: 1.5, alpha: 0, y: trail.y - 30 }, { duration: 300, easing: tween.easeOut }); } break; case 'ice': // Add ice crystal particles for (var i = 0; i < 4; i++) { var crystal = self.attachAsset('ice_crystal', { anchorX: 0.5, anchorY: 0.5 }); crystal.x = (Math.random() - 0.5) * 50; crystal.y = (Math.random() - 0.5) * 50; crystal.rotation = Math.random() * Math.PI * 2; crystal.scaleX = crystal.scaleY = 0.5 + Math.random() * 0.5; tween(crystal, { rotation: crystal.rotation + Math.PI, alpha: 0, scaleX: crystal.scaleX * 2, scaleY: crystal.scaleY * 2 }, { duration: 500, easing: tween.easeOut }); } break; case 'shock': // No additional spark particles for shock effect - only use chain_lightning lines to opponents break; case 'sniper': // Add muzzle flash effect var flash = self.attachAsset('sniper_effect', { anchorX: 0.5, anchorY: 0.5 }); flash.scaleX = flash.scaleY = 1.5; flash.alpha = 1; tween(flash, { scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: 150, easing: tween.easeOut }); break; } // Animate the main effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be affected by any status effects, clear all effects self.frozen = false; self.freezeEffect = false; self.burning = false; self.burnEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle freeze effect if (self.frozen) { // Visual indication of frozen status if (!self.freezeEffect) { self.freezeEffect = true; } self.freezeDuration--; if (self.freezeDuration <= 0) { self.speed = self.originalSpeed; self.frozen = false; self.freezeEffect = false; // Only reset tint if not burning if (!self.burning) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle burning effect if (self.burning) { // Visual indication of burning status if (!self.burnEffect) { self.burnEffect = true; } // Apply burn damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.burnDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.burnDuration--; if (self.burnDuration <= 0) { self.burning = false; self.burnEffect = false; // Only reset tint if not frozen if (!self.frozen) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.burning && self.frozen) { // Combine fire (0xFF0000) and ice (0x00FFFF) colors // Create purple-ish color for both effects enemyGraphics.tint = 0x8000FF; } else if (self.burning) { enemyGraphics.tint = 0xFF4444; // Red tint for burning } else if (self.frozen) { enemyGraphics.tint = 0x4444FF; // Blue tint for frozen } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { cellType = 0; } } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } if (enemy.currentTarget) { if (cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Add gun icon for each tower type var gunAssetId = 'defense'; switch (self.towerType) { case 'basic': baseGraphics.tint = 0x888888; gunAssetId = 'gun_rapid'; break; case 'mines': baseGraphics.tint = 0x8B4513; gunAssetId = 'gun_splash'; break; case 'sniper': baseGraphics.tint = 0xFF5500; gunAssetId = 'gun_sniper'; break; case 'fire': baseGraphics.tint = 0xFF0000; gunAssetId = 'gun_poison'; break; case 'ice': baseGraphics.tint = 0x00FFFF; gunAssetId = 'gun_slow'; break; case 'electroshock': baseGraphics.tint = 0xFFFF00; gunAssetId = 'gun_rapid'; break; default: baseGraphics.tint = 0xAAAAAA; } // Add gun icon to the source tower var gunIcon = self.attachAsset(gunAssetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); gunIcon.y = -10; // Position slightly above center var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'basic': // Basic: base 3, +0.4 per level return (3 + (self.level - 1) * 0.4) * CELL_SIZE; case 'mines': // Mines: base 2.5, +0.3 per level (short range explosive) return (2.5 + (self.level - 1) * 0.3) * CELL_SIZE; case 'sniper': // Sniper: base 6, +1.0 per level, huge boost at max level if (self.level === self.maxLevel) { return 15 * CELL_SIZE; // Extremely long range for max level } return (6 + (self.level - 1) * 1.0) * CELL_SIZE; case 'fire': // Fire: base 2, +0.2 per level (very short range) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'ice': // Ice: base 3.5, +0.5 per level (slowing tower) return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'electroshock': // Electroshock: base 3, +0.4 per level return (3 + (self.level - 1) * 0.4) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'basic': self.fireRate = 60; self.damage = 10; self.range = 3 * CELL_SIZE; self.bulletSpeed = 5; break; case 'mines': self.fireRate = 90; self.damage = 20; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 4; break; case 'sniper': self.fireRate = 120; self.damage = 40; self.range = 6 * CELL_SIZE; self.bulletSpeed = 30; break; case 'fire': self.fireRate = 40; self.damage = 12; self.range = 2 * CELL_SIZE; self.bulletSpeed = 6; break; case 'ice': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'electroshock': self.fireRate = 45; self.damage = 15; self.range = 3 * CELL_SIZE; self.bulletSpeed = 8; break; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); switch (self.id) { case 'basic': baseGraphics.tint = 0x888888; break; case 'mines': baseGraphics.tint = 0x8B4513; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'fire': baseGraphics.tint = 0xFF0000; break; case 'ice': baseGraphics.tint = 0x00FFFF; break; case 'electroshock': baseGraphics.tint = 0xFFFF00; break; default: baseGraphics.tint = 0xAAAAAA; } var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunAssetId = 'defense'; switch (self.id) { case 'basic': gunAssetId = 'gun_rapid'; break; case 'mines': gunAssetId = 'gun_splash'; break; case 'sniper': gunAssetId = 'gun_sniper'; break; case 'fire': gunAssetId = 'gun_poison'; break; case 'ice': gunAssetId = 'gun_slow'; break; case 'electroshock': gunAssetId = 'gun_rapid'; break; } var gunGraphics = gunContainer.attachAsset(gunAssetId, { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'basic': towerLevelIndicator.tint = 0x888888; break; case 'mines': towerLevelIndicator.tint = 0x8B4513; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'fire': towerLevelIndicator.tint = 0xFF0000; break; case 'ice': towerLevelIndicator.tint = 0x00FFFF; break; case 'electroshock': towerLevelIndicator.tint = 0xFFFF00; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type switch (self.id) { case 'basic': if (self.level === self.maxLevel) { self.fireRate = Math.max(15, 60 - self.level * 15); self.damage = 10 + self.level * 15; self.bulletSpeed = 5 + self.level * 2; } else { self.fireRate = Math.max(30, 60 - self.level * 5); self.damage = 10 + self.level * 4; self.bulletSpeed = 5 + self.level * 0.5; } break; case 'mines': if (self.level === self.maxLevel) { self.fireRate = Math.max(20, 90 - self.level * 20); self.damage = 20 + self.level * 25; self.bulletSpeed = 4 + self.level * 1.5; } else { self.fireRate = Math.max(45, 90 - self.level * 8); self.damage = 20 + self.level * 8; self.bulletSpeed = 4 + self.level * 0.3; } break; case 'sniper': if (self.level === self.maxLevel) { self.fireRate = Math.max(30, 120 - self.level * 25); self.damage = 40 + self.level * 40; self.bulletSpeed = 30 + self.level * 5; } else { self.fireRate = Math.max(60, 120 - self.level * 10); self.damage = 40 + self.level * 12; self.bulletSpeed = 30 + self.level * 1; } break; case 'fire': if (self.level === self.maxLevel) { self.fireRate = Math.max(10, 40 - self.level * 8); self.damage = 12 + self.level * 18; self.bulletSpeed = 6 + self.level * 2; } else { self.fireRate = Math.max(20, 40 - self.level * 3); self.damage = 12 + self.level * 6; self.bulletSpeed = 6 + self.level * 0.4; } break; case 'ice': if (self.level === self.maxLevel) { self.fireRate = Math.max(15, 50 - self.level * 12); self.damage = 8 + self.level * 12; self.bulletSpeed = 5 + self.level * 1.5; } else { self.fireRate = Math.max(25, 50 - self.level * 4); self.damage = 8 + self.level * 4; self.bulletSpeed = 5 + self.level * 0.3; } break; case 'electroshock': if (self.level === self.maxLevel) { self.fireRate = Math.max(12, 45 - self.level * 10); self.damage = 15 + self.level * 20; self.bulletSpeed = 8 + self.level * 2.5; } else { self.fireRate = Math.max(25, 45 - self.level * 4); self.damage = 15 + self.level * 6; self.bulletSpeed = 8 + self.level * 0.5; } break; default: if (self.level === self.maxLevel) { self.fireRate = Math.max(15, 60 - self.level * 15); self.damage = 10 + self.level * 15; self.bulletSpeed = 5 + self.level * 2; } else { self.fireRate = Math.max(30, 60 - self.level * 5); self.damage = 10 + self.level * 4; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; // Handle special firing modes for different tower types switch (self.id) { case 'fire': // Fire tower can attack 2 enemies simultaneously var targets = []; targets.push(self.targetEnemy); // Find second target within range for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy !== self.targetEnemy && self.isInRange(enemy)) { targets.push(enemy); break; // Only add one additional target } } // Create bullets for all targets (up to 2) for (var t = 0; t < Math.min(targets.length, 2); t++) { var target = targets[t]; var bullet = new Bullet(bulletX, bulletY, target, self.damage, self.bulletSpeed); bullet.type = self.id; // Fire ammunition visual effect bullet.children[0].tint = 0xFF0000; bullet.children[0].width = 30; bullet.children[0].height = 30; // Add fire trail effect to bullet tween(bullet.children[0], { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeInOut }); tween(bullet.children[0], { alpha: 0.8 }, { duration: 150, easing: tween.easeOut }); game.addChild(bullet); bullets.push(bullet); target.bulletsTargetingThis.push(bullet); } break; default: // Standard single-target firing for other tower types var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); bullet.type = self.id; // For ice tower, pass level for scaling freeze effect if (self.id === 'ice') { bullet.sourceTowerLevel = self.level; } // Enhanced ammunition effects for each tower type switch (self.id) { case 'basic': // Normal ammunition bullet.children[0].tint = 0x888888; bullet.children[0].width = 25; bullet.children[0].height = 25; // Simple bullet trail effect tween(bullet.children[0], { alpha: 0.9 }, { duration: 100, easing: tween.easeOut }); break; case 'mines': // Use mine asset instead of bullet for mine tower game.removeChild(bullet); var mineBullet = new Container(); mineBullet.targetEnemy = bullet.targetEnemy; mineBullet.damage = bullet.damage; mineBullet.speed = bullet.speed; mineBullet.type = bullet.type; mineBullet.sourceTowerLevel = bullet.sourceTowerLevel; mineBullet.x = bulletX; mineBullet.y = bulletY; var mineGraphics = mineBullet.attachAsset('mine', { anchorX: 0.5, anchorY: 0.5 }); mineGraphics.tint = 0x8B4513; // Copy bullet update logic for mine mineBullet.update = function () { if (!mineBullet.targetEnemy || !mineBullet.targetEnemy.parent) { mineBullet.destroy(); return; } var dx = mineBullet.targetEnemy.x - mineBullet.x; var dy = mineBullet.targetEnemy.y - mineBullet.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < mineBullet.speed) { // Apply damage and effects (same as bullet logic) mineBullet.targetEnemy.health -= mineBullet.damage; if (mineBullet.targetEnemy.health <= 0) { mineBullet.targetEnemy.health = 0; } else { mineBullet.targetEnemy.healthBar.width = mineBullet.targetEnemy.health / mineBullet.targetEnemy.maxHealth * 70; } // Mine explosion effect var explosionEffect = new EffectIndicator(mineBullet.targetEnemy.x, mineBullet.targetEnemy.y, 'explosion'); game.addChild(explosionEffect); // Screen shake for mine explosion tween(game, { x: game.x + 5 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: game.x - 10 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 50, easing: tween.easeOut }); } }); } }); // Mine explosion damage to nearby enemies var explosionRadius = CELL_SIZE * 1.8; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== mineBullet.targetEnemy) { var explosionDx = otherEnemy.x - mineBullet.targetEnemy.x; var explosionDy = otherEnemy.y - mineBullet.targetEnemy.y; var explosionDistance = Math.sqrt(explosionDx * explosionDx + explosionDy * explosionDy); if (explosionDistance <= explosionRadius) { otherEnemy.health -= mineBullet.damage * 0.6; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } mineBullet.destroy(); } else { var angle = Math.atan2(dy, dx); mineBullet.x += Math.cos(angle) * mineBullet.speed; mineBullet.y += Math.sin(angle) * mineBullet.speed; } }; // Bomb pulsing effect on mine graphics tween(mineGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeInOut }); // Add rotation for spinning mine effect tween(mineGraphics, { rotation: Math.PI * 2 }, { duration: 500, easing: tween.linear }); game.addChild(mineBullet); bullets.push(mineBullet); self.targetEnemy.bulletsTargetingThis.push(mineBullet); break; case 'sniper': // Normal ammunition with trail effect bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; // High-speed sniper trail tween(bullet.children[0], { alpha: 0.7, scaleX: 1.5, scaleY: 0.5 }, { duration: 80, easing: tween.easeOut }); break; case 'ice': // Ice effect ammunition bullet.children[0].tint = 0x00FFFF; bullet.children[0].width = 30; bullet.children[0].height = 30; // Ice crystal shimmering effect tween(bullet.children[0], { alpha: 0.8, scaleX: 1.1, scaleY: 1.1 }, { duration: 250, easing: tween.easeInOut }); // Add ice sparkle effect tween(bullet, { rotation: Math.PI / 4 }, { duration: 200, easing: tween.easeOut }); break; case 'electroshock': // Electroshock effect ammunition bullet.children[0].tint = 0xFFFF00; bullet.children[0].width = 25; bullet.children[0].height = 25; // Electric crackling effect tween(bullet.children[0], { scaleX: 1.3, scaleY: 1.3, alpha: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(bullet.children[0], { scaleX: 0.8, scaleY: 0.8, alpha: 1 }, { duration: 100, easing: tween.easeIn }); } }); break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); break; } // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'basic': previewGraphics.tint = 0x888888; break; case 'mines': previewGraphics.tint = 0x8B4513; break; case 'sniper': previewGraphics.tint = 0xFF5500; break; case 'fire': previewGraphics.tint = 0xFF0000; break; case 'ice': previewGraphics.tint = 0x00FFFF; break; case 'electroshock': previewGraphics.tint = 0xFFFF00; break; default: previewGraphics.tint = 0xAAAAAA; } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setGold(value) { gold = 999999; // Infinite gold for testing updateUI(); } var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType) { var cost = 10; switch (towerType) { case 'basic': cost = 10; break; case 'mines': cost = 30; break; case 'sniper': cost = 40; break; case 'fire': cost = 25; break; case 'ice': cost = 35; break; case 'electroshock': cost = 50; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var towerTypes = ['basic', 'mines', 'sniper', 'fire', 'ice', 'electroshock']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -1855,27 +1855,109 @@
easing: tween.easeOut
});
break;
case 'mines':
- // Bomb effect ammunition
- bullet.children[0].tint = 0x8B4513;
- bullet.children[0].width = 35;
- bullet.children[0].height = 35;
- // Bomb pulsing effect
- tween(bullet.children[0], {
+ // Use mine asset instead of bullet for mine tower
+ game.removeChild(bullet);
+ var mineBullet = new Container();
+ mineBullet.targetEnemy = bullet.targetEnemy;
+ mineBullet.damage = bullet.damage;
+ mineBullet.speed = bullet.speed;
+ mineBullet.type = bullet.type;
+ mineBullet.sourceTowerLevel = bullet.sourceTowerLevel;
+ mineBullet.x = bulletX;
+ mineBullet.y = bulletY;
+ var mineGraphics = mineBullet.attachAsset('mine', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ mineGraphics.tint = 0x8B4513;
+ // Copy bullet update logic for mine
+ mineBullet.update = function () {
+ if (!mineBullet.targetEnemy || !mineBullet.targetEnemy.parent) {
+ mineBullet.destroy();
+ return;
+ }
+ var dx = mineBullet.targetEnemy.x - mineBullet.x;
+ var dy = mineBullet.targetEnemy.y - mineBullet.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < mineBullet.speed) {
+ // Apply damage and effects (same as bullet logic)
+ mineBullet.targetEnemy.health -= mineBullet.damage;
+ if (mineBullet.targetEnemy.health <= 0) {
+ mineBullet.targetEnemy.health = 0;
+ } else {
+ mineBullet.targetEnemy.healthBar.width = mineBullet.targetEnemy.health / mineBullet.targetEnemy.maxHealth * 70;
+ }
+ // Mine explosion effect
+ var explosionEffect = new EffectIndicator(mineBullet.targetEnemy.x, mineBullet.targetEnemy.y, 'explosion');
+ game.addChild(explosionEffect);
+ // Screen shake for mine explosion
+ tween(game, {
+ x: game.x + 5
+ }, {
+ duration: 50,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: game.x - 10
+ }, {
+ duration: 50,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(game, {
+ x: 0
+ }, {
+ duration: 50,
+ easing: tween.easeOut
+ });
+ }
+ });
+ }
+ });
+ // Mine explosion damage to nearby enemies
+ var explosionRadius = CELL_SIZE * 1.8;
+ for (var i = 0; i < enemies.length; i++) {
+ var otherEnemy = enemies[i];
+ if (otherEnemy !== mineBullet.targetEnemy) {
+ var explosionDx = otherEnemy.x - mineBullet.targetEnemy.x;
+ var explosionDy = otherEnemy.y - mineBullet.targetEnemy.y;
+ var explosionDistance = Math.sqrt(explosionDx * explosionDx + explosionDy * explosionDy);
+ if (explosionDistance <= explosionRadius) {
+ otherEnemy.health -= mineBullet.damage * 0.6;
+ if (otherEnemy.health <= 0) {
+ otherEnemy.health = 0;
+ } else {
+ otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70;
+ }
+ }
+ }
+ }
+ mineBullet.destroy();
+ } else {
+ var angle = Math.atan2(dy, dx);
+ mineBullet.x += Math.cos(angle) * mineBullet.speed;
+ mineBullet.y += Math.sin(angle) * mineBullet.speed;
+ }
+ };
+ // Bomb pulsing effect on mine graphics
+ tween(mineGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.easeInOut
});
- // Add rotation for spinning bomb effect
- tween(bullet.children[0], {
+ // Add rotation for spinning mine effect
+ tween(mineGraphics, {
rotation: Math.PI * 2
}, {
duration: 500,
easing: tween.linear
});
+ game.addChild(mineBullet);
+ bullets.push(mineBullet);
+ self.targetEnemy.bulletsTargetingThis.push(mineBullet);
break;
case 'sniper':
// Normal ammunition with trail effect
bullet.children[0].tint = 0xFF5500;
mine like bomb. In-Game asset. 2d. High contrast. No shadows
gun. In-Game asset. 2d. High contrast. No shadows
cloud. In-Game asset. 2d. High contrast. No shadows
Sniper rifle. In-Game asset. 2d. High contrast. No shadows
electricity pole without cable. In-Game asset. 2d. High contrast. No shadows
plane. from top side In-Game asset. 2d. High contrast. No shadows
military plane. from top side In-Game asset. 2d. High contrast. No shadows
spider. In-Game asset. 2d. High contrast. No shadows
black spider. In-Game asset. 2d. High contrast. No shadows
better quality
better quality
panzer from side
dragon from top. In-Game asset. 2d. High contrast. No shadows
solider with shield in hand. In-Game asset. 2d. High contrast. No shadows
solider from front. In-Game asset. 2d. High contrast. No shadows
giant solider with shield from front. In-Game asset. 2d. High contrast. No shadows