Spaces:
Running
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Add 2 files
Browse files- README.md +6 -4
- index.html +1430 -19
README.md
CHANGED
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---
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title:
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emoji:
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colorFrom:
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colorTo: blue
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sdk: static
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pinned: false
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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title: modded-tower-defense
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emoji: 🐳
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colorFrom: blue
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colorTo: blue
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sdk: static
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pinned: false
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tags:
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- deepsite
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---
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+
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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|
1 |
+
<!DOCTYPE html>
|
2 |
+
<html lang="en">
|
3 |
+
<head>
|
4 |
+
<meta charset="UTF-8">
|
5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
+
<title>Tower Defense Game</title>
|
7 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
8 |
+
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
|
9 |
+
<style>
|
10 |
+
#game-container {
|
11 |
+
position: relative;
|
12 |
+
width: 800px;
|
13 |
+
height: 600px;
|
14 |
+
background-color: #2d3748;
|
15 |
+
overflow: hidden;
|
16 |
+
}
|
17 |
+
|
18 |
+
.cell {
|
19 |
+
width: 40px;
|
20 |
+
height: 40px;
|
21 |
+
position: absolute;
|
22 |
+
border: 1px solid rgba(255, 255, 255, 0.1);
|
23 |
+
}
|
24 |
+
|
25 |
+
.path {
|
26 |
+
background-color: #4a5568;
|
27 |
+
}
|
28 |
+
|
29 |
+
.tower {
|
30 |
+
width: 36px;
|
31 |
+
height: 36px;
|
32 |
+
border-radius: 50%;
|
33 |
+
position: absolute;
|
34 |
+
display: flex;
|
35 |
+
justify-content: center;
|
36 |
+
align-items: center;
|
37 |
+
color: white;
|
38 |
+
font-weight: bold;
|
39 |
+
cursor: pointer;
|
40 |
+
z-index: 10;
|
41 |
+
}
|
42 |
+
|
43 |
+
.tower::after {
|
44 |
+
content: '';
|
45 |
+
position: absolute;
|
46 |
+
width: 80px;
|
47 |
+
height: 80px;
|
48 |
+
border-radius: 50%;
|
49 |
+
opacity: 0.2;
|
50 |
+
transform: translate(-50%, -50%);
|
51 |
+
top: 50%;
|
52 |
+
left: 50%;
|
53 |
+
}
|
54 |
+
|
55 |
+
.tower-1 {
|
56 |
+
background-color: #4299e1;
|
57 |
+
}
|
58 |
+
|
59 |
+
.tower-1::after {
|
60 |
+
background-color: #4299e1;
|
61 |
+
}
|
62 |
+
|
63 |
+
.tower-2 {
|
64 |
+
background-color: #f56565;
|
65 |
+
}
|
66 |
+
|
67 |
+
.tower-2::after {
|
68 |
+
background-color: #f56565;
|
69 |
+
}
|
70 |
+
|
71 |
+
.tower-3 {
|
72 |
+
background-color: #68d391;
|
73 |
+
}
|
74 |
+
|
75 |
+
.tower-3::after {
|
76 |
+
background-color: #68d391;
|
77 |
+
}
|
78 |
+
|
79 |
+
.tower-4 {
|
80 |
+
background-color: #9f7aea;
|
81 |
+
}
|
82 |
+
|
83 |
+
.tower-4::after {
|
84 |
+
background-color: #9f7aea;
|
85 |
+
}
|
86 |
+
|
87 |
+
.tower-5 {
|
88 |
+
background-color: #ed8936;
|
89 |
+
}
|
90 |
+
|
91 |
+
.tower-5::after {
|
92 |
+
background-color: #ed8936;
|
93 |
+
}
|
94 |
+
|
95 |
+
.tower-6 {
|
96 |
+
background-color: #f6e05e;
|
97 |
+
}
|
98 |
+
|
99 |
+
.tower-6::after {
|
100 |
+
background-color: #f6e05e;
|
101 |
+
}
|
102 |
+
|
103 |
+
.enemy {
|
104 |
+
width: 30px;
|
105 |
+
height: 30px;
|
106 |
+
border-radius: 50%;
|
107 |
+
position: absolute;
|
108 |
+
display: flex;
|
109 |
+
justify-content: center;
|
110 |
+
align-items: center;
|
111 |
+
color: white;
|
112 |
+
font-weight: bold;
|
113 |
+
z-index: 5;
|
114 |
+
transition: left 0.1s linear, top 0.1s linear;
|
115 |
+
}
|
116 |
+
|
117 |
+
.enemy-1 {
|
118 |
+
background-color: #ecc94b;
|
119 |
+
}
|
120 |
+
|
121 |
+
.enemy-2 {
|
122 |
+
background-color: #ed8936;
|
123 |
+
}
|
124 |
+
|
125 |
+
.enemy-3 {
|
126 |
+
background-color: #9f7aea;
|
127 |
+
}
|
128 |
+
|
129 |
+
.projectile {
|
130 |
+
position: absolute;
|
131 |
+
width: 8px;
|
132 |
+
height: 8px;
|
133 |
+
border-radius: 50%;
|
134 |
+
z-index: 8;
|
135 |
+
}
|
136 |
+
|
137 |
+
.projectile-1 {
|
138 |
+
background-color: #4299e1;
|
139 |
+
}
|
140 |
+
|
141 |
+
.projectile-2 {
|
142 |
+
background-color: #f56565;
|
143 |
+
}
|
144 |
+
|
145 |
+
.projectile-3 {
|
146 |
+
background-color: #68d391;
|
147 |
+
}
|
148 |
+
|
149 |
+
.projectile-4 {
|
150 |
+
background-color: #9f7aea;
|
151 |
+
}
|
152 |
+
|
153 |
+
.projectile-5 {
|
154 |
+
background-color: #ed8936;
|
155 |
+
}
|
156 |
+
|
157 |
+
.projectile-6 {
|
158 |
+
background-color: #f6e05e;
|
159 |
+
}
|
160 |
+
|
161 |
+
.range-indicator {
|
162 |
+
position: absolute;
|
163 |
+
border: 2px dashed rgba(255, 255, 255, 0.5);
|
164 |
+
border-radius: 50%;
|
165 |
+
transform: translate(-50%, -50%);
|
166 |
+
pointer-events: none;
|
167 |
+
z-index: 1;
|
168 |
+
}
|
169 |
+
|
170 |
+
#tower-menu {
|
171 |
+
position: absolute;
|
172 |
+
background-color: rgba(26, 32, 44, 0.9);
|
173 |
+
border-radius: 8px;
|
174 |
+
padding: 10px;
|
175 |
+
display: none;
|
176 |
+
z-index: 100;
|
177 |
+
min-width: 180px;
|
178 |
+
}
|
179 |
+
|
180 |
+
.health-bar {
|
181 |
+
height: 4px;
|
182 |
+
background-color: #48bb78;
|
183 |
+
position: absolute;
|
184 |
+
top: -8px;
|
185 |
+
left: 0;
|
186 |
+
width: 100%;
|
187 |
+
}
|
188 |
+
|
189 |
+
#game-over {
|
190 |
+
position: absolute;
|
191 |
+
top: 0;
|
192 |
+
left: 0;
|
193 |
+
width: 100%;
|
194 |
+
height: 100%;
|
195 |
+
background-color: rgba(0, 0, 0, 0.8);
|
196 |
+
display: none;
|
197 |
+
justify-content: center;
|
198 |
+
align-items: center;
|
199 |
+
flex-direction: column;
|
200 |
+
z-index: 200;
|
201 |
+
}
|
202 |
+
|
203 |
+
.splash-effect {
|
204 |
+
position: absolute;
|
205 |
+
width: 30px;
|
206 |
+
height: 30px;
|
207 |
+
border-radius: 50%;
|
208 |
+
opacity: 0.5;
|
209 |
+
animation: splash 0.5s ease-out;
|
210 |
+
transform: translate(-50%, -50%);
|
211 |
+
z-index: 7;
|
212 |
+
}
|
213 |
+
|
214 |
+
@keyframes splash {
|
215 |
+
0% { transform: scale(0.1); opacity: 0.8; }
|
216 |
+
100% { transform: scale(3); opacity: 0; }
|
217 |
+
}
|
218 |
+
|
219 |
+
.frost-effect {
|
220 |
+
position: absolute;
|
221 |
+
width: 100%;
|
222 |
+
height: 100%;
|
223 |
+
background-color: rgba(147, 197, 253, 0.3);
|
224 |
+
border-radius: 50%;
|
225 |
+
z-index: 6;
|
226 |
+
animation: frost 0.5s ease-out;
|
227 |
+
}
|
228 |
+
|
229 |
+
@keyframes frost {
|
230 |
+
0% { transform: scale(0.1); opacity: 0.8; }
|
231 |
+
100% { transform: scale(3); opacity: 0; }
|
232 |
+
}
|
233 |
+
|
234 |
+
.lightning-effect {
|
235 |
+
position: absolute;
|
236 |
+
width: 10px;
|
237 |
+
height: 40px;
|
238 |
+
background-color: #f6e05e;
|
239 |
+
z-index: 7;
|
240 |
+
animation: lightning 0.2s linear;
|
241 |
+
}
|
242 |
+
|
243 |
+
@keyframes lightning {
|
244 |
+
0% { transform: scaleY(0.1); opacity: 0.8; }
|
245 |
+
50% { transform: scaleY(1); opacity: 1; }
|
246 |
+
100% { transform: scaleY(0.1); opacity: 0; }
|
247 |
+
}
|
248 |
+
</style>
|
249 |
+
</head>
|
250 |
+
<body class="bg-gray-900 text-white flex flex-col items-center p-4">
|
251 |
+
<h1 class="text-3xl font-bold mb-4">Tower Defense</h1>
|
252 |
+
|
253 |
+
<div class="flex justify-between w-full max-w-4xl mb-4">
|
254 |
+
<div class="flex space-x-4">
|
255 |
+
<div class="bg-gray-800 p-3 rounded-lg">
|
256 |
+
<span class="font-bold">Wave:</span> <span id="wave">1</span>
|
257 |
+
</div>
|
258 |
+
<div class="bg-gray-800 p-3 rounded-lg">
|
259 |
+
<span class="font-bold">Lives:</span> <span id="lives">20</span>
|
260 |
+
</div>
|
261 |
+
<div class="bg-gray-800 p-3 rounded-lg">
|
262 |
+
<span class="font-bold">Money:</span> $<span id="money">100</span>
|
263 |
+
</div>
|
264 |
+
</div>
|
265 |
+
<div class="flex space-x-2">
|
266 |
+
<button id="start-wave" class="bg-green-600 hover:bg-green-700 px-4 py-2 rounded-lg font-bold">
|
267 |
+
Start Wave
|
268 |
+
</button>
|
269 |
+
<button id="restart-wave" class="bg-blue-600 hover:bg-blue-700 px-4 py-2 rounded-lg font-bold">
|
270 |
+
Restart Wave
|
271 |
+
</button>
|
272 |
+
</div>
|
273 |
+
</div>
|
274 |
+
|
275 |
+
<div id="game-container" class="rounded-lg shadow-xl">
|
276 |
+
<!-- Game elements will be added here dynamically -->
|
277 |
+
</div>
|
278 |
+
|
279 |
+
<div class="mt-4 w-full max-w-4xl">
|
280 |
+
<h2 class="text-xl font-bold mb-2">Tower Shop</h2>
|
281 |
+
<div class="grid grid-cols-3 gap-4">
|
282 |
+
<div class="bg-gray-800 p-4 rounded-lg cursor-pointer hover:bg-gray-700 tower-shop-item" data-type="1">
|
283 |
+
<div class="flex items-center mb-2">
|
284 |
+
<div class="tower-1 w-8 h-8 mr-2 flex items-center justify-center">
|
285 |
+
<i class="fas fa-bolt text-white"></i>
|
286 |
+
</div>
|
287 |
+
<h3 class="font-bold">Lightning Tower</h3>
|
288 |
+
</div>
|
289 |
+
<p class="text-sm text-gray-300">Cost: $50</p>
|
290 |
+
<p class="text-sm text-gray-300">Damage: 10</p>
|
291 |
+
<p class="text-sm text-gray-300">Range: 120px</p>
|
292 |
+
<p class="text-xs text-blue-300">Fast attacker</p>
|
293 |
+
</div>
|
294 |
+
<div class="bg-gray-800 p-4 rounded-lg cursor-pointer hover:bg-gray-700 tower-shop-item" data-type="2">
|
295 |
+
<div class="flex items-center mb-2">
|
296 |
+
<div class="tower-2 w-8 h-8 mr-2 flex items-center justify-center">
|
297 |
+
<i class="fas fa-fire text-white"></i>
|
298 |
+
</div>
|
299 |
+
<h3 class="font-bold">Flame Tower</h3>
|
300 |
+
</div>
|
301 |
+
<p class="text-sm text-gray-300">Cost: $100</p>
|
302 |
+
<p class="text-sm text-gray-300">Damage: 20</p>
|
303 |
+
<p class="text-sm text-gray-300">Range: 90px</p>
|
304 |
+
<p class="text-xs text-red-300">Splash damage</p>
|
305 |
+
</div>
|
306 |
+
<div class="bg-gray-800 p-4 rounded-lg cursor-pointer hover:bg-gray-700 tower-shop-item" data-type="3">
|
307 |
+
<div class="flex items-center mb-2">
|
308 |
+
<div class="tower-3 w-8 h-8 mr-2 flex items-center justify-center">
|
309 |
+
<i class="fas fa-leaf text-white"></i>
|
310 |
+
</div>
|
311 |
+
<h3 class="font-bold">Nature Tower</h3>
|
312 |
+
</div>
|
313 |
+
<p class="text-sm text-gray-300">Cost: $100</p>
|
314 |
+
<p class="text-sm text-gray-300">Damage: 15</p>
|
315 |
+
<p class="text-sm text-gray-300">Range: 150px</p>
|
316 |
+
<p class="text-xs text-green-300">Poison effect</p>
|
317 |
+
</div>
|
318 |
+
<div class="bg-gray-800 p-4 rounded-lg cursor-pointer hover:bg-gray-700 tower-shop-item" data-type="4">
|
319 |
+
<div class="flex items-center mb-2">
|
320 |
+
<div class="tower-4 w-8 h-8 mr-2 flex items-center justify-center">
|
321 |
+
<i class="fas fa-snowflake text-white"></i>
|
322 |
+
</div>
|
323 |
+
<h3 class="font-bold">Frost Tower</h3>
|
324 |
+
</div>
|
325 |
+
<p class="text-sm text-gray-300">Cost: $120</p>
|
326 |
+
<p class="text-sm text-gray-300">Damage: 8</p>
|
327 |
+
<p class="text-sm text-gray-300">Range: 130px</p>
|
328 |
+
<p class="text-xs text-purple-300">Slows enemies</p>
|
329 |
+
</div>
|
330 |
+
<div class="bg-gray-800 p-4 rounded-lg cursor-pointer hover:bg-gray-700 tower-shop-item" data-type="5">
|
331 |
+
<div class="flex items-center mb-2">
|
332 |
+
<div class="tower-5 w-8 h-8 mr-2 flex items-center justify-center">
|
333 |
+
<i class="fas fa-bomb text-white"></i>
|
334 |
+
</div>
|
335 |
+
<h3 class="font-bold">Bomb Tower</h3>
|
336 |
+
</div>
|
337 |
+
<p class="text-sm text-gray-300">Cost: $150</p>
|
338 |
+
<p class="text-sm text-gray-300">Damage: 40</p>
|
339 |
+
<p class="text-sm text-gray-300">Range: 70px</p>
|
340 |
+
<p class="text-xs text-orange-300">Area damage</p>
|
341 |
+
</div>
|
342 |
+
<div class="bg-gray-800 p-4 rounded-lg cursor-pointer hover:bg-gray-700 tower-shop-item" data-type="6">
|
343 |
+
<div class="flex items-center mb-2">
|
344 |
+
<div class="tower-6 w-8 h-8 mr-2 flex items-center justify-center">
|
345 |
+
<i class="fas fa-bolt-lightning text-white"></i>
|
346 |
+
</div>
|
347 |
+
<h3 class="font-bold">Tesla Tower</h3>
|
348 |
+
</div>
|
349 |
+
<p class="text-sm text-gray-300">Cost: $200</p>
|
350 |
+
<p class="text-sm text-gray-300">Damage: 25</p>
|
351 |
+
<p class="text-sm text-gray-300">Range: 110px</p>
|
352 |
+
<p class="text-xs text-yellow-300">Chains to enemies</p>
|
353 |
+
</div>
|
354 |
+
</div>
|
355 |
+
</div>
|
356 |
+
|
357 |
+
<div id="tower-menu" class="text-sm">
|
358 |
+
<div class="flex justify-between items-center mb-2">
|
359 |
+
<h3 class="font-bold" id="tower-menu-title">Tower</h3>
|
360 |
+
<button id="sell-tower" class="bg-red-600 hover:bg-red-700 px-2 py-1 rounded text-xs">Sell</button>
|
361 |
+
</div>
|
362 |
+
<div class="mb-2">
|
363 |
+
<p>Level: <span id="tower-level">1</span></p>
|
364 |
+
<p>Damage: <span id="tower-damage">10</span></p>
|
365 |
+
<p>Range: <span id="tower-range">120</span>px</p>
|
366 |
+
<p id="tower-special" class="text-xs"></p>
|
367 |
+
</div>
|
368 |
+
<button id="upgrade-tower" class="bg-blue-600 hover:bg-blue-700 w-full py-1 rounded">Upgrade ($<span id="upgrade-cost">50</span>)</button>
|
369 |
+
</div>
|
370 |
+
|
371 |
+
<div id="game-over" class="text-center">
|
372 |
+
<h2 class="text-4xl font-bold mb-4">Game Over</h2>
|
373 |
+
<p class="text-xl mb-6">You survived <span id="final-wave">0</span> waves!</p>
|
374 |
+
<button id="restart-game" class="bg-green-600 hover:bg-green-700 px-6 py-3 rounded-lg font-bold text-lg">
|
375 |
+
Play Again
|
376 |
+
</button>
|
377 |
+
</div>
|
378 |
+
|
379 |
+
<script>
|
380 |
+
// Game state
|
381 |
+
const gameState = {
|
382 |
+
gridWidth: 20,
|
383 |
+
gridHeight: 15,
|
384 |
+
cellSize: 40,
|
385 |
+
money: 100,
|
386 |
+
lives: 20,
|
387 |
+
wave: 1,
|
388 |
+
gameActive: false,
|
389 |
+
placingTower: false,
|
390 |
+
towerType: null,
|
391 |
+
selectedTower: null,
|
392 |
+
enemies: [],
|
393 |
+
towers: [],
|
394 |
+
projectiles: [],
|
395 |
+
effects: [],
|
396 |
+
path: [
|
397 |
+
{x: 0, y: 7},
|
398 |
+
{x: 5, y: 7},
|
399 |
+
{x: 5, y: 3},
|
400 |
+
{x: 10, y: 3},
|
401 |
+
{x: 10, y: 10},
|
402 |
+
{x: 15, y: 10},
|
403 |
+
{x: 15, y: 5},
|
404 |
+
{x: 20, y: 5}
|
405 |
+
],
|
406 |
+
enemySpawnInterval: null,
|
407 |
+
gameLoopInterval: null,
|
408 |
+
currentWaveEnemies: 0,
|
409 |
+
totalWaveEnemies: 0
|
410 |
+
};
|
411 |
+
|
412 |
+
// Tower types
|
413 |
+
const towerTypes = {
|
414 |
+
1: {
|
415 |
+
name: "Lightning Tower",
|
416 |
+
cost: 50,
|
417 |
+
damage: 10,
|
418 |
+
range: 120,
|
419 |
+
color: "blue",
|
420 |
+
upgradeCost: 50,
|
421 |
+
projectileSpeed: 12,
|
422 |
+
cooldown: 20, // Frames between shots
|
423 |
+
icon: "fa-bolt",
|
424 |
+
special: "Fast attack speed",
|
425 |
+
effect: "lightning"
|
426 |
+
},
|
427 |
+
2: {
|
428 |
+
name: "Flame Tower",
|
429 |
+
cost: 100,
|
430 |
+
damage: 20,
|
431 |
+
range: 90,
|
432 |
+
color: "red",
|
433 |
+
upgradeCost: 75,
|
434 |
+
projectileSpeed: 6,
|
435 |
+
cooldown: 45,
|
436 |
+
icon: "fa-fire",
|
437 |
+
special: "Splash damage to nearby enemies",
|
438 |
+
effect: "flame",
|
439 |
+
splashRadius: 40
|
440 |
+
},
|
441 |
+
3: {
|
442 |
+
name: "Nature Tower",
|
443 |
+
cost: 100,
|
444 |
+
damage: 15,
|
445 |
+
range: 150,
|
446 |
+
color: "green",
|
447 |
+
upgradeCost: 60,
|
448 |
+
projectileSpeed: 8,
|
449 |
+
cooldown: 40,
|
450 |
+
icon: "fa-leaf",
|
451 |
+
special: "Applies poison over time",
|
452 |
+
effect: "poison"
|
453 |
+
},
|
454 |
+
4: {
|
455 |
+
name: "Frost Tower",
|
456 |
+
cost: 120,
|
457 |
+
damage: 8,
|
458 |
+
range: 130,
|
459 |
+
color: "purple",
|
460 |
+
upgradeCost: 60,
|
461 |
+
projectileSpeed: 10,
|
462 |
+
cooldown: 35,
|
463 |
+
icon: "fa-snowflake",
|
464 |
+
special: "Slows enemies by 30% for 2s",
|
465 |
+
effect: "frost"
|
466 |
+
},
|
467 |
+
5: {
|
468 |
+
name: "Bomb Tower",
|
469 |
+
cost: 150,
|
470 |
+
damage: 40,
|
471 |
+
range: 70,
|
472 |
+
color: "orange",
|
473 |
+
upgradeCost: 90,
|
474 |
+
projectileSpeed: 4,
|
475 |
+
cooldown: 60,
|
476 |
+
icon: "fa-bomb",
|
477 |
+
special: "High damage in an area",
|
478 |
+
effect: "explosion",
|
479 |
+
splashRadius: 60
|
480 |
+
},
|
481 |
+
6: {
|
482 |
+
name: "Tesla Tower",
|
483 |
+
cost: 200,
|
484 |
+
damage: 25,
|
485 |
+
range: 110,
|
486 |
+
color: "yellow",
|
487 |
+
upgradeCost: 100,
|
488 |
+
projectileSpeed: 15,
|
489 |
+
cooldown: 50,
|
490 |
+
icon: "fa-bolt-lightning",
|
491 |
+
special: "Chains damage to 2 nearby enemies",
|
492 |
+
effect: "chain"
|
493 |
+
}
|
494 |
+
};
|
495 |
+
|
496 |
+
// Enemy types
|
497 |
+
const enemyTypes = [
|
498 |
+
{
|
499 |
+
health: 50,
|
500 |
+
speed: 1.5,
|
501 |
+
reward: 10,
|
502 |
+
color: "yellow"
|
503 |
+
},
|
504 |
+
{
|
505 |
+
health: 100,
|
506 |
+
speed: 1,
|
507 |
+
reward: 20,
|
508 |
+
color: "orange"
|
509 |
+
},
|
510 |
+
{
|
511 |
+
health: 200,
|
512 |
+
speed: 0.7,
|
513 |
+
reward: 40,
|
514 |
+
color: "purple"
|
515 |
+
}
|
516 |
+
];
|
517 |
+
|
518 |
+
// DOM elements
|
519 |
+
const gameContainer = document.getElementById('game-container');
|
520 |
+
const waveDisplay = document.getElementById('wave');
|
521 |
+
const livesDisplay = document.getElementById('lives');
|
522 |
+
const moneyDisplay = document.getElementById('money');
|
523 |
+
const startWaveBtn = document.getElementById('start-wave');
|
524 |
+
const restartWaveBtn = document.getElementById('restart-wave');
|
525 |
+
const towerShopItems = document.querySelectorAll('.tower-shop-item');
|
526 |
+
const towerMenu = document.getElementById('tower-menu');
|
527 |
+
const towerMenuTitle = document.getElementById('tower-menu-title');
|
528 |
+
const towerLevel = document.getElementById('tower-level');
|
529 |
+
const towerDamage = document.getElementById('tower-damage');
|
530 |
+
const towerRange = document.getElementById('tower-range');
|
531 |
+
const towerSpecial = document.getElementById('tower-special');
|
532 |
+
const upgradeCost = document.getElementById('upgrade-cost');
|
533 |
+
const upgradeBtn = document.getElementById('upgrade-tower');
|
534 |
+
const sellBtn = document.getElementById('sell-tower');
|
535 |
+
const gameOverScreen = document.getElementById('game-over');
|
536 |
+
const finalWaveDisplay = document.getElementById('final-wave');
|
537 |
+
const restartBtn = document.getElementById('restart-game');
|
538 |
+
|
539 |
+
// Initialize game
|
540 |
+
function initGame() {
|
541 |
+
// Clear previous game state
|
542 |
+
gameContainer.innerHTML = '';
|
543 |
+
gameState.enemies = [];
|
544 |
+
gameState.towers = [];
|
545 |
+
gameState.projectiles = [];
|
546 |
+
gameState.effects = [];
|
547 |
+
|
548 |
+
// Reset game state
|
549 |
+
gameState.money = 100;
|
550 |
+
gameState.lives = 20;
|
551 |
+
gameState.wave = 1;
|
552 |
+
gameState.gameActive = false;
|
553 |
+
gameState.placingTower = false;
|
554 |
+
gameState.towerType = null;
|
555 |
+
gameState.selectedTower = null;
|
556 |
+
gameState.currentWaveEnemies = 0;
|
557 |
+
gameState.totalWaveEnemies = 0;
|
558 |
+
|
559 |
+
// Update UI
|
560 |
+
updateUI();
|
561 |
+
|
562 |
+
// Create grid
|
563 |
+
createGrid();
|
564 |
+
|
565 |
+
// Create path
|
566 |
+
createPath();
|
567 |
+
|
568 |
+
// Hide game over screen
|
569 |
+
gameOverScreen.style.display = 'none';
|
570 |
+
|
571 |
+
// Enable buttons
|
572 |
+
startWaveBtn.disabled = false;
|
573 |
+
restartWaveBtn.disabled = false;
|
574 |
+
|
575 |
+
// Start game loop
|
576 |
+
if (gameState.gameLoopInterval) {
|
577 |
+
clearInterval(gameState.gameLoopInterval);
|
578 |
+
}
|
579 |
+
gameState.gameLoopInterval = setInterval(gameLoop, 16); // ~60fps
|
580 |
+
}
|
581 |
+
|
582 |
+
// Create grid
|
583 |
+
function createGrid() {
|
584 |
+
for (let y = 0; y < gameState.gridHeight; y++) {
|
585 |
+
for (let x = 0; x < gameState.gridWidth; x++) {
|
586 |
+
const cell = document.createElement('div');
|
587 |
+
cell.className = 'cell';
|
588 |
+
cell.style.left = `${x * gameState.cellSize}px`;
|
589 |
+
cell.style.top = `${y * gameState.cellSize}px`;
|
590 |
+
cell.dataset.x = x;
|
591 |
+
cell.dataset.y = y;
|
592 |
+
|
593 |
+
// Add click event for tower placement
|
594 |
+
cell.addEventListener('click', () => {
|
595 |
+
if (gameState.placingTower) {
|
596 |
+
placeTower(x, y);
|
597 |
+
}
|
598 |
+
});
|
599 |
+
|
600 |
+
gameContainer.appendChild(cell);
|
601 |
+
}
|
602 |
+
}
|
603 |
+
}
|
604 |
+
|
605 |
+
// Create path
|
606 |
+
function createPath() {
|
607 |
+
// Draw path cells
|
608 |
+
for (let i = 0; i < gameState.path.length - 1; i++) {
|
609 |
+
const start = gameState.path[i];
|
610 |
+
const end = gameState.path[i + 1];
|
611 |
+
|
612 |
+
// Horizontal path
|
613 |
+
if (start.y === end.y) {
|
614 |
+
const direction = start.x < end.x ? 1 : -1;
|
615 |
+
for (let x = start.x; x !== end.x; x += direction) {
|
616 |
+
if (x >= 0 && x < gameState.gridWidth && start.y >= 0 && start.y < gameState.gridHeight) {
|
617 |
+
const cell = document.querySelector(`.cell[data-x="${x}"][data-y="${start.y}"]`);
|
618 |
+
if (cell) cell.classList.add('path');
|
619 |
+
}
|
620 |
+
}
|
621 |
+
}
|
622 |
+
// Vertical path
|
623 |
+
else if (start.x === end.x) {
|
624 |
+
const direction = start.y < end.y ? 1 : -1;
|
625 |
+
for (let y = start.y; y !== end.y; y += direction) {
|
626 |
+
if (start.x >= 0 && start.x < gameState.gridWidth && y >= 0 && y < gameState.gridHeight) {
|
627 |
+
const cell = document.querySelector(`.cell[data-x="${start.x}"][data-y="${y}"]`);
|
628 |
+
if (cell) cell.classList.add('path');
|
629 |
+
}
|
630 |
+
}
|
631 |
+
}
|
632 |
+
}
|
633 |
+
|
634 |
+
// Add the last cell
|
635 |
+
const last = gameState.path[gameState.path.length - 1];
|
636 |
+
if (last.x >= 0 && last.x < gameState.gridWidth && last.y >= 0 && last.y < gameState.gridHeight) {
|
637 |
+
const cell = document.querySelector(`.cell[data-x="${last.x}"][data-y="${last.y}"]`);
|
638 |
+
if (cell) cell.classList.add('path');
|
639 |
+
}
|
640 |
+
}
|
641 |
+
|
642 |
+
// Place tower
|
643 |
+
function placeTower(x, y) {
|
644 |
+
// Check if cell is empty and not on path
|
645 |
+
const cell = document.querySelector(`.cell[data-x="${x}"][data-y="${y}"]`);
|
646 |
+
if (!cell || cell.classList.contains('path') || cell.classList.contains('has-tower')) {
|
647 |
+
return;
|
648 |
+
}
|
649 |
+
|
650 |
+
// Check if player has enough money
|
651 |
+
const towerCost = towerTypes[gameState.towerType].cost;
|
652 |
+
if (gameState.money < towerCost) {
|
653 |
+
alert('Not enough money!');
|
654 |
+
return;
|
655 |
+
}
|
656 |
+
|
657 |
+
// Deduct money
|
658 |
+
gameState.money -= towerCost;
|
659 |
+
updateUI();
|
660 |
+
|
661 |
+
// Create tower
|
662 |
+
const tower = {
|
663 |
+
type: gameState.towerType,
|
664 |
+
x: x,
|
665 |
+
y: y,
|
666 |
+
level: 1,
|
667 |
+
damage: towerTypes[gameState.towerType].damage,
|
668 |
+
range: towerTypes[gameState.towerType].range,
|
669 |
+
cooldown: 0,
|
670 |
+
maxCooldown: towerTypes[gameState.towerType].cooldown,
|
671 |
+
effect: towerTypes[gameState.towerType].effect,
|
672 |
+
splashRadius: towerTypes[gameState.towerType].splashRadius || 0
|
673 |
+
};
|
674 |
+
|
675 |
+
gameState.towers.push(tower);
|
676 |
+
|
677 |
+
// Create tower element
|
678 |
+
const towerElement = document.createElement('div');
|
679 |
+
towerElement.className = `tower tower-${tower.type}`;
|
680 |
+
towerElement.style.left = `${x * gameState.cellSize + 2}px`;
|
681 |
+
towerElement.style.top = `${y * gameState.cellSize + 2}px`;
|
682 |
+
towerElement.dataset.index = gameState.towers.length - 1;
|
683 |
+
|
684 |
+
// Add icon to tower
|
685 |
+
const icon = document.createElement('i');
|
686 |
+
icon.className = `fas ${towerTypes[tower.type].icon}`;
|
687 |
+
towerElement.appendChild(icon);
|
688 |
+
|
689 |
+
// Add click event for tower selection
|
690 |
+
towerElement.addEventListener('click', (e) => {
|
691 |
+
e.stopPropagation();
|
692 |
+
selectTower(gameState.towers.length - 1);
|
693 |
+
});
|
694 |
+
|
695 |
+
gameContainer.appendChild(towerElement);
|
696 |
+
|
697 |
+
// Mark cell as occupied
|
698 |
+
cell.classList.add('has-tower');
|
699 |
+
|
700 |
+
// Exit tower placement mode
|
701 |
+
gameState.placingTower = false;
|
702 |
+
gameState.towerType = null;
|
703 |
+
|
704 |
+
// Remove range indicator if it exists
|
705 |
+
const rangeIndicator = document.querySelector('.range-indicator');
|
706 |
+
if (rangeIndicator) rangeIndicator.remove();
|
707 |
+
}
|
708 |
+
|
709 |
+
// Select tower
|
710 |
+
function selectTower(index) {
|
711 |
+
// Close menu if clicking the same tower
|
712 |
+
if (gameState.selectedTower === index && towerMenu.style.display === 'block') {
|
713 |
+
towerMenu.style.display = 'none';
|
714 |
+
gameState.selectedTower = null;
|
715 |
+
|
716 |
+
// Remove range indicator
|
717 |
+
const rangeIndicator = document.querySelector('.range-indicator');
|
718 |
+
if (rangeIndicator) rangeIndicator.remove();
|
719 |
+
return;
|
720 |
+
}
|
721 |
+
|
722 |
+
gameState.selectedTower = index;
|
723 |
+
const tower = gameState.towers[index];
|
724 |
+
|
725 |
+
// Update tower menu
|
726 |
+
towerMenuTitle.textContent = towerTypes[tower.type].name;
|
727 |
+
towerLevel.textContent = tower.level;
|
728 |
+
towerDamage.textContent = tower.damage;
|
729 |
+
towerRange.textContent = tower.range;
|
730 |
+
towerSpecial.textContent = towerTypes[tower.type].special;
|
731 |
+
upgradeCost.textContent = towerTypes[tower.type].upgradeCost * tower.level;
|
732 |
+
|
733 |
+
// Position menu near tower
|
734 |
+
const menuX = tower.x * gameState.cellSize + gameState.cellSize;
|
735 |
+
const menuY = tower.y * gameState.cellSize;
|
736 |
+
|
737 |
+
// Adjust if near right edge
|
738 |
+
if (menuX + 180 > gameContainer.offsetWidth) {
|
739 |
+
towerMenu.style.left = `${tower.x * gameState.cellSize - 180}px`;
|
740 |
+
} else {
|
741 |
+
towerMenu.style.left = `${menuX}px`;
|
742 |
+
}
|
743 |
+
|
744 |
+
// Adjust if near bottom edge
|
745 |
+
if (menuY + 150 > gameContainer.offsetHeight) {
|
746 |
+
towerMenu.style.top = `${tower.y * gameState.cellSize - 100}px`;
|
747 |
+
} else {
|
748 |
+
towerMenu.style.top = `${menuY}px`;
|
749 |
+
}
|
750 |
+
|
751 |
+
towerMenu.style.display = 'block';
|
752 |
+
|
753 |
+
// Show range indicator
|
754 |
+
const rangeIndicator = document.createElement('div');
|
755 |
+
rangeIndicator.className = 'range-indicator';
|
756 |
+
rangeIndicator.style.width = `${tower.range * 2}px`;
|
757 |
+
rangeIndicator.style.height = `${tower.range * 2}px`;
|
758 |
+
rangeIndicator.style.left = `${tower.x * gameState.cellSize + gameState.cellSize / 2}px`;
|
759 |
+
rangeIndicator.style.top = `${tower.y * gameState.cellSize + gameState.cellSize / 2}px`;
|
760 |
+
gameContainer.appendChild(rangeIndicator);
|
761 |
+
}
|
762 |
+
|
763 |
+
// Upgrade tower
|
764 |
+
function upgradeTower() {
|
765 |
+
if (gameState.selectedTower === null) return;
|
766 |
+
|
767 |
+
const tower = gameState.towers[gameState.selectedTower];
|
768 |
+
const cost = towerTypes[tower.type].upgradeCost * tower.level;
|
769 |
+
|
770 |
+
if (gameState.money >= cost) {
|
771 |
+
gameState.money -= cost;
|
772 |
+
tower.level += 1;
|
773 |
+
tower.damage = Math.floor(towerTypes[tower.type].damage * (1 + (tower.level - 1) * 0.5));
|
774 |
+
tower.range = Math.floor(towerTypes[tower.type].range * (1 + (tower.level - 1) * 0.2));
|
775 |
+
|
776 |
+
if (tower.splashRadius > 0) {
|
777 |
+
tower.splashRadius = Math.floor(tower.splashRadius * (1 + (tower.level - 1) * 0.1));
|
778 |
+
}
|
779 |
+
|
780 |
+
// Update tower menu
|
781 |
+
towerLevel.textContent = tower.level;
|
782 |
+
towerDamage.textContent = tower.damage;
|
783 |
+
towerRange.textContent = tower.range;
|
784 |
+
upgradeCost.textContent = towerTypes[tower.type].upgradeCost * tower.level;
|
785 |
+
|
786 |
+
// Update range indicator
|
787 |
+
const rangeIndicator = document.querySelector('.range-indicator');
|
788 |
+
if (rangeIndicator) {
|
789 |
+
rangeIndicator.style.width = `${tower.range * 2}px`;
|
790 |
+
rangeIndicator.style.height = `${tower.range * 2}px`;
|
791 |
+
}
|
792 |
+
|
793 |
+
updateUI();
|
794 |
+
} else {
|
795 |
+
alert('Not enough money!');
|
796 |
+
}
|
797 |
+
}
|
798 |
+
|
799 |
+
// Sell tower
|
800 |
+
function sellTower() {
|
801 |
+
if (gameState.selectedTower === null) return;
|
802 |
+
|
803 |
+
const tower = gameState.towers[gameState.selectedTower];
|
804 |
+
const refund = Math.floor(towerTypes[tower.type].cost * 0.7 * tower.level);
|
805 |
+
|
806 |
+
gameState.money += refund;
|
807 |
+
|
808 |
+
// Remove tower element
|
809 |
+
const towerElement = document.querySelector(`.tower[data-index="${gameState.selectedTower}"]`);
|
810 |
+
towerElement.remove();
|
811 |
+
|
812 |
+
// Remove range indicator
|
813 |
+
const rangeIndicator = document.querySelector('.range-indicator');
|
814 |
+
if (rangeIndicator) rangeIndicator.remove();
|
815 |
+
|
816 |
+
// Mark cell as empty
|
817 |
+
const cell = document.querySelector(`.cell[data-x="${tower.x}"][data-y="${tower.y}"]`);
|
818 |
+
cell.classList.remove('has-tower');
|
819 |
+
|
820 |
+
// Remove tower from array
|
821 |
+
gameState.towers.splice(gameState.selectedTower, 1);
|
822 |
+
|
823 |
+
// Update all tower elements' data-index attributes
|
824 |
+
document.querySelectorAll('.tower').forEach((el, index) => {
|
825 |
+
el.dataset.index = index;
|
826 |
+
});
|
827 |
+
|
828 |
+
// Close menu
|
829 |
+
towerMenu.style.display = 'none';
|
830 |
+
gameState.selectedTower = null;
|
831 |
+
|
832 |
+
updateUI();
|
833 |
+
}
|
834 |
+
|
835 |
+
// Start wave
|
836 |
+
function startWave() {
|
837 |
+
if (gameState.gameActive) return;
|
838 |
+
|
839 |
+
gameState.gameActive = true;
|
840 |
+
startWaveBtn.disabled = true;
|
841 |
+
restartWaveBtn.disabled = true;
|
842 |
+
gameState.currentWaveEnemies = 0;
|
843 |
+
|
844 |
+
// Calculate total enemies for this wave
|
845 |
+
gameState.totalWaveEnemies = Math.floor(5 + gameState.wave * 1.5);
|
846 |
+
|
847 |
+
// Spawn enemies
|
848 |
+
let enemyType = Math.min(Math.floor(gameState.wave / 5), 2); // Stronger enemies every 5 waves
|
849 |
+
|
850 |
+
gameState.enemySpawnInterval = setInterval(() => {
|
851 |
+
if (gameState.currentWaveEnemies >= gameState.totalWaveEnemies) {
|
852 |
+
clearInterval(gameState.enemySpawnInterval);
|
853 |
+
gameState.enemySpawnInterval = null;
|
854 |
+
return;
|
855 |
+
}
|
856 |
+
|
857 |
+
spawnEnemy(enemyType);
|
858 |
+
gameState.currentWaveEnemies++;
|
859 |
+
|
860 |
+
// Every 3 enemies, increase type if possible
|
861 |
+
if (gameState.currentWaveEnemies % 3 === 0 && enemyType < 2) {
|
862 |
+
enemyType++;
|
863 |
+
}
|
864 |
+
}, 1000);
|
865 |
+
}
|
866 |
+
|
867 |
+
// Restart current wave
|
868 |
+
function restartWave() {
|
869 |
+
// Clear existing enemies and projectiles
|
870 |
+
gameState.enemies.forEach((enemy, index) => {
|
871 |
+
const enemyElement = document.querySelectorAll('.enemy')[index];
|
872 |
+
if (enemyElement) enemyElement.remove();
|
873 |
+
});
|
874 |
+
gameState.enemies = [];
|
875 |
+
|
876 |
+
gameState.projectiles.forEach((projectile, index) => {
|
877 |
+
const projectileElement = document.querySelectorAll('.projectile')[index];
|
878 |
+
if (projectileElement) projectileElement.remove();
|
879 |
+
});
|
880 |
+
gameState.projectiles = [];
|
881 |
+
|
882 |
+
// Clear any active spawn interval
|
883 |
+
if (gameState.enemySpawnInterval) {
|
884 |
+
clearInterval(gameState.enemySpawnInterval);
|
885 |
+
gameState.enemySpawnInterval = null;
|
886 |
+
}
|
887 |
+
|
888 |
+
// Reset wave state
|
889 |
+
gameState.gameActive = false;
|
890 |
+
gameState.currentWaveEnemies = 0;
|
891 |
+
|
892 |
+
// Enable start wave button
|
893 |
+
startWaveBtn.disabled = false;
|
894 |
+
restartWaveBtn.disabled = false;
|
895 |
+
}
|
896 |
+
|
897 |
+
// Spawn enemy
|
898 |
+
function spawnEnemy(type) {
|
899 |
+
const enemy = {
|
900 |
+
type: type,
|
901 |
+
health: enemyTypes[type].health,
|
902 |
+
maxHealth: enemyTypes[type].health,
|
903 |
+
speed: enemyTypes[type].speed,
|
904 |
+
reward: enemyTypes[type].reward,
|
905 |
+
pathIndex: 0,
|
906 |
+
x: gameState.path[0].x * gameState.cellSize + gameState.cellSize / 2,
|
907 |
+
y: gameState.path[0].y * gameState.cellSize + gameState.cellSize / 2,
|
908 |
+
statusEffects: []
|
909 |
+
};
|
910 |
+
|
911 |
+
gameState.enemies.push(enemy);
|
912 |
+
|
913 |
+
// Create enemy element
|
914 |
+
const enemyElement = document.createElement('div');
|
915 |
+
enemyElement.className = `enemy enemy-${type + 1}`;
|
916 |
+
enemyElement.style.left = `${enemy.x - 15}px`;
|
917 |
+
enemyElement.style.top = `${enemy.y - 15}px`;
|
918 |
+
|
919 |
+
// Add health bar
|
920 |
+
const healthBar = document.createElement('div');
|
921 |
+
healthBar.className = 'health-bar';
|
922 |
+
enemyElement.appendChild(healthBar);
|
923 |
+
|
924 |
+
gameContainer.appendChild(enemyElement);
|
925 |
+
}
|
926 |
+
|
927 |
+
// Create effect
|
928 |
+
function createEffect(x, y, type) {
|
929 |
+
const effect = { x, y, type, frame: 0, maxFrames: 30 };
|
930 |
+
gameState.effects.push(effect);
|
931 |
+
|
932 |
+
let effectElement;
|
933 |
+
|
934 |
+
switch(type) {
|
935 |
+
case 'flame':
|
936 |
+
effectElement = document.createElement('div');
|
937 |
+
effectElement.className = 'splash-effect';
|
938 |
+
effectElement.style.backgroundColor = '#f56565';
|
939 |
+
break;
|
940 |
+
case 'frost':
|
941 |
+
effectElement = document.createElement('div');
|
942 |
+
effectElement.className = 'frost-effect';
|
943 |
+
break;
|
944 |
+
case 'lightning':
|
945 |
+
effectElement = document.createElement('div');
|
946 |
+
effectElement.className = 'lightning-effect';
|
947 |
+
break;
|
948 |
+
case 'explosion':
|
949 |
+
effectElement = document.createElement('div');
|
950 |
+
effectElement.className = 'splash-effect';
|
951 |
+
effectElement.style.backgroundColor = '#ed8936';
|
952 |
+
effect.maxFrames = 20;
|
953 |
+
break;
|
954 |
+
case 'poison':
|
955 |
+
effectElement = document.createElement('div');
|
956 |
+
effectElement.className = 'splash-effect';
|
957 |
+
effectElement.style.backgroundColor = '#68d391';
|
958 |
+
effect.maxFrames = 40;
|
959 |
+
break;
|
960 |
+
default:
|
961 |
+
effectElement = document.createElement('div');
|
962 |
+
effectElement.className = 'splash-effect';
|
963 |
+
effectElement.style.backgroundColor = '#4299e1';
|
964 |
+
}
|
965 |
+
|
966 |
+
effectElement.style.left = `${x}px`;
|
967 |
+
effectElement.style.top = `${y}px`;
|
968 |
+
|
969 |
+
gameContainer.appendChild(effectElement);
|
970 |
+
|
971 |
+
return effectElement;
|
972 |
+
}
|
973 |
+
|
974 |
+
// Apply status effect
|
975 |
+
function applyStatusEffect(enemy, effectType) {
|
976 |
+
if (!enemy.statusEffects.includes(effectType)) {
|
977 |
+
enemy.statusEffects.push(effectType);
|
978 |
+
|
979 |
+
switch(effectType) {
|
980 |
+
case 'frost':
|
981 |
+
enemy.speed *= 0.7; // Slow by 30%
|
982 |
+
break;
|
983 |
+
case 'poison':
|
984 |
+
// Poison effect will be handled in game loop
|
985 |
+
break;
|
986 |
+
}
|
987 |
+
|
988 |
+
// Remove effect after duration
|
989 |
+
setTimeout(() => {
|
990 |
+
const index = enemy.statusEffects.indexOf(effectType);
|
991 |
+
if (index !== -1) {
|
992 |
+
enemy.statusEffects.splice(index, 1);
|
993 |
+
|
994 |
+
// Restore original speed for frost
|
995 |
+
if (effectType === 'frost') {
|
996 |
+
const originalSpeed = enemyTypes[enemy.type].speed;
|
997 |
+
enemy.speed = originalSpeed;
|
998 |
+
}
|
999 |
+
}
|
1000 |
+
}, 2000); // 2 second duration
|
1001 |
+
}
|
1002 |
+
}
|
1003 |
+
|
1004 |
+
// Game loop
|
1005 |
+
function gameLoop() {
|
1006 |
+
// Process effects
|
1007 |
+
for (let i = gameState.effects.length - 1; i >= 0; i--) {
|
1008 |
+
const effect = gameState.effects[i];
|
1009 |
+
effect.frame++;
|
1010 |
+
|
1011 |
+
if (effect.frame >= effect.maxFrames) {
|
1012 |
+
gameState.effects.splice(i, 1);
|
1013 |
+
}
|
1014 |
+
}
|
1015 |
+
|
1016 |
+
// Move enemies and handle status effects
|
1017 |
+
gameState.enemies.forEach((enemy, enemyIndex) => {
|
1018 |
+
// Handle poison damage
|
1019 |
+
if (enemy.statusEffects.includes('poison')) {
|
1020 |
+
enemy.health -= 1;
|
1021 |
+
|
1022 |
+
// Update health bar
|
1023 |
+
const enemyElement = document.querySelectorAll('.enemy')[enemyIndex];
|
1024 |
+
if (enemyElement) {
|
1025 |
+
const healthBar = enemyElement.querySelector('.health-bar');
|
1026 |
+
healthBar.style.width = `${(enemy.health / enemy.maxHealth) * 100}%`;
|
1027 |
+
|
1028 |
+
if (enemy.health <= 0) {
|
1029 |
+
// Enemy died
|
1030 |
+
gameState.money += enemy.reward;
|
1031 |
+
updateUI();
|
1032 |
+
removeEnemy(enemyIndex);
|
1033 |
+
}
|
1034 |
+
}
|
1035 |
+
}
|
1036 |
+
|
1037 |
+
// Skip if enemy is dead
|
1038 |
+
if (enemy.health <= 0) return;
|
1039 |
+
|
1040 |
+
const target = gameState.path[enemy.pathIndex + 1];
|
1041 |
+
if (!target) {
|
1042 |
+
// Enemy reached the end
|
1043 |
+
gameState.lives--;
|
1044 |
+
updateUI();
|
1045 |
+
removeEnemy(enemyIndex);
|
1046 |
+
|
1047 |
+
if (gameState.lives <= 0) {
|
1048 |
+
gameOver();
|
1049 |
+
}
|
1050 |
+
return;
|
1051 |
+
}
|
1052 |
+
|
1053 |
+
const targetX = target.x * gameState.cellSize + gameState.cellSize / 2;
|
1054 |
+
const targetY = target.y * gameState.cellSize + gameState.cellSize / 2;
|
1055 |
+
|
1056 |
+
const dx = targetX - enemy.x;
|
1057 |
+
const dy = targetY - enemy.y;
|
1058 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
1059 |
+
|
1060 |
+
if (distance < 2) {
|
1061 |
+
// Reached current target, move to next
|
1062 |
+
enemy.pathIndex++;
|
1063 |
+
} else {
|
1064 |
+
// Move toward target (accounting for speed reductions)
|
1065 |
+
const effectiveSpeed = enemy.speed * (enemy.statusEffects.includes('frost') ? 0.7 : 1);
|
1066 |
+
enemy.x += (dx / distance) * effectiveSpeed;
|
1067 |
+
enemy.y += (dy / distance) * effectiveSpeed;
|
1068 |
+
|
1069 |
+
// Update enemy element position
|
1070 |
+
const enemyElement = document.querySelectorAll('.enemy')[enemyIndex];
|
1071 |
+
if (enemyElement) {
|
1072 |
+
enemyElement.style.left = `${enemy.x - 15}px`;
|
1073 |
+
enemyElement.style.top = `${enemy.y - 15}px`;
|
1074 |
+
|
1075 |
+
// Show frost visual effect if slowed
|
1076 |
+
if (enemy.statusEffects.includes('frost')) {
|
1077 |
+
if (!enemyElement.querySelector('.frost-visual')) {
|
1078 |
+
const frostEffect = document.createElement('div');
|
1079 |
+
frostEffect.className = 'absolute frost-visual';
|
1080 |
+
frostEffect.style.width = '30px';
|
1081 |
+
frostEffect.style.height = '30px';
|
1082 |
+
frostEffect.style.borderRadius = '50%';
|
1083 |
+
frostEffect.style.backgroundColor = 'rgba(147, 197, 253, 0.3)';
|
1084 |
+
frostEffect.style.zIndex = '6';
|
1085 |
+
enemyElement.appendChild(frostEffect);
|
1086 |
+
}
|
1087 |
+
} else {
|
1088 |
+
const frostVisual = enemyElement.querySelector('.frost-visual');
|
1089 |
+
if (frostVisual) frostVisual.remove();
|
1090 |
+
}
|
1091 |
+
}
|
1092 |
+
}
|
1093 |
+
});
|
1094 |
+
|
1095 |
+
// Tower actions
|
1096 |
+
gameState.towers.forEach((tower, towerIndex) => {
|
1097 |
+
if (tower.cooldown > 0) {
|
1098 |
+
tower.cooldown--;
|
1099 |
+
return;
|
1100 |
+
}
|
1101 |
+
|
1102 |
+
// Find closest enemy in range
|
1103 |
+
let closestEnemy = null;
|
1104 |
+
let closestDistance = Infinity;
|
1105 |
+
|
1106 |
+
gameState.enemies.forEach((enemy, enemyIndex) => {
|
1107 |
+
if (enemy.health <= 0) return;
|
1108 |
+
|
1109 |
+
const dx = enemy.x - (tower.x * gameState.cellSize + gameState.cellSize / 2);
|
1110 |
+
const dy = enemy.y - (tower.y * gameState.cellSize + gameState.cellSize / 2);
|
1111 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
1112 |
+
|
1113 |
+
if (distance < tower.range && distance < closestDistance) {
|
1114 |
+
closestDistance = distance;
|
1115 |
+
closestEnemy = { enemy, enemyIndex };
|
1116 |
+
}
|
1117 |
+
});
|
1118 |
+
|
1119 |
+
if (closestEnemy) {
|
1120 |
+
// Shoot at enemy
|
1121 |
+
tower.cooldown = tower.maxCooldown;
|
1122 |
+
|
1123 |
+
// Handle different tower effects
|
1124 |
+
if (tower.effect === 'chain') {
|
1125 |
+
// Tesla tower - hits multiple enemies
|
1126 |
+
const hitEnemies = [{ enemy: closestEnemy.enemy, enemyIndex: closestEnemy.enemyIndex }];
|
1127 |
+
|
1128 |
+
// Find additional enemies in range
|
1129 |
+
gameState.enemies.forEach((enemy, enemyIndex) => {
|
1130 |
+
if (enemyIndex === closestEnemy.enemyIndex || enemy.health <= 0) return;
|
1131 |
+
|
1132 |
+
const dx = enemy.x - closestEnemy.enemy.x;
|
1133 |
+
const dy = enemy.y - closestEnemy.enemy.y;
|
1134 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
1135 |
+
|
1136 |
+
if (distance < 60 && hitEnemies.length < 3) { // Chain to 2 additional enemies
|
1137 |
+
hitEnemies.push({ enemy, enemyIndex });
|
1138 |
+
}
|
1139 |
+
});
|
1140 |
+
|
1141 |
+
// Create projectiles for each hit enemy
|
1142 |
+
hitEnemies.forEach((target, i) => {
|
1143 |
+
// Create projectile
|
1144 |
+
const projectile = {
|
1145 |
+
towerIndex: towerIndex,
|
1146 |
+
enemyIndex: target.enemyIndex,
|
1147 |
+
x: tower.x * gameState.cellSize + gameState.cellSize / 2,
|
1148 |
+
y: tower.y * gameState.cellSize + gameState.cellSize / 2,
|
1149 |
+
targetX: target.enemy.x,
|
1150 |
+
targetY: target.enemy.y,
|
1151 |
+
speed: towerTypes[tower.type].projectileSpeed,
|
1152 |
+
damage: tower.damage * (i === 0 ? 1 : 0.6), // Main target takes full damage, chained take reduced
|
1153 |
+
effect: tower.effect
|
1154 |
+
};
|
1155 |
+
|
1156 |
+
gameState.projectiles.push(projectile);
|
1157 |
+
|
1158 |
+
// Create projectile element
|
1159 |
+
const projectileElement = document.createElement('div');
|
1160 |
+
projectileElement.className = `projectile projectile-${tower.type}`;
|
1161 |
+
projectileElement.style.left = `${projectile.x - 4}px`;
|
1162 |
+
projectileElement.style.top = `${projectile.y - 4}px`;
|
1163 |
+
gameContainer.appendChild(projectileElement);
|
1164 |
+
});
|
1165 |
+
} else {
|
1166 |
+
// Regular projectile towers
|
1167 |
+
const projectile = {
|
1168 |
+
towerIndex: towerIndex,
|
1169 |
+
enemyIndex: closestEnemy.enemyIndex,
|
1170 |
+
x: tower.x * gameState.cellSize + gameState.cellSize / 2,
|
1171 |
+
y: tower.y * gameState.cellSize + gameState.cellSize / 2,
|
1172 |
+
targetX: closestEnemy.enemy.x,
|
1173 |
+
targetY: closestEnemy.enemy.y,
|
1174 |
+
speed: towerTypes[tower.type].projectileSpeed,
|
1175 |
+
damage: tower.damage,
|
1176 |
+
effect: tower.effect,
|
1177 |
+
splashRadius: tower.splashRadius
|
1178 |
+
};
|
1179 |
+
|
1180 |
+
gameState.projectiles.push(projectile);
|
1181 |
+
|
1182 |
+
// Create projectile element
|
1183 |
+
const projectileElement = document.createElement('div');
|
1184 |
+
projectileElement.className = `projectile projectile-${tower.type}`;
|
1185 |
+
projectileElement.style.left = `${projectile.x - 4}px`;
|
1186 |
+
projectileElement.style.top = `${projectile.y - 4}px`;
|
1187 |
+
gameContainer.appendChild(projectileElement);
|
1188 |
+
}
|
1189 |
+
}
|
1190 |
+
});
|
1191 |
+
|
1192 |
+
// Move projectiles and handle hits
|
1193 |
+
gameState.projectiles.forEach((projectile, projectileIndex) => {
|
1194 |
+
const enemy = gameState.enemies[projectile.enemyIndex];
|
1195 |
+
if (!enemy || enemy.health <= 0) {
|
1196 |
+
// Enemy died before projectile hit
|
1197 |
+
removeProjectile(projectileIndex);
|
1198 |
+
return;
|
1199 |
+
}
|
1200 |
+
|
1201 |
+
// Update target position (enemy may have moved)
|
1202 |
+
projectile.targetX = enemy.x;
|
1203 |
+
projectile.targetY = enemy.y;
|
1204 |
+
|
1205 |
+
const dx = projectile.targetX - projectile.x;
|
1206 |
+
const dy = projectile.targetY - projectile.y;
|
1207 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
1208 |
+
|
1209 |
+
if (distance < 5) {
|
1210 |
+
// Hit enemy - handle effects
|
1211 |
+
if (projectile.effect === 'frost') {
|
1212 |
+
applyStatusEffect(enemy, 'frost');
|
1213 |
+
createEffect(enemy.x, enemy.y, 'frost');
|
1214 |
+
} else if (projectile.effect === 'poison') {
|
1215 |
+
applyStatusEffect(enemy, 'poison');
|
1216 |
+
createEffect(enemy.x, enemy.y, 'poison');
|
1217 |
+
} else if (projectile.effect === 'flame') {
|
1218 |
+
// Flame splash damage
|
1219 |
+
createEffect(enemy.x, enemy.y, 'flame');
|
1220 |
+
|
1221 |
+
gameState.enemies.forEach((e, idx) => {
|
1222 |
+
if (idx === projectile.enemyIndex || e.health <= 0) return;
|
1223 |
+
|
1224 |
+
const edx = e.x - enemy.x;
|
1225 |
+
const edy = e.y - enemy.y;
|
1226 |
+
const edist = Math.sqrt(edx * edx + edy * edy);
|
1227 |
+
|
1228 |
+
if (edist < projectile.splashRadius) {
|
1229 |
+
e.health -= projectile.damage * 0.4; // 40% splash damage
|
1230 |
+
|
1231 |
+
// Update health bar
|
1232 |
+
const enemyElement = document.querySelectorAll('.enemy')[idx];
|
1233 |
+
if (enemyElement) {
|
1234 |
+
const healthBar = enemyElement.querySelector('.health-bar');
|
1235 |
+
healthBar.style.width = `${(e.health / e.maxHealth) * 100}%`;
|
1236 |
+
|
1237 |
+
if (e.health <= 0) {
|
1238 |
+
// Enemy died
|
1239 |
+
gameState.money += e.reward;
|
1240 |
+
updateUI();
|
1241 |
+
removeEnemy(idx);
|
1242 |
+
}
|
1243 |
+
}
|
1244 |
+
}
|
1245 |
+
});
|
1246 |
+
} else if (projectile.effect === 'explosion') {
|
1247 |
+
// Bomb tower area damage
|
1248 |
+
createEffect(enemy.x, enemy.y, 'explosion');
|
1249 |
+
|
1250 |
+
gameState.enemies.forEach((e, idx) => {
|
1251 |
+
const edx = e.x - enemy.x;
|
1252 |
+
const edy = e.y - enemy.y;
|
1253 |
+
const edist = Math.sqrt(edx * edx + edy * edy);
|
1254 |
+
|
1255 |
+
if (edist < projectile.splashRadius && e.health > 0) {
|
1256 |
+
const splashDamage = projectile.damage * (1 - (edist / projectile.splashRadius));
|
1257 |
+
e.health -= splashDamage;
|
1258 |
+
|
1259 |
+
// Update health bar
|
1260 |
+
const enemyElement = document.querySelectorAll('.enemy')[idx];
|
1261 |
+
if (enemyElement) {
|
1262 |
+
const healthBar = enemyElement.querySelector('.health-bar');
|
1263 |
+
healthBar.style.width = `${(e.health / e.maxHealth) * 100}%`;
|
1264 |
+
|
1265 |
+
if (e.health <= 0) {
|
1266 |
+
// Enemy died
|
1267 |
+
gameState.money += e.reward;
|
1268 |
+
updateUI();
|
1269 |
+
removeEnemy(idx);
|
1270 |
+
}
|
1271 |
+
}
|
1272 |
+
}
|
1273 |
+
});
|
1274 |
+
} else if (projectile.effect === 'lightning') {
|
1275 |
+
createEffect(enemy.x, enemy.y, 'lightning');
|
1276 |
+
}
|
1277 |
+
|
1278 |
+
// Main target damage
|
1279 |
+
enemy.health -= projectile.damage;
|
1280 |
+
|
1281 |
+
// Update health bar
|
1282 |
+
const enemyElement = document.querySelectorAll('.enemy')[projectile.enemyIndex];
|
1283 |
+
if (enemyElement) {
|
1284 |
+
const healthBar = enemyElement.querySelector('.health-bar');
|
1285 |
+
healthBar.style.width = `${(enemy.health / enemy.maxHealth) * 100}%`;
|
1286 |
+
|
1287 |
+
if (enemy.health <= 0) {
|
1288 |
+
// Enemy died
|
1289 |
+
gameState.money += enemy.reward;
|
1290 |
+
updateUI();
|
1291 |
+
removeEnemy(projectile.enemyIndex);
|
1292 |
+
}
|
1293 |
+
}
|
1294 |
+
|
1295 |
+
removeProjectile(projectileIndex);
|
1296 |
+
} else {
|
1297 |
+
// Move toward target
|
1298 |
+
projectile.x += (dx / distance) * projectile.speed;
|
1299 |
+
projectile.y += (dy / distance) * projectile.speed;
|
1300 |
+
|
1301 |
+
// Update projectile element position
|
1302 |
+
const projectileElement = document.querySelectorAll('.projectile')[projectileIndex];
|
1303 |
+
if (projectileElement) {
|
1304 |
+
projectileElement.style.left = `${projectile.x - 4}px`;
|
1305 |
+
projectileElement.style.top = `${projectile.y - 4}px`;
|
1306 |
+
}
|
1307 |
+
}
|
1308 |
+
});
|
1309 |
+
|
1310 |
+
// Check if wave is complete
|
1311 |
+
if (gameState.gameActive && gameState.enemies.length === 0 && !gameState.enemySpawnInterval) {
|
1312 |
+
waveComplete();
|
1313 |
+
}
|
1314 |
+
}
|
1315 |
+
|
1316 |
+
// Remove enemy
|
1317 |
+
function removeEnemy(index) {
|
1318 |
+
const enemyElement = document.querySelectorAll('.enemy')[index];
|
1319 |
+
if (enemyElement) enemyElement.remove();
|
1320 |
+
gameState.enemies.splice(index, 1);
|
1321 |
+
|
1322 |
+
// Update indices in projectiles
|
1323 |
+
gameState.projectiles.forEach(projectile => {
|
1324 |
+
if (projectile.enemyIndex > index) {
|
1325 |
+
projectile.enemyIndex--;
|
1326 |
+
}
|
1327 |
+
});
|
1328 |
+
}
|
1329 |
+
|
1330 |
+
// Remove projectile
|
1331 |
+
function removeProjectile(index) {
|
1332 |
+
const projectileElement = document.querySelectorAll('.projectile')[index];
|
1333 |
+
if (projectileElement) projectileElement.remove();
|
1334 |
+
gameState.projectiles.splice(index, 1);
|
1335 |
+
}
|
1336 |
+
|
1337 |
+
// Wave complete
|
1338 |
+
function waveComplete() {
|
1339 |
+
gameState.gameActive = false;
|
1340 |
+
gameState.wave++;
|
1341 |
+
updateUI();
|
1342 |
+
startWaveBtn.disabled = false;
|
1343 |
+
restartWaveBtn.disabled = false;
|
1344 |
+
}
|
1345 |
+
|
1346 |
+
// Game over
|
1347 |
+
function gameOver() {
|
1348 |
+
clearInterval(gameState.gameLoopInterval);
|
1349 |
+
clearInterval(gameState.enemySpawnInterval);
|
1350 |
+
gameState.gameActive = false;
|
1351 |
+
|
1352 |
+
finalWaveDisplay.textContent = gameState.wave - 1;
|
1353 |
+
gameOverScreen.style.display = 'flex';
|
1354 |
+
}
|
1355 |
+
|
1356 |
+
// Update UI
|
1357 |
+
function updateUI() {
|
1358 |
+
waveDisplay.textContent = gameState.wave;
|
1359 |
+
livesDisplay.textContent = gameState.lives;
|
1360 |
+
moneyDisplay.textContent = gameState.money;
|
1361 |
+
}
|
1362 |
+
|
1363 |
+
// Event listeners
|
1364 |
+
startWaveBtn.addEventListener('click', startWave);
|
1365 |
+
restartWaveBtn.addEventListener('click', restartWave);
|
1366 |
+
|
1367 |
+
towerShopItems.forEach(item => {
|
1368 |
+
item.addEventListener('click', () => {
|
1369 |
+
if (gameState.placingTower) {
|
1370 |
+
// Cancel previous placement
|
1371 |
+
gameState.placingTower = false;
|
1372 |
+
gameState.towerType = null;
|
1373 |
+
|
1374 |
+
// Remove range indicator if it exists
|
1375 |
+
const rangeIndicator = document.querySelector('.range-indicator');
|
1376 |
+
if (rangeIndicator) rangeIndicator.remove();
|
1377 |
+
}
|
1378 |
+
|
1379 |
+
const type = parseInt(item.dataset.type);
|
1380 |
+
const cost = towerTypes[type].cost;
|
1381 |
+
|
1382 |
+
if (gameState.money >= cost) {
|
1383 |
+
gameState.placingTower = true;
|
1384 |
+
gameState.towerType = type;
|
1385 |
+
|
1386 |
+
// Create range indicator
|
1387 |
+
const rangeIndicator = document.createElement('div');
|
1388 |
+
rangeIndicator.className = 'range-indicator';
|
1389 |
+
rangeIndicator.style.width = `${towerTypes[type].range * 2}px`;
|
1390 |
+
rangeIndicator.style.height = `${towerTypes[type].range * 2}px`;
|
1391 |
+
gameContainer.appendChild(rangeIndicator);
|
1392 |
+
|
1393 |
+
// Update position on mouse move
|
1394 |
+
gameContainer.addEventListener('mousemove', (e) => {
|
1395 |
+
if (gameState.placingTower) {
|
1396 |
+
const rect = gameContainer.getBoundingClientRect();
|
1397 |
+
const x = Math.floor((e.clientX - rect.left) / gameState.cellSize);
|
1398 |
+
const y = Math.floor((e.clientY - rect.top) / gameState.cellSize);
|
1399 |
+
|
1400 |
+
rangeIndicator.style.left = `${x * gameState.cellSize + gameState.cellSize / 2}px`;
|
1401 |
+
rangeIndicator.style.top = `${y * gameState.cellSize + gameState.cellSize / 2}px`;
|
1402 |
+
}
|
1403 |
+
});
|
1404 |
+
} else {
|
1405 |
+
alert('Not enough money!');
|
1406 |
+
}
|
1407 |
+
});
|
1408 |
+
});
|
1409 |
+
|
1410 |
+
// Close tower menu when clicking elsewhere
|
1411 |
+
document.addEventListener('click', (e) => {
|
1412 |
+
if (!towerMenu.contains(e.target) && e.target.className.indexOf('tower') === -1) {
|
1413 |
+
towerMenu.style.display = 'none';
|
1414 |
+
gameState.selectedTower = null;
|
1415 |
+
|
1416 |
+
// Remove range indicator
|
1417 |
+
const rangeIndicator = document.querySelector('.range-indicator');
|
1418 |
+
if (rangeIndicator) rangeIndicator.remove();
|
1419 |
+
}
|
1420 |
+
});
|
1421 |
+
|
1422 |
+
upgradeBtn.addEventListener('click', upgradeTower);
|
1423 |
+
sellBtn.addEventListener('click', sellTower);
|
1424 |
+
restartBtn.addEventListener('click', initGame);
|
1425 |
+
|
1426 |
+
// Initialize game
|
1427 |
+
initGame();
|
1428 |
+
</script>
|
1429 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - <a href="https://enzostvs-deepsite.hf.space?remix=jamesjun/modded-tower-defense" style="color: #fff;text-decoration: underline;" target="_blank" >🧬 Remix</a></p></body>
|
1430 |
+
</html>
|