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path: root/html/tower/js/gameState.js
blob: b7dc33baf4d14d8220e38c6f6c7de6d19035059e (plain) (blame)
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const GamePhase = {
    PLACEMENT: 'placement',
    COMBAT: 'combat'
};

const TowerTypes = {
    BASIC: {
        name: 'Basic Tower',
        cost: 20,
        range: 3,
        damage: 1,
        attackSpeed: 1,
        color: '#3498db'
    },
    SNIPER: {
        name: 'Sniper Tower',
        cost: 40,
        range: 6,
        damage: 2,
        attackSpeed: 0.5,
        color: '#8e44ad'
    },
    RAPID: {
        name: 'Rapid Tower',
        cost: 35,
        range: 2,
        damage: 0.5,
        attackSpeed: 2,
        color: '#16a085'
    },
    GOOP: {
        name: 'Goop Tower',
        cost: 30,
        range: 3,
        damage: 0,
        attackSpeed: 1,
        color: '#27ae60',
        special: 'slow',
        slowAmount: 0.5  // Reduces enemy speed by 50%
    },
    AOE: {
        name: 'AOE Tower',
        cost: 45,
        range: 2,
        damage: 1.5,
        attackSpeed: 0.3,
        color: '#d35400',
        special: 'aoe',
        aoeRadius: 1  // Additional tiles affected
    }
};

const ParticleTypes = {
    DEATH_PARTICLE: {
        lifetime: 1000, // milliseconds
        speed: 0.1,
        colors: ['#e74c3c', '#c0392b', '#d35400', '#e67e22']
    },
    PROJECTILE: {
        lifetime: 300,
        speed: 0.3,
        color: '#ecf0f1'
    },
    AOE_EXPLOSION: {
        lifetime: 500,
        initialRadius: 10,
        finalRadius: 60,
        color: '#d35400',
        ringWidth: 3
    }
};

const EnemyTypes = {
    BASIC: {
        color: '#c0392b',
        baseHealth: { min: 2, max: 6 },
        speed: { min: 1, max: 1.5 },
        damage: 0,
        isRanged: false
    },
    RANGED: {
        color: '#2c3e50',
        baseHealth: { min: 1, max: 4 },
        speed: { min: 0.7, max: 1.2 },
        damage: 0.3,
        attackRange: 3,
        attackSpeed: 1, // attacks per second
        isRanged: true
    }
};

function createTower(type, position) {
    return {
        ...TowerTypes[type],
        type,
        position,
        lastAttackTime: 0,
        currentHealth: 10,
        maxHealth: 10
    };
}

function createEnemy(startPosition) {
    // 20% chance for ranged enemy
    const type = Math.random() < 0.2 ? 'RANGED' : 'BASIC';
    const enemyType = EnemyTypes[type];
    const health = Math.floor(Math.random() * 
        (enemyType.baseHealth.max - enemyType.baseHealth.min + 1)) + 
        enemyType.baseHealth.min;
    
    return {
        position: { ...startPosition },
        currentHealth: health,
        maxHealth: health,
        speed: enemyType.speed.min + Math.random() * (enemyType.speed.max - enemyType.speed.min),
        pathIndex: 0,
        type,
        lastAttackTime: 0,
        damage: enemyType.damage
    };
}

function createParticle(type, position, angle) {
    return {
        position: { ...position },
        velocity: {
            x: Math.cos(angle) * type.speed,
            y: Math.sin(angle) * type.speed
        },
        color: Array.isArray(type.colors) 
            ? type.colors[Math.floor(Math.random() * type.colors.length)]
            : type.color,
        createdAt: performance.now(),
        lifetime: type.lifetime,
        size: 3 + Math.random() * 2
    };
}

// Initialize game state at the bottom of the file
const gameState = {
    grid: Array(20).fill().map(() => Array(20).fill('empty')),
    path: [],
    towers: [],
    enemies: [],
    currency: 100,
    phase: 'placement',
    isGameOver: false,
    particles: [],
    projectiles: [],
    enemiesDestroyed: 0,
    enemiesEscaped: 0,
    
    // Define the function as part of the initial object
    awardEnemyDestroyed() {
        this.enemiesDestroyed++;
        // Random reward between 1 and 3
        const reward = Math.floor(Math.random() * 3) + 1;
        this.currency += reward;
    }
};