- Added new audio assets including sound effects for towers (cannon, flamethrower, gatling gun, laser) and interface sounds (portal, coin, upgrade)
- Integrated background music tracks for levels
- Enhanced tower animations with new fire animations for cannon and laser towers
- Improved tower behavior with visual effects like laser beams and particle effects
- Updated tower configurations including AOE ranges and costs for different levels
- Modified wave progression to include more challenging enemy combinations
- Added sound feedback for key game events (tower placement, upgrades, waves)
This commit adds a new ICBM tower type with distinct visual effects and attack behavior. Key changes include:
- Added ICBM tower configuration with 3 levels, damage, range, and AOE properties
- Implemented custom animation system for tower firing sequences
- Created specialized icbmAttackTarget method with missile launch and explosion effects
- Updated tower rendering logic to handle ICBM's unique sprite setup (base + top)
- Modified enemy targeting logic to exclude ICBM from normal rotation behavior
- Added new animation definitions for ICBM explosion effects
- Adjusted interface manager to display correct sprites for ICBM tower in menus
The ICBM tower features a missile launch animation, AOE damage on impact, and explosion visual effects that distinguish it from other tower types.
This commit introduces a new wave configuration (wave 5) with its schedule segments and enemy properties. It also adjusts the path threshold calculation in WaveManager to improve enemy movement accuracy when reaching waypoints.
Add tower range visualization with rotating line indicator and improve tile validation logic
- Enhanced tower selection interface by adding a rotating green line that visualizes the tower's range
- Updated range circle color from #c0b15c to #c009900 for better visibility
- Modified tile validation logic to properly handle multiple child object types (Rectangle, Arc, Line) when checking placement validity
- Improved code readability by using Array.includes() instead of multiple !== comparisons
```
- Replace static camera bounds with dynamic level dimensions
- Add comprehensive tower upgrade menu with animated range circle
- Implement gold cost validation and visual feedback for upgrades
- Create interactive upgrade/cancel buttons with tween animations
- Add upgrade cost tracking and enable/disable functionality
- Update UI scene to include new upgrade icon asset
- Added allowPan flag to level scene to control camera panning
- Implemented interface manager to disable/enable panning when interfaces open/close
- Enhanced tower manager with:
* Tower selection functionality
* Visual range circle and rotating line indicator
* Global click handler to close upgrade menu when clicking outside towers
* Depth management for tower sprites
* Pointer overlap detection for UI interactions
This enables proper tower selection, visual feedback during upgrades, and prevents camera panning while interacting with the UI.
This commit implements tower upgrading mechanics by:
- Adding sprite and cost properties to all tower levels in towerConfig.js
- Implementing upgradeMenu() and upgradeTower() methods in TowerManager.js
- Adding interactive tower selection for upgrades
- Updating tower textures during upgrades
- Including gold cost validation for upgrades
The changes enable players to upgrade towers up to level 3, with appropriate cost increases and visual feedback through sprite changes.
- Implemented dynamic zoom controls with mouse position centering
- Increased spawn range for enemies from 4000 to 8000 units
- Adjusted basic1 enemy spread from 25 to 35 units
- Added new basic3 enemy type with increased health and damage
- Refined tower display system to dynamically populate based on configuration
- Enhanced wave manager to support variable enemy types (basic1-basic10)
- Expanded wave configuration with additional waves including new enemy types
- Improved zoom limiting and camera positioning logic
These changes improve gameplay balance, expand enemy variety, enhance user interface responsiveness, and provide more flexible level design capabilities.
- Expanded level 1 map from 9x16 to 13x16 tiles with updated collision data
- Modified enemy spawn timing ranges for more varied gameplay
- Adjusted interface animations and tower placement logic
- Updated wave configurations including new wave 3 with increased difficulty
- Disabled zoom controls and removed right-click tower deletion functionality
The changes aim to provide a larger playable area, improve game balance through better enemy distribution, enhance user interface responsiveness, and increase challenge progression across waves.
This commit introduces a comprehensive tower placement system allowing players to select and place towers on valid platform tiles. Key changes include:
- Added tower selection and preview functionality with visual feedback (green for valid, red for invalid positions)
- Implemented cannon tower type with AOE damage capabilities
- Integrated next wave button with animation effects in the UI
- Modified wave progression to be controlled via interface manager instead of automatic timing
- Enhanced tower placement logic to snap to grid and validate platform collisions
- Updated gold management system with proper removal when placing towers
The changes enable players to strategically place multiple tower types while providing visual feedback during selection and integrating seamlessly with the existing wave progression system.
- Refactored level system from Level1 to Level with improved camera controls (zoom/pan)
- Enhanced tower management with new animations and firing mechanics
- Updated enemy configurations with increased health, damage, and drop rates
- Implemented comprehensive UI interface with tower selection and resource management
- Added wave progression system with multiple enemy types and spawn scheduling
- Improved visual effects including glowing cores, particle effects, and animated gold drops
- Integrated new assets including font files, spritesheets, and interface elements
This update transforms the basic tower defense game into a more polished experience with enhanced gameplay mechanics, better visuals, and improved user interface.
- Added tower spritesheet loading and tower creation functionality
- Implemented tower targeting logic to follow enemies based on distance traveled
- Added firing animations for towers with proper rotation towards targets
- Enhanced enemy management with unique IDs, health bars, and death animations
- Updated enemy configurations with reduced health values
- Modified wave spawn rates to increase difficulty progression
- Improved tower attack logic to handle multiple enemies in range properly
This commit introduces the core tower defense mechanics including tower placement, targeting, firing, and enemy management systems.
- Added distance traveled tracking to enemies for progression metrics
- Implemented enemy health system with damage calculation and health bars
- Created tower attack functionality with damage application and enemy destruction
- Enhanced wave manager to track enemy movement distances during path traversal
- Updated enemy configuration with full health values and drop ranges
- Modified tower manager to support dynamic tower properties and level-based configurations
This commit introduces core combat mechanics including enemy health tracking, visual health bars, tower damage system, and proper distance calculation for enemy progression through paths.
This commit introduces a complete tower management system including:
- Added TowerManager class to handle tower creation, updates, and firing logic
- Implemented gun tower configuration with damage, rate, duration, and range stats
- Created visual range circles for towers
- Integrated tower placement in level1 scene
- Added basic enemy detection and firing mechanics
- Updated wave manager to support level completion state
The changes enable the core tower defense functionality where towers automatically detect enemies in range and fire at them based on configured rates.
- Added level 1 assets (tilemap, terrain, enemy sprites)
- Implemented Level1 scene with tilemap loading and collision detection
- Integrated EasyStar.js for enemy pathfinding between spawn and end points
- Created wave manager system to handle enemy spawning schedules
- Added basic enemy configuration and animation support
- Set up game structure with Phaser 3 framework
- Added web server startup script for local development
This commit establishes the foundational level 1 gameplay including map rendering, collision detection, enemy spawning mechanics, and pathfinding behavior using EasyStar.js for AI movement.