- Added Menu scene with video background, audio, and UI elements including player name input and level selection
- Implemented dynamic level loading based on user selection in Level scene
- Added level 2 assets (JSON map, TMX tileset, terrain images)
- Updated wave configurations for both levels with new enemy spawn schedules
- Refactored file structure by moving scenes to src/scenes/ directory
- Enhanced tower explosion sounds with increased volume
- Improved camera fade effects in menu and level scenes
This commit introduces a new advanced enemy variant (advanced3) with increased health and speed, adds two new tower types (flamethrower and laser cannon) with their respective configurations, extends the spawn timing for existing enemies in wave 9, and enhances the upgrade menu UI to display stat improvements.
This commit introduces medium enemy types with updated sprite sheets and configurations, implements a core damage system that reduces health when enemies reach the end point, adds new wave configurations for levels 7 and 8 with mixed enemy types, enhances the tower upgrade menu UI by removing animations and improving layout, updates enemy spread values for better balance, and fixes various visual elements including camera scroll factors and text positioning.
- 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.
- 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
- 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 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.