components and new tower
This commit is contained in:
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87aea4bd6f
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417
index.js
417
index.js
@ -6,6 +6,9 @@ window.onload = function () {
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* I use Object.assign to copy objects in order to eliminate references when spawning enemies
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and to get the ability to modify them individually
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* Components such as buttons or selections within the canvas are classes
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* if, function and else have spaces between both '(' and '{'
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`if (thing) {}` not `if(thing){}`
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* Keep all variables local to their scope (in other words, use `let` instead of `var`)
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*/
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let canvas = document.getElementById('canvas')
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@ -36,6 +39,7 @@ window.onload = function () {
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waveTimer: 0,
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tower: 'simple',
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towerSel: null,
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debug: false,
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sellRatio: .8
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}
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@ -67,7 +71,7 @@ window.onload = function () {
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tough: {
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speed: 5,
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node: 1,
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health: 100,
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health: 150,
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reward: 20,
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frequency: 1000,
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icon: '#f40'
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@ -80,30 +84,44 @@ window.onload = function () {
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damage: 15, // damage to deal to enemies when hit
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rate: 20, // rate of fire, higher - slower
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name: 'Simple', // name of the tower
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description: 'Basic tower',
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description: 'Medium rate and damage',
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speed: 30, // bullet speed, higher - faster
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cost: 50, // cost to place
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icon: '#333' // currently color
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icon: '#333', // currently color
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bullet: 1 // The type of bullet. 1: damage, 2: slow down by damage, 3: instant kill
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},
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rapid: {
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range: 3,
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damage: 5,
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rate: 5,
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name: 'Rapid',
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description: 'Rapid-firing tower',
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description: 'Rapid-firing but low damage',
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speed: 30,
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cost: 250,
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icon: '#303'
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icon: '#303',
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bullet: 1
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},
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snipe: {
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range: 5,
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damage: 150,
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rate: 100,
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name: 'Sniper',
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description: 'Slow but powerful shots',
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sticky: {
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range: 3,
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damage: 10,
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rate: 30,
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name: 'Sticky',
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description: 'Slow down enemies by damage',
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speed: 50,
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cost: 500,
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icon: '#4f3'
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icon: '#4f3',
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bullet: 2
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},
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snipe: {
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range: 10,
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damage: 1500,
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rate: 100,
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name: 'Sniper',
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description: 'Slow firing but always kills',
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speed: 50,
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cost: 1000,
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icon: '#4f3',
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bullet: 1
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}
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}
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@ -157,12 +175,114 @@ window.onload = function () {
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class Component {
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constructor (x, y) {
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this.visible = true
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this.elements = []
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this.x = x
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this.y = y
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}
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draw () {}
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update() {}
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elDraw() {
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for (let i in this.elements) {
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let elem = this.elements[i]
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if (elem instanceof Component) {
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elem.draw()
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}
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}
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}
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elUpdate() {
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for (let i in this.elements) {
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let elem = this.elements[i]
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if (elem instanceof Component) {
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elem.update()
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}
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}
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}
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addElement (el) {
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if (!(el instanceof Component)) return
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this.elements.push(el)
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}
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draw () {
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this.elDraw()
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}
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update() {
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this.elUpdate()
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}
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}
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class Tooltip extends Component {
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constructor () {
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super(0, 0)
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this.font = '20px Helvetica'
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this.text = ''
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this.w = 0
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this.h = 24
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this.components = []
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this.visible = false
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}
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static assign (tooltip, component, text) {
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tooltip.addComponent(component, text)
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}
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setText (str) {
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if (this.text === str) return
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this.text = str
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if (this.font) ctx.font = this.font
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this.w = ctx.measureText(this.text).width + this.h
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}
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draw () {
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if (!this.visible) return
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if (this.text === '') return
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if (this.font) ctx.font = this.font
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let aX = this.x
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let aY = this.y
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if (aX + this.w > canvas.width) {
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aX -= this.w + 5
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}
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ctx.fillStyle = 'rgba(255, 255, 255, 0.5)'
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ctx.fillRect(aX, aY, this.w, this.h)
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ctx.fillStyle = '#000'
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ctx.fillText(this.text, aX + this.h / 2, aY + this.h / 2 + 5)
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}
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setPosition (x, y) {
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this.x = x
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this.y = y
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}
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update () {
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if (this.components.length) {
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let cmps = false
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for (let i in this.components) {
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let cmp = this.components[i]
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if (mXr > cmp.x && mYr > cmp.y &&
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mXr < cmp.x + cmp.w && mYr < cmp.y + cmp.h) {
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this.setPosition(mXr, mYr)
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this.setText(cmp.text)
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cmps = true
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}
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}
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this.visible = cmps
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}
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}
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addComponent (component, text) {
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this.components.push({
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x: component.x,
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y: component.y,
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w: component.w,
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h: component.h,
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text: text
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})
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}
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}
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class ButtonComponent extends Component {
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@ -197,9 +317,19 @@ window.onload = function () {
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ctx.fillStyle = 'rgba(0, 0, 0, 0.45)'
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ctx.fillRect(this.x, this.y, this.w, this.h)
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} else if (this.hovered) {
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ctx.fillStyle = 'rgba(255, 255, 255, 0.25)'
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ctx.fillStyle = 'rgba(255, 255, 255, 0.15)'
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ctx.fillRect(this.x, this.y, this.w, this.h)
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}
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this.elDraw()
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}
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update () {
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if (!this.visible || this.disabled) return
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if (mXr > this.x && mYr > this.y && mXr < this.x + this.w && mYr < this.y + this.h) {
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this.hovered = true
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} else if (this.hovered) {
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this.hovered = false
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}
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}
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setDisabled (disable) {
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@ -222,13 +352,23 @@ window.onload = function () {
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this.textColor = '#fff'
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this.color = '#995522'
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this.fn = this.select
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this.font = '14px Helvetica'
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}
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select () {
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Game.tower = this.tower
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}
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addTooltip () {
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Tooltip.assign(Components.tooltip, this, this.towerObj.description)
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}
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update () {
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super.update()
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this.disabled = this.towerObj.cost > Game.money
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this.active = Game.tower === this.tower
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this.elUpdate()
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}
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draw () {
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if (!this.visible) return
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if (this.active) {
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@ -261,26 +401,113 @@ window.onload = function () {
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ctx.fillStyle = 'rgba(0, 0, 0, 0.45)'
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ctx.fillRect(this.x, this.y, this.w, this.h)
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} else if (this.hovered) {
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ctx.fillStyle = 'rgba(255, 255, 255, 0.25)'
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ctx.fillStyle = 'rgba(255, 255, 255, 0.15)'
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ctx.fillRect(this.x, this.y, this.w, this.h)
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}
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this.elDraw()
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}
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}
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function clickBtn () {
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class InfoDialog extends Component {
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constructor () {
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super()
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this.x = 0
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this.y = (Maps.height - 5) * Maps.tile
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this.w = Maps.width * Maps.tile
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this.h = 5 * Maps.tile
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this.createButton()
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}
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createButton () {
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let btn = new ButtonComponent('Sell Tower', '#fff', '#f11', 490, 590, 140, 40, () => {
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if (Game.towerSel) {
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sellTower(Game.towerSel.x, Game.towerSel.y)
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}
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})
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btn.update = function () {
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this.visible = Game.towerSel !== null
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if (!this.visible) return
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if (mXr > this.x && mYr > this.y && mXr < this.x + this.w && mYr < this.y + this.h) {
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this.hovered = true
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} else if (this.hovered) {
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this.hovered = false
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}
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}
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this.addElement(btn)
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}
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draw () {
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if (Game.towerSel) {
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let ts = Game.towerSel
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ctx.fillStyle = 'rgba(0, 0, 0, 0.45)'
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ctx.fillRect(this.x, this.y, this.w, this.h)
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ctx.fillStyle = '#fff'
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ctx.font = '25px Helvetica'
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ctx.fillText(ts.name + ' Tower', 5, this.y + 25)
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ctx.font = '15px Helvetica'
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ctx.fillText(ts.description, 5, this.y + 42)
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ctx.fillText('Range: ' + ts.range + ' tiles', 5, this.y + 70)
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ctx.fillText('Damage: ' + ts.damage + ' HP', 5, this.y + 85)
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ctx.fillText('Fire Rate: ' + ts.rate, 5, this.y + 100)
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ctx.fillText('Kills: ' + ts.killcount, 5, this.y + 115)
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ctx.fillText('Fired ' + ts.fires + ' times', 5, this.y + 130)
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}
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this.elDraw()
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}
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}
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function clickBtn (cmp) {
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let click = false
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for (let i in Components) {
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let btn = Components[i]
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if (!(btn instanceof ButtonComponent)) continue
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if (btn.disabled || !btn.visible) continue
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if (mXr > btn.x && mYr > btn.y && mXr < btn.x + btn.w && mYr < btn.y + btn.h) {
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btn.fn()
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click = true
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let compList = cmp != null && cmp instanceof Component ? cmp.elements : null
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if (cmp == null && compList == null) {
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compList = Components
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}
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for (let i in compList) {
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let btn = compList[i]
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if (!(btn instanceof ButtonComponent)) {
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// Loop through sub-components of components
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if (btn.elements.length) {
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click = clickBtn(btn)
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} else {
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continue
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}
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} else {
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// Click the button if its in bounds, visible and not disabled
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if (btn.disabled || !btn.visible) continue
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if (mXr > btn.x && mYr > btn.y && mXr < btn.x + btn.w && mYr < btn.y + btn.h && btn) {
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btn.fn()
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click = true
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}
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}
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}
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return click
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}
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function updateComponents (cmp) {
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// Determine which object of components to update
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let compList = cmp != null && cmp instanceof Component ? cmp.elements : null
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if (cmp == null && compList == null) {
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compList = Components
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}
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for (let i in compList) {
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let component = compList[i]
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component.update()
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if (component.elements.length) {
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updateComponents(component)
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}
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}
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}
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// Use this function to spawn enemies depending on round
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function nextWave () {
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Game.wave++
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@ -303,7 +530,7 @@ window.onload = function () {
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// Use this function to modify the enemies spawned each round
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function waveEnemyModifer (enemy, round) {
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// Reduce the time between enemy spawns
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let fr = enemy.frequency - 2 * round
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let fr = enemy.frequency - 5 * round
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if (fr < 100) {
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fr = 100
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}
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@ -400,6 +627,8 @@ window.onload = function () {
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target = enemiesProxima[enemiesProxima.length - 1]
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}
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tower.fires++
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Game.particles.push({
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x: tower.x,
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y: tower.y,
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@ -408,9 +637,9 @@ window.onload = function () {
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velY: (target.y - tower.y) / target.dist * 1.24,
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dmg: tower.damage,
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speed: tower.speed,
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life: 100
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type: tower.bullet || 1,
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life: 30
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})
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tower.fires++
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}
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function tickTowers () {
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@ -446,15 +675,22 @@ window.onload = function () {
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if (parti.x >= enemy.x - 0.25 && parti.y >= enemy.y - 0.25 &&
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parti.x <= enemy.x + 0.5 && parti.y <= enemy.y + 0.5) {
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// damage enemy
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enemy.dmg -= parti.dmg
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if (parti.type === 1) {
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enemy.dmg -= parti.dmg
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if (enemy.dmg <= 0) {
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Game.enemies.splice(j, 1)
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Game.money += 10
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if (enemy.dmg <= 0) {
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Game.enemies.splice(j, 1)
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Game.money += 10
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let tower = getTowerAt(parti.tower.x, parti.tower.y)
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if (tower) {
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tower.killcount++
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let tower = getTowerAt(parti.tower.x, parti.tower.y)
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if (tower) {
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tower.killcount++
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}
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}
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} else if (parti.type === 2) {
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enemy.speed -= parti.dmg
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if (enemy.speed < 2) {
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enemy.speed = 2
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}
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}
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@ -576,7 +812,7 @@ window.onload = function () {
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function sellTower (x, y) {
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let tower = getTowerAt(x, y)
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if(tower) {
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if (tower) {
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let amount = tower.cost * Game.sellRatio
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Game.money += amount
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Game.selltext.push({
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@ -591,12 +827,13 @@ window.onload = function () {
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}
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return Game.towers.splice(Game.towers.indexOf(tower), 1)
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}else{
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} else {
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return null
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}
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}
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function update (dt) {
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// Update FPS count for drawing (Don't render a new number every frame, it changes too fast)
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fpsCount++
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fpsCount %= 20
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if (fpsCount === 0) {
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@ -608,32 +845,25 @@ window.onload = function () {
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tickTowers()
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}
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// Move enemies
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updateEnemyMovements()
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// Move bullets
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tickParticles()
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// Move sell texts
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tickSellText()
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for (let i in Components) {
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let btn = Components[i]
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if (btn instanceof ButtonComponent) {
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if (mXr > btn.x && mYr > btn.y && mXr < btn.x + btn.w && mYr < btn.y + btn.h) {
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btn.hovered = true
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} else if (btn.hovered) {
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btn.hovered = false
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}
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if (btn instanceof TowerButton) {
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btn.disabled = btn.towerObj.cost > Game.money
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btn.active = Game.tower === i
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}
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}
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}
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// Update all components (eg buttons)
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updateComponents()
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// Set the state
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updateGameState()
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// Increment game clock
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if (Game.state === 1) {
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Game.waveTimer++
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}
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Components.sell.visible = Game.towerSel !== null
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}
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function render () {
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@ -641,6 +871,7 @@ window.onload = function () {
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ctx.fillStyle = '#0fa'
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ctx.fillRect(0, 0, canvas.width, canvas.height)
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// Draw the map
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for (let i in Game.map.tiles) {
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let tile = Game.map.tiles[i]
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let index = parseInt(i)
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@ -658,28 +889,34 @@ window.onload = function () {
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draw_tile = false
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}
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if(draw_tile) {
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if (draw_tile) {
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ctx.fillRect(x * mt, y * mt, mt, mt)
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}
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if(Game.state == 2 && tile == 0 && !getTowerAt(x, y) && !canPlaceTowerAt(x, y)) {
|
||||
// Draw obstructed tiles
|
||||
if (Game.state == 2 && tile == 0 && !getTowerAt(x, y) && !canPlaceTowerAt(x, y)) {
|
||||
ctx.fillStyle = 'rgba(255, 0, 0, 0.45)'
|
||||
ctx.fillRect(x * mt, y * mt, mt, mt)
|
||||
}
|
||||
}
|
||||
/*
|
||||
for (let i in Game.map.pathgen) {
|
||||
let node = Game.map.pathgen[i]
|
||||
ctx.fillStyle = '#00f'
|
||||
ctx.fillRect((node.x * mt) + mt / 3, (node.y * mt) + mt / 3, 8, 8)
|
||||
|
||||
// Show the enemy movement path
|
||||
if (Game.debug) {
|
||||
for (let i in Game.map.pathgen) {
|
||||
let node = Game.map.pathgen[i]
|
||||
ctx.fillStyle = '#00f'
|
||||
ctx.fillRect((node.x * mt) + mt / 3, (node.y * mt) + mt / 3, 8, 8)
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// Draw towers
|
||||
for (let i in Game.towers) {
|
||||
let tower = Game.towers[i]
|
||||
ctx.fillStyle = tower.icon
|
||||
ctx.fillRect(tower.x * mt + 2, tower.y * mt + 2, 28, 28)
|
||||
}
|
||||
|
||||
// Draw enemies
|
||||
for (let i in Game.enemies) {
|
||||
let enemy = Game.enemies[i]
|
||||
let rx = (enemy.x * mt) + mt / 8
|
||||
@ -697,13 +934,14 @@ window.onload = function () {
|
||||
ctx.fillRect(hx, hy, (16 + 12) * enemy.dmg / enemy.health, 5)
|
||||
}
|
||||
|
||||
// Draw bullets
|
||||
for (let i in Game.particles) {
|
||||
let tower = Game.particles[i]
|
||||
ctx.fillStyle = '#f33'
|
||||
ctx.fillRect(tower.x * mt + mt / 16, tower.y * mt + mt / 16, 8, 8)
|
||||
}
|
||||
|
||||
// tower range visualization
|
||||
// Tower range visualization
|
||||
let towerData = Towers[Game.tower]
|
||||
let vX = null
|
||||
let vY = null
|
||||
@ -730,6 +968,7 @@ window.onload = function () {
|
||||
ctx.closePath()
|
||||
}
|
||||
|
||||
// Render sell text
|
||||
for (let i in Game.selltext) {
|
||||
let txt = Game.selltext[i]
|
||||
ctx.font = '12px Helvetica'
|
||||
@ -737,9 +976,11 @@ window.onload = function () {
|
||||
ctx.fillText('+ $' + txt.amount, txt.x * mt, txt.y * mt)
|
||||
}
|
||||
|
||||
// Render sidebar background
|
||||
ctx.fillStyle = '#996633'
|
||||
ctx.fillRect(640, 0, 240, 640)
|
||||
|
||||
// Render sidebar text
|
||||
ctx.font = '20px Helvetica'
|
||||
ctx.fillStyle = '#fff'
|
||||
ctx.fillText('FPS: ' + fpsDraw.toFixed(2), 0, 20)
|
||||
@ -747,43 +988,24 @@ window.onload = function () {
|
||||
ctx.fillText('Health: ' + Game.health, 645, 45)
|
||||
ctx.fillText('Money: ' + Game.money, 645, 65)
|
||||
|
||||
// Game Over text
|
||||
if (Game.state === -1) {
|
||||
ctx.font = '80px Helvetica'
|
||||
ctx.fillStyle = '#f00'
|
||||
ctx.fillText('Game Over', 100, canvas.height / 2 - 80 / 2)
|
||||
}
|
||||
|
||||
// Draw mouse cursor
|
||||
if (mX < Maps.width && mY < Maps.height) {
|
||||
ctx.fillStyle = 'rgba(255, 0, 0, 0.24)'
|
||||
ctx.fillRect(mX * mt, mY * mt, mt, mt)
|
||||
}
|
||||
|
||||
// Render a selection information box
|
||||
// TODO: component
|
||||
if (Game.towerSel) {
|
||||
let by = (Maps.height - 5) * Maps.tile
|
||||
let ts = Game.towerSel
|
||||
|
||||
ctx.fillStyle = 'rgba(0, 0, 0, 0.45)'
|
||||
ctx.fillRect(0, by, Maps.width * Maps.tile, 5 * Maps.tile)
|
||||
|
||||
ctx.fillStyle = '#fff'
|
||||
ctx.font = '25px Helvetica'
|
||||
ctx.fillText(ts.name + ' Tower', 5, by + 25)
|
||||
|
||||
ctx.font = '15px Helvetica'
|
||||
ctx.fillText(ts.description, 5, by + 42)
|
||||
|
||||
ctx.fillText('Range: ' + ts.range + ' tiles', 5, by + 70)
|
||||
ctx.fillText('Damage: ' + ts.damage + ' HP', 5, by + 85)
|
||||
ctx.fillText('Fire Rate: ' + ts.rate, 5, by + 100)
|
||||
ctx.fillText('Kills: ' + ts.killcount, 5, by + 115)
|
||||
ctx.fillText('Fired ' + ts.fires + ' times', 5, by + 130)
|
||||
}
|
||||
|
||||
// Draw all components
|
||||
for (let i in Components) {
|
||||
let btn = Components[i]
|
||||
btn.draw()
|
||||
let cmp = Components[i]
|
||||
if (!(cmp) instanceof Component) continue
|
||||
cmp.draw()
|
||||
}
|
||||
}
|
||||
|
||||
@ -795,6 +1017,7 @@ window.onload = function () {
|
||||
update()
|
||||
render()
|
||||
|
||||
// Update FPS
|
||||
let cfps = 1000 / ((now = new Date) - lastTime)
|
||||
if (now != lastTime) {
|
||||
fps += (cfps - fps) / fpsRes
|
||||
@ -812,19 +1035,25 @@ window.onload = function () {
|
||||
updateGameState(1)
|
||||
})
|
||||
|
||||
// Tower sell button
|
||||
Components.sell = new ButtonComponent('Sell Tower', '#fff', '#f11', 490, 590, 140, 40, () => {
|
||||
if (Game.towerSel) {
|
||||
sellTower(Game.towerSel.x, Game.towerSel.y)
|
||||
}
|
||||
})
|
||||
// Tower information box
|
||||
Components.info = new InfoDialog()
|
||||
|
||||
// Add buy buttons to every tower
|
||||
let index = 0
|
||||
for (let i in Towers) {
|
||||
Components[i] = new TowerButton(i, index)
|
||||
index++
|
||||
}
|
||||
|
||||
// Tooltip
|
||||
Components.tooltip = new Tooltip()
|
||||
for (let i in Towers) {
|
||||
let cmp = Components[i]
|
||||
if (!cmp) continue
|
||||
Components.tooltip.addComponent(cmp, cmp.towerObj.description)
|
||||
}
|
||||
|
||||
// Start the game
|
||||
gameLoop()
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user