feat(balance): 30-wave campaign, 5 new enemy types, steeper per-wave scaling
The campaign was too easy: a handful of un-upgraded towers stopped everything. This makes the game substantially harder across three axes. Campaign extended from 20 to 30 hand-tuned waves (endless now starts at 31). Victory messages, HUD label (via store.totalWaves synced from TOTAL_WAVES), start screen, lobby and README updated. Five new enemy types debut in later waves, each with a hand-drawn canvas look: - Brute (wave 8): fast tank hybrid, 130 HP, 2 lives - Phantom (wave 12): fast flyer with real HP, 2 lives - Scorpion (wave 14): very fast ground, 2 lives - Golem (wave 18): walking bunker, 560 HP, 3 lives - Dragon (wave 22): flying boss, 950 HP, 3 lives, gets its own top boss health bar like the boss Per-wave HP scaling steepened (1 + 0.16m + 0.025m², was 0.18m + 0.02m²): wave 10 now ~4.6x (was 4.2x), wave 20 ~13.2x (was 11.6x), wave 30 ~29x. Late waves mix the new types into heavy compositions; wave 30 is the final wall (3 bosses, 2 dragons, 4 golems, 12 scorpions). Endless waves scale all ten types with bosses every 5 and dragons from endless+2. Balance validated with the headless greedy-bot simulation: the bot (capped around tower level 5 on fixed spots) previously trivially won the campaign and now dies at wave 29 — clearing wave 30 requires evolved towers (level 6+), research bonuses and good placement. The sim docs were updated to describe this new tuning philosophy. New render smoke test (npm test): draws all ten enemy kinds through the real renderer with a stub 2D context, two frames each with slow/ DoT/flash effects active, guarding every drawEnemy code path. 55 checks green, build clean. Browser-verified: campaign starts and HUD shows "Welle x/30".
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13 changed files with 402 additions and 38 deletions
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@ -29,7 +29,7 @@ function menu(): void {
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<h2 v-else-if="store.result.win">Sieg!</h2>
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<h2 v-else>Game Over</h2>
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<p v-if="store.mp.active" class="msg">{{ store.mp.resultMsg }}</p>
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<p v-else-if="store.result.win" class="msg">Alle 20 Wellen abgewehrt — die Basis steht!</p>
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<p v-else-if="store.result.win" class="msg">Alle 30 Wellen abgewehrt — die Basis steht!</p>
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<p v-else class="msg">Die Basis wurde überrannt. In Welle {{ store.result.wave }}.</p>
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<div v-if="!store.mp.active" class="stats">
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@ -7,7 +7,7 @@ import type { MapId } from '@/game/types'
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const modeText = computed(() =>
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store.mp.mode === 'coop'
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? { icon: '🤝', title: 'Coop', desc: 'Ein gemeinsames Spielfeld: gemeinsames Gold und Leben, 20 Wellen zusammen.' }
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? { icon: '🤝', title: 'Coop', desc: 'Ein gemeinsames Spielfeld: gemeinsames Gold und Leben, 30 Wellen zusammen.' }
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: { icon: '⚔', title: '1v1', desc: 'Jeder verteidigt sein eigenes Spielfeld (deins ist das große). Den Gegner siehst du live im Mini-Fenster und kannst ihm Rushes schicken!' },
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)
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@ -59,7 +59,7 @@ async function joinRoom(): Promise<void> {
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<span>🏹</span><span>🧨</span><span>❄️</span><span>⚡</span><span>💫</span>
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</div>
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<h1>TRXTD</h1>
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<p class="subtitle">Tower Defense im Browser — verteidige deine Basis gegen 20 Wellen!</p>
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<p class="subtitle">Tower Defense im Browser — verteidige deine Basis gegen 30 Wellen!</p>
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</div>
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<div class="section-title">Karte auswählen</div>
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@ -5,7 +5,7 @@ export const COLS = 20
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export const ROWS = 11
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export const W = COLS * TILE // 960
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export const H = ROWS * TILE // 528
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export const TOTAL_WAVES = 20
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export const TOTAL_WAVES = 30
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export const INTERMISSION = 20 // seconds between waves
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export const SELL_RATIO = 0.7
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@ -474,12 +474,68 @@ export const ENEMIES: Record<EnemyKind, EnemyDef> = {
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flying: false,
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color: '#d84b3f',
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},
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// --- spätere Wellen: stärkere Gegnertypen ---
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brute: {
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kind: 'brute',
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name: 'Brute',
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hp: 130,
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speed: 50,
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reward: 14,
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radius: 13,
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dmg: 2,
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flying: false,
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color: '#b0763a',
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},
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phantom: {
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kind: 'phantom',
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name: 'Phantom',
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hp: 75,
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speed: 92,
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reward: 13,
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radius: 10,
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dmg: 1,
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flying: true,
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color: '#a9c6de',
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},
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scorpion: {
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kind: 'scorpion',
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name: 'Skorpion',
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hp: 90,
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speed: 122,
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reward: 16,
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radius: 11,
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dmg: 2,
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flying: false,
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color: '#c2503d',
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},
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golem: {
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kind: 'golem',
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name: 'Golem',
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hp: 560,
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speed: 27,
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reward: 42,
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radius: 17,
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dmg: 3,
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flying: false,
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color: '#8a8f7a',
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},
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dragon: {
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kind: 'dragon',
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name: 'Drache',
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hp: 950,
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speed: 56,
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reward: 85,
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radius: 18,
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dmg: 3,
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flying: true,
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color: '#9b3a8f',
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},
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}
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/** hp multiplier for wave n */
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/** hp multiplier for wave n (steeper curve: late waves get noticeably tougher) */
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export function waveHpScale(n: number): number {
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const m = n - 1
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return 1 + 0.18 * m + 0.02 * m * m
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return 1 + 0.16 * m + 0.025 * m * m
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}
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/** speed multiplier for wave n */
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@ -502,7 +558,11 @@ export function earlyCallBonus(remainingSeconds: number): number {
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const G = (kind: EnemyKind, count: number, interval: number): WaveGroup => ({ kind, count, interval })
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/** hand-tuned waves 1..20 */
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/**
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* Hand-tuned campaign waves 1..30.
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* New enemy types debut progressively: Brute (8), Phantom (12), Skorpion (14),
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* Golem (18), Drache (22). Wave 30 is the final wall before endless mode.
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*/
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export const WAVES: WaveGroup[][] = [
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/* 1 */ [G('normal', 8, 1.1)],
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/* 2 */ [G('normal', 12, 0.9)],
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@ -511,30 +571,44 @@ export const WAVES: WaveGroup[][] = [
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/* 5 */ [G('normal', 10, 0.75), G('tank', 3, 2.2)],
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/* 6 */ [G('fast', 12, 0.5), G('tank', 4, 2.0)],
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/* 7 */ [G('flyer', 8, 0.9), G('normal', 10, 0.7)],
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/* 8 */ [G('fast', 10, 0.5), G('flyer', 10, 0.7)],
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/* 8 */ [G('fast', 10, 0.5), G('flyer', 10, 0.7), G('brute', 2, 2.4)],
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/* 9 */ [G('tank', 6, 1.6), G('fast', 12, 0.45), G('normal', 10, 0.6)],
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/* 10 */ [G('boss', 1, 1), G('normal', 12, 0.8)],
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/* 11 */ [G('flyer', 14, 0.55), G('fast', 12, 0.45)],
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/* 12 */ [G('tank', 8, 1.3), G('normal', 16, 0.5)],
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/* 13 */ [G('fast', 20, 0.35), G('flyer', 12, 0.5)],
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/* 14 */ [G('tank', 10, 1.1), G('fast', 16, 0.4)],
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/* 15 */ [G('boss', 2, 8), G('flyer', 10, 0.5)],
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/* 16 */ [G('normal', 24, 0.35), G('tank', 8, 1.0)],
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/* 17 */ [G('fast', 24, 0.3), G('flyer', 16, 0.45)],
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/* 18 */ [G('tank', 12, 0.9), G('normal', 20, 0.4)],
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/* 19 */ [G('fast', 20, 0.3), G('flyer', 20, 0.4), G('tank', 8, 0.9)],
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/* 20 */ [G('tank', 8, 1.0), G('boss', 2, 8), G('fast', 16, 0.35)],
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/* 12 */ [G('phantom', 6, 0.8), G('flyer', 10, 0.6), G('brute', 4, 1.8)],
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/* 13 */ [G('fast', 20, 0.35), G('tank', 6, 1.2), G('phantom', 6, 0.7)],
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/* 14 */ [G('scorpion', 8, 0.7), G('fast', 16, 0.4), G('tank', 6, 1.2)],
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/* 15 */ [G('boss', 2, 8), G('flyer', 10, 0.5), G('phantom', 6, 0.7)],
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/* 16 */ [G('normal', 20, 0.35), G('tank', 6, 1.0), G('brute', 5, 1.4)],
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/* 17 */ [G('fast', 24, 0.3), G('flyer', 16, 0.45), G('scorpion', 8, 0.65)],
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/* 18 */ [G('golem', 2, 5), G('tank', 9, 0.9), G('phantom', 7, 0.6)],
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/* 19 */ [G('fast', 20, 0.3), G('flyer', 20, 0.4), G('tank', 8, 0.9), G('scorpion', 6, 0.6)],
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/* 20 */ [G('boss', 2, 8), G('tank', 8, 1.0), G('brute', 8, 1.2), G('fast', 16, 0.35)],
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/* 21 */ [G('golem', 3, 4), G('scorpion', 10, 0.55), G('phantom', 8, 0.55)],
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/* 22 */ [G('dragon', 1, 1), G('flyer', 16, 0.45), G('fast', 20, 0.3)],
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/* 23 */ [G('tank', 14, 0.8), G('golem', 3, 4), G('normal', 24, 0.3)],
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/* 24 */ [G('scorpion', 14, 0.5), G('phantom', 12, 0.5), G('fast', 24, 0.28)],
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/* 25 */ [G('boss', 3, 7), G('golem', 3, 4), G('brute', 10, 1.0)],
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/* 26 */ [G('dragon', 2, 9), G('flyer', 20, 0.4), G('phantom', 10, 0.5)],
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/* 27 */ [G('tank', 16, 0.7), G('golem', 4, 3.5), G('scorpion', 12, 0.5)],
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/* 28 */ [G('fast', 30, 0.24), G('phantom', 14, 0.45), G('scorpion', 12, 0.45), G('flyer', 18, 0.35)],
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/* 29 */ [G('golem', 4, 3), G('brute', 10, 0.9), G('tank', 10, 0.7), G('dragon', 2, 9)],
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/* 30 */ [G('boss', 3, 6), G('dragon', 2, 8), G('golem', 4, 3), G('scorpion', 12, 0.4)],
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]
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/** endless mode waves after 20 */
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/** endless mode waves after 30 */
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export function endlessWave(n: number): WaveGroup[] {
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const m = n - 20
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const m = n - 30
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const groups: WaveGroup[] = []
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if (n % 5 === 0) groups.push(G('boss', 1 + Math.floor(m / 5), 8))
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groups.push(G('tank', 8 + m * 2, Math.max(0.5, 1.1 - m * 0.02)))
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groups.push(G('fast', 18 + m * 3, Math.max(0.15, 0.32 - m * 0.01)))
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groups.push(G('flyer', 14 + m * 2, Math.max(0.25, 0.45 - m * 0.01)))
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groups.push(G('normal', 20 + m * 4, Math.max(0.18, 0.35 - m * 0.01)))
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if (n % 5 === 0) groups.push(G('boss', 1 + Math.floor(m / 4), 7))
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if (m >= 2) groups.push(G('dragon', 1 + Math.floor(m / 6), 9))
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groups.push(G('golem', 2 + Math.floor(m / 2), Math.max(2.2, 3.5 - m * 0.04)))
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groups.push(G('tank', 10 + m * 2, Math.max(0.5, 1.0 - m * 0.015)))
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groups.push(G('scorpion', 10 + m * 2, Math.max(0.3, 0.55 - m * 0.01)))
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groups.push(G('fast', 20 + m * 3, Math.max(0.15, 0.3 - m * 0.008)))
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groups.push(G('flyer', 16 + m * 2, Math.max(0.25, 0.4 - m * 0.008)))
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groups.push(G('phantom', 8 + m * 2, Math.max(0.3, 0.5 - m * 0.01)))
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groups.push(G('normal', 24 + m * 4, Math.max(0.18, 0.32 - m * 0.008)))
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return groups
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}
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@ -576,6 +650,11 @@ export const ENEMY_COLORS: Record<EnemyKind, string> = {
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tank: '#7d8894',
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flyer: '#b06ee8',
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boss: '#d84b3f',
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brute: '#b0763a',
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phantom: '#a9c6de',
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scorpion: '#c2503d',
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golem: '#8a8f7a',
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dragon: '#9b3a8f',
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}
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export const ENEMY_ICONS: Record<EnemyKind, string> = {
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@ -584,4 +663,9 @@ export const ENEMY_ICONS: Record<EnemyKind, string> = {
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tank: '⬜',
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flyer: '🟣',
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boss: '🔴',
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brute: '🟤',
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phantom: '⚪',
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scorpion: '🦂',
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golem: '🗿',
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dragon: '🐲',
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}
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@ -323,6 +323,7 @@ export class GameEngine {
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store.muted = sound.muted
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store.difficulty = diff
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store.mapId = mapId
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store.totalWaves = TOTAL_WAVES
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store.money = this.money
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store.lives = this.lives
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store.maxLives = this.lives
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@ -342,7 +342,7 @@ class MpGameController {
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if (this.ended) return
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if (this.mode === 'coop') {
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if (engine.phase === 'gameover') this.endGame(false, 'Eure Basis ist gefallen…')
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else if (engine.phase === 'victory') this.endGame(true, 'Alle 20 Wellen gemeinsam geschafft!')
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else if (engine.phase === 'victory') this.endGame(true, 'Alle 30 Wellen gemeinsam geschafft!')
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return
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}
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const mine = this.engines[this.myId]
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@ -773,6 +773,190 @@ export class Renderer {
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g.fill()
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break
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}
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case 'brute': {
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g.scale(1, squish)
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// fists
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const swing = Math.sin(eng.time * 7 + e.wobble) * 2
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g.fillStyle = '#7d5024'
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g.beginPath()
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g.arc(-e.r - 2, 2 + swing, e.r * 0.45, 0, Math.PI * 2)
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g.arc(e.r + 2, 2 - swing, e.r * 0.45, 0, Math.PI * 2)
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g.fill()
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// bulky body
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const bg = g.createRadialGradient(-3, -4, 2, 0, 0, e.r)
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bg.addColorStop(0, '#d29a56')
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bg.addColorStop(1, body)
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g.fillStyle = bg
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g.beginPath()
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g.arc(0, 0, e.r, 0, Math.PI * 2)
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g.fill()
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// angry eyes
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g.fillStyle = '#ffe9d2'
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g.beginPath()
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g.arc(-4, -3, 3, 0, Math.PI * 2)
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g.arc(4, -3, 3, 0, Math.PI * 2)
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g.fill()
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g.fillStyle = '#401c08'
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g.beginPath()
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g.arc(-3.4, -2.4, 1.5, 0, Math.PI * 2)
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g.arc(4.6, -2.4, 1.5, 0, Math.PI * 2)
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g.fill()
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g.strokeStyle = '#401c08'
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g.lineWidth = 2
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g.beginPath()
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g.moveTo(-7, -7)
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g.lineTo(-1.5, -5)
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g.moveTo(7, -7)
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g.lineTo(1.5, -5)
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g.stroke()
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break
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}
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case 'phantom': {
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g.globalAlpha = 0.78
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const wv = Math.sin(eng.time * 5 + e.wobble)
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g.fillStyle = body
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g.beginPath()
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g.arc(0, -2, e.r * 0.9, Math.PI, 0)
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g.lineTo(e.r * 0.9, e.r * 0.7)
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for (let i = 0; i < 3; i++) {
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const wx = e.r * 0.9 - (i * e.r * 0.6)
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g.quadraticCurveTo(wx - e.r * 0.15, e.r * (1.1 + wv * 0.15), wx - e.r * 0.6, e.r * 0.7)
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}
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g.closePath()
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g.fill()
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// hollow eyes
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g.globalAlpha = 1
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g.fillStyle = '#1d2c3a'
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g.beginPath()
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g.ellipse(-3.5, -3, 2.2, 3.2, 0, 0, Math.PI * 2)
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g.ellipse(3.5, -3, 2.2, 3.2, 0, 0, Math.PI * 2)
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g.fill()
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break
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}
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case 'scorpion': {
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g.rotate(e.heading)
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// tail
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g.strokeStyle = '#8e3524'
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g.lineWidth = 3
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g.beginPath()
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g.moveTo(-e.r * 0.6, 0)
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g.quadraticCurveTo(-e.r * 1.6, -e.r * 0.9, -e.r * 1.1, -e.r * 1.6)
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g.stroke()
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g.fillStyle = '#ffd23e'
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g.beginPath()
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g.arc(-e.r * 1.1, -e.r * 1.6, 2.6, 0, Math.PI * 2)
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g.fill()
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// body segments
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g.fillStyle = body
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g.beginPath()
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g.ellipse(0, 0, e.r, e.r * 0.62, 0, 0, Math.PI * 2)
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g.fill()
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g.fillStyle = '#8e3524'
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g.beginPath()
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g.ellipse(-e.r * 0.45, 0, e.r * 0.5, e.r * 0.4, 0, 0, Math.PI * 2)
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g.fill()
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// pincers
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const snap = Math.sin(eng.time * 9 + e.wobble) * 0.25
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g.strokeStyle = body
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g.lineWidth = 2.5
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for (const s of [-1, 1]) {
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g.beginPath()
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g.moveTo(e.r * 0.7, s * e.r * 0.3)
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g.lineTo(e.r * 1.15, s * e.r * (0.75 + snap))
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g.stroke()
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g.fillStyle = '#8e3524'
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g.beginPath()
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g.arc(e.r * 1.15, s * e.r * (0.75 + snap), 2.8, 0, Math.PI * 2)
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g.fill()
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}
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break
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}
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case 'golem': {
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const pulse = 0.5 + Math.sin(eng.time * 3 + e.wobble) * 0.5
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// stone body
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const sg = g.createLinearGradient(0, -e.r, 0, e.r)
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sg.addColorStop(0, '#a3a88f')
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sg.addColorStop(1, '#6c705c')
|
||||
g.fillStyle = sg
|
||||
this.roundRect(g, -e.r, -e.r, e.r * 2, e.r * 2, 7)
|
||||
g.fill()
|
||||
// cracks
|
||||
g.strokeStyle = 'rgba(40,44,32,0.7)'
|
||||
g.lineWidth = 1.5
|
||||
g.beginPath()
|
||||
g.moveTo(-e.r * 0.6, -e.r)
|
||||
g.lineTo(-e.r * 0.3, -e.r * 0.4)
|
||||
g.lineTo(-e.r * 0.55, e.r * 0.2)
|
||||
g.moveTo(e.r * 0.5, -e.r * 0.8)
|
||||
g.lineTo(e.r * 0.25, -e.r * 0.1)
|
||||
g.stroke()
|
||||
// glowing core
|
||||
g.fillStyle = `rgba(255,${140 + pulse * 60},60,${0.65 + pulse * 0.35})`
|
||||
g.beginPath()
|
||||
g.arc(0, 0, 5.5, 0, Math.PI * 2)
|
||||
g.fill()
|
||||
// deep-set eyes
|
||||
g.fillStyle = '#2b2f22'
|
||||
g.beginPath()
|
||||
g.arc(-e.r * 0.4, -e.r * 0.45, 2.6, 0, Math.PI * 2)
|
||||
g.arc(e.r * 0.4, -e.r * 0.45, 2.6, 0, Math.PI * 2)
|
||||
g.fill()
|
||||
break
|
||||
}
|
||||
case 'dragon': {
|
||||
// big flapping wings
|
||||
const flap = Math.sin(eng.time * 9 + e.wobble)
|
||||
g.fillStyle = 'rgba(70,25,80,0.85)'
|
||||
for (const s of [-1, 1]) {
|
||||
g.beginPath()
|
||||
g.moveTo(0, -2)
|
||||
g.quadraticCurveTo(s * e.r * 1.9, -e.r * (1.1 + flap * 0.3), s * e.r * 2.1, e.r * 0.2)
|
||||
g.quadraticCurveTo(s * e.r * 1.1, -e.r * 0.1, 0, 4)
|
||||
g.closePath()
|
||||
g.fill()
|
||||
}
|
||||
// spiky body
|
||||
g.fillStyle = '#5e2456'
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const a = (i / 8) * Math.PI * 2 + eng.time * 0.4
|
||||
g.beginPath()
|
||||
g.moveTo(Math.cos(a) * (e.r - 3), Math.sin(a) * (e.r - 3))
|
||||
g.lineTo(Math.cos(a + 0.2) * (e.r + 5), Math.sin(a + 0.2) * (e.r + 5))
|
||||
g.lineTo(Math.cos(a + 0.4) * (e.r - 3), Math.sin(a + 0.4) * (e.r - 3))
|
||||
g.closePath()
|
||||
g.fill()
|
||||
}
|
||||
const dg = g.createRadialGradient(-4, -4, 3, 0, 0, e.r)
|
||||
dg.addColorStop(0, '#d76ccb')
|
||||
dg.addColorStop(1, body)
|
||||
g.fillStyle = dg
|
||||
g.beginPath()
|
||||
g.arc(0, 0, e.r, 0, Math.PI * 2)
|
||||
g.fill()
|
||||
// horns
|
||||
g.fillStyle = '#ffd23e'
|
||||
g.beginPath()
|
||||
g.moveTo(-7, -e.r + 2)
|
||||
g.lineTo(-9, -e.r - 6)
|
||||
g.lineTo(-4, -e.r + 3)
|
||||
g.moveTo(7, -e.r + 2)
|
||||
g.lineTo(9, -e.r - 6)
|
||||
g.lineTo(4, -e.r + 3)
|
||||
g.closePath()
|
||||
g.fill()
|
||||
// burning eyes
|
||||
g.fillStyle = '#ffe14d'
|
||||
g.beginPath()
|
||||
g.arc(-5, -3, 3, 0, Math.PI * 2)
|
||||
g.arc(5, -3, 3, 0, Math.PI * 2)
|
||||
g.fill()
|
||||
g.fillStyle = '#c22'
|
||||
g.beginPath()
|
||||
g.arc(-5, -3, 1.4, 0, Math.PI * 2)
|
||||
g.arc(5, -3, 1.4, 0, Math.PI * 2)
|
||||
g.fill()
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
// slow indicator
|
||||
|
|
@ -822,12 +1006,13 @@ export class Renderer {
|
|||
}
|
||||
g.restore()
|
||||
|
||||
// hp bar
|
||||
// hp bar (bosses/golems/dragons always show, raised higher)
|
||||
const pct = Math.max(0, e.hp / e.maxHp)
|
||||
if (pct < 1 || e.kind === 'boss') {
|
||||
const big = e.kind === 'boss' || e.kind === 'golem' || e.kind === 'dragon'
|
||||
if (pct < 1 || big) {
|
||||
const bw = Math.max(20, e.r * 2.2)
|
||||
const bx = x - bw / 2
|
||||
const by = y + bob - e.r - (e.kind === 'boss' ? 16 : 9)
|
||||
const by = y + bob - e.r - (big ? 16 : 9)
|
||||
g.fillStyle = 'rgba(0,0,0,0.55)'
|
||||
g.fillRect(bx - 1, by - 1, bw + 2, 5.5)
|
||||
g.fillStyle = pct > 0.5 ? '#5cd74c' : pct > 0.25 ? '#ffd23e' : '#ff5f4e'
|
||||
|
|
@ -981,7 +1166,7 @@ export class Renderer {
|
|||
}
|
||||
|
||||
private drawBossBars(g: CanvasRenderingContext2D, eng: GameEngine): void {
|
||||
const bosses = eng.enemies.filter((e) => e.kind === 'boss' && !e.dead)
|
||||
const bosses = eng.enemies.filter((e) => (e.kind === 'boss' || e.kind === 'dragon') && !e.dead)
|
||||
if (bosses.length === 0) return
|
||||
const bw = 300
|
||||
for (let i = 0; i < bosses.length; i++) {
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@ export const store = reactive({
|
|||
lives: 0,
|
||||
maxLives: 0,
|
||||
waveNo: 0,
|
||||
totalWaves: 20,
|
||||
totalWaves: 30,
|
||||
endless: false,
|
||||
|
||||
phase: 'idle' as Phase,
|
||||
|
|
|
|||
|
|
@ -1,5 +1,15 @@
|
|||
export type TowerKind = 'arrow' | 'cannon' | 'frost' | 'tesla' | 'laser'
|
||||
export type EnemyKind = 'normal' | 'fast' | 'tank' | 'flyer' | 'boss'
|
||||
export type EnemyKind =
|
||||
| 'normal'
|
||||
| 'fast'
|
||||
| 'tank'
|
||||
| 'flyer'
|
||||
| 'boss'
|
||||
| 'brute'
|
||||
| 'phantom'
|
||||
| 'scorpion'
|
||||
| 'golem'
|
||||
| 'dragon'
|
||||
export type TargetingMode = 'first' | 'last' | 'strong' | 'close'
|
||||
export type Phase = 'idle' | 'intermission' | 'wave' | 'gameover' | 'victory'
|
||||
export type Screen = 'menu' | 'lobby' | 'game' | 'gameover' | 'victory'
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue