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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Fantasy Tower Defense</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
    <style>
        @keyframes moveEnemy {
            to {
                background-position: -512px 0;
            }
        }
        
        .enemy {
            width: 32px;
            height: 32px;
            background-image: url('https://i.imgur.com/Jj7Zq9G.png');
            animation: moveEnemy 0.8s steps(16) infinite;
            position: absolute;
            z-index: 10;
            transition: left 0.1s linear, top 0.1s linear;
        }
        
        .tower {
            width: 48px;
            height: 48px;
            background-image: url('https://i.imgur.com/Q9ZvZLQ.png');
            background-position: 0 0;
            position: absolute;
            z-index: 5;
        }
        
        .projectile {
            width: 16px;
            height: 16px;
            background-color: #f00;
            border-radius: 50%;
            position: absolute;
            z-index: 8;
        }
        
        .path {
            background-color: #8B4513;
            background-image: url('https://i.imgur.com/5XQ3y9j.png');
            background-size: cover;
        }
        
        .grass {
            background-color: #7CFC00;
            background-image: url('https://i.imgur.com/4ZQ3y9j.png');
            background-size: cover;
        }
        
        .buildable {
            background-color: #3a7d44;
            background-image: url('https://i.imgur.com/6XQ3y9j.png');
            background-size: cover;
            cursor: pointer;
        }
        
        .buildable:hover {
            filter: brightness(1.2);
            box-shadow: inset 0 0 10px rgba(255, 255, 255, 0.5);
        }
        
        .game-grid {
            display: grid;
            grid-template-columns: repeat(20, 32px);
            grid-template-rows: repeat(15, 32px);
            gap: 1px;
            background-color: #333;
        }
        
        .tower-range {
            position: absolute;
            border-radius: 50%;
            background-color: rgba(0, 100, 255, 0.2);
            transform: translate(-50%, -50%);
            pointer-events: none;
            z-index: 2;
        }
        
        .health-bar {
            height: 4px;
            background-color: red;
            position: absolute;
            top: -6px;
            left: 0;
            width: 100%;
        }
        
        .upgrade-btn {
            transition: all 0.2s;
        }
        
        .upgrade-btn:hover {
            transform: scale(1.05);
            box-shadow: 0 0 10px gold;
        }
        
        #game-container {
            perspective: 1000px;
        }
        
        #game-board {
            transform-style: preserve-3d;
            box-shadow: 0 0 30px rgba(0, 0, 0, 0.5);
        }
        
        .start-point {
            background-color: #ff0000;
            background-image: url('https://i.imgur.com/7XQ3y9j.png');
            background-size: cover;
        }
        
        .end-point {
            background-color: #0000ff;
            background-image: url('https://i.imgur.com/8XQ3y9j.png');
            background-size: cover;
        }
    </style>
</head>
<body class="bg-gray-900 text-white font-mono">
    <div class="container mx-auto px-4 py-8">
        <h1 class="text-4xl font-bold text-center mb-6 text-transparent bg-clip-text bg-gradient-to-r from-yellow-400 to-red-500">
            <i class="fas fa-fort-awesome-alt mr-2"></i> Fantasy Tower Defense
        </h1>
        
        <div class="flex flex-col lg:flex-row gap-6">
            <!-- Game Board -->
            <div id="game-container" class="flex-1">
                <div id="game-board" class="game-grid relative overflow-hidden border-4 border-yellow-700 rounded-lg bg-gray-800">
                    <!-- Grid will be generated by JavaScript -->
                </div>
            </div>
            
            <!-- Game Controls -->
            <div class="w-full lg:w-64 bg-gray-800 p-4 rounded-lg border-2 border-gray-700">
                <div class="flex justify-between items-center mb-4">
                    <div>
                        <div class="text-xl font-bold text-yellow-400">Wave: <span id="wave">1</span></div>
                        <div class="text-sm text-gray-300">Enemies: <span id="enemies-left">0</span></div>
                    </div>
                    <div class="text-right">
                        <div class="text-xl font-bold text-green-400">$<span id="money">150</span></div>
                        <div class="text-sm text-gray-300">Lives: <span id="lives">20</span></div>
                    </div>
                </div>
                
                <div class="mb-4">
                    <div class="h-2 bg-gray-700 rounded-full">
                        <div id="wave-progress" class="h-2 bg-blue-500 rounded-full" style="width: 0%"></div>
                    </div>
                    <div class="flex justify-between text-xs mt-1">
                        <span>Wave Progress</span>
                        <span id="wave-timer">30s</span>
                    </div>
                </div>
                
                <button id="start-wave" class="w-full bg-green-600 hover:bg-green-700 text-white py-2 px-4 rounded-lg font-bold mb-4 transition-all">
                    <i class="fas fa-play mr-2"></i> Start Wave
                </button>
                
                <div class="mb-4">
                    <h3 class="font-bold text-lg border-b border-gray-700 pb-2 mb-2">Towers</h3>
                    <div class="grid grid-cols-2 gap-2">
                        <button class="tower-btn bg-blue-800 hover:bg-blue-700 p-2 rounded-lg" data-type="arrow" data-cost="100">
                            <div class="text-center">
                                <i class="fas fa-arrow-up text-xl mb-1"></i>
                                <div>Arrow Tower</div>
                                <div class="text-xs">$100</div>
                            </div>
                        </button>
                        <button class="tower-btn bg-red-800 hover:bg-red-700 p-2 rounded-lg" data-type="cannon" data-cost="150">
                            <div class="text-center">
                                <i class="fas fa-bomb text-xl mb-1"></i>
                                <div>Cannon Tower</div>
                                <div class="text-xs">$150</div>
                            </div>
                        </button>
                        <button class="tower-btn bg-purple-800 hover:bg-purple-700 p-2 rounded-lg" data-type="magic" data-cost="200">
                            <div class="text-center">
                                <i class="fas fa-magic text-xl mb-1"></i>
                                <div>Magic Tower</div>
                                <div class="text-xs">$200</div>
                            </div>
                        </button>
                        <button class="tower-btn bg-yellow-800 hover:bg-yellow-700 p-2 rounded-lg" data-type="gold" data-cost="300">
                            <div class="text-center">
                                <i class="fas fa-coins text-xl mb-1"></i>
                                <div>Gold Tower</div>
                                <div class="text-xs">$300</div>
                            </div>
                        </button>
                    </div>
                </div>
                
                <div id="tower-info" class="hidden bg-gray-700 p-3 rounded-lg border border-gray-600">
                    <h4 class="font-bold mb-2 flex justify-between">
                        <span id="tower-name">Tower</span>
                        <button id="sell-tower" class="text-xs bg-red-600 hover:bg-red-700 px-2 py-1 rounded">Sell ($<span id="sell-price">0</span>)</button>
                    </h4>
                    <div class="text-sm mb-2">
                        <div>Level: <span id="tower-level">1</span></div>
                        <div>Damage: <span id="tower-damage">10</span></div>
                        <div>Range: <span id="tower-range">3</span></div>
                        <div>Speed: <span id="tower-speed">1.5</span>s</div>
                    </div>
                    <button id="upgrade-tower" class="upgrade-btn w-full bg-yellow-600 hover:bg-yellow-700 text-white py-1 px-3 rounded text-sm">
                        Upgrade ($<span id="upgrade-cost">50</span>)
                    </button>
                </div>
                
                <div class="mt-4 text-sm text-gray-400">
                    <p><i class="fas fa-info-circle mr-1"></i> Click on green buildable tiles to place towers</p>
                    <p><i class="fas fa-info-circle mr-1"></i> Click on a tower to upgrade it</p>
                </div>
            </div>
        </div>
    </div>

    <script>
        // Game State
        const gameState = {
            money: 150,
            lives: 20,
            wave: 1,
            waveActive: false,
            waveTimer: 30,
            selectedTowerType: null,
            selectedTower: null,
            towers: [],
            enemies: [],
            projectiles: [],
            path: [],
            waypoints: [],
            buildableTiles: []
        };

        // Tower Types
        const towerTypes = {
            arrow: {
                name: "Arrow Tower",
                damage: 10,
                range: 3,
                speed: 1.5,
                cost: 100,
                color: "blue",
                upgradeCost: 50,
                damageIncrement: 5,
                rangeIncrement: 0.5,
                speedIncrement: -0.2
            },
            cannon: {
                name: "Cannon Tower",
                damage: 25,
                range: 2.5,
                speed: 2.5,
                cost: 150,
                color: "red",
                upgradeCost: 75,
                damageIncrement: 10,
                rangeIncrement: 0.3,
                speedIncrement: -0.3
            },
            magic: {
                name: "Magic Tower",
                damage: 15,
                range: 3.5,
                speed: 1.8,
                cost: 200,
                color: "purple",
                upgradeCost: 100,
                damageIncrement: 7,
                rangeIncrement: 0.4,
                speedIncrement: -0.15
            },
            gold: {
                name: "Gold Tower",
                damage: 8,
                range: 2,
                speed: 1,
                cost: 300,
                color: "yellow",
                upgradeCost: 150,
                damageIncrement: 4,
                rangeIncrement: 0.2,
                speedIncrement: -0.05,
                moneyPerShot: 1
            }
        };

        // Enemy Types
        const enemyTypes = [
            { name: "Goblin", health: 50, speed: 1, reward: 10, spriteY: 0 },
            { name: "Orc", health: 100, speed: 0.8, reward: 20, spriteY: -32 },
            { name: "Troll", health: 200, speed: 0.6, reward: 40, spriteY: -64 },
            { name: "Dragon", health: 500, speed: 0.5, reward: 100, spriteY: -96 }
        ];

        // Initialize Game Board
        const gameBoard = document.getElementById('game-board');
        const gridWidth = 20;
        const gridHeight = 15;
        const cellSize = 32;

        // Generate path and buildable areas
        function generatePath() {
            const path = [];
            const waypoints = [];
            const buildableTiles = [];
            
            // Start at top middle (red)
            let x = 9, y = 0;
            path.push({x, y});
            waypoints.push({x, y});
            
            // Go down
            for (y = 1; y < 5; y++) {
                path.push({x, y});
            }
            waypoints.push({x: x, y: y - 1});
            
            // Go right
            for (x = 10; x < 15; x++) {
                path.push({x: x, y: y-1});
            }
            waypoints.push({x: x-1, y: y-1});
            
            // Go down
            for (y = 5; y < 10; y++) {
                path.push({x: x-1, y: y});
            }
            waypoints.push({x: x-1, y: y-1});
            
            // Go left
            for (x = 14; x > 5; x--) {
                path.push({x: x, y: y-1});
            }
            waypoints.push({x: x+1, y: y-1});
            
            // Go down to exit (blue)
            for (y = 10; y < 15; y++) {
                path.push({x: x+1, y: y});
            }
            waypoints.push({x: x+1, y: y-1});
            
            // Generate buildable areas (not on path)
            for (let y = 0; y < gridHeight; y++) {
                for (let x = 0; x < gridWidth; x++) {
                    const isPath = path.some(point => point.x === x && point.y === y);
                    if (!isPath) {
                        // Check if tile is adjacent to path (for better gameplay)
                        const adjacentToPath = 
                            path.some(point => 
                                (point.x === x && Math.abs(point.y - y) === 1) || 
                                (point.y === y && Math.abs(point.x - x) === 1)
                            );
                        
                        if (adjacentToPath) {
                            buildableTiles.push({x, y});
                        }
                    }
                }
            }
            
            gameState.path = path;
            gameState.waypoints = waypoints;
            gameState.buildableTiles = buildableTiles;
            
            renderGrid();
        }

        // Render grid
        function renderGrid() {
            gameBoard.innerHTML = '';
            
            // Create grid cells
            for (let y = 0; y < gridHeight; y++) {
                for (let x = 0; x < gridWidth; x++) {
                    const cell = document.createElement('div');
                    cell.className = 'w-8 h-8';
                    cell.dataset.x = x;
                    cell.dataset.y = y;
                    
                    // Check if this cell is part of the path
                    const isPath = gameState.path.some(point => point.x === x && point.y === y);
                    const isBuildable = gameState.buildableTiles.some(point => point.x === x && point.y === y);
                    
                    if (isPath) {
                        // Check if start or end point
                        if (x === 9 && y === 0) {
                            cell.classList.add('start-point');
                        } else if (x === 6 && y === 14) {
                            cell.classList.add('end-point');
                        } else {
                            cell.classList.add('path');
                        }
                    } else if (isBuildable) {
                        cell.classList.add('buildable');
                        cell.addEventListener('click', () => placeTower(x, y));
                    } else {
                        cell.classList.add('grass');
                    }
                    
                    gameBoard.appendChild(cell);
                }
            }
        }

        // Place tower
        function placeTower(x, y) {
            if (gameState.selectedTowerType && !gameState.waveActive) {
                const towerType = towerTypes[gameState.selectedTowerType];
                
                if (gameState.money >= towerType.cost) {
                    gameState.money -= towerType.cost;
                    updateMoney();
                    
                    const tower = {
                        type: gameState.selectedTowerType,
                        x: x,
                        y: y,
                        level: 1,
                        damage: towerType.damage,
                        range: towerType.range,
                        speed: towerType.speed,
                        lastShot: 0,
                        element: null,
                        rangeElement: null
                    };
                    
                    gameState.towers.push(tower);
                    renderTower(tower);
                    
                    // Deselect tower type after placement
                    gameState.selectedTowerType = null;
                    document.querySelectorAll('.tower-btn').forEach(btn => {
                        btn.classList.remove('ring-2', 'ring-yellow-400');
                    });
                } else {
                    showMessage("Not enough money!");
                }
            }
        }

        // Render tower
        function renderTower(tower) {
            const towerElement = document.createElement('div');
            towerElement.className = 'tower';
            towerElement.style.left = `${tower.x * cellSize}px`;
            towerElement.style.top = `${tower.y * cellSize}px`;
            
            // Add color based on tower type
            towerElement.style.filter = `hue-rotate(${getTowerHue(tower.type)}deg)`;
            
            towerElement.addEventListener('click', (e) => {
                e.stopPropagation();
                selectTower(tower);
            });
            
            // Create range indicator
            const rangeElement = document.createElement('div');
            rangeElement.className = 'tower-range';
            rangeElement.style.width = `${tower.range * cellSize * 2}px`;
            rangeElement.style.height = `${tower.range * cellSize * 2}px`;
            rangeElement.style.left = `${(tower.x + 0.5) * cellSize}px`;
            rangeElement.style.top = `${(tower.y + 0.5) * cellSize}px`;
            rangeElement.style.display = 'none';
            
            gameBoard.appendChild(towerElement);
            gameBoard.appendChild(rangeElement);
            
            tower.element = towerElement;
            tower.rangeElement = rangeElement;
        }

        function getTowerHue(type) {
            switch(type) {
                case 'arrow': return 200; // blue
                case 'cannon': return 0; // red
                case 'magic': return 270; // purple
                case 'gold': return 50; // yellow
                default: return 0;
            }
        }

        // Select tower
        function selectTower(tower) {
            if (gameState.waveActive) return;
            
            // Deselect previous tower
            if (gameState.selectedTower) {
                gameState.selectedTower.rangeElement.style.display = 'none';
            }
            
            gameState.selectedTower = tower;
            tower.rangeElement.style.display = 'block';
            
            // Update tower info panel
            const towerType = towerTypes[tower.type];
            document.getElementById('tower-info').classList.remove('hidden');
            document.getElementById('tower-name').textContent = towerType.name;
            document.getElementById('tower-level').textContent = tower.level;
            document.getElementById('tower-damage').textContent = tower.damage;
            document.getElementById('tower-range').textContent = tower.range;
            document.getElementById('tower-speed').textContent = tower.speed;
            
            // Calculate upgrade cost
            const upgradeCost = towerType.upgradeCost * tower.level;
            document.getElementById('upgrade-cost').textContent = upgradeCost;
            
            // Calculate sell price (50% of total invested)
            const totalInvested = towerType.cost + (tower.level - 1) * upgradeCost;
            const sellPrice = Math.floor(totalInvested * 0.7);
            document.getElementById('sell-price').textContent = sellPrice;
        }

        // Upgrade tower
        document.getElementById('upgrade-tower').addEventListener('click', function() {
            if (!gameState.selectedTower) return;
            
            const tower = gameState.selectedTower;
            const towerType = towerTypes[tower.type];
            const upgradeCost = towerType.upgradeCost * tower.level;
            
            if (gameState.money >= upgradeCost) {
                gameState.money -= upgradeCost;
                updateMoney();
                
                tower.level++;
                tower.damage += towerType.damageIncrement;
                tower.range += towerType.rangeIncrement;
                tower.speed += towerType.speedIncrement;
                
                // Update tower info
                document.getElementById('tower-level').textContent = tower.level;
                document.getElementById('tower-damage').textContent = tower.damage;
                document.getElementById('tower-range').textContent = tower.range;
                document.getElementById('tower-speed').textContent = tower.speed;
                
                // Update range indicator
                tower.rangeElement.style.width = `${tower.range * cellSize * 2}px`;
                tower.rangeElement.style.height = `${tower.range * cellSize * 2}px`;
                
                // Update upgrade cost for next level
                const newUpgradeCost = towerType.upgradeCost * tower.level;
                document.getElementById('upgrade-cost').textContent = newUpgradeCost;
                
                // Update sell price
                const totalInvested = towerType.cost + (tower.level - 1) * upgradeCost;
                const sellPrice = Math.floor(totalInvested * 0.7);
                document.getElementById('sell-price').textContent = sellPrice;
                
                showMessage(`Tower upgraded to level ${tower.level}!`);
            } else {
                showMessage("Not enough money for upgrade!");
            }
        });

        // Sell tower
        document.getElementById('sell-tower').addEventListener('click', function() {
            if (!gameState.selectedTower) return;
            
            const tower = gameState.selectedTower;
            const towerType = towerTypes[tower.type];
            const totalInvested = towerType.cost + (tower.level - 1) * towerType.upgradeCost * tower.level;
            const sellPrice = Math.floor(totalInvested * 0.7);
            
            gameState.money += sellPrice;
            updateMoney();
            
            // Remove tower elements
            gameBoard.removeChild(tower.element);
            gameBoard.removeChild(tower.rangeElement);
            
            // Remove from towers array
            gameState.towers = gameState.towers.filter(t => t !== tower);
            
            // Hide tower info
            document.getElementById('tower-info').classList.add('hidden');
            gameState.selectedTower = null;
            
            showMessage(`Tower sold for $${sellPrice}!`);
        });

        // Tower buttons
        document.querySelectorAll('.tower-btn').forEach(btn => {
            btn.addEventListener('click', function() {
                if (gameState.waveActive) return;
                
                gameState.selectedTowerType = this.dataset.type;
                
                // Update UI
                document.querySelectorAll('.tower-btn').forEach(b => {
                    b.classList.remove('ring-2', 'ring-yellow-400');
                });
                this.classList.add('ring-2', 'ring-yellow-400');
                
                // Hide tower info if showing
                document.getElementById('tower-info').classList.add('hidden');
                if (gameState.selectedTower) {
                    gameState.selectedTower.rangeElement.style.display = 'none';
                    gameState.selectedTower = null;
                }
            });
        });

        // Start wave
        document.getElementById('start-wave').addEventListener('click', startWave);

        function startWave() {
            if (gameState.waveActive) return;
            
            gameState.waveActive = true;
            document.getElementById('start-wave').disabled = true;
            
            // Calculate number of enemies based on wave
            const baseEnemies = 5;
            const waveMultiplier = 1 + (gameState.wave - 1) * 0.3;
            const totalEnemies = Math.floor(baseEnemies * waveMultiplier);
            
            // Spawn enemies
            let spawned = 0;
            const spawnInterval = setInterval(() => {
                if (spawned >= totalEnemies) {
                    clearInterval(spawnInterval);
                    return;
                }
                
                // Random enemy type (higher waves get stronger enemies)
                let enemyTypeIndex = 0;
                const random = Math.random();
                if (gameState.wave > 10 && random < 0.1) {
                    enemyTypeIndex = 3; // Dragon
                } else if (gameState.wave > 5 && random < 0.3) {
                    enemyTypeIndex = 2; // Troll
                } else if (gameState.wave > 3 && random < 0.6) {
                    enemyTypeIndex = 1; // Orc
                }
                
                spawnEnemy(enemyTypes[enemyTypeIndex]);
                spawned++;
                
                // Update enemies left
                document.getElementById('enemies-left').textContent = gameState.enemies.length;
            }, 1000);
            
            // Wave timer
            let timeLeft = 30;
            const waveTimer = setInterval(() => {
                timeLeft--;
                document.getElementById('wave-timer').textContent = `${timeLeft}s`;
                document.getElementById('wave-progress').style.width = `${(1 - timeLeft/30) * 100}%`;
                
                if (timeLeft <= 0 || gameState.enemies.length === 0) {
                    clearInterval(waveTimer);
                    
                    // Check if all enemies are dead
                    if (gameState.enemies.length === 0) {
                        endWave(true);
                    }
                }
            }, 1000);
        }

        function endWave(success) {
            gameState.waveActive = false;
            document.getElementById('start-wave').disabled = false;
            
            if (success) {
                // Wave completed successfully
                gameState.money += 100 + (gameState.wave * 20);
                gameState.wave++;
                updateMoney();
                updateWave();
                
                showMessage(`Wave ${gameState.wave-1} completed! Bonus: $${100 + (gameState.wave-1) * 20}`);
            }
            
            // Reset wave timer UI
            document.getElementById('wave-timer').textContent = '30s';
            document.getElementById('wave-progress').style.width = '0%';
        }

        function spawnEnemy(type) {
            const enemy = {
                type: type.name,
                health: type.health,
                maxHealth: type.health,
                speed: type.speed,
                reward: type.reward,
                x: gameState.path[0].x,
                y: gameState.path[0].y,
                pathIndex: 0,
                element: null,
                healthBar: null
            };
            
            gameState.enemies.push(enemy);
            renderEnemy(enemy);
        }

        function renderEnemy(enemy) {
            const enemyElement = document.createElement('div');
            enemyElement.className = 'enemy';
            enemyElement.style.left = `${enemy.x * cellSize}px`;
            enemyElement.style.top = `${enemy.y * cellSize}px`;
            enemyElement.style.backgroundPositionY = `${enemyTypes.find(e => e.name === enemy.type).spriteY}px`;
            
            // Health bar
            const healthBar = document.createElement('div');
            healthBar.className = 'health-bar';
            enemyElement.appendChild(healthBar);
            
            gameBoard.appendChild(enemyElement);
            enemy.element = enemyElement;
            enemy.healthBar = healthBar;
        }

        // Game loop
        function gameLoop(timestamp) {
            // Move enemies
            gameState.enemies.forEach(enemy => {
                if (enemy.pathIndex < gameState.path.length - 1) {
                    const nextPoint = gameState.path[enemy.pathIndex + 1];
                    const dx = nextPoint.x - enemy.x;
                    const dy = nextPoint.y - enemy.y;
                    
                    // Normalize direction
                    const distance = Math.sqrt(dx * dx + dy * dy);
                    const speed = 0.02 * enemy.speed;
                    
                    if (distance < speed) {
                        // Reached next point
                        enemy.x = nextPoint.x;
                        enemy.y = nextPoint.y;
                        enemy.pathIndex++;
                        
                        // Check if reached end
                        if (enemy.pathIndex === gameState.path.length - 1) {
                            // Enemy reached the end
                            gameState.lives--;
                            updateLives();
                            
                            // Remove enemy
                            gameBoard.removeChild(enemy.element);
                            gameState.enemies = gameState.enemies.filter(e => e !== enemy);
                            
                            if (gameState.lives <= 0) {
                                gameOver();
                            }
                            
                            return;
                        }
                    } else {
                        // Move towards next point
                        enemy.x += (dx / distance) * speed;
                        enemy.y += (dy / distance) * speed;
                    }
                    
                    // Update position
                    enemy.element.style.left = `${enemy.x * cellSize}px`;
                    enemy.element.style.top = `${enemy.y * cellSize}px`;
                }
            });
            
            // Tower attacks
            gameState.towers.forEach(tower => {
                if (timestamp - tower.lastShot > tower.speed * 1000) {
                    // Find closest enemy in range
                    let closestEnemy = null;
                    let minDistance = Infinity;
                    
                    gameState.enemies.forEach(enemy => {
                        const dx = enemy.x - (tower.x + 0.5);
                        const dy = enemy.y - (tower.y + 0.5);
                        const distance = Math.sqrt(dx * dx + dy * dy);
                        
                        if (distance <= tower.range && distance < minDistance) {
                            closestEnemy = enemy;
                            minDistance = distance;
                        }
                    });
                    
                    if (closestEnemy) {
                        // Shoot at enemy
                        shoot(tower, closestEnemy, timestamp);
                        tower.lastShot = timestamp;
                    }
                }
            });
            
            // Move projectiles
            gameState.projectiles.forEach((proj, index) => {
                const dx = proj.targetX - proj.x;
                const dy = proj.targetY - proj.y;
                const distance = Math.sqrt(dx * dx + dy * dy);
                
                if (distance < 0.2) {
                    // Hit target
                    proj.target.health -= proj.damage;
                    
                    // Update health bar
                    if (proj.target.healthBar) {
                        const healthPercent = (proj.target.health / proj.target.maxHealth) * 100;
                        proj.target.healthBar.style.width = `${healthPercent}%`;
                        
                        if (healthPercent > 50) {
                            proj.target.healthBar.style.backgroundColor = 'green';
                        } else if (healthPercent > 25) {
                            proj.target.healthBar.style.backgroundColor = 'orange';
                        } else {
                            proj.target.healthBar.style.backgroundColor = 'red';
                        }
                    }
                    
                    // Check if enemy died
                    if (proj.target.health <= 0) {
                        gameState.money += proj.target.reward;
                        updateMoney();
                        
                        gameBoard.removeChild(proj.target.element);
                        gameState.enemies = gameState.enemies.filter(e => e !== proj.target);
                        
                        // Check if wave completed
                        if (gameState.waveActive && gameState.enemies.length === 0) {
                            endWave(true);
                        }
                    }
                    
                    // Remove projectile
                    gameBoard.removeChild(proj.element);
                    gameState.projectiles.splice(index, 1);
                } else {
                    // Move projectile
                    const speed = 0.2;
                    proj.x += (dx / distance) * speed;
                    proj.y += (dy / distance) * speed;
                    
                    proj.element.style.left = `${proj.x * cellSize}px`;
                    proj.element.style.top = `${proj.y * cellSize}px`;
                }
            });
            
            requestAnimationFrame(gameLoop);
        }

        function shoot(tower, enemy, timestamp) {
            const towerType = towerTypes[tower.type];
            
            // Create projectile
            const projectile = {
                x: tower.x + 0.5,
                y: tower.y + 0.5,
                targetX: enemy.x + 0.5,
                targetY: enemy.y + 0.5,
                damage: tower.damage,
                target: enemy,
                element: null
            };
            
            // Special effects for tower types
            if (tower.type === 'gold') {
                // Gold tower earns money per shot
                gameState.money += towerType.moneyPerShot;
                updateMoney();
            }
            
            // Create projectile element
            const projElement = document.createElement('div');
            projElement.className = 'projectile';
            
            // Color based on tower type
            switch(tower.type) {
                case 'arrow': projElement.style.backgroundColor = '#3498db'; break;
                case 'cannon': projElement.style.backgroundColor = '#e74c3c'; break;
                case 'magic': projElement.style.backgroundColor = '#9b59b6'; break;
                case 'gold': projElement.style.backgroundColor = '#f1c40f'; break;
            }
            
            projElement.style.left = `${projectile.x * cellSize}px`;
            projElement.style.top = `${projectile.y * cellSize}px`;
            gameBoard.appendChild(projElement);
            
            projectile.element = projElement;
            gameState.projectiles.push(projectile);
        }

        function gameOver() {
            showMessage("Game Over! Refresh to play again.");
            gameState.waveActive = false;
            document.getElementById('start-wave').disabled = true;
        }

        // UI Updates
        function updateMoney() {
            document.getElementById('money').textContent = gameState.money;
        }

        function updateLives() {
            document.getElementById('lives').textContent = gameState.lives;
            
            // Flash lives when low
            if (gameState.lives <= 5) {
                const livesEl = document.getElementById('lives');
                livesEl.classList.add('text-red-500', 'animate-pulse');
            } else {
                document.getElementById('lives').classList.remove('text-red-500', 'animate-pulse');
            }
        }

        function updateWave() {
            document.getElementById('wave').textContent = gameState.wave;
        }

        function showMessage(msg) {
            const message = document.createElement('div');
            message.className = 'fixed top-4 left-1/2 transform -translate-x-1/2 bg-gray-800 text-white px-4 py-2 rounded-lg shadow-lg z-50 animate-bounce';
            message.textContent = msg;
            document.body.appendChild(message);
            
            setTimeout(() => {
                message.classList.remove('animate-bounce');
                message.classList.add('opacity-0', 'transition-opacity', 'duration-500');
                setTimeout(() => document.body.removeChild(message), 500);
            }, 2000);
        }

        // Initialize game
        generatePath();
        updateMoney();
        updateLives();
        updateWave();
        
        // Start game loop
        requestAnimationFrame(gameLoop);
        
        // Helpers
        document.addEventListener('click', function(e) {
            // Click outside to deselect tower
            if (!e.target.closest('#game-board') && !e.target.closest('.tower-btn') && !e.target.closest('#tower-info')) {
                if (gameState.selectedTower) {
                    gameState.selectedTower.rangeElement.style.display = 'none';
                    gameState.selectedTower = null;
                    document.getElementById('tower-info').classList.add('hidden');
                }
                
                if (gameState.selectedTowerType) {
                    gameState.selectedTowerType = null;
                    document.querySelectorAll('.tower-btn').forEach(btn => {
                        btn.classList.remove('ring-2', 'ring-yellow-400');
                    });
                }
            }
        });
    </script>
</body>
</html>