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wizard tower (not a class yet next commit will create upgrade class)
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Lines changed: 36 additions & 6 deletions

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index.md

Lines changed: 36 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -1426,14 +1426,44 @@ function upgradeTower(tower, game) {
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game.spendCoins(upgradeCost);
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tower.level++;
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1429-
// Apply upgrades based on level
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if (tower.name === 'Archer Tower') {
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switch (tower.level) {
1432-
case 1: tower.fireRate = 700 / 3; break;
1433-
case 2: tower.radius *= 3; break;
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case 3: tower.pierce = true; break;
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case 4: tower.multiShot = true; break;
1436-
case 5: tower.abilityReady = true; break;
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case 1:
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tower.fireRate = 700 / 3;
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break;
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case 2:
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tower.radius *= 3;
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break;
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case 3:
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tower.pierce = true;
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break;
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case 4:
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tower.multiShot = true;
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break;
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case 5:
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tower.abilityReady = true; // You can activate this manually elsewhere
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break;
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}
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}
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if (tower.name === 'Wizard Tower') {
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switch (tower.level) {
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case 1:
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tower.aoe = true; // Fireball now has AoE (Area of Effect)
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break;
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case 2:
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tower.fireRate = 1200 / 10; // 10x faster
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break;
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case 3:
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tower.wallOfFireTimer = performance.now(); // Initialize wall of fire timer
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tower.wallOfFireInterval = 30000; // Every 30s
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break;
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case 4:
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tower.pierce = 3; // Can hit up to 3 targets
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break;
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case 5:
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tower.fireballDroneActive = true; // Set a flag to allow activation
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break;
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}
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}
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