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Core Game Framework

A Stickman Tower Defense game typically uses JavaScript for web-based implementation, focusing on enemy pathfinding, tower placement, and attack logic.

Essential Code Structures

  • Game Initialization
  • Set up the canvas and basic variables for the game loop.

const canvas = *("canvas");

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const ctx = *("2d");

let towers = [];

let enemies = [];

let gameRunning = true;

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Enemy Movement Logic

Implement stickman enemies moving along a predefined path using path arrays.

function moveEnemy(enemy) {

if (* < * - 1) {

let targetPoint = *[*];

let dx = targetPoint.x - enemy.x;

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let dy = targetPoint.y - enemy.y;

let distance = *(dxdx + dydy);

if (distance < *) {

} else {

enemy.x += (dx / distance) *;

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enemy.y += (dy / distance) *;

} else {

gameRunning = false; // Enemy reached end

Tower Placement and Attack

Manage tower types and firing mechanisms with range checks.

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function Tower(x, y, type) {

this.x = x;

this.y = y;

* = type;

* = 150;

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* = 1000; // milliseconds

* = 0;

function checkTowerAttack(tower, currentTime) {

for (let enemy of enemies) {

let distance = *(*(tower.x - enemy.x, 2) + *(tower.y - enemy.y, 2));

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if (distance *) {

* = currentTime;

// Attack logic: reduce enemy health

* -= 10;

if (* <= 0) {

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*(*(enemy), 1);

break;

Game Loop Implementation

Run the core cycle to update enemies, towers, and render frames.

function gameLoop(timestamp) {

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*(0, 0, *, *);

for (let enemy of enemies) {

moveEnemy(enemy);

// Render stickman enemy using draw methods

* = "red";

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*(enemy.x, enemy.y, 20, 20);

for (let tower of towers) {

checkTowerAttack(tower, timestamp);

// Render tower based on type

* = "blue";

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*(tower.x, tower.y, 30, 30);

if (gameRunning) {

requestAnimationFrame(gameLoop);

requestAnimationFrame(gameLoop);

Best Practices

  • Use Object-Oriented Design: Structure enemies and towers as classes for modularity.
  • Optimize Performance: Employ collision detection algorithms like AABB for efficient attacks.

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