Tower Defense Proto

try it out

by Kyle Bezio

HTML

<canvas id="myCanvas" width="500" height="500" style="border:1px solid #000000;"></canvas>
<p id="p">hey</p>

CSS

#myCanvas {
    cursor:auto;
}

JavaScript

/*************************************************
instance fields
*************************************************/
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
//towers
var placing = true;
var numTowers = 4;
var towers = [];
//bullets
var bullets = [];
var bulletFireRate = 500;
var maxRange = 200;
var maxBulletDistance = 100;
//baddies
var baddies = [];
var numBaddies = 10;
var baddieSize = 16;
//path and waypoints
var waypoints = [];
var pathColor = "#555555";
//track mouse for tower placement
var mouseX = 0;
var mouseY = 0;
//tower image
var towerImg = new Image();
towerImg.src = "http://s8.postimg.org/j9ibmfna9/bilbo.jpg";
var backgroundImg = new Image();
backgroundImg.src = "http://s14.postimg.org/lxwkyy5b5/Untitled_2.png";

//tread
var thread;
var level;
var baddies = [];
var lives;
//http://s12.postimg.org/3s8n5fiu5/Untitled_2.png

/******
initialize the awesome
******/
function init() {
    //clear everything
    clearInterval(thread);
    level = 1;
    lives = 10;
    buildLevel();
    thread = setInterval(draw, 30);
}

function buildLevel() {
    //clear the arrays
    //baddies = [];
    waypoints = [];
    bullets = [];
    towers = [];
    //populate the arrays
    //add baddies
    // if (level == 1) {
    for (i = 0; i < numBaddies; i++) {
        new Man(-1 * i * baddieSize * 2, canvas.height / 2, level);

    }
    //add waypoints--x pos, y pos, x dir, y dir
    new Waypoint(0, canvas.height/2, 1, 0);
    new Waypoint(100, canvas.height / 2, 0, 1);
    new Waypoint(100, 300, 1, 0);
    new Waypoint(400, 300, 0, -1);
    new Waypoint(400, 100, 1, 0);
    new Waypoint(canvas.width, 100, 1, 0);

    level++;
}

function UpdateMap() {
    //alert("hey");
    numTowers++;
    for (i = 0; i < numBaddies + level; i++) {
        new Man(-1 * i * baddieSize * 2, canvas.height / 2, level);
    }
    level++;
}


/**
run game and draw stuff
**/
function draw() {
    //clear the canvas
    context.fillStyle =...