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// Demo

Reroute

Paint walls to reroute, mud to slow, towers to kill — ten waves against your core, no 8 MB download.

  • @flare-engine/pathfinding
  • @flare-engine/tilemap
  • New in 0.3.0

Ten waves climb from a handful of ground creeps to a mix of ground, flight and armored elites, with a boss closing wave five and wave ten. Three brushes, three jobs: wall reroutes the column around it — the route re-solves while your cursor is still moving, and every creep on the board walks the new one — mud slows the column without bending its path at all, and tower places a shooter that kills it. Defend your core’s twenty points; the gold you earn from kills and cleared waves buys more towers or a five-node upgrade tree.

Canvas2d, on purpose

Reroute allocates zero GPU contexts. There is no WebGL, no WASM, no CanvasKit: the whole board is a plain CanvasRenderingContext2D, and the page is interactive the moment the HTML lands. That is the point of putting it next to Overrun rather than instead of it — the same engine packages drive both, and only one of them needs a GPU.

The seal check is the same function the creeps walk

findPath is canonical here, for the route and for the “would this wall seal the board?” check that greys out your brush. That is not a style preference. findPathJPS cuts wall corners and findPath does not, so a demo that checked with one and moved with the other would certify a wall as sealed and then let creeps slip diagonally through its corner.