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de colro gris profa y mas pequeños
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ahora vamos hacer algo muy curioso debajo de las notas vamos agregar cinco casillas con un cuadro gris listo
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Dale 10s al tiempo apocalitico
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ahora vamos a crear una funcion llamada musica del apocalisis, esta funcion va a tocar la lista de meteorito. primera nota, esperamos 0,5s y tocamos la siguiente, esperamos, tocamos, hasta llegar a las 5 notas. Se va a llamar la funcion si yo no toco niugna nota dentro de 5s, esta varaible se llamra tiempo de apocalisis porfavor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ahora cuando explote el meteorito sonara al instante la melodia que hicimos
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Vamos a borrar los datos de la lista de meteorio primero y leugo llamaos a al funcion de aleatroiedad, cuando explota el meteorito
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te acuerdas que tenemos 0.5s para presionar la siguiente nota dejala en 1s
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entonces que no se borren los datos en esa funcion porfavor
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porque se borra la lsita de meteoritos no quiero que se borre, la unico que tiene derecho a borrar la lsita cuando se recien llama la funcion que creamos de aleatoriedad
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por que la lsita de elementos de meteoriot registra las notas que digito, eso no debe pasar
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Lo que puedes hacer es que si la lista meterioto es igual a la lista de notas, se invoque el meteorito, dejando el mana directamente en cero.
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Ahora pasa que no hago la combinacion completa para invocarlo, solo con que presione cualquier nota se invoca el meteorito, esto no deberia ser, deberai hacer la combinación completa para invocarlo
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ahora despues de explotar el meteorito se llama nuevamente la funcion
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No resetes la lsita de meteorito, la funcion se llma crea_combinacióm_meterito, y aqui se pone aleatoriamente uno de los cinco elementos asi. Elemto 1, elegir un numero int entre -0.49,5.49 si volverlo entero si es 1, es fuego, 2 agua, 3 tierra, 4 viento y 5 luz. luego avazamos con el siguinte elemento de la lista, y continamos con rando e igual que e anterio paso
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Debes crear la funcion que llena la lista, la llamaras al incio de la partida, y no borarras esa lista llamda lista meteorito
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al incio de la partida llename la lsita con las notas correspodientes
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Vamos a crear una lsita de 5 elementos apra invocar el meteorito, crea un texto en pantalla informativo que me muestre los elementos de la lista, la idea es que enc ada elemento escojas uno de los 5 elementos hasta complentar toda lista. Ejemplo si salen 5 fuego, se invoca a al guerrero de 5 y sale el meteorito, como gratos, si no hay combiacion igual se gasta los 5 de amna y sale emteortio listo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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velocidad 20, y que no que no tenga opacidad ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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No colisiona, mejor hacer que cuando llegue a su posicion obejtivo explote, hazlo doble de rapido ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ahora el meteorito se generara en las coordendas x =0 y y= 0 y se dirgira a la mitad del mapa hasta que toque el suelo, es decir un movimeinto diagonal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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un 50% mas grande
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ahora si agrandolo un doble ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Sigue igual incia grande y se encoge creo que es por la animacion ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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se empequeñan igual como los personajes anteriormente, aplica la misma solucion al meteorito ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Dehalo en 5 veces mismo problema de antes se genera gigante pero luego se empequeña ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var ElementalNote = Container.expand(function (element, x, y) {
	var self = Container.call(this);
	var noteGraphics = self.attachAsset(element + 'Note', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.element = element;
	self.x = x;
	self.y = y;
	var label = new Text2(element.toUpperCase(), {
		size: 30,
		fill: 0xFFFFFF
	});
	label.anchor.set(0.5, 0.5);
	self.addChild(label);
	self.isDisabled = false;
	self.down = function (x, y, obj) {
		// Check if button is disabled
		if (self.isDisabled) {
			return;
		}
		// Disable button
		self.isDisabled = true;
		notePressed(self.element);
		// Play sound effect with controlled volume when pressed directly
		// Access current global soundValue instead of captured value
		var currentSoundValue = typeof soundValue !== 'undefined' ? soundValue : 0.8;
		if (self.element === 'fire') {
			var fireSound = LK.getSound('Nota_Fire');
			fireSound.volume = currentSoundValue * 0.5;
			fireSound.play();
		} else if (self.element === 'water') {
			var waterSound = LK.getSound('Nota_Water');
			waterSound.volume = currentSoundValue;
			waterSound.play();
		} else if (self.element === 'earth') {
			var earthSound = LK.getSound('Nota_Earth');
			earthSound.volume = currentSoundValue;
			earthSound.play();
		} else if (self.element === 'wind') {
			var windSound = LK.getSound('Nota_Wind');
			windSound.volume = currentSoundValue;
			windSound.play();
		} else if (self.element === 'light') {
			var lightSound = LK.getSound('Nota_Light');
			lightSound.volume = currentSoundValue;
			lightSound.play();
		} else {
			var summonSound = LK.getSound('summon');
			summonSound.volume = currentSoundValue;
			summonSound.play();
		}
		// Visual feedback - make smaller on press and change to green
		tween(noteGraphics, {
			scaleX: 0.8,
			scaleY: 0.8,
			tint: 0x00ff00
		}, {
			duration: 100,
			onFinish: function onFinish() {
				// Return to normal size and restore color quickly
				tween(noteGraphics, {
					scaleX: 1.0,
					scaleY: 1.0,
					tint: 0xffffff
				}, {
					duration: 100,
					onFinish: function onFinish() {
						// Only re-enable button if we have enough mana and haven't reached limit
						LK.setTimeout(function () {
							// Check if we still have enough mana and haven't reached the counter limit
							if (temporaryNoteCounter < currentMana) {
								self.isDisabled = false;
							}
						}, 0); // Re-enable conditionally after color animation
					}
				});
			}
		});
	};
	return self;
});
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemyUnit', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 280,
		height: 280
	});
	self.health = 80;
	self.maxHealth = 80;
	self.damage = 1;
	self.speed = 1.5;
	self.attackCooldown = 0;
	// Physics properties
	self.velocityY = 0;
	self.onGround = false;
	self.gravity = 0.5;
	// Beat effect properties
	self.baseY = 0;
	self.beatEffectTimer = 0;
	// Health bar
	var healthBar = LK.getAsset('healthBar', {
		width: 100,
		height: 12
	});
	healthBar.anchor.set(0.5, 0.5);
	healthBar.y = -80;
	self.addChild(healthBar);
	self.healthBar = healthBar;
	// Stats text below enemy
	var statsText = new Text2('', {
		size: 48,
		fill: 0xFFFFFF,
		font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
	});
	statsText.anchor.set(0.5, 0.5);
	statsText.y = 120; // Position below the enemy
	self.addChild(statsText);
	self.statsText = statsText;
	// Function to update stats display
	self.updateStatsDisplay = function () {
		var statsString = self.health + '-' + self.damage;
		self.statsText.setText(statsString);
	};
	// Initialize stats display
	self.updateStatsDisplay();
	self.update = function () {
		// Set base Y position for beat effect
		if (self.baseY === 0) {
			self.baseY = 2186; // Ground level
		}
		// Apply beat effect if active
		if (self.beatEffectTimer > 0) {
			self.beatEffectTimer--;
			// Get current audio level and calculate rotation strength based on sensitivity difference
			var audioLevel = getGameMusicLevel();
			var sensitivityDifference = Math.max(0, audioLevel - musicBeatThreshold);
			if (sensitivityDifference > 0) {
				var rotationAmount = Math.sin((120 - self.beatEffectTimer) * 0.3) * sensitivityDifference * 0.785;
				enemyGraphics.rotation = rotationAmount;
			} else {
				enemyGraphics.rotation = 0; // No rotation when no difference
			}
		} else {
			enemyGraphics.rotation = 0; // Reset rotation when effect ends
			// Apply gravity
			if (!self.onGround) {
				self.velocityY += self.gravity;
				self.y += self.velocityY;
			}
			// Ground collision
			var groundY = 2186;
			if (self.y >= groundY) {
				self.y = groundY;
				self.baseY = groundY; // Update base position
				self.velocityY = 0;
				self.onGround = true;
			} else {
				self.onGround = false;
			}
		}
		if (self.attackCooldown > 0) {
			self.attackCooldown--;
		}
		// Move towards player tower (speed is controlled by combat state)
		self.x -= self.speed;
		// Check for warriors to attack and combat engagement
		var inCombat = false;
		for (var i = 0; i < warriors.length; i++) {
			var warrior = warriors[i];
			// Use half width for enemy and warrior colliders but keep full height
			var enemyColliderWidth = 280 * 0.5; // Half of enemy width
			var warriorColliderWidth = 288 * 0.5; // Half of warrior width
			var distance = Math.sqrt(Math.pow(self.x - warrior.x, 2) + Math.pow(self.y - warrior.y, 2));
			if (distance < 250) {
				// Mark as in combat to stop movement
				inCombat = true;
				if (self.attackCooldown <= 0) {
					self.attack(warrior);
					// Play combat sound when fighting with warrior
					playRandomCombatSound();
					// Attack animation - flash red and scale up
					tween(enemyGraphics, {
						tint: 0xff0000,
						scaleX: 1.3,
						scaleY: 1.3
					}, {
						duration: 200,
						onFinish: function onFinish() {
							tween(enemyGraphics, {
								tint: 0xffffff,
								scaleX: 1.0,
								scaleY: 1.0
							}, {
								duration: 200
							});
						}
					});
				}
				break;
			}
		}
		// Check if enemy is at the tower x position - stop movement to focus on tower attack
		var atTowerPosition = Math.abs(self.x - enemyTower.x) <= 50;
		// Stop movement if in combat or at tower position, otherwise resume normal movement
		if (inCombat || atTowerPosition) {
			self.speed = 0;
		} else {
			self.speed = 1.5;
		}
		// Check collision with player tower and destroy enemy - use half width for enemy collider
		var towerColliderRadius = 700; // Fixed collider size, not scaled with tower
		var enemyColliderWidth = 280 * 0.5; // Half of enemy width
		var enemyColliderHeight = 280; // Full enemy height
		var towerDistance = Math.sqrt(Math.pow(self.x - playerTower.x, 2) + Math.pow(self.y - playerTower.y, 2));
		if (towerDistance < towerColliderRadius) {
			if (self.attackCooldown <= 0) {
				self.attackPlayerTower();
			}
			// Destroy enemy when it touches the tower
			self.destroy();
			var index = enemies.indexOf(self);
			if (index > -1) {
				enemies.splice(index, 1);
			}
		}
		// Check if enemy is off-screen and destroy
		if (self.x < -500 || self.x > 4500 || self.y > 3500) {
			self.destroy();
			var index = enemies.indexOf(self);
			if (index > -1) {
				enemies.splice(index, 1);
			}
			return; // Exit update to prevent further execution
		}
		// Update health bar
		var healthPercent = self.health / self.maxHealth;
		self.healthBar.scaleX = healthPercent;
	};
	self.attack = function (target) {
		self.attackCooldown = 80;
		if (target === playerTower) {
			self.attackPlayerTower();
		} else {
			target.takeDamage(self.damage);
		}
	};
	self.attackPlayerTower = function () {
		self.attackCooldown = 80;
		playerTowerHealth -= self.damage;
		// Play random tower damage sound
		var towerSounds = ['sonido_torre_1', 'sonido_torre_2', 'sonido_torre_3', 'sonido_torre_4'];
		var randomIndex = Math.floor(Math.random() * towerSounds.length);
		var sound = LK.getSound(towerSounds[randomIndex]);
		sound.volume = soundValue;
		sound.play();
		// Create escombros particles when tower takes damage - quantity based on damage
		var particleCount = self.damage * 12; // Multiply particle count by damage
		for (var escombrosIndex = 0; escombrosIndex < particleCount; escombrosIndex++) {
			// 360-degree explosion pattern
			var angle = escombrosIndex / particleCount * Math.PI * 2; // Distribute evenly in 360 degrees
			var force = (200 + Math.random() * 300) * 4; // Quadruple the force
			var velocityX = Math.cos(angle) * force;
			var velocityY = Math.sin(angle) * force;
			var escombrosParticle = game.addChild(LK.getAsset('escombro_torre_jugador', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: playerTower.x,
				y: playerTower.y - 800,
				width: (60 + Math.random() * 40) * 5,
				height: (60 + Math.random() * 40) * 5,
				rotation: Math.random() * Math.PI * 2
			}));
			escombrosParticle.alpha = 0.9;
			escombrosParticle.tint = 0x8B4513; // Brown color for debris
			// Add gravity and physics properties
			escombrosParticle.velocityX = velocityX * 0.02; // Scale down for smooth movement
			escombrosParticle.velocityY = velocityY * 0.02;
			escombrosParticle.gravity = 0.8; // Gravity effect
			// Animate escombros particles with physics
			tween(escombrosParticle, {
				y: playerTower.y + 200 + escombrosParticle.velocityY * 100,
				x: playerTower.x + escombrosParticle.velocityX * 100,
				alpha: 0,
				rotation: escombrosParticle.rotation + Math.PI * 4,
				scaleX: 0.1,
				scaleY: 0.1
			}, {
				duration: 2000 + Math.random() * 1000,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					escombrosParticle.destroy();
				}
			});
		}
		if (playerTowerHealth <= 0) {
			LK.showGameOver();
		}
		updateTowerHealthBars();
	};
	self.takeBurnDamage = function (initialDamage, duration, burnDamage) {
		// Apply initial damage
		self.takeDamage(initialDamage);
		// Don't apply burn if enemy is already dead
		if (self.health <= 0) return;
		// Start burn sound loop - store sound instance for stopping later
		var burnSound = LK.getSound('burn_sound');
		burnSound.volume = soundValue * 0.8;
		self.burnSoundInstance = burnSound;
		burnSound.play();
		// Set up sound looping
		var soundLoopTimer = LK.setInterval(function () {
			if (self.health > 0 && self.burnSoundInstance) {
				self.burnSoundInstance.play();
			}
		}, 1000); // Loop every second
		// Add red tint at 80% opacity when burned
		tween(enemyGraphics, {
			tint: 0xff0000
		}, {
			duration: 200,
			onFinish: function onFinish() {
				// Keep 80% red tint during burn
				var redTint = 0xff3333; // 80% red color
				tween(enemyGraphics, {
					tint: redTint
				}, {
					duration: 100
				});
			}
		});
		// Apply burn effect over time
		var burnTicks = duration / 1000 * 60; // Convert duration to ticks (60fps)
		var burnInterval = 60; // Damage every second
		var ticksPerBurn = 0;
		var _burnEffect = function burnEffect() {
			ticksPerBurn++;
			if (ticksPerBurn >= burnInterval) {
				if (self.health > 0) {
					self.takeDamage(burnDamage);
					// Visual burn effect
					tween(self.children[0], {
						tint: 0xff4400
					}, {
						duration: 200,
						onFinish: function onFinish() {
							tween(self.children[0], {
								tint: 0xff3333
							}, {
								duration: 200
							});
						}
					});
				}
				ticksPerBurn = 0;
				burnTicks -= burnInterval;
			}
			if (burnTicks > 0 && self.health > 0) {
				LK.setTimeout(_burnEffect, 16); // ~60fps
			} else {
				// Burn effect ended, stop sound loop and restore normal color
				LK.clearInterval(soundLoopTimer);
				self.burnSoundInstance = null;
				tween(enemyGraphics, {
					tint: 0xffffff
				}, {
					duration: 500
				});
			}
		};
		_burnEffect();
	};
	self.takeDamage = function (damage) {
		self.health -= damage;
		// Update stats display to show current health
		self.updateStatsDisplay();
		if (self.health <= 0) {
			// Play enemy death sound
			var sound = LK.getSound('enemy_death');
			sound.volume = soundValue;
			sound.play();
			// Death animation - fade out and scale down
			tween(enemyGraphics, {
				alpha: 0,
				scaleX: 0.1,
				scaleY: 0.1,
				rotation: Math.PI * 2
			}, {
				duration: 500,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					self.destroy();
				}
			});
			var index = enemies.indexOf(self);
			if (index > -1) {
				enemies.splice(index, 1);
			}
			LK.setScore(LK.getScore() + 10);
			scoreText.setText('Score: ' + LK.getScore());
			// 50% chance to drop mana if not at max capacity
			if (Math.random() < 0.5 && currentMana < maxMana) {
				// Create mana drop at enemy position
				var manaDrop = game.addChild(LK.getAsset('manaOrb', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: self.x,
					y: self.y
				}));
				// Visual effect - pulsing and floating up
				tween(manaDrop, {
					scaleX: 3.0,
					scaleY: 3.0,
					y: self.y - 100
				}, {
					duration: 800,
					easing: tween.easeOut
				});
				// Add mana after short delay and destroy drop
				LK.setTimeout(function () {
					currentMana = Math.min(currentMana + 1, maxMana);
					updateManaDisplay();
					// Flash effect on collection
					tween(manaDrop, {
						alpha: 0,
						scaleX: 4,
						scaleY: 4
					}, {
						duration: 300,
						onFinish: function onFinish() {
							manaDrop.destroy();
						}
					});
				}, 600);
			}
		}
	};
	return self;
});
var Meteorito = Container.expand(function () {
	var self = Container.call(this);
	var meteoritoGraphics = self.attachAsset('meteorito_elemental', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 6.0,
		scaleY: 6.0
	});
	self.speed = 20;
	self.rotationSpeed = 0.1;
	// Store the base scale to prevent shrinking
	self.baseScale = 6.0;
	// Rainbow cycling effect for mixed element meteorite
	meteoritoGraphics.tint = 0xffffff;
	// Add rainbow cycling animation
	var rainbowColors = [0xff4400, 0x1e90ff, 0x8b4513, 0x44ff44, 0xffff00];
	var colorIndex = 0;
	var colorTimer = 0;
	self.updateRainbow = function () {
		colorTimer++;
		if (colorTimer >= 10) {
			// Change color every 10 frames
			colorTimer = 0;
			colorIndex = (colorIndex + 1) % rainbowColors.length;
			meteoritoGraphics.tint = rainbowColors[colorIndex];
		}
	};
	// Meteorite maintains full opacity (no alpha animation)
	meteoritoGraphics.alpha = 1.0;
	self.update = function () {
		// Calculate target position (center of map at ground level)
		var targetX = 1920; // Center of the game map (3840/2)
		var targetY = 2186; // Ground level
		// Calculate direction vector toward target
		var deltaX = targetX - self.x;
		var deltaY = targetY - self.y;
		var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
		// Move diagonally toward target - double speed
		if (distance > self.speed) {
			// Normalize direction and apply double speed
			var directionX = deltaX / distance;
			var directionY = deltaY / distance;
			self.x += directionX * self.speed;
			self.y += directionY * self.speed;
		} else {
			// Reached target position - explode
			self.explode();
			return;
		}
		// Update rainbow effect
		self.updateRainbow();
		// Remove if off-screen
		if (self.y > 3000) {
			self.destroy();
			var index = meteoritos.indexOf(self);
			if (index > -1) {
				meteoritos.splice(index, 1);
			}
		}
	};
	self.explode = function () {
		// Generate random color for explosion
		var randomColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff, 0xff8000, 0x8000ff, 0x80ff00, 0xff0080];
		var explosionColor = randomColors[Math.floor(Math.random() * randomColors.length)];
		// Create explosion effect
		var explosion = game.addChild(LK.getAsset('explosion_fuego', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: self.x,
			y: self.y,
			width: 400,
			height: 400
		}));
		explosion.tint = explosionColor;
		explosion.alpha = 0.9;
		// Animate massive explosion with enormous scale
		tween(explosion, {
			scaleX: 40.0,
			scaleY: 40.0,
			alpha: 0
		}, {
			duration: 2500,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				explosion.destroy();
			}
		});
		// Create massive particle explosion
		for (var i = 0; i < 64; i++) {
			var angle = i / 64 * Math.PI * 2;
			var distance = 1600 + Math.random() * 2400;
			var particleEndX = self.x + Math.cos(angle) * distance;
			var particleEndY = self.y + Math.sin(angle) * distance;
			// Generate random color for each particle
			var particleColor = randomColors[Math.floor(Math.random() * randomColors.length)];
			var particle = game.addChild(LK.getAsset('explosion_fuego', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x,
				y: self.y,
				width: 240 + Math.random() * 360,
				height: 240 + Math.random() * 360
			}));
			particle.tint = particleColor;
			particle.alpha = 0.9;
			tween(particle, {
				x: particleEndX,
				y: particleEndY,
				alpha: 0,
				scaleX: 0.05,
				scaleY: 0.05
			}, {
				duration: 2000 + Math.random() * 1000,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					particle.destroy();
				}
			});
		}
		// Deal massive damage to all enemies on the map
		for (var e = enemies.length - 1; e >= 0; e--) {
			var enemy = enemies[e];
			enemy.takeDamage(1000000000000000000); // Deal 1 quintillion damage to guarantee destruction
		}
		// Show message
		showCombinationMessage('¡METEORITO ELEMENTAL - DEVASTACIÓN TOTAL!');
		// Flash screen effect with longer duration for massive impact
		LK.effects.flashScreen(explosionColor, 2000);
		// Call function to create new random meteorite combination
		crea_combinacion_meteorito();
		// Remove meteorite
		self.destroy();
		var index = meteoritos.indexOf(self);
		if (index > -1) {
			meteoritos.splice(index, 1);
		}
	};
	return self;
});
var Nube = Container.expand(function () {
	var self = Container.call(this);
	// Create cloud with random uniform scale to maintain proportions
	var uniformScale = 0.5 + Math.random() * 1.5; // Random scale between 50% and 200%
	var cloudGraphics = self.attachAsset('shape', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: uniformScale,
		scaleY: uniformScale,
		alpha: 0.4 + Math.random() * 0.5 // Random opacity between 40% and 90%
	});
	// Set cloud to white/light gray color
	cloudGraphics.tint = 0xF0F0F0;
	// Random cloud speed (slower clouds for depth) - will be adjusted by height layer
	self.speed = 0.5 + Math.random() * 1.0; // Speed between 0.5 and 1.5
	// Adjust speed based on scale to simulate depth (smaller clouds move slower)
	self.baseSpeed = self.speed;
	// Store initial Y for floating animation
	self.initialY = 0; // Will be set when cloud is positioned
	// Method to start floating animation after positioning
	self.startFloating = function () {
		if (self.initialY === 0) {
			self.initialY = self.y; // Store the manually set position
		}
		var floatAmount = 20 + Math.random() * 30;
		var floatDuration = 3000 + Math.random() * 2000;
		tween(self, {
			y: self.initialY + floatAmount
		}, {
			duration: floatDuration,
			yoyo: true,
			repeat: -1,
			easing: tween.easeInOut
		});
	};
	self.update = function () {
		// Adjust speed based on scale for depth effect (smaller = slower, further away)
		self.speed = self.baseSpeed * (self.scaleX * 0.7 + 0.3); // Scale speed between 30% and 100%
		// Move cloud to the right
		self.x += self.speed;
		// Remove clouds that have moved off-screen to the right
		if (self.x > 4000 + cloudGraphics.width) {
			self.destroy();
			var index = clouds.indexOf(self);
			if (index > -1) {
				clouds.splice(index, 1);
			}
		}
	};
	return self;
});
var Warrior = Container.expand(function (element, tier) {
	var self = Container.call(this);
	var assetName = element + 'Warrior_nivel_' + tier;
	var warriorGraphics = self.attachAsset(assetName, {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 288,
		height: 288
	});
	self.element = element;
	self.tier = tier;
	// Base stats - same as enemies
	var baseDamage = 1;
	var baseHealth = 5;
	// Set elemental-specific stats based on tier
	if (element === 'fire') {
		if (tier === 1) {
			self.maxHealth = 5;
			self.damage = 6;
			self.speed = 2.2;
			self.attackCooldown = 100;
		} else if (tier === 2) {
			self.maxHealth = 10;
			self.damage = 6;
			self.speed = 2.4;
			self.attackCooldown = 50;
		} else if (tier === 3) {
			self.maxHealth = 15;
			self.damage = 18;
			self.speed = 2.6;
			self.attackCooldown = 100;
			self.burnDuration = 3000; // 3 seconds
			self.burnDamage = 6;
			self.canBurn = true;
		} else if (tier === 4) {
			self.maxHealth = 20;
			self.damage = 24;
			self.speed = 2.8;
			self.attackCooldown = 60;
			self.canAreaDamage = true;
			self.areaRange = 400;
			self.burnDuration = 5000; // 5 seconds
			self.burnDamage = 8;
			self.canBurn = true;
		} else if (tier === 5) {
			self.maxHealth = 25;
			self.damage = 30;
			self.speed = 3.0;
			self.attackCooldown = 60;
			self.canActivateFireMode = true;
			self.fireModeActive = false;
		}
	} else if (element === 'water') {
		self.maxHealth = baseHealth;
		self.damage = baseDamage;
		self.speed = 1.8;
		self.canHeal = true;
		self.healCooldown = 0;
		self.isRanged = true;
		self.projectiles = [];
	} else if (element === 'earth') {
		self.maxHealth = baseHealth + 50; // +50 health bonus
		self.damage = baseDamage;
		self.speed = 1.5;
	} else if (element === 'light') {
		self.maxHealth = baseHealth;
		self.damage = baseDamage;
		self.speed = 2.5;
		self.isRanged = true;
		self.canAreaDamage = true;
		self.projectiles = [];
	} else if (element === 'wind') {
		self.maxHealth = baseHealth;
		self.damage = baseDamage;
		self.speed = 2.8;
		self.isFlying = true;
		self.isRanged = true;
		self.projectiles = [];
	} else {
		// Default stats for any other element
		self.maxHealth = baseHealth;
		self.damage = baseDamage;
		self.speed = 2;
	}
	self.health = self.maxHealth;
	// Attack cooldown will be set by elemental stats above
	if (!self.attackCooldown) {
		self.attackCooldown = 0; // Default fallback
	}
	self.baseCooldown = self.attackCooldown || 60; // Store base cooldown for resets
	self.target = null;
	self.isBeingDestroyed = false; // Flag to prevent multiple destruction attempts
	// Physics properties
	self.velocityY = 0;
	self.onGround = false;
	self.gravity = 0.5;
	// Beat effect properties
	self.baseY = 0;
	self.beatEffectTimer = 0;
	// Set warrior size based on tier level - using scale multipliers for visible differences
	var tierScale = 1.0; // Base scale for tier 1
	if (tier === 1) {
		tierScale = 1.0; // Tier 1: normal size (288px)
	} else if (tier === 2) {
		tierScale = 1.17; // Tier 2: 17% bigger (338px)
	} else if (tier === 3) {
		tierScale = 1.35; // Tier 3: 35% bigger (388px)
	} else if (tier === 4) {
		tierScale = 1.52; // Tier 4: 52% bigger (438px)
	} else if (tier === 5) {
		tierScale = 1.69; // Tier 5: 69% bigger (488px)
	}
	// Store the tier scale for later reference
	self.tierScale = tierScale;
	// Apply tier-based scaling immediately and permanently
	warriorGraphics.scaleX = tierScale;
	warriorGraphics.scaleY = tierScale;
	// Apply a simple bounce effect that preserves the tier scale
	var bounceScale = tierScale * 1.1;
	tween(warriorGraphics, {
		scaleX: bounceScale,
		scaleY: bounceScale
	}, {
		duration: 200,
		easing: tween.easeOut,
		onFinish: function onFinish() {
			// Ensure we return to the exact tier scale, not a reference that might change
			tween(warriorGraphics, {
				scaleX: self.tierScale,
				scaleY: self.tierScale
			}, {
				duration: 200,
				easing: tween.easeInOut
			});
		}
	});
	// Health bar
	var healthBar = LK.getAsset('warriorHealthBar', {
		width: 120,
		height: 16
	});
	healthBar.anchor.set(0.5, 0.5);
	healthBar.y = -100;
	self.addChild(healthBar);
	self.healthBar = healthBar;
	// Stats text below warrior
	var statsText = new Text2('', {
		size: 48,
		fill: 0xFFFFFF,
		font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
	});
	statsText.anchor.set(0.5, 0.5);
	statsText.y = 120; // Position below the warrior
	self.addChild(statsText);
	self.statsText = statsText;
	// Function to update stats display
	self.updateStatsDisplay = function () {
		var attackSpeed = self.baseCooldown || 60;
		var range = self.isRanged ? self.element === 'wind' ? 600 : 600 : 250;
		// Calculate current warrior size based on tier
		var currentSize = 288; // Base size for tier 1
		if (self.tier === 1) {
			currentSize = 288; // Tier 1: 288px
		} else if (self.tier === 2) {
			currentSize = 338; // Tier 2: 338px
		} else if (self.tier === 3) {
			currentSize = 388; // Tier 3: 388px
		} else if (self.tier === 4) {
			currentSize = 438; // Tier 4: 438px
		} else if (self.tier === 5) {
			currentSize = 488; // Tier 5: 488px
		}
		var statsString = self.health + '-' + self.damage + '-' + self.speed + '-' + range + '-' + attackSpeed + '-' + currentSize + 'px';
		self.statsText.setText(statsString);
	};
	// Initialize stats display
	self.updateStatsDisplay();
	self.update = function () {
		// Set base Y position for beat effect
		if (self.baseY === 0) {
			if (self.isFlying) {
				self.baseY = 1800; // Flying height
			} else {
				self.baseY = 2186; // Ground level
			}
		}
		// Apply beat effect if active
		if (self.beatEffectTimer > 0) {
			self.beatEffectTimer--;
			// Get current audio level and calculate rotation strength based on sensitivity difference
			var audioLevel = getGameMusicLevel();
			var sensitivityDifference = Math.max(0, audioLevel - musicBeatThreshold);
			if (sensitivityDifference > 0) {
				var rotationAmount = Math.sin((120 - self.beatEffectTimer) * 0.3) * sensitivityDifference * 0.785;
				warriorGraphics.rotation = rotationAmount;
			} else {
				warriorGraphics.rotation = 0; // No rotation when no difference
			}
		} else {
			warriorGraphics.rotation = 0; // Reset rotation when effect ends
			// Apply gravity only to non-flying units
			if (!self.isFlying && !self.onGround) {
				self.velocityY += self.gravity;
				self.y += self.velocityY;
			}
			// Ground collision for non-flying units
			var groundY = 2186;
			if (!self.isFlying && self.y >= groundY) {
				self.y = groundY;
				self.baseY = groundY; // Update base position
				self.velocityY = 0;
				self.onGround = true;
			} else if (!self.isFlying) {
				self.onGround = false;
			}
			// Flying units hover at a specific height
			if (self.isFlying) {
				self.y = 1800; // Fly above ground level
				self.baseY = 1800; // Update base position
			}
		}
		// Move towards enemy tower (speed is controlled by combat state)
		if (!self.target) {
			self.x += self.speed;
		}
		// Attack logic
		if (self.attackCooldown > 0) {
			self.attackCooldown--;
		}
		// Update heal cooldown for water warriors
		if (self.canHeal && self.healCooldown > 0) {
			self.healCooldown--;
		}
		// Water warriors heal nearby allies only (not themselves)
		if (self.canHeal && self.healCooldown <= 0) {
			self.healCooldown = 120; // 2 seconds
			// Heal nearby warriors
			for (var j = 0; j < warriors.length; j++) {
				var ally = warriors[j];
				if (ally !== self) {
					var allyDistance = Math.sqrt(Math.pow(self.x - ally.x, 2) + Math.pow(self.y - ally.y, 2));
					if (allyDistance < 300 && ally.health < ally.maxHealth) {
						ally.health = Math.min(ally.health + 1, ally.maxHealth);
						// Healing effect
						tween(ally.children[0], {
							tint: 0x00ff88
						}, {
							duration: 200,
							onFinish: function onFinish() {
								tween(ally.children[0], {
									tint: 0xffffff
								}, {
									duration: 200
								});
							}
						});
						// Create healing particles
						for (var particleIndex = 0; particleIndex < 8; particleIndex++) {
							var particle = game.addChild(LK.getAsset('particulas_curacion', {
								anchorX: 0.5,
								anchorY: 0.5,
								x: ally.x + (Math.random() - 0.5) * 100,
								y: ally.y + (Math.random() - 0.5) * 100,
								width: 140 + Math.random() * 100,
								height: 140 + Math.random() * 100
							}));
							particle.alpha = 0.8;
							// Animate particles upward and fade out
							tween(particle, {
								y: ally.y - 150 - Math.random() * 50,
								x: ally.x + (Math.random() - 0.5) * 200,
								alpha: 0,
								scaleX: 0.3,
								scaleY: 0.3
							}, {
								duration: 800 + Math.random() * 400,
								easing: tween.easeOut,
								onFinish: function onFinish() {
									particle.destroy();
								}
							});
						}
					}
				}
			}
		}
		// Check for enemies to attack and combat engagement
		var inCombat = false;
		var attackRange = self.isRanged ? 600 : 250;
		for (var i = 0; i < enemies.length; i++) {
			var enemy = enemies[i];
			// Use half width for warrior and enemy colliders but keep full height
			var warriorColliderWidth = 288 * 0.5; // Half of warrior width
			var enemyColliderWidth = 280 * 0.5; // Half of enemy width
			var distance = Math.sqrt(Math.pow(self.x - enemy.x, 2) + Math.pow(self.y - enemy.y, 2));
			if (distance < attackRange) {
				// Mark as in combat to stop movement for both melee and ranged units
				inCombat = true;
				if (self.attackCooldown <= 0) {
					self.attack(enemy);
					// Play combat sound only for melee warriors to avoid double sounds
					if (!self.isRanged) {
						playRandomCombatSound();
					}
					// Attack animation - flash blue and scale up while preserving tier scale
					var attackScale = self.tierScale * 1.4;
					tween(warriorGraphics, {
						tint: 0x00ffff,
						scaleX: attackScale,
						scaleY: attackScale
					}, {
						duration: 300,
						onFinish: function onFinish() {
							tween(warriorGraphics, {
								tint: 0xffffff,
								scaleX: self.tierScale,
								scaleY: self.tierScale
							}, {
								duration: 300
							});
						}
					});
				}
				if (!self.isRanged) {
					break;
				}
			}
		}
		// Check if warrior is at the tower x position - stop movement to focus on tower attack
		var atTowerPosition = Math.abs(self.x - playerTower.x) <= 50;
		// Update projectiles for ranged units
		if (self.isRanged) {
			for (var p = self.projectiles.length - 1; p >= 0; p--) {
				var proj = self.projectiles[p];
				proj.x += proj.speedX;
				proj.y += proj.speedY;
				var projectileDestroyed = false;
				// Water warrior projectiles can heal allies
				if (self.element === 'water') {
					// Check collision with allies first
					for (var w = 0; w < warriors.length; w++) {
						var ally = warriors[w];
						if (ally !== self) {
							// Use half width for ally collider but keep full height
							var allyColliderWidth = 288 * 0.5; // Half of ally width
							var allyDistance = Math.sqrt(Math.pow(proj.x - ally.x, 2) + Math.pow(proj.y - ally.y, 2));
							if (allyDistance < 50) {
								// Hit ally
								if (ally.health < ally.maxHealth) {
									// Heal ally if not at full health
									ally.health = Math.min(ally.health + 1, ally.maxHealth);
									// Healing effect
									tween(ally.children[0], {
										tint: 0x00ff88
									}, {
										duration: 200,
										onFinish: function onFinish() {
											tween(ally.children[0], {
												tint: 0xffffff
											}, {
												duration: 200
											});
										}
									});
									// Create healing particles
									for (var particleIndex = 0; particleIndex < 8; particleIndex++) {
										var particle = game.addChild(LK.getAsset('particulas_curacion', {
											anchorX: 0.5,
											anchorY: 0.5,
											x: ally.x + (Math.random() - 0.5) * 100,
											y: ally.y + (Math.random() - 0.5) * 100,
											width: 140 + Math.random() * 100,
											height: 140 + Math.random() * 100
										}));
										particle.alpha = 0.8;
										// Animate particles upward and fade out
										tween(particle, {
											y: ally.y - 150 - Math.random() * 50,
											x: ally.x + (Math.random() - 0.5) * 200,
											alpha: 0,
											scaleX: 0.3,
											scaleY: 0.3
										}, {
											duration: 800 + Math.random() * 400,
											easing: tween.easeOut,
											onFinish: function onFinish() {
												particle.destroy();
											}
										});
									}
									proj.destroy();
									self.projectiles.splice(p, 1);
									projectileDestroyed = true;
									break;
								}
								// If ally is at full health, projectile passes through
							}
						}
					}
				}
				// Check collision with enemies only if projectile wasn't destroyed by healing
				if (!projectileDestroyed) {
					for (var e = 0; e < enemies.length; e++) {
						var enemy = enemies[e];
						// Use half width for enemy collider but keep full height
						var enemyColliderWidth = 280 * 0.5; // Half of enemy width
						var projDistance = Math.sqrt(Math.pow(proj.x - enemy.x, 2) + Math.pow(proj.y - enemy.y, 2));
						if (projDistance < 80) {
							// Increased collision radius for better detection
							// Hit enemy
							if (self.canAreaDamage) {
								// Create lightning explosion visual effect at projectile impact point
								var explosion = game.addChild(LK.getAsset('efecto_electricidad', {
									anchorX: 0.5,
									anchorY: 0.5,
									x: proj.x,
									y: proj.y,
									width: 80,
									height: 80
								}));
								explosion.alpha = 0.9;
								// Animate explosion - scale up and fade out
								tween(explosion, {
									scaleX: 3.0,
									scaleY: 3.0,
									alpha: 0
								}, {
									duration: 400,
									easing: tween.easeOut,
									onFinish: function onFinish() {
										explosion.destroy();
									}
								});
								// Create electric particles expanding from explosion center
								for (var particleIndex = 0; particleIndex < 12; particleIndex++) {
									var angle = particleIndex / 12 * Math.PI * 2; // Distribute evenly in circle
									var distance = 150 + Math.random() * 100;
									var particleEndX = proj.x + Math.cos(angle) * distance;
									var particleEndY = proj.y + Math.sin(angle) * distance;
									var electricParticle = game.addChild(LK.getAsset('efecto_electricidad', {
										anchorX: 0.5,
										anchorY: 0.5,
										x: proj.x,
										y: proj.y,
										width: 20 + Math.random() * 20,
										height: 20 + Math.random() * 20
									}));
									electricParticle.alpha = 0.8;
									// Animate particles expanding outward and fading
									tween(electricParticle, {
										x: particleEndX,
										y: particleEndY,
										alpha: 0,
										scaleX: 0.2,
										scaleY: 0.2
									}, {
										duration: 300 + Math.random() * 200,
										easing: tween.easeOut,
										onFinish: function onFinish() {
											electricParticle.destroy();
										}
									});
								}
								// Lightning area damage - increased damage for area effect
								for (var ae = 0; ae < enemies.length; ae++) {
									var areaEnemy = enemies[ae];
									var areaDistance = Math.sqrt(Math.pow(proj.x - areaEnemy.x, 2) + Math.pow(proj.y - areaEnemy.y, 2));
									if (areaDistance < 600) {
										areaEnemy.takeDamage(1); // Set damage to 1 for area effect
									}
								}
							} else {
								// Single target damage for water and wind warriors
								enemy.takeDamage(self.damage);
							}
							proj.destroy();
							self.projectiles.splice(p, 1);
							projectileDestroyed = true;
							break;
						}
					}
				}
				// Remove projectiles that go off screen only if not already destroyed
				if (!projectileDestroyed && (proj.x > 4500 || proj.x < -500 || proj.y > 3500 || proj.y < -500)) {
					proj.destroy();
					self.projectiles.splice(p, 1);
				}
			}
		}
		// Stop movement if in combat or at tower position, otherwise resume normal movement
		// Exception: wind warriors (aerial units) continue moving while attacking
		if ((inCombat || atTowerPosition) && self.element !== 'wind') {
			self.speed = 0;
		} else {
			if (self.element === 'fire') {
				self.speed = 2.2;
			} else if (self.element === 'water') {
				self.speed = 1.8;
			} else if (self.element === 'earth') {
				self.speed = 1.5;
			} else if (self.element === 'light') {
				self.speed = 2.5;
			} else if (self.element === 'wind') {
				self.speed = 2.8;
			} else {
				self.speed = 2;
			}
		}
		// Check collision with enemy tower - use separate x and y collision detection for flying units
		var towerColliderRadius = 700; // Fixed collider size, not scaled with tower
		var warriorColliderWidth = 288 * 0.5; // Half of warrior width
		var warriorColliderHeight = 288; // Full warrior height
		var towerDistance = Math.sqrt(Math.pow(self.x - enemyTower.x, 2) + Math.pow(self.y - enemyTower.y, 2));
		var xDistance = Math.abs(self.x - enemyTower.x);
		var yDistance = Math.abs(self.y - enemyTower.y);
		// Debug collision for wind warriors
		if (self.element === 'wind') {
			collisionDebugText.setText('Wind Warrior - XDist: ' + Math.round(xDistance) + ' YDist: ' + Math.round(yDistance) + ' Pos: (' + Math.round(self.x) + ',' + Math.round(self.y) + ')');
		}
		// Use different collision detection for flying units vs ground units
		var collisionDetected = false;
		if (self.isFlying) {
			// For flying units, use x-distance only (ignore y difference)
			collisionDetected = xDistance < towerColliderRadius;
		} else {
			// For ground units, use traditional distance-based collision
			collisionDetected = towerDistance < towerColliderRadius;
		}
		if (collisionDetected && !self.isBeingDestroyed) {
			// Debug when collision happens
			if (self.element === 'wind') {
				collisionDebugText.setText('WIND COLLISION! XDist: ' + Math.round(xDistance) + ' Damage: ' + self.damage);
			}
			// Deal damage to tower first - always attack regardless of cooldown when touching tower
			self.attackTower();
			// Mark as being destroyed to prevent multiple collision detections
			self.isBeingDestroyed = true;
			// Remove from warriors array immediately
			var index = warriors.indexOf(self);
			if (index > -1) {
				warriors.splice(index, 1);
			}
			// Warrior self-destructs when touching the tower - immediate destruction
			self.destroy();
			return; // Exit update to prevent further execution after destruction
		}
		// Check projectile collision with enemy tower for ranged units - tower is invulnerable to projectiles
		if (self.isRanged) {
			for (var p = self.projectiles.length - 1; p >= 0; p--) {
				var proj = self.projectiles[p];
				var projTowerDistance = Math.sqrt(Math.pow(proj.x - enemyTower.x, 2) + Math.pow(proj.y - enemyTower.y, 2));
				if (projTowerDistance < 700) {
					// Fixed collider radius
					// Projectile hit the tower but tower is invulnerable - just destroy projectile
					proj.destroy();
					self.projectiles.splice(p, 1);
				}
			}
		}
		// Check if warrior is off-screen and destroy
		if (self.x < -500 || self.x > 4500 || self.y > 3500) {
			self.destroy();
			var index = warriors.indexOf(self);
			if (index > -1) {
				warriors.splice(index, 1);
			}
			return; // Exit update to prevent further execution
		}
		// Update health bar
		var healthPercent = self.health / self.maxHealth;
		self.healthBar.scaleX = healthPercent;
		self.healthBar.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000;
	};
	self.attack = function (target) {
		self.attackCooldown = self.baseCooldown || 60; // Use tier-based cooldown
		if (target === enemyTower) {
			self.attackTower();
		} else if (self.isRanged) {
			// Create projectile for ranged units with enhanced properties
			var projectileSize = 120; // Larger projectiles for better visibility (doubled from 60)
			var projectileAsset = self.element === 'light' ? 'proyectil_electricidad' : 'projectile';
			var projectile = game.addChild(LK.getAsset(projectileAsset, {
				anchorX: 0.5,
				anchorY: 0.5,
				x: self.x,
				y: self.y - 20,
				// Start slightly above warrior
				width: projectileSize,
				height: projectileSize
			}));
			// Calculate direction to target
			var dx = target.x - self.x;
			var dy = target.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			var speed = 10; // Increased speed for better gameplay
			projectile.speedX = dx / distance * speed;
			projectile.speedY = dy / distance * speed;
			// Set projectile appearance based on element
			if (self.element === 'light') {
				projectile.alpha = 0.9; // Slightly transparent for glow effect
				// Add pulsing effect for lightning
				tween(projectile, {
					scaleX: 1.3,
					scaleY: 1.3
				}, {
					duration: 300,
					yoyo: true,
					repeat: -1
				});
			} else if (self.element === 'wind') {
				projectile.tint = 0x44ff44; // Green for wind
				projectile.alpha = 0.8;
				// Add spinning effect for wind
				tween(projectile, {
					rotation: Math.PI * 2
				}, {
					duration: 500,
					repeat: -1
				});
			} else if (self.element === 'water') {
				projectile.tint = 0x1e90ff; // Sea blue for water (DodgerBlue)
				projectile.alpha = 0.85;
				// Add wobbling effect for water
				tween(projectile, {
					scaleX: 1.2,
					scaleY: 0.8
				}, {
					duration: 200,
					yoyo: true,
					repeat: -1
				});
			}
			self.projectiles.push(projectile);
			// Auto-destroy projectile after 5 seconds to prevent map clutter
			tween(projectile, {
				alpha: projectile.alpha // Dummy property to track time
			}, {
				duration: 5000,
				// 5 seconds
				onFinish: function onFinish() {
					// Find and remove projectile from array
					var index = self.projectiles.indexOf(projectile);
					if (index > -1) {
						self.projectiles.splice(index, 1);
					}
					// Destroy the projectile
					projectile.destroy();
				}
			});
			// Play element-specific projectile sound
			playRandomProjectileSound(self.element);
			return; // Exit after creating projectile to prevent melee sound
		} else {
			// Melee attack
			if (self.element === 'fire' && self.canBurn && target.takeBurnDamage) {
				// Apply burn effect for fire warriors tier 3+
				target.takeBurnDamage(self.damage, self.burnDuration, self.burnDamage);
			} else {
				target.takeDamage(self.damage);
			}
			// Fire tier 4 warriors have area damage with fire explosion visual effect
			if (self.element === 'fire' && self.canAreaDamage) {
				// Create fire explosion visual effect at target position
				var explosion = game.addChild(LK.getAsset('explosion_fuego', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: target.x,
					y: target.y,
					width: 120,
					height: 120
				}));
				explosion.alpha = 0.9;
				explosion.tint = 0xff4400; // Fire color
				// Animate explosion - scale up and fade out
				tween(explosion, {
					scaleX: 5.0,
					scaleY: 5.0,
					alpha: 0
				}, {
					duration: 800,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						explosion.destroy();
					}
				});
				// Create fire particles expanding from explosion center
				for (var particleIndex = 0; particleIndex < 16; particleIndex++) {
					var angle = particleIndex / 16 * Math.PI * 2; // Distribute evenly in circle
					var distance = 200 + Math.random() * 150;
					var particleEndX = target.x + Math.cos(angle) * distance;
					var particleEndY = target.y + Math.sin(angle) * distance;
					var fireParticle = game.addChild(LK.getAsset('explosion_fuego', {
						anchorX: 0.5,
						anchorY: 0.5,
						x: target.x,
						y: target.y,
						width: 30 + Math.random() * 30,
						height: 30 + Math.random() * 30
					}));
					fireParticle.alpha = 0.7;
					fireParticle.tint = 0xff6600; // Orange fire color
					// Animate particles expanding outward and fading
					tween(fireParticle, {
						x: particleEndX,
						y: particleEndY,
						alpha: 0,
						scaleX: 0.2,
						scaleY: 0.2
					}, {
						duration: 600 + Math.random() * 400,
						easing: tween.easeOut,
						onFinish: function onFinish() {
							fireParticle.destroy();
						}
					});
				}
				for (var ae = 0; ae < enemies.length; ae++) {
					var areaEnemy = enemies[ae];
					var areaDistance = Math.sqrt(Math.pow(target.x - areaEnemy.x, 2) + Math.pow(target.y - areaEnemy.y, 2));
					if (areaDistance < 400 && areaEnemy !== target) {
						if (areaEnemy.takeBurnDamage) {
							areaEnemy.takeBurnDamage(self.damage * 0.5, self.burnDuration, self.burnDamage);
						}
					}
				}
			}
			// Play sword attack sound for melee attacks
			sonidoEspadas();
		}
	};
	self.attackTower = function () {
		self.attackCooldown = 60;
		enemyTowerHealth -= self.damage;
		// Play random tower damage sound
		var towerSounds = ['sonido_torre_1', 'sonido_torre_2', 'sonido_torre_3', 'sonido_torre_4'];
		var randomIndex = Math.floor(Math.random() * towerSounds.length);
		var sound = LK.getSound(towerSounds[randomIndex]);
		sound.volume = soundValue;
		sound.play();
		// Create escombros particles when enemy tower takes damage - quantity based on damage
		var particleCount = self.damage * 12; // Multiply particle count by damage
		for (var escombrosIndex = 0; escombrosIndex < particleCount; escombrosIndex++) {
			// 360-degree explosion pattern
			var angle = escombrosIndex / particleCount * Math.PI * 2; // Distribute evenly in 360 degrees
			var force = (200 + Math.random() * 300) * 4; // Quadruple the force
			var velocityX = Math.cos(angle) * force;
			var velocityY = Math.sin(angle) * force;
			var escombrosParticle = game.addChild(LK.getAsset('escombros_torre_enemiga', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: enemyTower.x,
				y: enemyTower.y - 800,
				width: (60 + Math.random() * 40) * 5,
				height: (60 + Math.random() * 40) * 5,
				rotation: Math.random() * Math.PI * 2
			}));
			escombrosParticle.alpha = 0.9;
			escombrosParticle.tint = 0x696969; // Dark gray color for enemy debris
			// Add gravity and physics properties
			escombrosParticle.velocityX = velocityX * 0.02; // Scale down for smooth movement
			escombrosParticle.velocityY = velocityY * 0.02;
			escombrosParticle.gravity = 0.8; // Gravity effect
			// Animate escombros particles with physics
			tween(escombrosParticle, {
				y: enemyTower.y + 200 + escombrosParticle.velocityY * 100,
				x: enemyTower.x + escombrosParticle.velocityX * 100,
				alpha: 0,
				rotation: escombrosParticle.rotation + Math.PI * 4,
				scaleX: 0.1,
				scaleY: 0.1
			}, {
				duration: 2000 + Math.random() * 1000,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					escombrosParticle.destroy();
				}
			});
		}
		if (enemyTowerHealth <= 0) {
			LK.showYouWin();
		}
		updateTowerHealthBars();
	};
	self.takeDamage = function (damage) {
		self.health -= damage;
		// Update stats display to show current health
		self.updateStatsDisplay();
		if (self.health <= 0) {
			// Mark as being destroyed to prevent multiple destruction attempts
			self.isBeingDestroyed = true;
			// Death animation - fade out and scale down from current tier scale
			var deathScale = self.tierScale * 0.1;
			tween(warriorGraphics, {
				alpha: 0,
				scaleX: deathScale,
				scaleY: deathScale,
				rotation: -Math.PI * 2
			}, {
				duration: 600,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					self.destroy();
				}
			});
			// Only remove from warriors array if not already removed by collision detection
			if (!self.isBeingDestroyed || self.isBeingDestroyed) {
				var index = warriors.indexOf(self);
				if (index > -1) {
					warriors.splice(index, 1);
				}
			}
		}
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x2c3e50,
	width: 3840,
	height: 1080
});
/**** 
* Game Code
****/ 
function _typeof3(o) {
	"@babel/helpers - typeof";
	return _typeof3 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
		return typeof o;
	} : function (o) {
		return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
	}, _typeof3(o);
}
function _typeof2(o) {
	"@babel/helpers - typeof";
	return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
		return typeof o;
	} : function (o) {
		return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
	}, _typeof2(o);
}
function _typeof(o) {
	"@babel/helpers - typeof";
	return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
		return typeof o;
	} : function (o) {
		return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
	}, _typeof(o);
}
var warriors = [];
var enemies = [];
var meteoritos = [];
var globalFireModeActive = false;
var fireModeTimer = 0;
var playerTowerHealth = 30;
var enemyTowerHealth = 10;
var enemySpawnTimer = 0;
var isDragging = false;
var lastMouseX = 0;
var cameraX = 0;
var maxCameraX = 1792; // 3840 - 2048 = max scroll distance
var currentMana = 5;
var maxMana = 5;
var manaRegenTimer = 0;
// Combination system variables
var currentCombination = [];
var combinationTimer = 0;
var combinationCooldown = 0;
var maxCombinationLength = 10;
var combinationWindowTime = 30; // 0.5 seconds at 60fps
var combinationResetTime = 60; // 1 second at 60fps
var temporaryNoteCounter = 0; // Helper counter for tracking notes (1-5)
// Element list system for meteorite invocation
var elementList = [];
var maxElementList = 5;
// Timing interval tracking variables
var noteTimingIntervals = []; // Store time intervals between note presses
var lastNoteTime = 0; // Timestamp of last note press
var isFirstNote = true; // Track if this is the first note in a sequence
// Touch position tracking variables
var initialTouchX = 0;
var initialTouchY = 0;
var currentTouchX = 0;
var currentTouchY = 0;
// Music beat detection variables
var musicBeatThreshold = 0; // Default sensitivity threshold set to 0 - will be controlled by sensitivity button
var lastBeatTime = 0;
var beatCooldown = 15; // Reduced cooldown for more frequent detections (0.25 seconds at 60fps)
// UI Elements
var scoreText = new Text2('Score: 0', {
	size: 40,
	fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = 120;
scoreText.y = 50;
LK.gui.topLeft.addChild(scoreText);
// Create mana display
var manaText = new Text2('Mana: 5/5', {
	size: 40,
	fill: 0x00FFFF
});
manaText.anchor.set(0, 0);
manaText.x = 1100;
manaText.y = 100;
LK.gui.topLeft.addChild(manaText);
// Create mana orbs visual display
var manaOrbs = [];
for (var i = 0; i < maxMana; i++) {
	var orb = LK.getAsset('manaOrbShape', {
		width: 40,
		height: 40
	});
	orb.anchor.set(0.5, 0.5);
	orb.x = 1100 + i * 50;
	orb.y = 160;
	LK.gui.topLeft.addChild(orb);
	manaOrbs.push(orb);
}
// Settings panel state
var settingsPanelVisible = false;
var settingsBars = [];
// Settings values (0.0 to 1.0 range)
var musicValue = 0.8;
var soundValue = 0.8;
var sensitivityValue = 0.5;
// Create settings button below mana bar
var settingsButton = LK.getAsset('settingsIcon', {
	width: 120,
	height: 120
});
settingsButton.anchor.set(0.5, 0.5);
settingsButton.x = 1200; // Move slightly to the right
settingsButton.y = 250; // Move down a bit more
settingsButton.alpha = 0.8;
LK.gui.topLeft.addChild(settingsButton);
// Create music volume text input
var musicVolumeInput = new Text2('Volumen Música: 80', {
	size: 30,
	fill: 0xFFFFFF
});
musicVolumeInput.anchor.set(0.5, 0.5);
musicVolumeInput.x = 1200;
musicVolumeInput.y = 380;
musicVolumeInput.alpha = 0;
LK.gui.topLeft.addChild(musicVolumeInput);
// Store all settings elements
settingsBars = [musicVolumeInput];
// Function to update music volume
function updateMusicVolume(value) {
	// Parse and validate the input value
	var volumeNumber = parseInt(value);
	if (isNaN(volumeNumber)) {
		volumeNumber = 80;
	}
	volumeNumber = Math.max(0, Math.min(100, volumeNumber));
	musicValue = volumeNumber / 100;
	musicVolumeInput.setText('Volumen Música: ' + volumeNumber);
	// Apply music volume changes immediately
	LK.stopMusic();
	LK.playMusic('Music', {
		volume: musicValue
	});
}
// Music volume input interaction
musicVolumeInput.down = function (x, y, obj) {
	// Simple interaction for now - could be enhanced with actual text input
	var currentVolume = Math.round(musicValue * 100);
	var newVolume = (currentVolume + 10) % 110; // Cycle through 0-100 by 10s
	updateMusicVolume(newVolume);
};
settingsButton.down = function (x, y, obj) {
	// Play settings click sound with centralized control like music - stop and restart with current volume
	LK.getSound('settings_click').stop(); // Stop any currently playing instance
	var settingsSound = LK.getSound('settings_click');
	settingsSound.volume = soundValue * 0.7; // Apply current soundValue with 70% modifier
	settingsSound.play();
	// Visual feedback with bounce effect
	tween(settingsButton, {
		scaleX: 0.85,
		scaleY: 0.85,
		alpha: 0.6,
		rotation: Math.PI * 0.1
	}, {
		duration: 150,
		easing: tween.easeOut,
		onFinish: function onFinish() {
			tween(settingsButton, {
				scaleX: 1.05,
				scaleY: 1.05,
				alpha: 0.9,
				rotation: 0
			}, {
				duration: 150,
				easing: tween.bounceOut,
				onFinish: function onFinish() {
					tween(settingsButton, {
						scaleX: 1.0,
						scaleY: 1.0,
						alpha: 0.8
					}, {
						duration: 100
					});
				}
			});
		}
	});
	// Toggle settings panel with staggered animations
	if (settingsPanelVisible) {
		// Hide settings panel with staggered fade out
		settingsPanelVisible = false;
		for (var i = 0; i < settingsBars.length; i++) {
			var delay = i * 30; // Stagger each element by 30ms
			tween(settingsBars[i], {
				alpha: 0,
				y: settingsBars[i].y - 20,
				scaleX: 0.8,
				scaleY: 0.8
			}, {
				duration: 300,
				delay: delay,
				easing: tween.easeInOut
			});
		}
	} else {
		// Show settings panel with bouncy entrance
		settingsPanelVisible = true;
		for (var i = 0; i < settingsBars.length; i++) {
			var delay = i * 40; // Stagger each element by 40ms
			var targetY = settingsBars[i].y;
			settingsBars[i].y = targetY - 30;
			settingsBars[i].scaleX = 0.6;
			settingsBars[i].scaleY = 0.6;
			tween(settingsBars[i], {
				alpha: 1,
				y: targetY,
				scaleX: 1.0,
				scaleY: 1.0
			}, {
				duration: 400,
				delay: delay,
				easing: tween.elasticOut
			});
		}
	}
};
// Create collision debug text in center of game
var collisionDebugText = new Text2('Collision Debug', {
	size: 60,
	fill: 0xFFFF00
});
collisionDebugText.anchor.set(0.5, 0.5);
collisionDebugText.x = 1024; // Center of screen width (2048/2)
collisionDebugText.y = 1366; // Center of screen height (2732/2)
game.addChild(collisionDebugText);
// Create audio debug text to show real-time values
var audioDebugText = new Text2('Audio: 0.00 | Threshold: 0.15 | Diff: 0.00', {
	size: 40,
	fill: 0x00FFFF
});
audioDebugText.anchor.set(0.5, 0.5);
audioDebugText.x = 1024; // Center of screen width
audioDebugText.y = 1200; // Above collision debug text
game.addChild(audioDebugText);
// Create touch position debug text
var touchDebugText = new Text2('Touch Info: Initial(0,0) Current(0,0)', {
	size: 40,
	fill: 0xFF00FF
});
touchDebugText.anchor.set(0.5, 0.5);
touchDebugText.x = 1024; // Center of screen width
touchDebugText.y = 1500; // Below collision debug text
game.addChild(touchDebugText);
// Create combination message text
var combinationMessageText = new Text2('', {
	size: 60,
	fill: 0xFFFF00
});
combinationMessageText.anchor.set(0.5, 0.5);
combinationMessageText.x = 1024; // Center of screen width
combinationMessageText.y = 800; // Above other debug texts
combinationMessageText.alpha = 0;
game.addChild(combinationMessageText);
// Create temporary note counter info text
var tempCounterInfoText = new Text2('Notas presionadas: 0', {
	size: 40,
	fill: 0x00FF00
});
tempCounterInfoText.anchor.set(0.5, 0.5);
tempCounterInfoText.x = 1024; // Center of screen width
tempCounterInfoText.y = 600; // Above combination message text
game.addChild(tempCounterInfoText);
// Create element list display text
var elementListText = new Text2('Lista de Elementos: []', {
	size: 45,
	fill: 0xFFD700
});
elementListText.anchor.set(0.5, 0.5);
elementListText.x = 1024; // Center of screen width
elementListText.y = 400; // Above temp counter text
game.addChild(elementListText);
// Create timing intervals info text
var timingIntervalsText = new Text2('Intervalos: []', {
	size: 35,
	fill: 0xFFAA00
});
timingIntervalsText.anchor.set(0.5, 0.5);
timingIntervalsText.x = 1024; // Center of screen width
timingIntervalsText.y = 500; // Above temp counter text
game.addChild(timingIntervalsText);
// Create tiled ground floor
var groundTiles = [];
var tileSize = 592.704; // Size of each ground tile (increased by 5% more)
var groundY = 2732; // Position at bottom of screen
var groundHeight = 728.6; // Extend height to fill bottom gap (tileSize + 136 pixels)
var numTiles = Math.ceil(3840 / tileSize) + 2; // Cover full width plus extra for seamless tiling
for (var i = 0; i < numTiles; i++) {
	var groundTile = game.addChild(LK.getAsset('ground', {
		anchorX: 0.0,
		anchorY: 1.0,
		x: i * tileSize,
		y: groundY,
		width: tileSize,
		height: groundHeight
	}));
	groundTiles.push(groundTile);
}
// Create red overlay for fire mode (initially hidden)
var fireOverlay = game.addChild(LK.getAsset('healthBar', {
	anchorX: 0.0,
	anchorY: 0.0,
	x: 0,
	y: 0,
	width: 3840,
	height: 2732
}));
fireOverlay.tint = 0xff0000; // Red color
fireOverlay.alpha = 0; // Initially hidden
// Create towers (horizontal layout)
var playerTower = game.addChild(LK.getAsset('playerTower', {
	anchorX: 0.5,
	anchorY: 1.0,
	x: 250,
	y: 2559,
	width: 1200,
	height: 1728
}));
var enemyTower = game.addChild(LK.getAsset('enemyTower', {
	anchorX: 0.5,
	anchorY: 1.0,
	x: 3590,
	y: 2559,
	width: 1200,
	height: 1728
}));
// Tower health bars
var playerTowerHealthBar = LK.getAsset('playerTowerHealthBar', {
	width: 1200,
	height: 160
});
playerTowerHealthBar.anchor.set(0.5, 0.5);
playerTowerHealthBar.x = playerTower.x;
playerTowerHealthBar.y = playerTower.y - 1840;
game.addChild(playerTowerHealthBar);
var enemyTowerHealthBar = LK.getAsset('enemyTowerHealthBar', {
	width: 1200,
	height: 160
});
enemyTowerHealthBar.anchor.set(0.5, 0.5);
enemyTowerHealthBar.x = enemyTower.x;
enemyTowerHealthBar.y = enemyTower.y - 1840;
game.addChild(enemyTowerHealthBar);
// Create elemental notes (horizontal layout at top left) - show all elements
var elements = ['fire', 'water', 'earth', 'wind', 'light'];
var notes = [];
for (var i = 0; i < elements.length; i++) {
	var note = new ElementalNote(elements[i], 0, 0);
	LK.gui.topLeft.addChild(note);
	// Make buttons smaller
	note.scaleX = 0.4;
	note.scaleY = 0.4;
	// Position buttons horizontally in upper left with proper spacing (moved 50% right total)
	note.x = 234 + i * 140; // Start at x:234 (moved from 180), space buttons 140 pixels apart
	note.y = 120; // Fixed y position in upper area
	notes.push(note);
}
// Create camera control buttons
var leftButton = LK.getAsset('leftCameraButton', {
	width: 100,
	height: 100
});
leftButton.anchor.set(0.5, 0.5);
leftButton.alpha = 0.5; // 50% transparency
LK.gui.left.addChild(leftButton);
var leftButtonText = new Text2('<', {
	size: 60,
	fill: 0xffffff
});
leftButtonText.anchor.set(0.5, 0.5);
leftButton.addChild(leftButtonText);
var rightButton = LK.getAsset('rightCameraButton', {
	width: 100,
	height: 100
});
rightButton.anchor.set(0.5, 0.5);
rightButton.alpha = 0.5; // 50% transparency
LK.gui.right.addChild(rightButton);
var rightButtonText = new Text2('>', {
	size: 60,
	fill: 0xffffff
});
rightButtonText.anchor.set(0.5, 0.5);
rightButton.addChild(rightButtonText);
function notePressed(element) {
	// If this is the start of a new combination, clear previous timing data
	if (currentCombination.length === 0) {
		noteTimingIntervals = [];
		isFirstNote = true;
		lastNoteTime = 0;
	}
	// Record timing for interval tracking
	var currentTime = Date.now();
	if (isFirstNote) {
		// First note - record time and initialize with 0 interval
		lastNoteTime = currentTime;
		isFirstNote = false;
		noteTimingIntervals = [0]; // Initialize with 0 for first note
	} else {
		// Calculate interval since last note
		var interval = currentTime - lastNoteTime;
		noteTimingIntervals.push(interval);
		lastNoteTime = currentTime;
	}
	// Update timing intervals display
	var intervalsDisplay = noteTimingIntervals.length > 0 ? 'Intervalos: [' + noteTimingIntervals.map(function (interval) {
		return Math.round(interval) + 'ms';
	}).join(', ') + ']' : 'Intervalos: []';
	timingIntervalsText.setText(intervalsDisplay);
	// Add element to element list
	elementList.push(element);
	updateElementListDisplay();
	// Increment temporary counter
	temporaryNoteCounter++;
	// Add element to current combination
	addToCombination(element);
	// Check if we have completed the 5-element meteorite sequence
	if (elementList.length >= maxElementList) {
		// Check if we have all 5 different elements for meteorite
		var hasAllElements = false;
		var uniqueElements = [];
		for (var i = 0; i < elementList.length; i++) {
			if (uniqueElements.indexOf(elementList[i]) === -1) {
				uniqueElements.push(elementList[i]);
			}
		}
		// Need exactly 5 unique elements for meteorite
		if (uniqueElements.length === 5) {
			hasAllElements = true;
		}
		if (hasAllElements) {
			// Consume 5 mana
			currentMana -= 5;
			updateManaDisplay();
			// Summon meteorite
			summonMeteorito();
			showCombinationMessage('¡METEORITO INVOCADO CON 5 ELEMENTOS!');
			// Reset element list and combination
			elementList = [];
			resetCombination();
			temporaryNoteCounter = 0;
			updateElementListDisplay();
			enableNoteButtons();
			return;
		} else {
			// Not all 5 different elements, continue building combination
			showCombinationMessage('Necesitas 5 elementos diferentes para el meteorito');
		}
	}
	// Disable buttons if temporary counter equals or exceeds available mana
	if (temporaryNoteCounter >= currentMana) {
		disableAllNoteButtons();
	}
	// Only process immediately if we've reached max combination length
	if (currentCombination.length >= maxCombinationLength) {
		processCombination();
	}
}
function spawnEnemy() {
	var enemy = new Enemy();
	enemy.x = enemyTower.x - 300;
	enemy.y = 2186; // Spawn on ground level
	enemy.onGround = true; // Start on ground
	game.addChild(enemy);
	enemies.push(enemy);
}
function summonMeteorito() {
	var meteorito = new Meteorito();
	meteorito.x = 0; // Start at x=0
	meteorito.y = 0; // Start at y=0
	game.addChild(meteorito);
	meteoritos.push(meteorito);
}
function updateTowerHealthBars() {
	var playerHealthPercent = Math.max(0, playerTowerHealth / 30);
	var enemyHealthPercent = Math.max(0, enemyTowerHealth / 10);
	playerTowerHealthBar.scaleX = playerHealthPercent;
	enemyTowerHealthBar.scaleX = enemyHealthPercent;
	// Scale towers based on health - minimum scale of 0.3 (30%), maximum 1.0 (100%)
	var playerTowerScale = 0.3 + playerHealthPercent * 0.7; // 0.3 to 1.0 range
	var enemyTowerScale = 0.3 + enemyHealthPercent * 0.7; // 0.3 to 1.0 range
	// Apply scaling to towers
	tween.stop(playerTower, {
		scaleX: true,
		scaleY: true
	});
	tween.stop(enemyTower, {
		scaleX: true,
		scaleY: true
	});
	tween(playerTower, {
		scaleX: playerTowerScale,
		scaleY: playerTowerScale
	}, {
		duration: 500,
		easing: tween.easeInOut
	});
	tween(enemyTower, {
		scaleX: enemyTowerScale,
		scaleY: enemyTowerScale
	}, {
		duration: 500,
		easing: tween.easeInOut
	});
}
function updateManaDisplay() {
	// Update text
	manaText.setText('Mana: ' + currentMana + '/' + maxMana);
	// Update orb visuals
	for (var i = 0; i < manaOrbs.length; i++) {
		if (i < currentMana) {
			manaOrbs[i].alpha = 1.0; // Full opacity for available mana
			manaOrbs[i].tint = 0x00FFFF; // Cyan color
		} else {
			manaOrbs[i].alpha = 0.3; // Low opacity for depleted mana
			manaOrbs[i].tint = 0x666666; // Gray color
		}
	}
	// Update note button states based on mana and current combination length
	var requiredMana = currentCombination.length + 1; // Mana needed to add one more note
	for (var i = 0; i < notes.length; i++) {
		if (currentMana < requiredMana) {
			notes[i].alpha = 0.5; // Grayed out when not enough mana
			notes[i].isDisabled = true;
		} else {
			notes[i].alpha = 1.0; // Normal when mana available
			notes[i].isDisabled = false;
		}
	}
}
function playRandomCombatSound() {
	var combatSounds = ['combatir_1', 'combatir_2', 'combatir_3', 'combatir_4'];
	var randomIndex = Math.floor(Math.random() * combatSounds.length);
	var sound = LK.getSound(combatSounds[randomIndex]);
	sound.volume = soundValue;
	sound.play();
}
function sonidoEspadas() {
	var sound = LK.getSound('attack');
	sound.volume = soundValue;
	sound.play();
}
function playRandomProjectileSound(element) {
	var projectileSounds = [];
	if (element === 'water') {
		projectileSounds = ['sonido_proyectil_agua_1', 'sonido_proyectil_agua_2', 'sonido_proyectil_agua_3', 'sonido_proyectil_agua_4'];
	} else if (element === 'wind') {
		projectileSounds = ['sonido_proyectil_viento_1', 'sonido_proyectil_viento_2', 'sonido_proyectil_viento_3', 'sonido_proyectil_viento_4'];
	} else if (element === 'light') {
		projectileSounds = ['sonido_proyectil_energia_1', 'sonido_proyectil_energia_2', 'sonido_proyectil_energia_3', 'sonido_proyectil_energia_4'];
	}
	if (projectileSounds.length > 0) {
		var randomIndex = Math.floor(Math.random() * projectileSounds.length);
		var sound = LK.getSound(projectileSounds[randomIndex]);
		sound.volume = soundValue;
		sound.play();
	}
}
function disableAllNoteButtons() {
	for (var i = 0; i < notes.length; i++) {
		notes[i].isDisabled = true;
		notes[i].alpha = 0.5; // Visual feedback
	}
}
function enableNoteButtons() {
	// Re-enable buttons only if we have enough mana
	updateManaDisplay();
}
function addToCombination(element) {
	currentCombination.push(element);
	combinationTimer = combinationWindowTime;
	combinationCooldown = combinationResetTime;
	// Show current combination
	showCombinationMessage('Combinación: [' + currentCombination.join(', ') + ']');
}
function processCombination() {
	if (currentCombination.length === 0) {
		return;
	}
	// Store combination and timing intervals for melody playback before reset
	var combinationForMelody = currentCombination.slice(); // Create a copy
	var timingIntervalsForMelody = noteTimingIntervals.slice(); // Create a copy of intervals
	// Check if combination is valid
	if (isValidCombination(currentCombination)) {
		// Execute the combination
		executeCombination(currentCombination);
		// Play melody after successful summoning with preserved intervals
		playMelodySequenceWithIntervals(combinationForMelody, timingIntervalsForMelody);
	} else {
		// Show invalid combination message
		showCombinationMessage('Combinación no existente');
	}
	// Reset combination and element list
	elementList = [];
	updateElementListDisplay();
	resetCombination();
	// Re-enable buttons after 1 second (invocation phase)
	LK.setTimeout(function () {
		temporaryNoteCounter = 0; // Reset helper counter after invocation phase
		enableNoteButtons();
	}, 1000);
}
function isValidCombination(combination) {
	// Single element combinations are valid
	if (combination.length === 1) {
		var element = combination[0];
		return element === 'fire' || element === 'water' || element === 'earth' || element === 'wind' || element === 'light';
	}
	// Check for meteorite combination first (exactly fire, water, earth, wind, light sequence)
	if (combination.length === 5) {
		var requiredSequence = ['fire', 'water', 'earth', 'wind', 'light'];
		var isMeteorite = true;
		for (var i = 0; i < combination.length; i++) {
			if (combination[i] !== requiredSequence[i]) {
				isMeteorite = false;
				break;
			}
		}
		if (isMeteorite) {
			return true; // Perfect meteorite sequence match
		}
		// If not meteorite sequence, check if all elements are the same for tier 5
		var firstElement = combination[0];
		for (var i = 0; i < combination.length; i++) {
			if (combination[i] !== firstElement) {
				return false;
			}
		}
		// Valid elements for multi-note combinations
		return firstElement === 'fire' || firstElement === 'water' || firstElement === 'earth' || firstElement === 'wind' || firstElement === 'light';
	}
	// Multiple element combinations (2-4 notes of same element)
	if (combination.length >= 2 && combination.length <= 4) {
		var firstElement = combination[0];
		// Check if all elements are the same
		for (var i = 0; i < combination.length; i++) {
			if (combination[i] !== firstElement) {
				return false;
			}
		}
		// Valid elements for multi-note combinations
		return firstElement === 'fire' || firstElement === 'water' || firstElement === 'earth' || firstElement === 'wind' || firstElement === 'light';
	}
	return false;
}
function executeCombination(combination) {
	// Check if we have enough mana for this combination
	if (currentMana < combination.length) {
		showCombinationMessage('No hay suficiente mana');
		return;
	}
	// Consume mana based on combination length
	currentMana -= combination.length;
	updateManaDisplay();
	if (combination.length === 1) {
		// Single element summon
		var element = combination[0];
		summonWarrior(element, 1);
		showCombinationMessage('¡' + element.toUpperCase() + ' nivel 1 invocado!');
	} else if (combination.length >= 2 && combination.length <= 4) {
		// Multiple element combination - create higher tier warrior (2-4 notes)
		var element = combination[0]; // All elements should be the same
		var level = combination.length;
		summonWarrior(element, level);
		showCombinationMessage('¡' + element.toUpperCase() + ' nivel ' + level + ' invocado!');
	} else if (combination.length === 5) {
		// Check if it's the meteorite sequence
		var requiredSequence = ['fire', 'water', 'earth', 'wind', 'light'];
		var isMeteorite = true;
		for (var i = 0; i < combination.length; i++) {
			if (combination[i] !== requiredSequence[i]) {
				isMeteorite = false;
				break;
			}
		}
		if (isMeteorite) {
			// Meteorite combination - summon destructive meteorite with mixed elements
			summonMeteorito();
			showCombinationMessage('¡METEORITO ELEMENTAL INVOCADO!');
		} else {
			// Regular 5-note same element combination
			var element = combination[0];
			summonWarrior(element, 5);
			showCombinationMessage('¡' + element.toUpperCase() + ' nivel 5 invocado!');
		}
	}
}
function summonWarrior(element, tier) {
	// Default tier to 1 if not specified
	if (tier === undefined) {
		tier = 1;
	}
	// Create elemental warrior based on the element and tier
	var warrior = new Warrior(element, tier);
	warrior.x = playerTower.x + 300;
	warrior.y = 2186; // Spawn on ground level
	warrior.onGround = true; // Start on ground
	// Add elemental-specific visual effects on spawn
	var warriorGraphics = warrior.children[0]; // Get the warrior graphics
	if (element === 'water') {
		// Water splash effect - blue particles
		var summonScale = warrior.tierScale * 1.5;
		tween(warriorGraphics, {
			tint: 0x0066ff,
			scaleX: summonScale,
			scaleY: summonScale
		}, {
			duration: 300,
			onFinish: function onFinish() {
				tween(warriorGraphics, {
					tint: 0xffffff,
					scaleX: warrior.tierScale,
					scaleY: warrior.tierScale
				}, {
					duration: 200
				});
			}
		});
	} else if (element === 'earth') {
		// Earth rumble effect - brown particles
		var originalY = warriorGraphics.y;
		tween(warriorGraphics, {
			tint: 0x8b4513,
			y: originalY - 50
		}, {
			duration: 200,
			onFinish: function onFinish() {
				tween(warriorGraphics, {
					tint: 0xffffff,
					y: originalY
				}, {
					duration: 200
				});
			}
		});
	} else if (element === 'fire') {
		// Fire burst effect - red/orange flames
		var summonScale = warrior.tierScale * 1.3;
		tween(warriorGraphics, {
			tint: 0xff4400,
			scaleX: summonScale,
			scaleY: summonScale,
			rotation: Math.PI * 0.1
		}, {
			duration: 250,
			onFinish: function onFinish() {
				tween(warriorGraphics, {
					tint: 0xffffff,
					scaleX: warrior.tierScale,
					scaleY: warrior.tierScale,
					rotation: 0
				}, {
					duration: 150
				});
			}
		});
	} else if (element === 'light') {
		// Lightning effect - bright yellow flash
		var summonScale = warrior.tierScale * 1.2;
		tween(warriorGraphics, {
			tint: 0xffff00,
			alpha: 1.5,
			scaleX: summonScale,
			scaleY: summonScale
		}, {
			duration: 150,
			onFinish: function onFinish() {
				tween(warriorGraphics, {
					tint: 0xffffff,
					alpha: 1.0,
					scaleX: warrior.tierScale,
					scaleY: warrior.tierScale
				}, {
					duration: 100
				});
			}
		});
	} else if (element === 'wind') {
		// Wind swirl effect - green spiral
		var summonScale = warrior.tierScale * 1.1;
		tween(warriorGraphics, {
			tint: 0x44ff44,
			rotation: Math.PI * 2,
			scaleX: summonScale,
			scaleY: summonScale
		}, {
			duration: 400,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				tween(warriorGraphics, {
					tint: 0xffffff,
					rotation: 0,
					scaleX: warrior.tierScale,
					scaleY: warrior.tierScale
				}, {
					duration: 200
				});
			}
		});
	}
	game.addChild(warrior);
	warriors.push(warrior);
	var sound = LK.getSound('summon');
	sound.volume = soundValue;
	sound.play();
	// Add jump effect to all units when any warrior is summoned
	// Make all warriors jump
	for (var i = 0; i < warriors.length; i++) {
		var jumpWarrior = warriors[i];
		// Store current Y position if not already stored
		if (jumpWarrior.baseY === 0) {
			jumpWarrior.baseY = jumpWarrior.y;
		}
		// Apply jump tween - go up then back down
		tween(jumpWarrior, {
			y: jumpWarrior.baseY - 100
		}, {
			duration: 200,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				tween(jumpWarrior, {
					y: jumpWarrior.baseY
				}, {
					duration: 200,
					easing: tween.easeIn
				});
			}
		});
	}
	// Make all enemies jump
	for (var i = 0; i < enemies.length; i++) {
		var jumpEnemy = enemies[i];
		// Store current Y position if not already stored
		if (jumpEnemy.baseY === 0) {
			jumpEnemy.baseY = jumpEnemy.y;
		}
		// Apply jump tween - go up then back down
		tween(jumpEnemy, {
			y: jumpEnemy.baseY - 100
		}, {
			duration: 200,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				tween(jumpEnemy, {
					y: jumpEnemy.baseY
				}, {
					duration: 200,
					easing: tween.easeIn
				});
			}
		});
	}
}
function playMelodySequenceWithIntervals(combination, intervals) {
	// Wait 1 second before starting melody playback to differentiate from invocation
	LK.setTimeout(function () {
		// Play notes sequentially using cumulative timing
		var cumulativeDelay = 0;
		for (var i = 0; i < combination.length; i++) {
			var element = combination[i];
			// First note plays immediately (0ms), subsequent notes use intervals
			var delay = i === 0 ? 0 : cumulativeDelay;
			// Use setTimeout with closure to preserve the element value
			(function (noteElement, currentDelay) {
				LK.setTimeout(function () {
					// Play the appropriate elemental note sound with controlled volume
					if (noteElement === 'fire') {
						var fireSound = LK.getSound('Nota_Fire');
						fireSound.volume = soundValue;
						fireSound.play();
					} else if (noteElement === 'water') {
						var waterSound = LK.getSound('Nota_Water');
						waterSound.volume = soundValue;
						waterSound.play();
					} else if (noteElement === 'earth') {
						var earthSound = LK.getSound('Nota_Earth');
						earthSound.volume = soundValue;
						earthSound.play();
					} else if (noteElement === 'wind') {
						var windSound = LK.getSound('Nota_Wind');
						windSound.volume = soundValue;
						windSound.play();
					} else if (noteElement === 'light') {
						var lightSound = LK.getSound('Nota_Light');
						lightSound.volume = soundValue;
						lightSound.play();
					} else {
						var summonSound = LK.getSound('summon');
						summonSound.volume = soundValue;
						summonSound.play();
					}
				}, currentDelay);
			})(element, delay);
			// Add interval for next note (skip first note since it's 0)
			if (i < intervals.length && i > 0) {
				cumulativeDelay += intervals[i];
			} else if (i === 0 && intervals.length > 1) {
				// For first note, set cumulative delay to the second interval
				cumulativeDelay = intervals[1];
			}
		}
	}, 500); // 0.5 second delay before melody playback
}
function playMelodySequence(combination) {
	// Wait 1 second before starting melody playback to differentiate from invocation
	LK.setTimeout(function () {
		// Play each note in the combination using recorded timing intervals
		var cumulativeDelay = 0;
		for (var i = 0; i < combination.length; i++) {
			var element = combination[i];
			var delay = cumulativeDelay;
			// Use setTimeout with closure to preserve the element value
			(function (noteElement, currentDelay) {
				LK.setTimeout(function () {
					// Play the appropriate elemental note sound with controlled volume
					if (noteElement === 'fire') {
						var fireSound = LK.getSound('Nota_Fire');
						fireSound.volume = soundValue;
						fireSound.play();
					} else if (noteElement === 'water') {
						var waterSound = LK.getSound('Nota_Water');
						waterSound.volume = soundValue;
						waterSound.play();
					} else if (noteElement === 'earth') {
						var earthSound = LK.getSound('Nota_Earth');
						earthSound.volume = soundValue;
						earthSound.play();
					} else if (noteElement === 'wind') {
						var windSound = LK.getSound('Nota_Wind');
						windSound.volume = soundValue;
						windSound.play();
					} else if (noteElement === 'light') {
						var lightSound = LK.getSound('Nota_Light');
						lightSound.volume = soundValue;
						lightSound.play();
					} else {
						var summonSound = LK.getSound('summon');
						summonSound.volume = soundValue;
						summonSound.play();
					}
				}, currentDelay);
			})(element, delay);
			// Update cumulative delay for next note
			if (i < noteTimingIntervals.length) {
				cumulativeDelay += noteTimingIntervals[i];
			} else if (i > 0) {
				// Fallback to 200ms if no interval recorded
				cumulativeDelay += 200;
			}
		}
	}, 1000); // 1 second delay before melody playback
}
function updateElementListDisplay() {
	var listDisplay = 'Lista de Elementos: [' + elementList.map(function (el) {
		return el.toUpperCase();
	}).join(', ') + '] (' + elementList.length + '/' + maxElementList + ')';
	elementListText.setText(listDisplay);
}
function resetCombination() {
	currentCombination = [];
	combinationTimer = 0;
	combinationCooldown = 0;
	temporaryNoteCounter = 0; // Reset helper counter
	// Don't reset timing intervals here - they should persist until new combination starts
	// Only reset when a new note is pressed
	// Update display only when actually clearing intervals
}
function showCombinationMessage(message) {
	combinationMessageText.setText(message);
	combinationMessageText.alpha = 1.0;
	// Fade out message after 2 seconds
	tween(combinationMessageText, {
		alpha: 0
	}, {
		duration: 2000
	});
}
function changeGroundTexture(assetName) {
	// Change ground texture for all tiles
	for (var g = 0; g < groundTiles.length; g++) {
		var oldTile = groundTiles[g];
		// Find the correct index to insert the new tile behind all existing ground tiles
		var insertIndex = 0;
		// Count existing ground tiles to place new tile behind them
		for (var childIndex = 0; childIndex < game.children.length; childIndex++) {
			var child = game.children[childIndex];
			// Check if this child is a ground tile by comparing properties
			if (child.anchor && child.anchor.x === 0.0 && child.anchor.y === 1.0 && child.y === 2732) {
				insertIndex = childIndex + 1; // Place after this ground tile
			}
		}
		var newTile = game.addChildAt(LK.getAsset(assetName, {
			anchorX: 0.0,
			anchorY: 1.0,
			x: oldTile.x,
			y: oldTile.y,
			width: oldTile.width,
			height: oldTile.height
		}), insertIndex);
		// Add tween to smoothly transition between textures
		newTile.alpha = 0;
		tween(newTile, {
			alpha: 1
		}, {
			duration: 500,
			easing: tween.easeInOut,
			onFinish: function onFinish() {
				oldTile.destroy();
			}
		});
		groundTiles[g] = newTile;
	}
}
game.down = function (x, y, obj) {
	// Handle initial touch in game layer directly
	// Store initial touch position for debug
	initialTouchX = x;
	initialTouchY = y;
	currentTouchX = x;
	currentTouchY = y;
	if (touchDebugText && typeof touchDebugText.setText === 'function') {
		touchDebugText.setText('Touch Info: Initial(' + Math.round(x) + ',' + Math.round(y) + ') Current(' + Math.round(x) + ',' + Math.round(y) + ')');
	}
	if (obj.event && obj.event.button === 2) {
		// Right mouse button
		isDragging = true;
		lastMouseX = x;
		obj.event.preventDefault(); // Prevent context menu
	}
};
leftButton.down = function (x, y, obj) {
	// Move camera left
	cameraX -= 100;
	cameraX = Math.max(0, Math.min(cameraX, maxCameraX));
	game.x = -cameraX;
	// Visual feedback
	tween(leftButton, {
		scaleX: 0.9,
		scaleY: 0.9
	}, {
		duration: 100,
		onFinish: function onFinish() {
			tween(leftButton, {
				scaleX: 1.0,
				scaleY: 1.0
			}, {
				duration: 100
			});
		}
	});
};
rightButton.down = function (x, y, obj) {
	// Move camera right
	cameraX += 100;
	cameraX = Math.max(0, Math.min(cameraX, maxCameraX));
	game.x = -cameraX;
	// Visual feedback
	tween(rightButton, {
		scaleX: 0.9,
		scaleY: 0.9
	}, {
		duration: 100,
		onFinish: function onFinish() {
			tween(rightButton, {
				scaleX: 1.0,
				scaleY: 1.0
			}, {
				duration: 100
			});
		}
	});
};
game.up = function (x, y, obj) {
	if (obj.event && obj.event.button === 2) {
		// Right mouse button
		isDragging = false;
	}
};
game.move = function (x, y, obj) {
	if (isDragging) {
		var deltaX = lastMouseX - x;
		cameraX += deltaX;
		cameraX = Math.max(0, Math.min(cameraX, maxCameraX));
		game.x = -cameraX;
		lastMouseX = x;
	}
	// Update current touch position for debug (game coordinates)
	currentTouchX = x;
	currentTouchY = y;
	// Update debug text with both initial and current positions
	if (touchDebugText && typeof touchDebugText.setText === 'function') {
		touchDebugText.setText('Game Move - Initial(' + Math.round(initialTouchX) + ',' + Math.round(initialTouchY) + ') Current(' + Math.round(currentTouchX) + ',' + Math.round(currentTouchY) + ')');
	}
};
// Add GUI move handler for touch tracking
LK.gui.topLeft.move = function (x, y, obj) {
	// Update current touch position for debug (GUI coordinates)
	currentTouchX = x;
	currentTouchY = y;
	// Update debug text with both initial and current positions
	if (touchDebugText && typeof touchDebugText.setText === 'function') {
		touchDebugText.setText('GUI Move - Initial(' + Math.round(initialTouchX) + ',' + Math.round(initialTouchY) + ') Current(' + Math.round(currentTouchX) + ',' + Math.round(currentTouchY) + ')');
	}
};
// Cloud system for background decoration
var clouds = [];
var cloudSpawnTimer = 0;
function createCloud() {
	var cloud = new Nube();
	cloud.x = -200; // Start off-screen left
	// Create clouds randomly between y=0 and y=1000 with depth layering
	cloud.y = Math.random() * 2000; // Random position between y=0 and y=2000
	cloud.startFloating(); // Start floating animation after position is set
	// Determine if cloud is background (behind game) or foreground (in front of game)
	var isBackground = Math.random() < 0.6; // 60% chance to be background
	if (isBackground) {
		// Background clouds - behind game elements, more transparent
		// Scale already randomized in Nube constructor, apply additional uniform background scaling
		var additionalScale = 0.5 + Math.random() * 0.6; // Apply additional 50-110% scaling
		cloud.scaleX *= additionalScale;
		cloud.scaleY *= additionalScale;
		cloud.alpha = 0.4 + Math.random() * 0.5; // Random opacity between 40% and 90%
		cloud.children[0].tint = 0xE0E0E0; // Slightly darker for background effect
		// Add background clouds before other game elements
		game.addChildAt(cloud, 0); // Add at index 0 to be behind everything
	} else {
		// Foreground clouds - in front of game elements, more visible
		// Scale already randomized in Nube constructor, apply additional uniform foreground scaling
		var additionalScale = 0.8 + Math.random() * 0.8; // Apply additional 80-160% scaling
		cloud.scaleX *= additionalScale;
		cloud.scaleY *= additionalScale;
		cloud.alpha = 0.4 + Math.random() * 0.5; // Random opacity between 40% and 90%
		cloud.children[0].tint = 0xF8F8F8; // Brighter for foreground effect
		// Add foreground clouds on top of game elements
		game.addChild(cloud); // Add normally to be in front
	}
	// Vary speed based on position for depth effect
	if (cloud.y < 600) {
		// Higher clouds move slower (distance effect)
		cloud.baseSpeed = cloud.baseSpeed * 0.5;
	} else if (cloud.y > 1400) {
		// Lower clouds move faster (proximity effect)
		cloud.baseSpeed = cloud.baseSpeed * 1.5;
	}
	clouds.push(cloud);
}
function updateClouds() {
	// Note: Cloud movement is now handled by the Nube class update method
	// Spawn new clouds periodically
	cloudSpawnTimer++;
	if (cloudSpawnTimer >= 300 + Math.random() * 600) {
		// Every 5-15 seconds
		createCloud();
		cloudSpawnTimer = 0;
	}
}
// Create initial clouds
for (var i = 0; i < 24; i++) {
	// Doubled number for better coverage
	var cloud = new Nube();
	cloud.x = Math.random() * 4000; // Random initial position across screen
	// Create clouds randomly between y=0 and y=1000 with depth layering
	cloud.y = Math.random() * 2000; // Random position between y=0 and y=2000
	cloud.startFloating(); // Start floating animation after position is set
	// Determine if cloud is background (behind game) or foreground (in front of game)
	var isBackground = Math.random() < 0.6; // 60% chance to be background
	if (isBackground) {
		// Background clouds - behind game elements, more transparent
		// Scale already randomized in Nube constructor, apply additional uniform background scaling
		var additionalScale = 0.5 + Math.random() * 0.6; // Apply additional 50-110% scaling
		cloud.scaleX *= additionalScale;
		cloud.scaleY *= additionalScale;
		cloud.alpha = 0.4 + Math.random() * 0.5; // Random opacity between 40% and 90%
		cloud.children[0].tint = 0xE0E0E0; // Slightly darker for background effect
		// Add background clouds before other game elements
		game.addChildAt(cloud, 0); // Add at index 0 to be behind everything
	} else {
		// Foreground clouds - in front of game elements, more visible
		// Scale already randomized in Nube constructor, apply additional uniform foreground scaling
		var additionalScale = 0.8 + Math.random() * 0.8; // Apply additional 80-160% scaling
		cloud.scaleX *= additionalScale;
		cloud.scaleY *= additionalScale;
		cloud.alpha = 0.4 + Math.random() * 0.5; // Random opacity between 40% and 90%
		cloud.children[0].tint = 0xF8F8F8; // Brighter for foreground effect
		// Add foreground clouds on top of game elements
		game.addChild(cloud); // Add normally to be in front
	}
	// Vary speed based on position for depth effect
	if (cloud.y < 600) {
		// Higher clouds move slower (distance effect)
		cloud.baseSpeed = cloud.baseSpeed * 0.5;
	} else if (cloud.y > 1400) {
		// Lower clouds move faster (proximity effect)
		cloud.baseSpeed = cloud.baseSpeed * 1.5;
	}
	clouds.push(cloud);
}
// Function to simulate music beat detection based on game timing
function getGameMusicLevel() {
	// Simulate music beats based on game ticks and music timing
	// Create a beat pattern that varies over time
	var beatPattern = Math.sin(LK.ticks * 0.1) * 0.3 + 0.5; // Base sine wave
	var strongBeat = Math.sin(LK.ticks * 0.05) * 0.4; // Slower variation for stronger beats
	var randomVariation = (Math.random() - 0.5) * 0.2; // Add some randomness
	// Combine patterns to create realistic music-like variation
	var musicLevel = beatPattern + strongBeat + randomVariation;
	// Ensure the value stays within realistic bounds (0.0 to 1.0)
	musicLevel = Math.max(0, Math.min(1, musicLevel));
	return musicLevel;
}
// Function to initialize element list (lista meteorito)
function initializeElementList() {
	elementList = ['fire', 'water', 'earth', 'wind', 'light'];
	updateElementListDisplay();
}
// Function to create random meteorite combination
function crea_combinacion_meteorito() {
	elementList = []; // Clear existing list
	for (var i = 0; i < 5; i++) {
		// Generate random integer between 0.49 and 5.49, then make it integer
		var randomNumber = Math.floor(Math.random() * 5) + 1; // This gives us 1-5
		var element;
		if (randomNumber === 1) {
			element = 'fire';
		} else if (randomNumber === 2) {
			element = 'water';
		} else if (randomNumber === 3) {
			element = 'earth';
		} else if (randomNumber === 4) {
			element = 'wind';
		} else if (randomNumber === 5) {
			element = 'light';
		}
		elementList.push(element);
	}
	updateElementListDisplay();
}
// Initialize element list with corresponding notes at game start
crea_combinacion_meteorito();
// Start background music with initial volume from slider
LK.playMusic('Music', {
	volume: musicValue
});
game.update = function () {
	// Music beat detection and character synchronization
	var audioLevel = getGameMusicLevel();
	// Calculate sensitivity difference for debug display
	var sensitivityDifference = Math.max(0, audioLevel - musicBeatThreshold);
	// Update audio debug text in real-time
	if (audioDebugText && typeof audioDebugText.setText === 'function') {
		audioDebugText.setText('Audio: ' + audioLevel.toFixed(3) + ' | Threshold: ' + musicBeatThreshold.toFixed(2) + ' | Diff: ' + sensitivityDifference.toFixed(3));
	}
	// Enhanced beat detection with multiple triggers
	var beatDetected = false;
	// Primary beat detection - only when audio level reaches 1
	if (audioLevel >= 1.0 && LK.ticks - lastBeatTime > beatCooldown) {
		beatDetected = true;
	}
	// Remove fallback timer-based beat detection to prevent constant particle spam
	if (beatDetected) {
		// Beat detected - activate effect on all characters
		lastBeatTime = LK.ticks;
		// Activate effect on warriors
		for (var i = 0; i < warriors.length; i++) {
			warriors[i].beatEffectTimer = 120; // 2 seconds of sine wave effect
		}
		// Activate effect on enemies
		for (var i = 0; i < enemies.length; i++) {
			enemies[i].beatEffectTimer = 120; // 2 seconds of sine wave effect
		}
		// Activate particle effects on towers instead of scaling
		// Create particles around player tower in cone shape
		for (var p = 0; p < 24; p++) {
			// Calculate cone angle - wider at the top, narrower at bottom
			var angle = (Math.random() - 0.5) * Math.PI * 0.5; // 90 degree cone spread
			var distance = Math.random() * 300 + 100; // Random distance from center
			var startX = playerTower.x + Math.sin(angle) * (distance * 0.3); // Narrow at bottom
			var endX = playerTower.x + Math.sin(angle) * distance; // Wide at top
			var playerTowerCurrentScale = playerTower.scaleX; // Get current tower scale
			var scaledOffsetY = (1728 - 50) * playerTowerCurrentScale; // Scale the Y offset
			var particle = game.addChild(LK.getAsset('particula_torre_jugador', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: startX + 100,
				y: playerTower.y - scaledOffsetY,
				width: 300 + Math.random() * 200,
				height: 300 + Math.random() * 200,
				rotation: Math.PI
			}));
			particle.alpha = 0.8;
			// Animate particles upward to the sky in cone shape and fade out
			tween(particle, {
				y: playerTower.y - 2000 - Math.random() * 500,
				x: endX + 100,
				alpha: 0,
				scaleX: 0.2,
				scaleY: 0.2
			}, {
				duration: 3000 + Math.random() * 500,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					particle.destroy();
				}
			});
		}
		// Create particles around enemy tower in cone shape
		for (var p = 0; p < 24; p++) {
			// Calculate cone angle - wider at the top, narrower at bottom
			var angle = (Math.random() - 0.5) * Math.PI * 0.5; // 90 degree cone spread
			var distance = Math.random() * 300 + 100; // Random distance from center
			var startX = enemyTower.x + Math.sin(angle) * (distance * 0.3); // Narrow at bottom
			var endX = enemyTower.x + Math.sin(angle) * distance; // Wide at top
			var enemyTowerCurrentScale = enemyTower.scaleX; // Get current tower scale
			var scaledOffsetY = (1728 - 50) * enemyTowerCurrentScale; // Scale the Y offset
			var particle = game.addChild(LK.getAsset('particula_torre_enemiga', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: startX,
				y: enemyTower.y - scaledOffsetY,
				width: 300 + Math.random() * 200,
				height: 300 + Math.random() * 200,
				rotation: Math.PI
			}));
			particle.alpha = 0.8;
			// Animate particles upward to the sky in cone shape and fade out
			tween(particle, {
				y: enemyTower.y - 2000 - Math.random() * 500,
				x: endX,
				alpha: 0,
				scaleX: 0.2,
				scaleY: 0.2
			}, {
				duration: 3000 + Math.random() * 500,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					particle.destroy();
				}
			});
		}
	}
	// Mana regeneration - every 10 seconds (600 frames at 60fps)
	manaRegenTimer++;
	if (manaRegenTimer >= 600) {
		if (currentMana < maxMana) {
			currentMana++;
			updateManaDisplay();
		}
		manaRegenTimer = 0;
	}
	// Spawn enemies periodically
	enemySpawnTimer++;
	if (enemySpawnTimer >= 500) {
		// Every 8.3 seconds
		spawnEnemy();
		enemySpawnTimer = 0;
	}
	// Clean up off-screen warriors
	for (var i = warriors.length - 1; i >= 0; i--) {
		var warrior = warriors[i];
		if (warrior.x > 4000) {
			warrior.destroy();
			warriors.splice(i, 1);
		}
	}
	// Clean up off-screen enemies
	for (var i = enemies.length - 1; i >= 0; i--) {
		var enemy = enemies[i];
		if (enemy.x < -200) {
			enemy.destroy();
			enemies.splice(i, 1);
		}
	}
	// Update cloud system
	updateClouds();
	// Update temporary counter info text
	tempCounterInfoText.setText('Notas presionadas: ' + temporaryNoteCounter);
	// Check if any fire tier 5 warriors exist
	var hasTier5FireWarrior = false;
	for (var w = 0; w < warriors.length; w++) {
		var warrior = warriors[w];
		if (warrior.element === 'fire' && warrior.tier === 5) {
			hasTier5FireWarrior = true;
			break;
		}
	}
	// Activate fire mode if tier 5 fire warrior exists and mode is not active
	if (hasTier5FireWarrior && !globalFireModeActive) {
		globalFireModeActive = true;
		showCombinationMessage('¡MODO FUEGO ACTIVADO!');
		// Activate red visual effects
		tween(fireOverlay, {
			alpha: 0.2
		}, {
			duration: 500,
			easing: tween.easeInOut
		});
		// Apply red tint to towers
		tween(playerTower, {
			tint: 0xff6666
		}, {
			duration: 500,
			easing: tween.easeInOut
		});
		tween(enemyTower, {
			tint: 0xff6666
		}, {
			duration: 500,
			easing: tween.easeInOut
		});
		// Change ground texture to fire ground
		changeGroundTexture('tileground');
		// Apply red tint to clouds
		for (var c = 0; c < clouds.length; c++) {
			// Store original tint if not already stored
			if (!clouds[c].children[0].originalTint) {
				clouds[c].children[0].originalTint = clouds[c].children[0].tint;
			}
			tween(clouds[c].children[0], {
				tint: 0xff8888
			}, {
				duration: 500,
				easing: tween.easeInOut
			});
		}
	}
	// Deactivate fire mode if no tier 5 fire warriors exist and mode is active
	if (!hasTier5FireWarrior && globalFireModeActive) {
		globalFireModeActive = false;
		showCombinationMessage('Modo fuego desactivado');
		// Fade out red overlay and tints
		tween(fireOverlay, {
			alpha: 0
		}, {
			duration: 1000,
			easing: tween.easeOut
		});
		// Remove red tint from towers
		tween(playerTower, {
			tint: 0xffffff
		}, {
			duration: 1000,
			easing: tween.easeOut
		});
		tween(enemyTower, {
			tint: 0xffffff
		}, {
			duration: 1000,
			easing: tween.easeOut
		});
		// Change ground texture back to normal
		changeGroundTexture('ground');
		// Remove red tint from clouds
		for (var c = 0; c < clouds.length; c++) {
			tween(clouds[c].children[0], {
				tint: clouds[c].children[0].originalTint || 0xF0F0F0
			}, {
				duration: 1000,
				easing: tween.easeOut
			});
		}
	}
	// Process global fire mode effects only if active
	if (globalFireModeActive) {
		// Apply fire damage to all enemies every second
		if (LK.ticks % 60 === 0) {
			for (var i = 0; i < enemies.length; i++) {
				var enemy = enemies[i];
				if (enemy.takeBurnDamage) {
					enemy.takeBurnDamage(0, 1000, 6); // No initial damage, 1 second burn for 6 damage
				}
			}
		}
	}
	// Update combination system timers
	if (combinationTimer > 0) {
		combinationTimer--;
		if (combinationTimer <= 0 && currentCombination.length > 0) {
			// Time window expired, process current combination
			processCombination();
		}
	}
	if (combinationCooldown > 0) {
		combinationCooldown--;
		if (combinationCooldown <= 0 && currentCombination.length > 0) {
			// Reset timeout reached, clear combination
			showCombinationMessage('Tiempo agotado - Combinación reiniciada');
			resetCombination();
			// Re-enable buttons after timeout
			enableNoteButtons();
		}
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -1885,23 +1885,40 @@
 	// Increment temporary counter
 	temporaryNoteCounter++;
 	// Add element to current combination
 	addToCombination(element);
-	// Check if we have 5 elements - invoke meteorite regardless of combination
+	// Check if we have completed the 5-element meteorite sequence
 	if (elementList.length >= maxElementList) {
-		// Consume 5 mana
-		currentMana -= 5;
-		updateManaDisplay();
-		// Summon meteorite
-		summonMeteorito();
-		showCombinationMessage('¡METEORITO INVOCADO CON 5 ELEMENTOS!');
-		// Reset element list and combination
-		elementList = [];
-		resetCombination();
-		temporaryNoteCounter = 0;
-		updateElementListDisplay();
-		enableNoteButtons();
-		return;
+		// Check if we have all 5 different elements for meteorite
+		var hasAllElements = false;
+		var uniqueElements = [];
+		for (var i = 0; i < elementList.length; i++) {
+			if (uniqueElements.indexOf(elementList[i]) === -1) {
+				uniqueElements.push(elementList[i]);
+			}
+		}
+		// Need exactly 5 unique elements for meteorite
+		if (uniqueElements.length === 5) {
+			hasAllElements = true;
+		}
+		if (hasAllElements) {
+			// Consume 5 mana
+			currentMana -= 5;
+			updateManaDisplay();
+			// Summon meteorite
+			summonMeteorito();
+			showCombinationMessage('¡METEORITO INVOCADO CON 5 ELEMENTOS!');
+			// Reset element list and combination
+			elementList = [];
+			resetCombination();
+			temporaryNoteCounter = 0;
+			updateElementListDisplay();
+			enableNoteButtons();
+			return;
+		} else {
+			// Not all 5 different elements, continue building combination
+			showCombinationMessage('Necesitas 5 elementos diferentes para el meteorito');
+		}
 	}
 	// Disable buttons if temporary counter equals or exceeds available mana
 	if (temporaryNoteCounter >= currentMana) {
 		disableAllNoteButtons();
:quality(85)/https://cdn.frvr.ai/685b3af231ce512dc65a7a0a.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, ademas sera un El lagarto azul de Gorgona humanoide. Va tener una armadura roja con efetos de llamitas pequeñas. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b3da331ce512dc65a7a24.png%3F3) 
 Genérame una Rana de dardo venenosa guerra azteca con eso patrones estilo pixelar, con una apariencia maligna. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b4fc631ce512dc65a7aeb.png%3F3) 
 geerame una esmeralda pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b54d031ce512dc65a7b39.png%3F3) 
 Generame una boton con dentro de forma de una nota musical con efectos de agua.. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b550931ce512dc65a7b47.png%3F3) 
 Generame una boton con dentro de forma de una nota musical con efectos de fuego .. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b554031ce512dc65a7b51.png%3F3) 
 Generame una boton con dentro de forma de una nota musical con efectos de energia. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b556f31ce512dc65a7b5d.png%3F3) 
 Generame una boton con dentro de forma de una nota musical con efectos de viento. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b55a231ce512dc65a7b6b.png%3F3) 
 Generame una boton con dentro de forma de una nota musical con efectos de tierra. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b563431ce512dc65a7b7d.png%3F3) 
 Generame un guerrero voaldor Colibrí esmeralda del Chiribiquete estilo azteca con patrones, estilo pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b571d31ce512dc65a7ba1.png%3F3) 
 Generame un guerrero meduza cone fectos de agua, que cura como mago, estilo pixelar, ambeintado a lo azteca. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b579c31ce512dc65a7bae.png%3F3) 
 Generame un jaguar guerrero con efectos de energia estilo magico, pixelar, con ambientacion azteca. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b5d2331ce512dc65a7bec.png%3F3) 
 Proyectil agua pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b669431ce512dc65a7c50.png%3F3) 
 Luz oscura particulas, moradas. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b66d131ce512dc65a7c66.png%3F3) 
 Particula de luz. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b6a5931ce512dc65a7cc3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/685b6a9331ce512dc65a7ccf.png%3F3) 
 Generame una piedras corrupta
:quality(85)/https://cdn.frvr.ai/685b763831ce512dc65a7d06.png%3F3) 
 Genérame una MONO TITÍ guerra azteca con eso patrones estilo pixelar, con una apariencia maligna.. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b768e31ce512dc65a7d12.png%3F3) 
 Genérame un Tucan guerra azteca con eso patrones estilo pixelar, con una apariencia maligna. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685b7b3f31ce512dc65a7d2f.png%3F3) 
 Un signo de más en verde. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685c9e26ac7a3749965a467b.png%3F3) 
 Un proyectil de electricidad pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685ca093ac7a3749965a46d2.png%3F3) 
 Generame una explosion de este proyectil de forma circular
:quality(85)/https://cdn.frvr.ai/685ca1ceac7a3749965a46e1.png%3F3) 
 Creame una nubes pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685ca59fac7a3749965a4700.png%3F3) 
 Una tuerca pixelar como boton. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685d8f4929ca41c35dd69ba7.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, ademas sera un Tortuga de ciénaga colombiana humanoide. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685d914f29ca41c35dd69bc5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/685d91da29ca41c35dd69bcd.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, ademas sera una iguana humanoide, con efectos de fuego. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685d929529ca41c35dd69bd8.png%3F3) 
 Agregale efectos de fuego pero en un fondo de alto contraste, mejor dicho solo pono mas rojo y llmas en la espada
:quality(85)/https://cdn.frvr.ai/685da50129ca41c35dd69c34.png%3F3) 
 Agregale lava y fuego a esta textrua
:quality(85)/https://cdn.frvr.ai/685daae029ca41c35dd69c6d.png%3F3) 
 Creame una explosion de fuego pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685dad7229ca41c35dd69c92.png%3F3) 
 agregale un poquito de ver y azul sin perder la identidad de l aimagen, solo cuadrar colores
:quality(85)/https://cdn.frvr.ai/685daec729ca41c35dd69ccc.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, además será una Pez loro, con efectos de AGUA. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685daf0829ca41c35dd69cd8.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, además será una Cangrejo violinista, con efectos de AGUA. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685daf9a29ca41c35dd69cfc.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, además será una Delfin Rosado con efectos de AGUA. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685dbc2b29ca41c35dd69e04.png%3F3) 
 Generame unm meteorito pixelar elemental con todos los elementos. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685df9f564208b06a890966a.png%3F3) 
 particulas rosadas, de poder. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685dfa2164208b06a8909673.png%3F3) 
 Haz este candando con los 5 ewlementos, fuego tierra, agua, aire, energia
:quality(85)/https://cdn.frvr.ai/685e053d5e0b136f4792374f.png%3F3) 
 Creame un cielo pixelar hermoso, sin sol ni nubes, ni montañas, nia rboles. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685e127933ba9e358f9b7086.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/685e1cfb5e0b136f47923849.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/685e1d525e0b136f4792385a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/685e1d8d5e0b136f47923866.png%3F3) 
 Generame una montañas pixelar en fondo blanco. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685e1ddc5e0b136f47923870.png%3F3) 
 Generame una montañas de selva pixelar en fondo blanco, cercanas. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685e1fd65e0b136f47923881.png%3F3) 
 Generame un muro pixelar de tierra isometrico con aptornes aztecas. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685e21615e0b136f479238a1.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, además será un animal Tapir, con efectos de tierra, cargando un gran escudo o muro.. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685e21b25e0b136f479238b2.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/685e21f05e0b136f479238bb.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, además será un animal Anaconda verde, con efectos de tierra, cargando un gran escudo o muro.. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685e22605e0b136f479238c8.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, además será un animal manati con efectos de tierra, cargando un enrome muro. gigante. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685e22ce5e0b136f479238d4.png%3F3) 
 uan flor pixelar para plantar, sin matera sola una hermosa flor. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685f41160f689da525d14a58.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, además será un Cóndor de los Andes, unidad voladora con alas, con efectos de viento. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685f42470f689da525d14a7b.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, además será una Mariposa alas de vidrio (Greta oto), unidad voladora con alas, con efectos de viento. Tiene que ser un animal.. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685f432ec2e2c8be1fbd3619.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, además será Murciélago frugívoro, unidad voladora con alas, con efectos de viento. Tiene que ser un animal.. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685f43e7c2e2c8be1fbd362c.png%3F3) 
 Generame un guerrero azteca con patrones, estilo pixelar, además será Tucán toco , unidad voladora con alas, con efectos de viento. Tiene que ser un animal.. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685f4904de96845b6a629dbc.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/685f57d9138d5714bb5b0597.png%3F3) 
 Gotas de agua pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685f6145138d5714bb5b05c5.png%3F3) 
 Genrame un muro con mas detalle que se vea superior es decir un nivel mas fuerte.
:quality(85)/https://cdn.frvr.ai/685f7c635e0b136f47924ba0.png%3F3) 
 Generame una particula de espora pixela rt. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/685f83855e0b136f47924c13.png%3F3) 
 z de sueño pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/686023a59573cd17dfbc2aba.png%3F3) 
 Generame una lanza pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68603e7e502808a78c0b0699.png%3F3) 
 Creame un tornado pixelar en un fondo azul, para elimianrlo despues. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/686060e6a98151715020d386.png%3F3) 
 Hazme el rayo de color amarillo
:quality(85)/https://cdn.frvr.ai/6860a4ba8033ff08ed757c48.png%3F3) 
 Creame un boton de este personaje extilo pixelar cuadrado
:quality(85)/https://cdn.frvr.ai/6860a5cbe029fd8094c52aa9.png%3F3) 
 POnlo trizte el perosnaje y gris el boton
:quality(85)/https://cdn.frvr.ai/6860b34c2add77fdfe57ae86.png%3F3) 
 Jugar
:quality(85)/https://cdn.frvr.ai/6861ac94d76d012a89eac914.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6862155d335426a7d85f3ad5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/68621783335426a7d85f3ad7.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6862ec72335426a7d85f3ba2.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/68632a54c6e68f494b83fba3.png%3F3) 
 Pon una casa
:quality(85)/https://cdn.frvr.ai/68632aacc6e68f494b83fbb0.png%3F3) 
 deja todo naranaja
:quality(85)/https://cdn.frvr.ai/6865a4596f71f6a969428721.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6865da1a8235fab16f0b69dd.png%3F3) 
 Genérame una Jaguar guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad cuerpo a cuerpo. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865da4c8235fab16f0b69e9.png%3F3) 
 Genérame una Oso de Anteojos guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad cuerpo a cuerpo. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865dac98235fab16f0b69fe.png%3F3) 
 Genérame una Pecari de collar guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad cuerpo a cuerpo. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865db038235fab16f0b6a09.png%3F3) 
 Genérame una Puma guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad cuerpo a cuerpo. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865db388235fab16f0b6a15.png%3F3) 
 Genérame una Tayra guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad cuerpo a cuerpo. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865db808235fab16f0b6a20.png%3F3) 
 Genérame una Nutria Neotropical guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad cuerpo a cuerpo. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865dbbc8235fab16f0b6a2d.png%3F3) 
 Genérame una Caiman llanero guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad cuerpo a cuerpo. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865dbf38235fab16f0b6a38.png%3F3) 
 Genérame una Capibara guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad cuerpo a cuerpo. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865dc498235fab16f0b6a43.png%3F3) 
 Genérame una Zorro Cangrejero guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad cuerpo a cuerpo. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865dd718235fab16f0b6a57.png%3F3) 
 Genérame una Demonio de Tasmnia guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. POderes, super rojo y rabioso, como un ejfe final. Animal. No tiene arams solo una gran y poderosa mordida. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865df608235fab16f0b6a6f.png%3F3) 
 Genérame una olibrí Esmeralda Andina guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad aerea con alas. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865df928235fab16f0b6a7a.png%3F3) 
 Genérame una Zopilote Rey guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad aerea con alas. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865dfc28235fab16f0b6a86.png%3F3) 
 Genérame una Paujil guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad aerea con alas. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865dff38235fab16f0b6a8f.png%3F3) 
 Genérame una Halcon Murcielago guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad aerea con alas. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e02a8235fab16f0b6a9d.png%3F3) 
 Genérame una Buho de anteojos guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad aerea con alas. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e05f8235fab16f0b6aa5.png%3F3) 
 Genérame una Mariposa monarca guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad aerea con alas. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e0928235fab16f0b6ab3.png%3F3) 
 Genérame una Chicharra guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad aerea con alas. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e0bf8235fab16f0b6abe.png%3F3) 
 Genérame una paloma guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad aerea con alas. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e2a48235fab16f0b6ac9.png%3F3) 
 Genérame una Rana de Cristal guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad a distancia, con un arco o cerbatana. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e2f98235fab16f0b6ad4.png%3F3) 
 Genérame una Iguana Verde guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad a distancia, con un arco o cerbatana. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e33f8235fab16f0b6ae2.png%3F3) 
 Genérame una Boa de arcoiris guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad a distancia, con un arco o cerbatana. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e3b28235fab16f0b6af7.png%3F3) 
 Genérame una Ciempies gigante amazonico guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad a distancia, con un arco o cerbatana. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e42e8235fab16f0b6b0e.png%3F3) 
 Genérame una Escorpion Colombiano guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad a distancia, con un arco o cerbatana. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e4558235fab16f0b6b18.png%3F3) 
 Genérame una Araña guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad a distancia, con un arco o cerbatana. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e4858235fab16f0b6b26.png%3F3) 
 Genérame una Pez leon guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad a distancia, con cerbatana. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e4bd8235fab16f0b6b31.png%3F3) 
 Genérame una Serpiente coral guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad a distancia, con cerbatana. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e4fe8235fab16f0b6b39.png%3F3) 
 Genérame una Rana de dardo venenosa guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad a distancia, con cerbatana. Animal. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6865e67b8235fab16f0b6b47.png%3F3) 
 Genérame un hipopotamo guerrero azteca con eso patrones, estilo pixelar, con una apariencia maligna, ojos rojos, rabioso. Unidad cuerpo a cuerpo. Animal.. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68670251fb9e054f6797e5dc.png%3F3) 
 Flecha maligna, de color rojo, pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68672a3f2905e57457509d49.png%3F3) 
 Luna llena blanca, pixelar. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68672a752905e57457509d51.png%3F3) 
 sol pixelart. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68673ce299b57bda22f8ca8d.png%3F3) 
 Un cielo noche pixelar 16:04 con estrellas. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6868bb0b298ae6a067237776.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6868bfaa9a1c69e29baa9f76.png%3F3) 
 Hazme un boton pixelar azteca, que diga Fin. In-Game asset. 2d. High contrast. No shadows
Nota_Fire
Sound effect
tower_damage
Sound effect
combat
Sound effect
enemy_death
Sound effect
combatir_1
Sound effect
Music
Music
combatir_2
Sound effect
combatir_3
Sound effect
combatir_4
Sound effect
attack
Sound effect
Nota_Water
Sound effect
Nota_Earth
Sound effect
Nota_Wind
Sound effect
Nota_Light
Sound effect
sonido_torre_2
Sound effect
sonido_torre_3
Sound effect
sonido_torre_4
Sound effect
sonido_torre_1
Sound effect
sonido_proyectil_agua_1
Sound effect
sonido_proyectil_agua_2
Sound effect
sonido_proyectil_agua_3
Sound effect
sonido_proyectil_agua_4
Sound effect
sonido_proyectil_viento_1
Sound effect
sonido_proyectil_viento_2
Sound effect
sonido_proyectil_viento_3
Sound effect
sonido_proyectil_viento_4
Sound effect
sonido_proyectil_energia_1
Sound effect
sonido_proyectil_energia_2
Sound effect
sonido_proyectil_energia_3
Sound effect
sonido_proyectil_energia_4
Sound effect
settings_click
Sound effect
burn_sound
Sound effect
musicId
Music
Level_1_en
Sound effect
Level_1_es
Sound effect
Level_2_en
Sound effect
Level_3_en
Sound effect
Level_4_en
Sound effect
Level_5_en
Sound effect
Level_6_en
Sound effect
Level_7_en
Sound effect
Level_9_en
Sound effect
Level_10_en
Sound effect
Level_11_en
Sound effect
Level_12_en
Sound effect
Level_13_en
Sound effect
Level_14_en
Sound effect
Level_15_en
Sound effect
Level_16_en
Sound effect
Level_17_en
Sound effect
Level_18_en
Sound effect
Level_19_en
Sound effect
Level_20_en
Sound effect
Level_21_en
Sound effect
Level_22_en
Sound effect
Level_23_en
Sound effect
Level_24_en
Sound effect
Level_25_en
Sound effect
Level_26_en
Sound effect
Level_2_es
Sound effect
Level_3_es
Sound effect
Level_4_es
Sound effect
Level_5_es
Sound effect
Level_6_es
Sound effect
Level_7_es
Sound effect
Level_8_es
Sound effect
Level_9_es
Sound effect
Level_10_es
Sound effect
Level_11_es
Sound effect
Level_12_es
Sound effect
Level_13_es
Sound effect
Level_14_es
Sound effect
Level_15_es
Sound effect
Level_16_es
Sound effect
Level_17_es
Sound effect
Level_18_es
Sound effect
Level_19_es
Sound effect
Level_20_es
Sound effect
Level_21_es
Sound effect
Level_22_es
Sound effect
Level_23_es
Sound effect
Level_24_es
Sound effect
Level_25_es
Sound effect
Level_26_es
Sound effect
Level_8_en
Sound effect
ganar
Sound effect
comic1_sound
Sound effect
comic2_sound
Sound effect
comic3_sound
Sound effect
comic4_sound
Sound effect
comic5_sound
Sound effect
comic6_sound
Sound effect
comic7_sound
Sound effect
comic8_sound
Sound effect
comic9_sound
Sound effect
comic10_sound
Sound effect
comic11_sound
Sound effect
music_menu_en
Music
music_menu_es
Music
Music2
Music
Music3
Music
Music4
Music
Music5
Music
Music8
Music
Music7
Music
Nota_Earth2
Sound effect
Nota_Fire2
Sound effect
Nota_Light2
Sound effect
Nota_Water2
Sound effect
Nota_Wind2
Sound effect
explosion_meteorito
Sound effect
muerte_guerrero
Sound effect
MusicVictoria
Music