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corrife porfa la
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corrige el baile de los enemigos y dejalo casi igual a los de los guerros
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Please fix the bug: 'ReferenceError: enemyGraphics is not defined' in or related to this line: 'enemyGraphics.rotation = 0; // Reset rotation when effect ends' Line Number: 1248
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corrige el baile porque uanque esmeralda es false y dormir es false dejanron de bailar
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corrige porfa
Code edit (1 edits merged)
Please save this source code
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si solo ataca 1 vez el enemigo y ya no ataca, corrige porfa yq ue bailen con la investigacion que existe
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sigue sin funcionar investiga
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no bailan las ranas, como antes
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despues de despertar ya no bailan al son de la musica, ni atacan
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Corrige porfa
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Tambein elima el efecto de dormir y estarua si esta del poryetil delguerro 3 del viento
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elimina el efecto esmeralda
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elimina el efecto de las esporas que duermen y hacen que el enemigo se veuvla esmeralda igualmente con su poryectil, es deicr elimina el efecto de sueño de las esporas, deja las particulas y sus epxlosiones porfa
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Dejame el efecto esporas como antes, pero si que duerman a los enemgos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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elimina el efecto de las esporas que duermen y hacen que el enemigo se veuvla esmeralda igualmente con su poryectil ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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okey soluciona esto, porfavor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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investiga porque el pirmer enemigo invocado sale con true true y els egundo con false true,
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Investiga porque el primer enemigo se duerme se despierta pero el segundo enemigo se queda false true porque?
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debe crearse una funciona llamada despertar y esta debe tern el codigo de despertar if (dormido) { // Both emerald and sleeping - apply black tint and wake-up timer enemyGraphics.tint = 0x000000; // Pure black tint for combined effect // Start 5-second timer to clear both states if (!self.clearStatesTimer) { self.clearStatesTimer = true; tween(self, { alpha: self.alpha }, { duration: 5000, onFinish: function onFinish() { dormido = false; self.enemigo_oro = false; self.clearStatesTimer = false; } }); } sera llamo despues del color negro, listo porfavor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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pon que los spaos incie el juego con treu y treu activo porfa
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esta aprte esta mal if (dormido && self.enemigo_oro) { // Both states active - use black tint and disable all actions enemyGraphics.tint = 0x000000; // Pure black tint for combined effect self.movimiento_enemigo = false; self.ataque_jugador = false; // Start 5-second timer to clear both states if (!self.clearStatesTimer) { self.clearStatesTimer = true; tween(self, { alpha: self.alpha }, { duration: 5000, onFinish: function onFinish() { dormido = false; self.enemigo_oro = false; self.clearStatesTimer = false; } }); } } else if (dormido) { // Sleep state only - use black tint and disable movement/attack enemyGraphics.tint = 0x333333; // 80% black tint for sleeping self.movimiento_enemigo = false; self.ataque_jugador = false; // Activate emerald state when sleeping if (!self.enemigo_oro) { self.enemigo_oro = true; } } else if (self.enemigo_oro && !dormido) { // Only emerald state - use green tint enemyGraphics.tint = 0x00FF00; // Pure green color (emerald statue effect) self.movimiento_enemigo = false; self.ataque_jugador = false; } else { pues se supone que debe solo un if y un else. primero comprueba si es de esmeralda el if, si es asi pasa self.movimiento_enemigo = false; self.ataque_jugador = false; luego dentro de este if pone otro if que comrpueba si esta dormindo sie s asi le aplica el negro, y activa la funicono de despertar, o la creas sino elfe el verve y el ultimo else del if de esmeralda self.movimiento_enemigo = true; self.ataque_jugador = true; asi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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otra vez ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Intentlo de neuvo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Intena nuevmnet ↪💡 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.aumento_velocidad = 0;
	self.attackCooldown = 0;
	self.movimiento_enemigo = true; // Boolean to control enemy movement
	self.enemigo_oro = true; // Boolean to control golden statue state - start active
	self.isSleeping = true; // Individual sleep state - start active
	self.ataque_jugador = true; // Boolean to control if enemy can attack
	// 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;
	// Initialize miniola_colision property
	self.miniola_colision = false;
	// Function to update stats display
	self.updateStatsDisplay = function () {
		var totalSpeed = self.speed + self.aumento_velocidad;
		var statsString = self.health + '-' + self.damage + '-' + totalSpeed + '-' + (self.isSleeping || false) + '-' + self.enemigo_oro;
		self.statsText.setText(statsString);
	};
	// Initialize stats display
	self.updateStatsDisplay();
	self.update = function () {
		// Check emerald state first, then sleep within emerald
		if (self.enemigo_oro) {
			// Emerald state active - disable movement and attack
			self.movimiento_enemigo = false;
			self.ataque_jugador = false;
			// Check if also sleeping while emerald
			if (self.isSleeping) {
				// Both emerald and sleeping - apply black tint and wake-up timer
				enemyGraphics.tint = 0x000000; // Pure black tint for combined effect
				// Call despertar function after applying black tint
				despertar(self);
			} else {
				// Only emerald state - apply green tint
				enemyGraphics.tint = 0x00FF00; // Pure green color (emerald statue effect)
			}
		} else {
			// Not emerald - enable movement and attack
			self.movimiento_enemigo = true;
			self.ataque_jugador = true;
			// Reset tint if needed
			if (enemyGraphics.tint === 0x000000 || enemyGraphics.tint === 0xFFD700 || enemyGraphics.tint === 0xFFFF00 || enemyGraphics.tint === 0xFF0000 || enemyGraphics.tint === 0x00FF00 || enemyGraphics.tint === 0x333333) {
				enemyGraphics.tint = 0xffffff;
			}
		}
		// Movement is now controlled by movimiento_enemigo variable above
		// 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;
				// Attack if cooldown is ready and can attack
				if (self.attackCooldown <= 0 && self.ataque_jugador) {
					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;
			}
		}
		// Set movimiento_enemigo based on combat state, statue status, and dormido state
		if (inCombat) {
			self.movimiento_enemigo = false; // Stop movement when attacking
		} else if (!self.enemigo_oro) {
			self.movimiento_enemigo = true; // Allow movement when not in combat, not a statue, and not sleeping
		}
		// Move towards player tower only if movement is enabled
		if (self.movimiento_enemigo) {
			// Move towards player tower (speed is controlled by combat state)
			var totalSpeed = self.speed + self.aumento_velocidad;
			self.x -= totalSpeed;
		}
		// 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;
		// Control speed based on combat and tower position
		if (inCombat || atTowerPosition) {
			self.speed = 0;
			self.movimiento_enemigo = false; // Stop movement when at tower position or in combat
		} else {
			self.speed = 1.5;
			self.movimiento_enemigo = true; // Allow movement when not in combat or at tower
		}
		// 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.ataque_jugador) {
				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
					if (self.children[0]) {
						tween(self.children[0], {
							tint: 0xff4400
						}, {
							duration: 200,
							onFinish: function onFinish() {
								if (self.children[0]) {
									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 Espora = Container.expand(function (targetWarrior) {
	var self = Container.call(this);
	var esporaGraphics = self.attachAsset('esporas', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 100,
		height: 100
	});
	self.targetWarrior = targetWarrior;
	self.velocityX = (Math.random() - 0.5) * 1; // Minimal random horizontal velocity
	self.velocityY = -2 - Math.random() * 3; // Initial upward velocity
	self.gravity = 0.1; // Reduced gravity force
	self.lifespan = 300; // 5 seconds at 60fps
	self.age = 0;
	// Set initial position near target warrior
	self.x = targetWarrior.x + (Math.random() - 0.5) * 100;
	self.y = targetWarrior.y + (Math.random() - 0.5) * 50;
	self.update = function () {
		self.age++;
		// Apply gravity
		self.velocityY += self.gravity;
		// Update position
		self.x += self.velocityX;
		self.y += self.velocityY;
		// Follow target warrior with gentle attraction
		if (self.targetWarrior && !self.targetWarrior.isBeingDestroyed) {
			var distanceToTarget = Math.sqrt(Math.pow(self.targetWarrior.x - self.x, 2) + Math.pow(self.targetWarrior.y - self.y, 2));
			if (distanceToTarget > 100) {
				// Gently drift towards warrior
				var directionX = (self.targetWarrior.x - self.x) / distanceToTarget;
				var directionY = (self.targetWarrior.y - self.y) / distanceToTarget;
				self.velocityX += directionX * 0.05; // Reduced attraction force
				self.velocityY += directionY * 0.05; // Reduced attraction force
			}
		}
		// Apply air resistance to reduce horizontal drift
		self.velocityX *= 0.95; // Air resistance dampens horizontal movement
		// Ground collision
		var groundY = 2186;
		if (self.y >= groundY) {
			self.y = groundY;
			self.velocityY = -self.velocityY * 0.3; // Bounce with energy loss
			self.velocityX *= 0.7; // Increased friction on ground contact
		}
		// Fade out over lifetime
		var fadeAlpha = 1.0 - self.age / self.lifespan;
		esporaGraphics.alpha = Math.max(0, fadeAlpha);
		// Check collision with enemies
		for (var e = 0; e < enemies.length; e++) {
			var enemy = enemies[e];
			var distance = Math.sqrt(Math.pow(self.x - enemy.x, 2) + Math.pow(self.y - enemy.y, 2));
			if (distance < 80) {
				// Collision detected
				// Deal damage to enemy
				enemy.takeDamage(3);
				// Emerald statue effect removed - spores only deal damage now
				// Create visual effect at collision point
				var explosion = game.addChild(LK.getAsset('explosion_fuego', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: self.x,
					y: self.y,
					width: 120,
					height: 120
				}));
				explosion.tint = 0x44ff44; // Green color for spore explosion
				explosion.alpha = 0.8;
				// Animate explosion
				tween(explosion, {
					scaleX: 2.5,
					scaleY: 2.5,
					alpha: 0
				}, {
					duration: 600,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						explosion.destroy();
					}
				});
				// Create spore particles around impact
				for (var p = 0; p < 8; p++) {
					var angle = p / 8 * Math.PI * 2;
					var particleDistance = 60 + Math.random() * 40;
					var particleX = self.x + Math.cos(angle) * particleDistance;
					var particleY = self.y + Math.sin(angle) * particleDistance;
					var particle = game.addChild(LK.getAsset('esporas', {
						anchorX: 0.5,
						anchorY: 0.5,
						x: self.x,
						y: self.y,
						width: 40 + Math.random() * 20,
						height: 40 + Math.random() * 20
					}));
					particle.tint = 0x88ff88;
					particle.alpha = 0.9;
					tween(particle, {
						x: particleX,
						y: particleY,
						alpha: 0,
						scaleX: 0.3,
						scaleY: 0.3
					}, {
						duration: 500 + Math.random() * 300,
						easing: tween.easeOut,
						onFinish: function onFinish() {
							particle.destroy();
						}
					});
				}
				// Destroy spore after collision
				self.destroy();
				var index = esporas.indexOf(self);
				if (index > -1) {
					esporas.splice(index, 1);
				}
				return; // Exit update after collision
			}
		}
		// Destroy after lifespan
		if (self.age >= self.lifespan) {
			self.destroy();
			var index = esporas.indexOf(self);
			if (index > -1) {
				esporas.splice(index, 1);
			}
		}
	};
	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();
				}
			});
		}
		// Hide apocalyptic notes and reset counter when meteorite explodes (before explosion starts)
		ocultar_notas_apocalitica();
		// 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);
		// Clear element list first, then call function to create new random meteorite combination
		elementList = [];
		// Play the meteorite melody instantly when exploding
		playMelodySequenceWithIntervals(['fire', 'water', 'earth', 'wind', 'light'], [0, 200, 200, 200, 200]);
		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 = 50;
			self.speed = 3.0;
			self.attackCooldown = 60;
			self.canActivateFireMode = true;
			self.fireModeActive = false;
		}
	} else if (element === 'water') {
		if (tier === 1) {
			self.maxHealth = 5;
			self.damage = 1;
			self.speed = 1.8;
			self.attackCooldown = 120;
		} else if (tier === 2) {
			self.maxHealth = 10;
			self.damage = 2;
			self.speed = 2.0;
			self.attackCooldown = 120;
			self.selfHealRate = 2; // Heals 2 HP per second
			self.selfHealTimer = 0;
		} else if (tier === 3) {
			self.maxHealth = 15;
			self.damage = 4;
			self.speed = 2.2;
			self.attackCooldown = 120;
			self.selfHealRate = 3.5; // Heals 3.5 HP per second
			self.selfHealTimer = 0;
			self.auraRange = 500;
			self.auraDamageBonus = 4;
			self.explosionTimer = 0;
			self.explosionInterval = 120; // Every 2 seconds
		} else if (tier === 4) {
			self.maxHealth = 20;
			self.damage = 6;
			self.speed = 2.4;
			self.attackCooldown = 120;
			self.selfHealRate = 4; // Heals 4 HP per second
			self.selfHealTimer = 0;
			self.selfHealRate = 5; // Heals 5 HP per second
			self.selfHealTimer = 0;
			self.auraRange = 800;
			self.auraDamageBonus = 10;
			self.explosionTimer = 0;
			self.explosionInterval = 120; // Every 2 seconds
		} else if (tier === 5) {
			self.maxHealth = 25;
			self.damage = 8;
			self.speed = 2.5;
			self.attackCooldown = 120;
			self.selfHealRate = 5; // Heals 5 HP per second
			self.selfHealTimer = 0;
			self.waveTimer = 0;
			self.waveInterval = 300; // Every 5 seconds
		}
		self.canHeal = true;
		self.healCooldown = 0;
		self.isRanged = true;
		self.projectiles = [];
	} else if (element === 'earth') {
		if (tier === 1) {
			self.maxHealth = 20;
			self.damage = 1;
			self.speed = 1.8;
			self.attackCooldown = 120;
		} else if (tier === 2) {
			self.maxHealth = 40;
			self.damage = 4;
			self.speed = 1.8;
			self.attackCooldown = 120;
		} else if (tier === 3) {
			self.maxHealth = 50;
			self.damage = 6;
			self.speed = 1.8;
			self.attackCooldown = 120;
			self.canCreateWalls = true;
			self.wallHealth = 100;
			self.distancia_recorrida = Math.random() * 1000; // Random start between 0-1000
		} else if (tier === 4) {
			self.maxHealth = 80;
			self.damage = 8;
			self.speed = 1.8;
			self.attackCooldown = 120;
			self.canCreateWalls = true;
			self.wallHealth = 200;
			self.damageImmunity = 10; // Immune to damage <= 10
			self.distancia_recorrida = Math.random() * 1000; // Random start between 0-1000
		} else if (tier === 5) {
			self.maxHealth = 100;
			self.damage = 10;
			self.speed = 1.8;
			self.attackCooldown = 120;
			self.canDragEnemies = true;
			self.canSelfDestruct = true;
			self.damageImmunity = 20; // Immune to damage <= 20
			self.distancia_recorrida = Math.random() * 1000; // Random start between 0-1000
		}
	} 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') {
		if (tier === 1) {
			self.maxHealth = 5;
			self.damage = 1;
			self.speed = 2;
			self.attackCooldown = 60;
		} else if (tier === 2) {
			self.maxHealth = 10;
			self.damage = 2;
			self.speed = 2.4;
			self.attackCooldown = 60;
			self.goldenStatueChance = 0.2; // 20% chance
		} else if (tier === 3) {
			self.maxHealth = 15;
			self.damage = 4;
			self.speed = 2.8;
			self.attackCooldown = 60;
			self.sleepParticleSystem = true;
			self.sleepDuration = 5000; // 5 seconds
		} else if (tier === 4) {
			self.maxHealth = 20;
			self.damage = 8;
			self.speed = 3.2;
			self.attackCooldown = 60;
			self.emeraldSlaveChance = 0.2; // 20% chance
			self.sleepDuration = 10000; // 10 seconds
		} else if (tier === 5) {
			self.maxHealth = 25;
			self.damage = 15;
			self.speed = 3.6;
			self.attackCooldown = 60;
			self.tornadoAttack = true;
		} else {
			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;
	self.aumento_velocidad = 0;
	// 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
	self.activar_movimiento = true; // Boolean to control if warrior can move
	// 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 = 600;
		if (self.isRanged) {
			if (self.element === 'wind') {
				if (self.tier === 2) {
					range = 700;
				} else if (self.tier === 3) {
					range = 800;
				} else if (self.tier === 4) {
					range = 900;
				} else if (self.tier === 5) {
					range = 1200;
				}
			}
		} else {
			range = 250;
		}
		var totalSpeed = self.speed + (self.aumento_velocidad || 0);
		var auraInfo = '';
		if (self.waterAuraCount && self.waterAuraCount > 0) {
			var speedReduction = self.waterAuraCount * 10;
			auraInfo = ' [Aura:' + speedReduction + '%]';
		}
		// Add distance counter for earth warriors tier 3+
		var distanceInfo = '';
		if (self.element === 'earth' && self.tier >= 3 && self.distancia_recorrida !== undefined) {
			distanceInfo = ' [Dist:' + Math.round(self.distancia_recorrida) + ']';
		}
		var statsString = self.health + '-' + self.damage + '-' + totalSpeed + '-' + range + '-' + attackSpeed + auraInfo + distanceInfo;
		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 only if movement is enabled
		if (!self.target && self.activar_movimiento) {
			var totalSpeed = self.speed + (self.aumento_velocidad || 0);
			var previousX = self.x; // Store previous position for distance calculation
			self.x += totalSpeed;
			// Track distance for earth warriors tier 3+
			if (self.element === 'earth' && self.tier >= 3 && self.distancia_recorrida !== undefined) {
				// Add 1 per movement unit (remove random offset from movement tracking)
				self.distancia_recorrida += 1;
				// Update stats display in real time to show distance changes
				self.updateStatsDisplay();
			}
		}
		// Attack logic
		if (self.attackCooldown > 0) {
			self.attackCooldown--;
		}
		// Update heal cooldown for water warriors
		if (self.canHeal && self.healCooldown > 0) {
			self.healCooldown--;
		}
		// Water warrior self-healing (tier 2+)
		if (self.element === 'water' && self.tier >= 2 && self.selfHealTimer !== undefined) {
			self.selfHealTimer++;
			if (self.selfHealTimer >= 60) {
				// Every second (60 frames at 60fps)
				if (self.health < self.maxHealth) {
					self.health = Math.min(self.health + self.selfHealRate, self.maxHealth);
					// Self-healing visual effect
					tween(warriorGraphics, {
						tint: 0x00ff00
					}, {
						duration: 300,
						onFinish: function onFinish() {
							tween(warriorGraphics, {
								tint: 0xffffff
							}, {
								duration: 300
							});
						}
					});
					// Add healing particles for tier 2 water warrior self-healing
					if (self.tier === 2) {
						for (var p = 0; p < 6; p++) {
							var particle = game.addChild(LK.getAsset('particulas_curacion', {
								anchorX: 0.5,
								anchorY: 0.5,
								x: self.x + (Math.random() - 0.5) * 80,
								y: self.y + (Math.random() - 0.5) * 80,
								width: 120 + Math.random() * 80,
								height: 120 + Math.random() * 80
							}));
							particle.alpha = 0.8;
							tween(particle, {
								y: self.y - 100 - Math.random() * 50,
								alpha: 0,
								scaleX: 0.2,
								scaleY: 0.2
							}, {
								duration: 800,
								easing: tween.easeOut,
								onFinish: function onFinish() {
									particle.destroy();
								}
							});
						}
					}
				}
				self.selfHealTimer = 0;
			}
		}
		// Water warrior aura effects (tier 3+)
		if (self.element === 'water' && self.tier >= 3 && self.auraRange !== undefined) {
			// Apply aura damage bonus and attack speed reduction to nearby allies
			for (var j = 0; j < warriors.length; j++) {
				var ally = warriors[j];
				if (ally !== self && ally.element !== 'water') {
					var allyDistance = Math.sqrt(Math.pow(self.x - ally.x, 2) + Math.pow(self.y - ally.y, 2));
					if (allyDistance < self.auraRange) {
						// Count number of water tier 3+ warriors affecting this ally
						var waterAuraCount = 0;
						for (var k = 0; k < warriors.length; k++) {
							var waterWarrior = warriors[k];
							if (waterWarrior.element === 'water' && waterWarrior.tier >= 3) {
								var waterDistance = Math.sqrt(Math.pow(waterWarrior.x - ally.x, 2) + Math.pow(waterWarrior.y - ally.y, 2));
								if (waterDistance < waterWarrior.auraRange) {
									waterAuraCount++;
								}
							}
						}
						// Only apply speed changes if aura count has changed
						var previousAuraCount = ally.waterAuraCount || 0;
						if (waterAuraCount !== previousAuraCount) {
							// Initialize originalBaseCooldown if not set
							if (!ally.originalBaseCooldown) {
								ally.originalBaseCooldown = ally.baseCooldown || 60;
							}
							// Calculate cumulative speed reduction: each aura reduces by 10%
							var speedReduction = waterAuraCount * 10; // 10% per aura
							var finalSpeedMultiplier = Math.max(0.1, (100 - speedReduction) / 100); // Minimum 0.1 (10% attack speed)
							// Apply the speed reduction to original base cooldown (multiply to reduce cooldown = attack faster)
							ally.baseCooldown = Math.floor(ally.originalBaseCooldown * finalSpeedMultiplier);
							ally.waterAuraCount = waterAuraCount;
							ally.auraAffected = waterAuraCount > 0;
							ally.auraDamageBonus = waterAuraCount > 0 ? self.auraDamageBonus : 0;
						} else {
							// Keep existing values without recalculation
							ally.waterAuraCount = waterAuraCount;
							ally.auraAffected = waterAuraCount > 0;
							ally.auraDamageBonus = waterAuraCount > 0 ? self.auraDamageBonus : 0;
						}
						// Create continuous particles for allies under aura effect (without tinting)
						if (waterAuraCount > 0) {
							// Create continuous particles (7.5x larger)
							if (LK.ticks % 30 === 0) {
								// Every 0.5 seconds
								for (var p = 0; p < 3; p++) {
									var particle = game.addChild(LK.getAsset('particulas_delfin', {
										anchorX: 0.5,
										anchorY: 0.5,
										x: ally.x + (Math.random() - 0.5) * 80,
										y: ally.y + (Math.random() - 0.5) * 80,
										width: (30 + Math.random() * 15) * 7.5,
										height: (30 + Math.random() * 15) * 7.5
									}));
									particle.alpha = 0.8;
									particle.tint = 0xff22aa; // More intense pink color for dolphin particles
									tween(particle, {
										y: ally.y - 100 - Math.random() * 40,
										alpha: 0,
										scaleX: 0.2,
										scaleY: 0.2
									}, {
										duration: 800,
										easing: tween.easeOut,
										onFinish: function onFinish() {
											particle.destroy();
										}
									});
								}
							}
						}
						// Visual feedback when aura count changes
						if (previousAuraCount !== waterAuraCount && waterAuraCount > 0) {
							// Blue glow effect when gaining aura
							tween(ally.children[0], {
								tint: 0x00aaff
							}, {
								duration: 300,
								onFinish: function onFinish() {
									tween(ally.children[0], {
										tint: 0xffffff // Back to white instead of pink
									}, {
										duration: 300
									});
								}
							});
							// Create visual particles around affected ally
							for (var p = 0; p < 4; p++) {
								var particle = game.addChild(LK.getAsset('particulas_curacion', {
									anchorX: 0.5,
									anchorY: 0.5,
									x: ally.x + (Math.random() - 0.5) * 60,
									y: ally.y + (Math.random() - 0.5) * 60,
									width: 40 + Math.random() * 20,
									height: 40 + Math.random() * 20
								}));
								particle.alpha = 0.6;
								particle.tint = 0x00aaff; // Blue for speed aura
								tween(particle, {
									y: ally.y - 80 - Math.random() * 30,
									alpha: 0,
									scaleX: 0.3,
									scaleY: 0.3
								}, {
									duration: 600,
									easing: tween.easeOut,
									onFinish: function onFinish() {
										particle.destroy();
									}
								});
							}
						}
					}
				}
			}
		}
		// Water warrior explosion healing (tier 3+)
		if (self.element === 'water' && self.tier >= 3 && self.explosionTimer !== undefined) {
			self.explosionTimer++;
			if (self.explosionTimer >= self.explosionInterval) {
				// Every 2 seconds
				// Create healing explosion at warrior position
				var explosion = game.addChild(LK.getAsset('particulas_curacion', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: self.x,
					y: self.y,
					width: 400,
					height: 400
				}));
				explosion.alpha = 0.7;
				explosion.tint = 0x00aaff;
				// Animate explosion
				tween(explosion, {
					scaleX: 3.0,
					scaleY: 3.0,
					alpha: 0
				}, {
					duration: 600,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						explosion.destroy();
					}
				});
				// Heal all allies within 400 units
				for (var j = 0; j < warriors.length; j++) {
					var ally = warriors[j];
					var healDistance = Math.sqrt(Math.pow(self.x - ally.x, 2) + Math.pow(self.y - ally.y, 2));
					if (healDistance < 400) {
						// Apply aura damage bonus to explosion healing amount
						var finalHealAmount = self.damage + (self.auraDamageBonus || 0);
						ally.health = Math.min(ally.health + finalHealAmount, ally.maxHealth);
						// Healing particles for affected allies
						for (var p = 0; p < 6; p++) {
							var particle = game.addChild(LK.getAsset('particulas_curacion', {
								anchorX: 0.5,
								anchorY: 0.5,
								x: ally.x + (Math.random() - 0.5) * 80,
								y: ally.y + (Math.random() - 0.5) * 80,
								width: 60 + Math.random() * 40,
								height: 60 + Math.random() * 40
							}));
							particle.alpha = 0.8;
							tween(particle, {
								y: ally.y - 100 - Math.random() * 50,
								alpha: 0,
								scaleX: 0.2,
								scaleY: 0.2
							}, {
								duration: 800,
								easing: tween.easeOut,
								onFinish: function onFinish() {
									particle.destroy();
								}
							});
						}
					}
				}
				self.explosionTimer = 0;
			}
		}
		// Water warrior healing wave (tier 5)
		if (self.element === 'water' && self.tier === 5 && self.waveTimer !== undefined) {
			self.waveTimer++;
			if (self.waveTimer >= self.waveInterval) {
				// Every 5 seconds
				// Create healing wave from player tower to end of map
				var wave = game.addChild(LK.getAsset('ola', {
					anchorX: 0.0,
					anchorY: 0.5,
					x: playerTower.x,
					y: playerTower.y - 200,
					width: 800,
					height: 1000
				}));
				wave.tint = 0x00ffff;
				// Store wave damage for collision detection
				wave.finalWaveDamage = self.damage + (self.auraDamageBonus || 0);
				// Track which enemies have been hit by this wave
				wave.hitEnemies = [];
				// Add wave update method for collision detection
				wave.update = function () {
					// Check collision with enemies for damage
					for (var e = 0; e < enemies.length; e++) {
						var enemy = enemies[e];
						// Check if enemy hasn't been hit by this wave yet
						if (wave.hitEnemies.indexOf(enemy) === -1) {
							// Check collision between wave and enemy - use wave center for better detection
							var waveCenterX = wave.x + wave.width * 0.5; // Center of wave
							var waveCenterY = wave.y; // Center Y position
							var waveDistance = Math.sqrt(Math.pow(waveCenterX - enemy.x, 2) + Math.pow(waveCenterY - enemy.y, 2));
							if (waveDistance < 300) {
								// Enemy is hit by wave - mark immediately to prevent multiple hits
								wave.hitEnemies.push(enemy);
								// Deal damage to enemy
								enemy.takeDamage(wave.finalWaveDamage);
								// Create splash effect at impact using salpicadura asset
								var splash = game.addChild(LK.getAsset('salpicadura', {
									anchorX: 0.5,
									anchorY: 0.5,
									x: enemy.x,
									y: enemy.y,
									width: 350,
									height: 350
								}));
								splash.alpha = 0.9;
								splash.tint = 0x00ffff;
								// Animate splash with scale and rotation
								tween(splash, {
									scaleX: 3.0,
									scaleY: 3.0,
									alpha: 0,
									rotation: Math.PI * 0.75
								}, {
									duration: 700,
									easing: tween.easeOut,
									onFinish: function onFinish() {
										splash.destroy();
									}
								});
								// Create additional water splash particles in a circular pattern
								for (var splashIndex = 0; splashIndex < 12; splashIndex++) {
									var angle = splashIndex / 12 * Math.PI * 2;
									var distance = 100 + Math.random() * 80;
									var splashEndX = enemy.x + Math.cos(angle) * distance;
									var splashEndY = enemy.y + Math.sin(angle) * distance;
									var splashParticle = game.addChild(LK.getAsset('salpicadura', {
										anchorX: 0.5,
										anchorY: 0.5,
										x: enemy.x,
										y: enemy.y,
										width: 60 + Math.random() * 40,
										height: 60 + Math.random() * 40
									}));
									splashParticle.alpha = 0.8;
									splashParticle.tint = 0x00ddff;
									// Animate splash particles spreading outward
									tween(splashParticle, {
										x: splashEndX,
										y: splashEndY,
										alpha: 0,
										scaleX: 0.2,
										scaleY: 0.2,
										rotation: Math.random() * Math.PI * 2
									}, {
										duration: 500 + Math.random() * 300,
										easing: tween.easeOut,
										onFinish: function onFinish() {
											splashParticle.destroy();
										}
									});
								}
							}
						}
					}
					// Check collision with warriors for speed boost
					for (var w = 0; w < warriors.length; w++) {
						var warrior = warriors[w];
						// Check if warrior hasn't been hit by this wave yet  
						if (wave.hitEnemies.indexOf(warrior) === -1) {
							// Check collision between wave and warrior - use wave center for better detection
							var waveCenterX = wave.x + wave.width * 0.5; // Center of wave
							var waveDistance = Math.sqrt(Math.pow(waveCenterX - warrior.x, 2) + Math.pow(wave.y - warrior.y, 2));
							if (waveDistance < 300) {
								// Warrior is hit by wave
								wave.hitEnemies.push(warrior);
								// Increase speed only if not already boosted by tier 5 water warrior wave
								if (!warrior.tier5WaveSpeedBoosted) {
									warrior.aumento_velocidad = (warrior.aumento_velocidad || 0) + 2;
									warrior.tier5WaveSpeedBoosted = true;
									// Visual effect for speed boost
									tween(warrior.children[0], {
										tint: 0x00ffff
									}, {
										duration: 500,
										onFinish: function onFinish() {
											tween(warrior.children[0], {
												tint: 0xffffff
											}, {
												duration: 500
											});
										}
									});
									warrior.updateStatsDisplay();
								}
							}
						}
					}
				};
				// Animate wave across the map
				tween(wave, {
					x: 4500,
					// Move to end of map
					scaleX: 2.0
				}, {
					duration: 3000,
					easing: tween.linear,
					onFinish: function onFinish() {
						wave.destroy();
					}
				});
				// Heal all allies to full health immediately
				for (var j = 0; j < warriors.length; j++) {
					warriors[j].health = warriors[j].maxHealth;
				}
				showCombinationMessage('¡TSUNAMI CURATIVO ACTIVADO!');
				self.waveTimer = 0;
			}
		}
		// Water warriors heal nearby allies
		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 < 600 && ally.health < ally.maxHealth) {
						// Apply aura damage bonus to healing amount
						var finalHealAmount = self.damage + (self.auraDamageBonus || 0);
						ally.health = Math.min(ally.health + finalHealAmount, 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 = 250; // Default melee range
		if (self.isRanged) {
			attackRange = 600; // Default ranged
			if (self.element === 'wind') {
				if (self.tier === 1) {
					attackRange = 600;
				} else if (self.tier === 2) {
					attackRange = 700;
				} else if (self.tier === 3) {
					attackRange = 800;
				} else if (self.tier === 4) {
					attackRange = 900;
				} else if (self.tier === 5) {
					attackRange = 1200;
				}
			}
		}
		// For wind warriors (aerial units), find the closest enemy
		if (self.element === 'wind' && self.isFlying) {
			var closestEnemy = null;
			var closestDistance = Infinity; // Start with infinite distance
			// Find the closest enemy within range
			for (var i = 0; i < enemies.length; i++) {
				var enemy = enemies[i];
				var distance = Math.sqrt(Math.pow(self.x - enemy.x, 2) + Math.pow(self.y - enemy.y, 2));
				if (distance < attackRange && distance < closestDistance) {
					closestEnemy = enemy;
					closestDistance = distance;
				}
			}
			// Attack the closest enemy if found
			if (closestEnemy && self.attackCooldown <= 0) {
				inCombat = true;
				self.attack(closestEnemy);
				// 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
						});
					}
				});
			}
		} else {
			// Original logic for all other units
			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 all ranged units including water warriors
					inCombat = true;
					// Attack logic based on warrior type
					if (self.attackCooldown <= 0) {
						if (self.element === 'water') {
							// Water warriors only do ranged attacks
							if (self.isRanged) {
								self.attack(enemy);
								// 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
										});
									}
								});
							}
						} else if (self.isRanged) {
							// Other ranged warriors (light, wind)
							self.attack(enemy);
							// 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
									});
								}
							});
						} else {
							// Melee warriors (fire, earth) - attack directly
							self.attack(enemy);
							// Attack animation - flash red for fire warriors and scale up while preserving tier scale
							var attackTint = self.element === 'fire' ? 0xff4400 : 0x8b4513; // Fire red or earth brown
							var attackScale = self.tierScale * 1.4;
							tween(warriorGraphics, {
								tint: attackTint,
								scaleX: attackScale,
								scaleY: attackScale
							}, {
								duration: 300,
								onFinish: function onFinish() {
									tween(warriorGraphics, {
										tint: 0xffffff,
										scaleX: self.tierScale,
										scaleY: self.tierScale
									}, {
										duration: 300
									});
								}
							});
						}
					}
					// Break out of loop for all ranged units except wind warriors to stop movement
					if (self.isRanged && self.element !== 'wind') {
						break;
					} else 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 (heal amount equals water warrior's damage plus aura bonus)
									var finalHealAmount = self.damage + (self.auraDamageBonus || 0);
									ally.health = Math.min(ally.health + finalHealAmount, 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 {
								// Handle wind warrior special effects
								if (self.element === 'wind') {
									// Apply base damage first
									var finalDamage = self.damage + (self.auraDamageBonus || 0);
									enemy.takeDamage(finalDamage);
									// Tier 2: Golden statue effect
									if (proj.goldenStatueChance && Math.random() < proj.goldenStatueChance) {
										enemy.isGoldenStatue = true;
										enemy.enemigo_oro = true; // Set golden statue variable
										enemy.activar_movimiento = false;
										enemy.canAttack = false;
										// Remove golden statue effect after some time (permanent for now)
									}
									// Wind warrior projectiles only deal damage now - no special effects
									// Tier 5: Tornado attack
									else if (proj.tornadoAttack && proj.attackedEnemies.indexOf(enemy) === -1) {
										proj.attackedEnemies.push(enemy); // Mark enemy as attacked by this projectile
										enemy.inTornado = true;
										enemy.activar_movimiento = false;
										enemy.canAttack = false;
										enemy.tornadoTimer = 0;
										enemy.tornadoDuration = 10000; // 10 seconds
										enemy.children[0].tint = 0x44FF44; // Wind green tint
										// Lift enemy up
										tween(enemy, {
											y: enemy.y - 200
										}, {
											duration: 1000,
											easing: tween.easeOut
										});
										// Apply tornado damage over time (10% max health per second)
										enemy.tornadoDamageInterval = LK.setInterval(function () {
											if (enemy.inTornado) {
												var tornadoDamage = Math.floor(enemy.maxHealth * 0.1);
												enemy.takeDamage(tornadoDamage);
											}
										}, 1000);
										// Remove tornado effect after duration
										LK.setTimeout(function () {
											enemy.inTornado = false;
											enemy.activar_movimiento = true;
											enemy.canAttack = true;
											enemy.children[0].tint = 0xFFFFFF;
											LK.clearInterval(enemy.tornadoDamageInterval);
											// Drop enemy back down
											tween(enemy, {
												y: 2186
											}, {
												duration: 1000,
												easing: tween.easeIn
											});
										}, enemy.tornadoDuration);
									}
								} else if (self.element === 'water') {
									enemy.takeDamage(self.damage);
								} else {
									// Apply aura damage bonus if affected by water warrior aura
									var finalDamage = self.damage + (self.auraDamageBonus || 0);
									enemy.takeDamage(finalDamage);
								}
							}
							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);
				}
			}
		}
		// Set activar_movimiento based on combat state and element type
		if (inCombat && self.element !== 'wind') {
			// Stop movement for all elements except wind when in combat range
			self.activar_movimiento = false;
		} else {
			// Allow movement when not in combat, and always allow movement for wind warriors
			self.activar_movimiento = true;
		}
		// Special case: Wind warriors always maintain movement, even during combat
		if (self.element === 'wind') {
			self.activar_movimiento = true;
		}
		// Apply movement based on activar_movimiento flag
		// Wind warriors ignore tower position blocking and maintain movement
		if (!self.activar_movimiento || atTowerPosition && self.element !== 'wind') {
			self.speed = 0;
		} else {
			// Resume normal movement with base speed
			var baseSpeed = 2;
			if (self.element === 'fire') {
				baseSpeed = 2.2;
			} else if (self.element === 'water') {
				baseSpeed = 1.8;
			} else if (self.element === 'earth') {
				baseSpeed = 1.5;
			} else if (self.element === 'light') {
				baseSpeed = 2.5;
			} else if (self.element === 'wind') {
				baseSpeed = 2.8;
			}
			self.speed = baseSpeed;
		}
		// Earth warrior wall creation (tier 3+)
		if (self.element === 'earth' && self.tier >= 3 && self.canCreateWalls && self.distancia_recorrida !== undefined) {
			// Check if we've traveled 1100 units to create a wall
			if (self.distancia_recorrida >= 1100) {
				// Determine wall asset and size based on tier
				var wallAsset, wallWidth, wallHeight;
				if (self.tier === 3) {
					wallAsset = 'muro_tierra';
					wallWidth = 360; // Normal size
					wallHeight = 393;
				} else if (self.tier === 4) {
					wallAsset = 'muro_tierra_nivel_2';
					wallWidth = 540; // 50% bigger
					wallHeight = 590;
				} else if (self.tier === 5) {
					wallAsset = 'muro_tierra_nivel_3';
					wallWidth = 720; // 100% bigger
					wallHeight = 786;
				}
				// Create wall positioned like a warrior unit
				var wall = game.addChild(LK.getAsset(wallAsset, {
					anchorX: 0.5,
					anchorY: 0.5,
					x: self.x,
					y: 2186,
					// Ground level - centered like warriors
					width: wallWidth,
					height: wallHeight
				}));
				wall.alpha = 0.75; // 75% opacity
				wall.isWall = true;
				wall.health = self.wallHealth;
				wall.maxHealth = self.wallHealth;
				wall.activar_movimiento = false; // Cannot move like warriors
				wall.canAttack = false; // Cannot attack like warriors
				// Create green health bar for wall (50% larger and visible)
				var wallHealthBar = LK.getAsset('warriorHealthBar', {
					width: 180,
					height: 24
				});
				wallHealthBar.anchor.set(0.5, 0.5);
				wallHealthBar.x = 0; // Centered above wall
				wallHealthBar.y = -200; // Move much higher above wall
				wallHealthBar.alpha = 1.0; // Ensure full visibility
				// Add health bar directly to game instead of wall to ensure it's on top
				game.addChild(wallHealthBar);
				wall.healthBar = wallHealthBar;
				// Update health bar position when wall position changes
				wall.updateHealthBarPosition = function () {
					if (this.healthBar) {
						this.healthBar.x = this.x;
						this.healthBar.y = this.y - 200;
					}
				};
				wall.updateHealthBarPosition();
				wall.takeDamage = function (damage) {
					this.health -= damage;
					var healthPercent = this.health / this.maxHealth;
					if (this.healthBar) {
						this.healthBar.scaleX = healthPercent;
					}
					// Health bar color is already green from warriorHealthBar asset - no tinting needed
					// Flash wall red when taking damage
					tween(this.children[0], {
						tint: 0xff0000
					}, {
						duration: 200,
						onFinish: function () {
							tween(this.children[0], {
								tint: 0xffffff
							}, {
								duration: 200
							});
						}.bind(this)
					});
					// Create debris particles when wall takes damage
					var particleCount = damage * 8; // Scale particles with damage amount
					for (var debrisIndex = 0; debrisIndex < particleCount; debrisIndex++) {
						// 180-degree spread pattern (forward facing)
						var angle = (debrisIndex / particleCount - 0.5) * Math.PI; // Spread from -90 to +90 degrees
						var force = (150 + Math.random() * 200) * 3; // Random force
						var velocityX = Math.cos(angle) * force;
						var velocityY = Math.sin(angle) * force;
						var debrisParticle = game.addChild(LK.getAsset('escombros_torre_enemiga', {
							anchorX: 0.5,
							anchorY: 0.5,
							x: this.x,
							y: this.y - 100,
							width: (40 + Math.random() * 30) * 3,
							height: (40 + Math.random() * 30) * 3,
							rotation: Math.random() * Math.PI * 2
						}));
						debrisParticle.alpha = 0.9;
						debrisParticle.tint = 0x8B4513; // Brown color for earth debris
						// Add physics properties
						debrisParticle.velocityX = velocityX * 0.015; // Scale down for smooth movement
						debrisParticle.velocityY = velocityY * 0.015;
						debrisParticle.gravity = 0.6; // Gravity effect
						// Animate debris particles with physics
						tween(debrisParticle, {
							y: this.y + 150 + debrisParticle.velocityY * 80,
							x: this.x + debrisParticle.velocityX * 80,
							alpha: 0,
							rotation: debrisParticle.rotation + Math.PI * 3,
							scaleX: 0.1,
							scaleY: 0.1
						}, {
							duration: 1500 + Math.random() * 800,
							easing: tween.easeOut,
							onFinish: function onFinish() {
								debrisParticle.destroy();
							}
						});
					}
					if (this.health <= 0) {
						// Clean up health bar before destroying wall
						if (this.healthBar) {
							this.healthBar.destroy();
							this.healthBar = null;
						}
						this.destroy();
					}
				};
				// Wall update function - acts like a stationary warrior
				wall.update = function () {
					// Update health bar position to stay above wall
					this.updateHealthBarPosition();
					// Check collision with enemies using warrior-like collision detection
					for (var e = 0; e < enemies.length; e++) {
						var enemy = enemies[e];
						// Use similar collision detection as warriors but with wall dimensions
						var wallColliderWidth = 240 * 0.5; // Half of wall width like warriors
						var enemyColliderWidth = 280 * 0.5; // Half of enemy width
						var distance = Math.sqrt(Math.pow(this.x - enemy.x, 2) + Math.pow(this.y - enemy.y, 2));
						if (distance < 200) {
							// Enemy in combat range with wall
							if (enemy.attackCooldown <= 0) {
								this.takeDamage(enemy.damage);
								enemy.attackCooldown = 80;
							}
							// Stop enemy movement when in combat with wall
							enemy.speed = 0;
							enemy.inCombat = true;
						} else if (distance > 350) {
							// Enemy far from wall, can resume movement
							if (!enemy.inCombat) {
								enemy.speed = 1.5;
							}
						}
					}
				};
				// Reset distance counter to 0 after creating wall
				self.distancia_recorrida = 0;
				self.updateStatsDisplay(); // Update display to show reset counter
			}
		}
		// Wind warrior tier 3 spore generation
		if (self.element === 'wind' && self.tier === 3) {
			// Generate spores every 30 frames (0.5 seconds)
			if (LK.ticks % 30 === 0) {
				// Create 2-3 spores
				var numSpores = 2 + Math.floor(Math.random() * 2);
				for (var sporeIndex = 0; sporeIndex < numSpores; sporeIndex++) {
					var espora = new Espora(self);
					game.addChild(espora);
					esporas.push(espora);
				}
			}
		}
		// Wind warrior tier 5 enemy dragging and tower destruction
		if (self.element === 'earth' && self.tier === 5) {
			// Drag enemies backward every second
			if (LK.ticks % 60 === 0) {
				// Every second
				for (var e = 0; e < enemies.length; e++) {
					var enemy = enemies[e];
					var distance = Math.sqrt(Math.pow(self.x - enemy.x, 2) + Math.pow(self.y - enemy.y, 2));
					if (distance < 600) {
						// Push enemy forward 300 units smoothly (away from our towers)
						var targetX = enemy.x + 300;
						tween(enemy, {
							x: targetX
						}, {
							duration: 1000,
							// 1 second
							easing: tween.easeOut
						});
						// Deal damage each second of dragging
						enemy.takeDamage(self.damage);
						// Visual effect for dragging
						tween(enemy.children[0], {
							tint: 0x8b4513
						}, {
							duration: 200,
							onFinish: function onFinish() {
								tween(enemy.children[0], {
									tint: 0xffffff
								}, {
									duration: 200
								});
							}
						});
					}
				}
			}
			// Check if close to enemy tower for self-destruction
			var towerDistance = Math.sqrt(Math.pow(self.x - enemyTower.x, 2) + Math.pow(self.y - enemyTower.y, 2));
			if (towerDistance < 800 && self.canSelfDestruct) {
				// Self-destruct and become wall with 250 health
				showCombinationMessage('¡GUERRERO TIERRA SE SACRIFICA POR LA DEFENSA!');
				// Create mega wall positioned like a warrior unit
				var megaWall = game.addChild(LK.getAsset('muro_tierra_nivel_3', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: self.x,
					y: 2186,
					width: 720,
					// 100% larger wall (level 3)
					height: 786
				}));
				megaWall.alpha = 0.75; // 75% opacity
				megaWall.isWall = true;
				megaWall.health = 2000;
				megaWall.maxHealth = 2000;
				megaWall.activar_movimiento = false; // Cannot move like warriors
				megaWall.canAttack = false; // Cannot attack like warriors
				// Create green health bar for mega wall (50% larger and visible)
				var megaWallHealthBar = LK.getAsset('warriorHealthBar', {
					width: 216,
					height: 32
				});
				megaWallHealthBar.anchor.set(0.5, 0.5);
				megaWallHealthBar.x = 0; // Centered above mega wall
				megaWallHealthBar.y = -280; // Move much higher above mega wall
				megaWallHealthBar.alpha = 1.0; // Ensure full visibility
				// Add health bar directly to game instead of mega wall to ensure it's on top
				game.addChild(megaWallHealthBar);
				megaWall.healthBar = megaWallHealthBar;
				// Update health bar position when mega wall position changes
				megaWall.updateHealthBarPosition = function () {
					if (this.healthBar) {
						this.healthBar.x = this.x;
						this.healthBar.y = this.y - 280;
					}
				};
				megaWall.updateHealthBarPosition();
				megaWall.takeDamage = function (damage) {
					this.health -= damage;
					var healthPercent = this.health / this.maxHealth;
					if (this.healthBar) {
						this.healthBar.scaleX = healthPercent;
					}
					// Health bar color is already green from warriorHealthBar asset - no tinting needed
					// Flash mega wall red when taking damage
					tween(this.children[0], {
						tint: 0xff0000
					}, {
						duration: 200,
						onFinish: function () {
							tween(this.children[0], {
								tint: 0xffffff
							}, {
								duration: 200
							});
						}.bind(this)
					});
					// Create debris particles when mega wall takes damage
					var particleCount = damage * 12; // More particles for mega wall
					for (var debrisIndex = 0; debrisIndex < particleCount; debrisIndex++) {
						// 180-degree spread pattern (forward facing)
						var angle = (debrisIndex / particleCount - 0.5) * Math.PI; // Spread from -90 to +90 degrees
						var force = (200 + Math.random() * 250) * 4; // Stronger force for mega wall
						var velocityX = Math.cos(angle) * force;
						var velocityY = Math.sin(angle) * force;
						var debrisParticle = game.addChild(LK.getAsset('escombros_torre_enemiga', {
							anchorX: 0.5,
							anchorY: 0.5,
							x: this.x,
							y: this.y - 150,
							width: (50 + Math.random() * 40) * 4,
							height: (50 + Math.random() * 40) * 4,
							rotation: Math.random() * Math.PI * 2
						}));
						debrisParticle.alpha = 0.9;
						debrisParticle.tint = 0x8B4513; // Brown color for earth debris
						// Add physics properties
						debrisParticle.velocityX = velocityX * 0.02; // Scale down for smooth movement
						debrisParticle.velocityY = velocityY * 0.02;
						debrisParticle.gravity = 0.8; // Gravity effect
						// Animate debris particles with physics
						tween(debrisParticle, {
							y: this.y + 200 + debrisParticle.velocityY * 100,
							x: this.x + debrisParticle.velocityX * 100,
							alpha: 0,
							rotation: debrisParticle.rotation + Math.PI * 4,
							scaleX: 0.1,
							scaleY: 0.1
						}, {
							duration: 2000 + Math.random() * 1000,
							easing: tween.easeOut,
							onFinish: function onFinish() {
								debrisParticle.destroy();
							}
						});
					}
					if (this.health <= 0) {
						// Clean up health bar before destroying mega wall
						if (this.healthBar) {
							this.healthBar.destroy();
							this.healthBar = null;
						}
						this.destroy();
					}
				};
				// Mega wall update function - acts like a stationary warrior
				megaWall.update = function () {
					// Update health bar position to stay above mega wall
					this.updateHealthBarPosition();
					// Check collision with enemies using warrior-like collision detection
					for (var e = 0; e < enemies.length; e++) {
						var enemy = enemies[e];
						// Use similar collision detection as warriors but with mega wall dimensions
						var megaWallColliderWidth = 360 * 0.5; // Half of mega wall width like warriors
						var enemyColliderWidth = 280 * 0.5; // Half of enemy width
						var distance = Math.sqrt(Math.pow(this.x - enemy.x, 2) + Math.pow(this.y - enemy.y, 2));
						if (distance < 250) {
							// Enemy in combat range with mega wall
							if (enemy.attackCooldown <= 0) {
								this.takeDamage(enemy.damage);
								enemy.attackCooldown = 80;
							}
							// Stop enemy movement when in combat with mega wall
							enemy.speed = 0;
							enemy.inCombat = true;
						} else if (distance > 450) {
							// Enemy far from mega wall, can resume movement
							if (!enemy.inCombat) {
								enemy.speed = 1.5;
							}
						}
					}
				};
				// Remove warrior from game
				self.isBeingDestroyed = true;
				var index = warriors.indexOf(self);
				if (index > -1) {
					warriors.splice(index, 1);
				}
				self.destroy();
				return; // Exit update after self-destruction
			}
		}
		// 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) {
			// Special mini-wave attack for tier 4 water warriors
			if (self.element === 'water' && self.tier === 4) {
				// Create mini-wave that travels 800 units with larger size (same as tier 5)
				var miniWave = game.addChild(LK.getAsset('ola', {
					anchorX: 0.0,
					anchorY: 0.5,
					x: self.x - 400,
					y: self.y,
					width: 800,
					height: 500
				}));
				miniWave.tint = 0x00ffff;
				miniWave.alpha = 0.8;
				// Store wave damage for collision detection
				var finalWaveDamage = self.damage + (self.auraDamageBonus || 0);
				miniWave.finalWaveDamage = finalWaveDamage;
				// Track which enemies and allies have been hit by this wave
				miniWave.hitEnemies = [];
				miniWave.healedAllies = [];
				// Add wave update method for collision detection
				miniWave.update = function () {
					// Check collision with enemies - only once per enemy per wave
					for (var e = 0; e < enemies.length; e++) {
						var enemy = enemies[e];
						// Check if enemy hasn't been hit by this specific wave yet
						if (miniWave.hitEnemies.indexOf(enemy) === -1) {
							// Check collision between wave and enemy - use thin collider positioned at center of image
							var waveCenterX = miniWave.x + miniWave.width * 0.5; // Center of wave image
							var waveCenterY = miniWave.y; // Center Y position
							var waveDistance = Math.sqrt(Math.pow(waveCenterX - enemy.x, 2) + Math.pow(waveCenterY - enemy.y, 2));
							if (waveDistance < 50) {
								// Thin collision radius of 50 units for precise detection
								// Enemy is hit by wave - mark immediately to prevent multiple hits
								miniWave.hitEnemies.push(enemy);
								// Always deal damage when hit by mini-wave - use base damage only (6)
								enemy.takeDamage(6); // Fixed damage of 6 for mini-waves 
								// Set miniola_colision to true and update enemy stats
								enemy.miniola_colision = true;
								enemy.updateStatsDisplay();
								// Set immunity timer for 1 second using setTimeout
								LK.setTimeout(function () {
									enemy.miniola_colision = false;
									enemy.updateStatsDisplay();
								}, 1000);
								// Create splash effect at impact using salpicadura asset
								var splash = game.addChild(LK.getAsset('salpicadura', {
									anchorX: 0.5,
									anchorY: 0.5,
									x: enemy.x,
									y: enemy.y,
									width: 300,
									height: 300
								}));
								splash.alpha = 0.9;
								splash.tint = 0x00aaff;
								// Animate splash with scale and fade
								tween(splash, {
									scaleX: 2.5,
									scaleY: 2.5,
									alpha: 0,
									rotation: Math.PI * 0.5
								}, {
									duration: 600,
									easing: tween.easeOut,
									onFinish: function onFinish() {
										splash.destroy();
									}
								});
								// Create additional water droplet particles around the splash
								for (var dropletIndex = 0; dropletIndex < 8; dropletIndex++) {
									var angle = dropletIndex / 8 * Math.PI * 2;
									var distance = 80 + Math.random() * 60;
									var dropletEndX = enemy.x + Math.cos(angle) * distance;
									var dropletEndY = enemy.y + Math.sin(angle) * distance;
									var droplet = game.addChild(LK.getAsset('salpicadura', {
										anchorX: 0.5,
										anchorY: 0.5,
										x: enemy.x,
										y: enemy.y,
										width: 40 + Math.random() * 30,
										height: 40 + Math.random() * 30
									}));
									droplet.alpha = 0.7;
									droplet.tint = 0x1e90ff;
									// Animate droplets spreading outward and fading
									tween(droplet, {
										x: dropletEndX,
										y: dropletEndY,
										alpha: 0,
										scaleX: 0.3,
										scaleY: 0.3,
										rotation: Math.random() * Math.PI * 2
									}, {
										duration: 400 + Math.random() * 200,
										easing: tween.easeOut,
										onFinish: function onFinish() {
											droplet.destroy();
										}
									});
								}
							}
						}
					}
					// Check collision with allies for healing
					for (var w = 0; w < warriors.length; w++) {
						var ally = warriors[w];
						// Check if ally hasn't been healed by this wave yet
						if (miniWave.healedAllies.indexOf(ally) === -1) {
							// Check collision between wave and ally - use thin collider positioned at center of image
							var waveCenterX = miniWave.x + miniWave.width * 0.5; // Center of wave image
							var waveCenterY = miniWave.y; // Center Y position
							var allyDistance = Math.sqrt(Math.pow(waveCenterX - ally.x, 2) + Math.pow(waveCenterY - ally.y, 2));
							if (allyDistance < 50) {
								// Thin collision radius of 50 units for precise detection
								// Ally is healed by wave - mark immediately to prevent multiple heals
								miniWave.healedAllies.push(ally);
								// Heal ally if not at full health
								if (ally.health < ally.maxHealth) {
									// Heal for exactly 10 (6 base + 4 bonus)
									ally.health = Math.min(ally.health + 10, 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 < 6; particleIndex++) {
										var particle = game.addChild(LK.getAsset('particulas_curacion', {
											anchorX: 0.5,
											anchorY: 0.5,
											x: ally.x + (Math.random() - 0.5) * 80,
											y: ally.y + (Math.random() - 0.5) * 80,
											width: 80 + Math.random() * 40,
											height: 80 + Math.random() * 40
										}));
										particle.alpha = 0.8;
										tween(particle, {
											y: ally.y - 100 - Math.random() * 50,
											alpha: 0,
											scaleX: 0.2,
											scaleY: 0.2
										}, {
											duration: 800,
											easing: tween.easeOut,
											onFinish: function onFinish() {
												particle.destroy();
											}
										});
									}
								}
							}
						}
					}
				};
				// Animate wave across 800 units distance
				tween(miniWave, {
					x: self.x + 800,
					scaleX: 1.5
				}, {
					duration: 1500,
					easing: tween.linear,
					onFinish: function onFinish() {
						miniWave.destroy();
					}
				});
				self.projectiles.push(miniWave);
				// Play water projectile sound
				playRandomProjectileSound(self.element);
				return; // Exit after creating mini-wave
			} else {
				// Regular projectiles for other ranged units
				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
					});
					// Add tier-specific projectile properties
					if (self.tier === 2) {
						projectile.goldenStatueChance = self.goldenStatueChance;
					} else if (self.tier === 3) {
						projectile.sleepParticleSystem = true;
						projectile.sleepDuration = self.sleepDuration;
					} else if (self.tier === 4) {
						projectile.emeraldSlaveChance = self.emeraldSlaveChance;
						projectile.sleepDuration = self.sleepDuration;
					} else if (self.tier === 5) {
						projectile.tornadoAttack = true;
						projectile.attackedEnemies = []; // Track which enemies this projectile has attacked
					}
				} 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 combat - deal damage directly to target
			var finalDamage = self.damage + (self.auraDamageBonus || 0);
			target.takeDamage(finalDamage);
			// Fire warriors with burn ability (tier 3+)
			if (self.element === 'fire' && self.canBurn && target.takeBurnDamage) {
				target.takeBurnDamage(0, self.burnDuration, self.burnDamage); // No initial damage since we already dealt damage above
			}
			// 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) {
		// Earth warrior tier 4+ damage immunity
		if (self.element === 'earth' && self.tier >= 4 && self.damageImmunity && damage <= self.damageImmunity) {
			// Immune to damage - show visual feedback
			tween(self.children[0], {
				tint: 0x8b4513
			}, {
				duration: 200,
				onFinish: function onFinish() {
					tween(self.children[0], {
						tint: 0xffffff
					}, {
						duration: 200
					});
				}
			});
			return; // No damage taken
		}
		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 esporas = [];
var dormido = true; // Global sleep state variable - start active
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;
var miniola_colision = false;
// Combination system variables
var currentCombination = [];
var combinationTimer = 0;
var combinationCooldown = 0;
var maxCombinationLength = 10;
var combinationWindowTime = 60; // 1 second at 60fps
var combinationResetTime = 60; // 1 second at 60fps
var temporaryNoteCounter = 0; // Helper counter for tracking notes (1-5)
// Apocalipsis system variables
var tiempoDeApocalipsis = 0; // Timer for tracking idle time without note presses (10 seconds = 600 frames)
var apocalipsisThreshold = 600; // 10 seconds at 60fps
// 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 sky background - always behind everything
var skyBackground = game.addChildAt(LK.getAsset('cielo', {
	anchorX: 0.0,
	anchorY: 0.0,
	x: 0,
	y: 0,
	width: 3840,
	height: 2732
}), 0); // Add at index 0 to be behind everything
// 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 five apocalyptic note images below the elemental notes
var casillas = [];
for (var i = 0; i < 5; i++) {
	var casilla = LK.getAsset('nota_apocalitica', {
		width: 60,
		height: 60,
		anchorX: 0.5,
		anchorY: 0.5
	});
	casilla.x = 409 + i * 70; // Moved left 25 units (from 434 to 409)
	casilla.y = 220; // Moved down 20 units (from 200 to 220)
	LK.gui.topLeft.addChild(casilla);
	casillas.push(casilla);
}
// 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) {
	// Reset apocalypse timer when any note is pressed
	tiempoDeApocalipsis = 0;
	// 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);
	// Element list is now managed separately by crea_combinacion_meteorito function
	// Do not add pressed notes to element list
	// Increment temporary counter
	temporaryNoteCounter++;
	// Add element to current combination
	addToCombination(element);
	// Check if current combination exactly matches the required meteorite sequence
	if (currentCombination.length === 5) {
		var hasMatchingCombination = true;
		for (var i = 0; i < 5; i++) {
			if (currentCombination[i] !== elementList[i]) {
				hasMatchingCombination = false;
				break;
			}
		}
		if (hasMatchingCombination) {
			// Current combination matches the required meteorite notes - invoke meteorite and set mana to zero
			currentMana = 0;
			updateManaDisplay();
			// Summon meteorite
			summonMeteorito();
			showCombinationMessage('¡METEORITO INVOCADO CON 5 ELEMENTOS!');
			// Reset combination
			resetCombination();
			temporaryNoteCounter = 0;
			enableNoteButtons();
			return;
		}
	}
	// 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 only (element list is managed by crea_combinacion_meteorito)
	// elementList is not reset here - only when meteorite is successfully invoked
	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() {
	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
});
// Timer for apocalyptic note revelation (every 10 seconds = 600 frames at 60fps)
var revelacionTimer = 0;
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));
	}
	// Update revelacion timer and call function every 10 seconds
	revelacionTimer++;
	if (revelacionTimer >= 600) {
		// 10 seconds at 60fps
		revelacion_nota_apocalitica();
		revelacionTimer = 0;
	}
	// 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 only if they're not golden statues
		for (var i = 0; i < enemies.length; i++) {
			if (!enemies[i].enemigo_oro) {
				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);
		}
	}
	// Clean up off-screen spores
	for (var i = esporas.length - 1; i >= 0; i--) {
		var espora = esporas[i];
		if (espora.x < -500 || espora.x > 4500 || espora.y > 3500) {
			espora.destroy();
			esporas.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 apocalypse timer
	tiempoDeApocalipsis++;
	if (tiempoDeApocalipsis >= apocalipsisThreshold) {
		// 5 seconds of no note presses - trigger apocalypse music
		musicaDelApocalipsis();
		tiempoDeApocalipsis = 0; // Reset timer after triggering
	}
	// 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();
		}
	}
};
// Variable i for counting revealed apocalyptic notes
var i = 0;
function revelacion_nota_apocalitica() {
	// Only reveal if i is less than 5 (cannot have more than i=5)
	if (i >= 5) {
		return; // Exit if we've already revealed all 5 notes
	}
	// Get the element from elementList based on current counter i
	if (i < elementList.length) {
		var element = elementList[i];
		// Get the corresponding note image for this element
		var noteImageId = element + 'Note';
		// Update the apocalyptic note casilla with the element's note image
		if (casillas[i]) {
			// Remove current asset and add new one
			casillas[i].destroy();
			// Create new note asset with the element's image
			var newCasilla = LK.getAsset(noteImageId, {
				width: 60,
				height: 60,
				anchorX: 0.5,
				anchorY: 0.5
			});
			newCasilla.x = 409 + i * 70; // Same positioning as original
			newCasilla.y = 220;
			LK.gui.topLeft.addChild(newCasilla);
			casillas[i] = newCasilla;
		}
	}
	// Increment counter by 1 each time function is called
	i++;
}
function ocultar_notas_apocalitica() {
	// Reset counter i to 0
	i = 0;
	// Hide all apocalyptic notes by restoring default lock image
	for (var j = 0; j < casillas.length; j++) {
		if (casillas[j]) {
			// Remove current note image
			casillas[j].destroy();
			// Create new default lock image
			var newCasilla = LK.getAsset('nota_apocalitica', {
				width: 60,
				height: 60,
				anchorX: 0.5,
				anchorY: 0.5
			});
			newCasilla.x = 409 + j * 70; // Same positioning as original
			newCasilla.y = 220;
			LK.gui.topLeft.addChild(newCasilla);
			casillas[j] = newCasilla;
		}
	}
}
function despertar(enemy) {
	// Start 5-second timer to clear both states for this specific enemy
	if (!enemy.clearStatesTimer) {
		enemy.clearStatesTimer = true;
		tween(enemy, {
			alpha: enemy.alpha
		}, {
			duration: 5000,
			onFinish: function onFinish() {
				// Wake up only this specific enemy
				enemy.isSleeping = false;
				enemy.enemigo_oro = false;
				enemy.clearStatesTimer = false;
			}
		});
	}
}
function musicaDelApocalipsis() {
	// Play the meteorite element list with 0.5s intervals between notes
	var combinationForMelody = elementList.slice(); // Create a copy of elementList
	// Create intervals array with 0.5s (500ms) between each note
	var intervalsForMelody = [];
	for (var i = 0; i < combinationForMelody.length; i++) {
		if (i === 0) {
			intervalsForMelody.push(0); // First note plays immediately
		} else {
			intervalsForMelody.push(500); // 0.5s = 500ms delay between notes
		}
	}
	// Play the melody sequence with the meteorite combination
	playMelodySequenceWithIntervals(combinationForMelody, intervalsForMelody);
	// Show apocalypse message
	showCombinationMessage('¡MÚSICA DEL APOCALIPSIS - MELODÍA DEL METEORITO!');
} ===================================================================
--- original.js
+++ change.js
@@ -1890,81 +1890,9 @@
 										enemy.activar_movimiento = false;
 										enemy.canAttack = false;
 										// Remove golden statue effect after some time (permanent for now)
 									}
-									// Tier 3: Sleep particle system
-									else if (proj.sleepParticleSystem) {
-										enemy.isSleeping = true;
-										enemy.activar_movimiento = false;
-										enemy.canAttack = false;
-										enemy.children[0].tint = 0x9999FF; // Sleepy blue color
-										// Add sleep particles
-										for (var sleepP = 0; sleepP < 5; sleepP++) {
-											var sleepParticle = game.addChild(LK.getAsset('particulas_curacion', {
-												anchorX: 0.5,
-												anchorY: 0.5,
-												x: enemy.x + (Math.random() - 0.5) * 60,
-												y: enemy.y - 50 - Math.random() * 30,
-												width: 20,
-												height: 20
-											}));
-											sleepParticle.alpha = 0.8;
-											sleepParticle.tint = 0x9999FF;
-											tween(sleepParticle, {
-												y: sleepParticle.y - 100,
-												alpha: 0,
-												scaleX: 2,
-												scaleY: 2
-											}, {
-												duration: 2000,
-												easing: tween.easeOut,
-												onFinish: function onFinish() {
-													sleepParticle.destroy();
-												}
-											});
-										}
-										// Remove sleep after duration
-										LK.setTimeout(function () {
-											enemy.isSleeping = false;
-											enemy.activar_movimiento = true;
-											enemy.canAttack = true;
-											enemy.children[0].tint = 0xFFFFFF;
-										}, proj.sleepDuration);
-									}
-									// Tier 4: Emerald slave conversion or sleep
-									else if (proj.emeraldSlaveChance) {
-										if (Math.random() < proj.emeraldSlaveChance) {
-											// Convert to emerald slave - destroy enemy and create warrior ally
-											var slaveWarrior = new Warrior('earth', 1); // Create earth warrior as base
-											slaveWarrior.x = enemy.x;
-											slaveWarrior.y = enemy.y;
-											slaveWarrior.health = enemy.health; // Inherit remaining health
-											slaveWarrior.damage = enemy.damage; // Inherit damage
-											slaveWarrior.speed = enemy.speed; // Inherit speed
-											slaveWarrior.children[0].tint = 0x00FF00; // Green emerald tint
-											slaveWarrior.children[0].scaleX = -slaveWarrior.children[0].scaleX; // Mirror horizontally
-											game.addChild(slaveWarrior);
-											warriors.push(slaveWarrior);
-											// Remove original enemy
-											enemy.destroy();
-											var enemyIndex = enemies.indexOf(enemy);
-											if (enemyIndex > -1) {
-												enemies.splice(enemyIndex, 1);
-											}
-										} else {
-											// Apply sleep effect for 10 seconds
-											enemy.isSleeping = true;
-											enemy.activar_movimiento = false;
-											enemy.canAttack = false;
-											enemy.children[0].tint = 0x9999FF;
-											LK.setTimeout(function () {
-												enemy.isSleeping = false;
-												enemy.activar_movimiento = true;
-												enemy.canAttack = true;
-												enemy.children[0].tint = 0xFFFFFF;
-											}, proj.sleepDuration);
-										}
-									}
+									// Wind warrior projectiles only deal damage now - no special effects
 									// Tier 5: Tornado attack
 									else if (proj.tornadoAttack && proj.attackedEnemies.indexOf(enemy) === -1) {
 										proj.attackedEnemies.push(enemy); // Mark enemy as attacked by this projectile
 										enemy.inTornado = true;
: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