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dejalo en 1 s
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cambia eso 3 s espera por 2 s
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Si la primera nota tiene un tiempo de cero la segunda nota, deberia tener ese intervalo, y deberia gaurdar en la lista, porque el text no aprece el 0 como primera nota
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se esta comiendo una nota los intervalor, creo que es culoa de la primera nota o la ultima mira
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dale 3s para sonar la melodia despues de la invocación, para lograrla diferenciar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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te acuerdas que para invocar hay que esperar 0,5s despues de hacer la combinaciójn dejalo en 1s, pero se desactivan al 0,5s
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tengo mejor idea en una lista vas agurdar los intervalos de tiempo cuando yo presione una tecla corre el tiempo, hasta que se presione la otra tecla, ese valor sera para la sigueinte nota, para replicar la melofia exactamente igual. Haz un texto info mostrando los intervalos de tiempo
User prompt
mejro deja ese tiempo en 0,2 para ver si suena mejor
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dale prueba
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Funciona el efecto pero todavia puedo darle clic, al boton
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La condicional no eta, esta deveria desactivar los botones siemrpe y cuando sea igual o mayor al mana, es decir si presionamos 3 veces, y tenemos 3 de mana, no debria dejar que se presione otra nota ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agr game un text info que diga la varible temporal los clics puestos
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no esta funcionanado bien, cuando haago clic se desactivan todos los botones hagamos un contador de tecla temporar que cuanta de 1 a 5 las teclas, solo se puede desactivar las teclas si el contador es = o mayor al mana que tenemos, y al tener minar la fase de invocacion volvera hacer 0 la variable de ayuda ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Tenemos problemas con la desactivacion de botones, hay dos fases. Fase de creación; es cuando presionas la primera tecla tines 0.5s para presionar la siguiente si no presionas en ese intervalo avanzamos a siguiente fase. Desactivando los botones Fase de invocación; de acuerdo al orden y la cantidad denotas inovcamos la unidad correspodeinte si no existe no se invoca nada ni se descuenta mana. Despues de 0,5s activamos nuevamente los botones. Si tenemos 3 de mana solo podemos poner una combinación de 3 notas, si es de 2 de 2 notas, asi sucesivamente. Si tenemos 3 de mana y presionamos 3 notas, se desactiva los botones porque no hay mana. Listo corrige ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Porque aumenta su tamaño, los eprsonajes elimina aquello que los agranda rompe el juego
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vamos hacer lo sigueinte la combinación fire 1 generara el guerrero que tenemos level, vas a creara guerro level 2, apra dos de fuego, luego 3 fuego apra nivel 3, 4 fuegos apra nivel 4, y 5 fuegos apra nivel 5, asi podre asinarles una iamgen en los assets porfavor
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si es una combinación de 3 notas, quitara 3 de mana, si solo tien 3 de mana y ya diste 3 notas, los botones se desactivaran
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cuando le doy clic invoca direntamente los guerreros deberia esperar 0.5 a saber su combinación y asi invocar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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se demora mucho el efeto de ponerse en verde que sure solo 0.2 s ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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cuando se haga clic que cambie de color a verde para no confundir cuando se descativa ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Incia
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te acuerdas las particulas espamean siguiendo la musica dele que solo spamee si lelga ela aduio a 1
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que als particuals crescan en tiempo real ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que el tamaño de las aprticulas crecas su normal al doble si la diferencia esta entre 0 y 1
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si es mayor a 0.9 spame. de diferencia
/****
* 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
if (self.element === 'fire') {
LK.getSound('Nota_Fire').play();
} else if (self.element === 'water') {
LK.getSound('Nota_Water').play();
} else if (self.element === 'earth') {
LK.getSound('Nota_Earth').play();
} else if (self.element === 'wind') {
LK.getSound('Nota_Wind').play();
} else if (self.element === 'light') {
LK.getSound('Nota_Light').play();
} else {
LK.getSound('summon').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 = 5;
self.maxHealth = 5;
self.damage = 1;
self.speed = 1.5;
self.attackCooldown = 0;
// Physics properties
self.velocityY = 0;
self.onGround = false;
self.gravity = 0.5;
// Beat effect properties
self.baseY = 0;
self.beatEffectTimer = 0;
// Health bar
var healthBar = LK.getAsset('healthBar', {
width: 100,
height: 12
});
healthBar.anchor.set(0.5, 0.5);
healthBar.y = -80;
self.addChild(healthBar);
self.healthBar = healthBar;
self.update = function () {
// Set base Y position for beat effect
if (self.baseY === 0) {
self.baseY = 2186; // Ground level
}
// Apply beat effect if active
if (self.beatEffectTimer > 0) {
self.beatEffectTimer--;
// Get current audio level and calculate rotation strength based on sensitivity difference
var audioLevel = getGameMusicLevel();
var sensitivityDifference = Math.max(0, audioLevel - musicBeatThreshold);
if (sensitivityDifference > 0) {
var rotationAmount = Math.sin((120 - self.beatEffectTimer) * 0.3) * sensitivityDifference * 0.785;
enemyGraphics.rotation = rotationAmount;
} else {
enemyGraphics.rotation = 0; // No rotation when no difference
}
} else {
enemyGraphics.rotation = 0; // Reset rotation when effect ends
// Apply gravity
if (!self.onGround) {
self.velocityY += self.gravity;
self.y += self.velocityY;
}
// Ground collision
var groundY = 2186;
if (self.y >= groundY) {
self.y = groundY;
self.baseY = groundY; // Update base position
self.velocityY = 0;
self.onGround = true;
} else {
self.onGround = false;
}
}
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Move towards player tower (speed is controlled by combat state)
self.x -= self.speed;
// Check for warriors to attack and combat engagement
var inCombat = false;
for (var i = 0; i < warriors.length; i++) {
var warrior = warriors[i];
// Use half width for enemy and warrior colliders but keep full height
var enemyColliderWidth = 280 * 0.5; // Half of enemy width
var warriorColliderWidth = 288 * 0.5; // Half of warrior width
var distance = Math.sqrt(Math.pow(self.x - warrior.x, 2) + Math.pow(self.y - warrior.y, 2));
if (distance < 250) {
// Mark as in combat to stop movement
inCombat = true;
if (self.attackCooldown <= 0) {
self.attack(warrior);
// Play combat sound when fighting with warrior
playRandomCombatSound();
// Attack animation - flash red and scale up
tween(enemyGraphics, {
tint: 0xff0000,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
onFinish: function onFinish() {
tween(enemyGraphics, {
tint: 0xffffff,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200
});
}
});
}
break;
}
}
// Check if enemy is at the tower x position - stop movement to focus on tower attack
var atTowerPosition = Math.abs(self.x - enemyTower.x) <= 50;
// Stop movement if in combat or at tower position, otherwise resume normal movement
if (inCombat || atTowerPosition) {
self.speed = 0;
} else {
self.speed = 1.5;
}
// Check collision with player tower and destroy enemy - use half width for enemy collider
var towerColliderRadius = 700; // Fixed collider size, not scaled with tower
var enemyColliderWidth = 280 * 0.5; // Half of enemy width
var enemyColliderHeight = 280; // Full enemy height
var towerDistance = Math.sqrt(Math.pow(self.x - playerTower.x, 2) + Math.pow(self.y - playerTower.y, 2));
if (towerDistance < towerColliderRadius) {
if (self.attackCooldown <= 0) {
self.attackPlayerTower();
}
// Destroy enemy when it touches the tower
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
}
// Check if enemy is off-screen and destroy
if (self.x < -500 || self.x > 4500 || self.y > 3500) {
self.destroy();
var index = enemies.indexOf(self);
if (index > -1) {
enemies.splice(index, 1);
}
return; // Exit update to prevent further execution
}
// Update health bar
var healthPercent = self.health / self.maxHealth;
self.healthBar.scaleX = healthPercent;
};
self.attack = function (target) {
self.attackCooldown = 80;
if (target === playerTower) {
self.attackPlayerTower();
} else {
target.takeDamage(self.damage);
}
};
self.attackPlayerTower = function () {
self.attackCooldown = 80;
playerTowerHealth -= self.damage;
// Play random tower damage sound
var towerSounds = ['sonido_torre_1', 'sonido_torre_2', 'sonido_torre_3', 'sonido_torre_4'];
var randomIndex = Math.floor(Math.random() * towerSounds.length);
LK.getSound(towerSounds[randomIndex]).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.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
// Play enemy death sound
LK.getSound('enemy_death').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 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';
if (element === 'fire') {
assetName = 'fireWarrior_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
if (element === 'fire') {
self.maxHealth = baseHealth;
self.damage = baseDamage + 5; // +5 damage bonus
self.speed = 2.2;
} else if (element === 'water') {
self.maxHealth = baseHealth;
self.damage = baseDamage;
self.speed = 1.8;
self.canHeal = true;
self.healCooldown = 0;
self.isRanged = true;
self.projectiles = [];
} else if (element === 'earth') {
self.maxHealth = baseHealth + 50; // +50 health bonus
self.damage = baseDamage;
self.speed = 1.5;
} else if (element === 'light') {
self.maxHealth = baseHealth;
self.damage = baseDamage;
self.speed = 2.5;
self.isRanged = true;
self.canAreaDamage = true;
self.projectiles = [];
} else if (element === 'wind') {
self.maxHealth = baseHealth;
self.damage = baseDamage;
self.speed = 2.8;
self.isFlying = true;
self.isRanged = true;
self.projectiles = [];
} else {
// Default stats for any other element
self.maxHealth = baseHealth;
self.damage = baseDamage;
self.speed = 2;
}
self.health = self.maxHealth;
self.attackCooldown = 0;
self.target = null;
self.isBeingDestroyed = false; // Flag to prevent multiple destruction attempts
// Physics properties
self.velocityY = 0;
self.onGround = false;
self.gravity = 0.5;
// Beat effect properties
self.baseY = 0;
self.beatEffectTimer = 0;
// Remove tier-based scaling to prevent size issues
// Warriors maintain standard size regardless of tier
// 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;
self.update = function () {
// Set base Y position for beat effect
if (self.baseY === 0) {
if (self.isFlying) {
self.baseY = 1800; // Flying height
} else {
self.baseY = 2186; // Ground level
}
}
// Apply beat effect if active
if (self.beatEffectTimer > 0) {
self.beatEffectTimer--;
// Get current audio level and calculate rotation strength based on sensitivity difference
var audioLevel = getGameMusicLevel();
var sensitivityDifference = Math.max(0, audioLevel - musicBeatThreshold);
if (sensitivityDifference > 0) {
var rotationAmount = Math.sin((120 - self.beatEffectTimer) * 0.3) * sensitivityDifference * 0.785;
warriorGraphics.rotation = rotationAmount;
} else {
warriorGraphics.rotation = 0; // No rotation when no difference
}
} else {
warriorGraphics.rotation = 0; // Reset rotation when effect ends
// Apply gravity only to non-flying units
if (!self.isFlying && !self.onGround) {
self.velocityY += self.gravity;
self.y += self.velocityY;
}
// Ground collision for non-flying units
var groundY = 2186;
if (!self.isFlying && self.y >= groundY) {
self.y = groundY;
self.baseY = groundY; // Update base position
self.velocityY = 0;
self.onGround = true;
} else if (!self.isFlying) {
self.onGround = false;
}
// Flying units hover at a specific height
if (self.isFlying) {
self.y = 1800; // Fly above ground level
self.baseY = 1800; // Update base position
}
}
// Move towards enemy tower (speed is controlled by combat state)
if (!self.target) {
self.x += self.speed;
}
// Attack logic
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Update heal cooldown for water warriors
if (self.canHeal && self.healCooldown > 0) {
self.healCooldown--;
}
// Water warriors heal nearby allies only (not themselves)
if (self.canHeal && self.healCooldown <= 0) {
self.healCooldown = 120; // 2 seconds
// Heal nearby warriors
for (var j = 0; j < warriors.length; j++) {
var ally = warriors[j];
if (ally !== self) {
var allyDistance = Math.sqrt(Math.pow(self.x - ally.x, 2) + Math.pow(self.y - ally.y, 2));
if (allyDistance < 300 && ally.health < ally.maxHealth) {
ally.health = Math.min(ally.health + 1, ally.maxHealth);
// Healing effect
tween(ally.children[0], {
tint: 0x00ff88
}, {
duration: 200,
onFinish: function onFinish() {
tween(ally.children[0], {
tint: 0xffffff
}, {
duration: 200
});
}
});
// Create healing particles
for (var particleIndex = 0; particleIndex < 8; particleIndex++) {
var particle = game.addChild(LK.getAsset('particulas_curacion', {
anchorX: 0.5,
anchorY: 0.5,
x: ally.x + (Math.random() - 0.5) * 100,
y: ally.y + (Math.random() - 0.5) * 100,
width: 140 + Math.random() * 100,
height: 140 + Math.random() * 100
}));
particle.alpha = 0.8;
// Animate particles upward and fade out
tween(particle, {
y: ally.y - 150 - Math.random() * 50,
x: ally.x + (Math.random() - 0.5) * 200,
alpha: 0,
scaleX: 0.3,
scaleY: 0.3
}, {
duration: 800 + Math.random() * 400,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
}
}
}
}
// Check for enemies to attack and combat engagement
var inCombat = false;
var attackRange = self.isRanged ? 600 : 250;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Use half width for warrior and enemy colliders but keep full height
var warriorColliderWidth = 288 * 0.5; // Half of warrior width
var enemyColliderWidth = 280 * 0.5; // Half of enemy width
var distance = Math.sqrt(Math.pow(self.x - enemy.x, 2) + Math.pow(self.y - enemy.y, 2));
if (distance < attackRange) {
// Mark as in combat to stop movement for both melee and ranged units
inCombat = true;
if (self.attackCooldown <= 0) {
self.attack(enemy);
// Play combat sound only for melee warriors to avoid double sounds
if (!self.isRanged) {
playRandomCombatSound();
}
// Attack animation - flash blue and scale up
tween(warriorGraphics, {
tint: 0x00ffff,
scaleX: 1.4,
scaleY: 1.4
}, {
duration: 300,
onFinish: function onFinish() {
tween(warriorGraphics, {
tint: 0xffffff,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300
});
}
});
}
if (!self.isRanged) break;
}
}
// Check if warrior is at the tower x position - stop movement to focus on tower attack
var atTowerPosition = Math.abs(self.x - playerTower.x) <= 50;
// Update projectiles for ranged units
if (self.isRanged) {
for (var p = self.projectiles.length - 1; p >= 0; p--) {
var proj = self.projectiles[p];
proj.x += proj.speedX;
proj.y += proj.speedY;
var projectileDestroyed = false;
// Water warrior projectiles can heal allies
if (self.element === 'water') {
// Check collision with allies first
for (var w = 0; w < warriors.length; w++) {
var ally = warriors[w];
if (ally !== self) {
// Use half width for ally collider but keep full height
var allyColliderWidth = 288 * 0.5; // Half of ally width
var allyDistance = Math.sqrt(Math.pow(proj.x - ally.x, 2) + Math.pow(proj.y - ally.y, 2));
if (allyDistance < 50) {
// Hit ally
if (ally.health < ally.maxHealth) {
// Heal ally if not at full health
ally.health = Math.min(ally.health + 1, ally.maxHealth);
// Healing effect
tween(ally.children[0], {
tint: 0x00ff88
}, {
duration: 200,
onFinish: function onFinish() {
tween(ally.children[0], {
tint: 0xffffff
}, {
duration: 200
});
}
});
// Create healing particles
for (var particleIndex = 0; particleIndex < 8; particleIndex++) {
var particle = game.addChild(LK.getAsset('particulas_curacion', {
anchorX: 0.5,
anchorY: 0.5,
x: ally.x + (Math.random() - 0.5) * 100,
y: ally.y + (Math.random() - 0.5) * 100,
width: 140 + Math.random() * 100,
height: 140 + Math.random() * 100
}));
particle.alpha = 0.8;
// Animate particles upward and fade out
tween(particle, {
y: ally.y - 150 - Math.random() * 50,
x: ally.x + (Math.random() - 0.5) * 200,
alpha: 0,
scaleX: 0.3,
scaleY: 0.3
}, {
duration: 800 + Math.random() * 400,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
proj.destroy();
self.projectiles.splice(p, 1);
projectileDestroyed = true;
break;
}
// If ally is at full health, projectile passes through
}
}
}
}
// Check collision with enemies only if projectile wasn't destroyed by healing
if (!projectileDestroyed) {
for (var e = 0; e < enemies.length; e++) {
var enemy = enemies[e];
// Use half width for enemy collider but keep full height
var enemyColliderWidth = 280 * 0.5; // Half of enemy width
var projDistance = Math.sqrt(Math.pow(proj.x - enemy.x, 2) + Math.pow(proj.y - enemy.y, 2));
if (projDistance < 80) {
// Increased collision radius for better detection
// Hit enemy
if (self.canAreaDamage) {
// Create lightning explosion visual effect at projectile impact point
var explosion = game.addChild(LK.getAsset('efecto_electricidad', {
anchorX: 0.5,
anchorY: 0.5,
x: proj.x,
y: proj.y,
width: 80,
height: 80
}));
explosion.alpha = 0.9;
// Animate explosion - scale up and fade out
tween(explosion, {
scaleX: 3.0,
scaleY: 3.0,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
explosion.destroy();
}
});
// Create electric particles expanding from explosion center
for (var particleIndex = 0; particleIndex < 12; particleIndex++) {
var angle = particleIndex / 12 * Math.PI * 2; // Distribute evenly in circle
var distance = 150 + Math.random() * 100;
var particleEndX = proj.x + Math.cos(angle) * distance;
var particleEndY = proj.y + Math.sin(angle) * distance;
var electricParticle = game.addChild(LK.getAsset('efecto_electricidad', {
anchorX: 0.5,
anchorY: 0.5,
x: proj.x,
y: proj.y,
width: 20 + Math.random() * 20,
height: 20 + Math.random() * 20
}));
electricParticle.alpha = 0.8;
// Animate particles expanding outward and fading
tween(electricParticle, {
x: particleEndX,
y: particleEndY,
alpha: 0,
scaleX: 0.2,
scaleY: 0.2
}, {
duration: 300 + Math.random() * 200,
easing: tween.easeOut,
onFinish: function onFinish() {
electricParticle.destroy();
}
});
}
// Lightning area damage - increased damage for area effect
for (var ae = 0; ae < enemies.length; ae++) {
var areaEnemy = enemies[ae];
var areaDistance = Math.sqrt(Math.pow(proj.x - areaEnemy.x, 2) + Math.pow(proj.y - areaEnemy.y, 2));
if (areaDistance < 600) {
areaEnemy.takeDamage(1); // Set damage to 1 for area effect
}
}
} else {
// Single target damage for water and wind warriors
enemy.takeDamage(self.damage);
}
proj.destroy();
self.projectiles.splice(p, 1);
projectileDestroyed = true;
break;
}
}
}
// Remove projectiles that go off screen only if not already destroyed
if (!projectileDestroyed && (proj.x > 4500 || proj.x < -500 || proj.y > 3500 || proj.y < -500)) {
proj.destroy();
self.projectiles.splice(p, 1);
}
}
}
// Stop movement if in combat or at tower position, otherwise resume normal movement
// Exception: wind warriors (aerial units) continue moving while attacking
if ((inCombat || atTowerPosition) && self.element !== 'wind') {
self.speed = 0;
} else {
if (self.element === 'fire') {
self.speed = 2.2;
} else if (self.element === 'water') {
self.speed = 1.8;
} else if (self.element === 'earth') {
self.speed = 1.5;
} else if (self.element === 'light') {
self.speed = 2.5;
} else if (self.element === 'wind') {
self.speed = 2.8;
} else {
self.speed = 2;
}
}
// Check collision with enemy tower - use separate x and y collision detection for flying units
var towerColliderRadius = 700; // Fixed collider size, not scaled with tower
var warriorColliderWidth = 288 * 0.5; // Half of warrior width
var warriorColliderHeight = 288; // Full warrior height
var towerDistance = Math.sqrt(Math.pow(self.x - enemyTower.x, 2) + Math.pow(self.y - enemyTower.y, 2));
var xDistance = Math.abs(self.x - enemyTower.x);
var yDistance = Math.abs(self.y - enemyTower.y);
// Debug collision for wind warriors
if (self.element === 'wind') {
collisionDebugText.setText('Wind Warrior - XDist: ' + Math.round(xDistance) + ' YDist: ' + Math.round(yDistance) + ' Pos: (' + Math.round(self.x) + ',' + Math.round(self.y) + ')');
}
// Use different collision detection for flying units vs ground units
var collisionDetected = false;
if (self.isFlying) {
// For flying units, use x-distance only (ignore y difference)
collisionDetected = xDistance < towerColliderRadius;
} else {
// For ground units, use traditional distance-based collision
collisionDetected = towerDistance < towerColliderRadius;
}
if (collisionDetected && !self.isBeingDestroyed) {
// Debug when collision happens
if (self.element === 'wind') {
collisionDebugText.setText('WIND COLLISION! XDist: ' + Math.round(xDistance) + ' Damage: ' + self.damage);
}
// Deal damage to tower first - always attack regardless of cooldown when touching tower
self.attackTower();
// Mark as being destroyed to prevent multiple collision detections
self.isBeingDestroyed = true;
// Remove from warriors array immediately
var index = warriors.indexOf(self);
if (index > -1) {
warriors.splice(index, 1);
}
// Warrior self-destructs when touching the tower - immediate destruction
self.destroy();
return; // Exit update to prevent further execution after destruction
}
// Check projectile collision with enemy tower for ranged units - tower is invulnerable to projectiles
if (self.isRanged) {
for (var p = self.projectiles.length - 1; p >= 0; p--) {
var proj = self.projectiles[p];
var projTowerDistance = Math.sqrt(Math.pow(proj.x - enemyTower.x, 2) + Math.pow(proj.y - enemyTower.y, 2));
if (projTowerDistance < 700) {
// Fixed collider radius
// Projectile hit the tower but tower is invulnerable - just destroy projectile
proj.destroy();
self.projectiles.splice(p, 1);
}
}
}
// Check if warrior is off-screen and destroy
if (self.x < -500 || self.x > 4500 || self.y > 3500) {
self.destroy();
var index = warriors.indexOf(self);
if (index > -1) {
warriors.splice(index, 1);
}
return; // Exit update to prevent further execution
}
// Update health bar
var healthPercent = self.health / self.maxHealth;
self.healthBar.scaleX = healthPercent;
self.healthBar.tint = healthPercent > 0.5 ? 0x00ff00 : healthPercent > 0.25 ? 0xffff00 : 0xff0000;
};
self.attack = function (target) {
self.attackCooldown = 60; // 1 second at 60fps
if (target === enemyTower) {
self.attackTower();
} else if (self.isRanged) {
// Create projectile for ranged units with enhanced properties
var projectileSize = 120; // Larger projectiles for better visibility (doubled from 60)
var projectileAsset = self.element === 'light' ? 'proyectil_electricidad' : 'projectile';
var projectile = game.addChild(LK.getAsset(projectileAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y - 20,
// Start slightly above warrior
width: projectileSize,
height: projectileSize
}));
// Calculate direction to target
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var speed = 10; // Increased speed for better gameplay
projectile.speedX = dx / distance * speed;
projectile.speedY = dy / distance * speed;
// Set projectile appearance based on element
if (self.element === 'light') {
projectile.alpha = 0.9; // Slightly transparent for glow effect
// Add pulsing effect for lightning
tween(projectile, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 300,
yoyo: true,
repeat: -1
});
} else if (self.element === 'wind') {
projectile.tint = 0x44ff44; // Green for wind
projectile.alpha = 0.8;
// Add spinning effect for wind
tween(projectile, {
rotation: Math.PI * 2
}, {
duration: 500,
repeat: -1
});
} else if (self.element === 'water') {
projectile.tint = 0x1e90ff; // Sea blue for water (DodgerBlue)
projectile.alpha = 0.85;
// Add wobbling effect for water
tween(projectile, {
scaleX: 1.2,
scaleY: 0.8
}, {
duration: 200,
yoyo: true,
repeat: -1
});
}
self.projectiles.push(projectile);
// Auto-destroy projectile after 5 seconds to prevent map clutter
tween(projectile, {
alpha: projectile.alpha // Dummy property to track time
}, {
duration: 5000,
// 5 seconds
onFinish: function onFinish() {
// Find and remove projectile from array
var index = self.projectiles.indexOf(projectile);
if (index > -1) {
self.projectiles.splice(index, 1);
}
// Destroy the projectile
projectile.destroy();
}
});
// Play element-specific projectile sound
playRandomProjectileSound(self.element);
return; // Exit after creating projectile to prevent melee sound
} else {
// Melee attack
target.takeDamage(self.damage);
// 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);
LK.getSound(towerSounds[randomIndex]).play();
// Create escombros particles when enemy tower takes damage - quantity based on damage
var particleCount = self.damage * 12; // Multiply particle count by damage
for (var escombrosIndex = 0; escombrosIndex < particleCount; escombrosIndex++) {
// 360-degree explosion pattern
var angle = escombrosIndex / particleCount * Math.PI * 2; // Distribute evenly in 360 degrees
var force = (200 + Math.random() * 300) * 4; // Quadruple the force
var velocityX = Math.cos(angle) * force;
var velocityY = Math.sin(angle) * force;
var escombrosParticle = game.addChild(LK.getAsset('escombros_torre_enemiga', {
anchorX: 0.5,
anchorY: 0.5,
x: enemyTower.x,
y: enemyTower.y - 800,
width: (60 + Math.random() * 40) * 5,
height: (60 + Math.random() * 40) * 5,
rotation: Math.random() * Math.PI * 2
}));
escombrosParticle.alpha = 0.9;
escombrosParticle.tint = 0x696969; // Dark gray color for enemy debris
// Add gravity and physics properties
escombrosParticle.velocityX = velocityX * 0.02; // Scale down for smooth movement
escombrosParticle.velocityY = velocityY * 0.02;
escombrosParticle.gravity = 0.8; // Gravity effect
// Animate escombros particles with physics
tween(escombrosParticle, {
y: enemyTower.y + 200 + escombrosParticle.velocityY * 100,
x: enemyTower.x + escombrosParticle.velocityX * 100,
alpha: 0,
rotation: escombrosParticle.rotation + Math.PI * 4,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 2000 + Math.random() * 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
escombrosParticle.destroy();
}
});
}
if (enemyTowerHealth <= 0) {
LK.showYouWin();
}
updateTowerHealthBars();
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
// Mark as being destroyed to prevent multiple destruction attempts
self.isBeingDestroyed = true;
// Death animation - fade out and scale down
tween(warriorGraphics, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1,
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 playerTowerHealth = 30;
var enemyTowerHealth = 10;
var enemySpawnTimer = 0;
var isDragging = false;
var lastMouseX = 0;
var cameraX = 0;
var maxCameraX = 1792; // 3840 - 2048 = max scroll distance
var currentMana = 5;
var maxMana = 5;
var manaRegenTimer = 0;
// Combination system variables
var currentCombination = [];
var combinationTimer = 0;
var combinationCooldown = 0;
var maxCombinationLength = 5;
var combinationWindowTime = 30; // 0.5 seconds at 60fps
var combinationResetTime = 60; // 1 second at 60fps
var temporaryNoteCounter = 0; // Helper counter for tracking notes (1-5)
// 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);
// Create empty text displays for sound and sensitivity
var soundVolumeInput = new Text2('Volumen Sonido: ', {
size: 30,
fill: 0xFFFFFF
});
soundVolumeInput.anchor.set(0.5, 0.5);
soundVolumeInput.x = 1200;
soundVolumeInput.y = 460;
soundVolumeInput.alpha = 0;
LK.gui.topLeft.addChild(soundVolumeInput);
// Store all settings elements
settingsBars = [musicVolumeInput, soundVolumeInput];
// 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) {
// 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 timing intervals info text
var timingIntervalsText = new Text2('Intervalos: []', {
size: 35,
fill: 0xFFAA00
});
timingIntervalsText.anchor.set(0.5, 0.5);
timingIntervalsText.x = 1024; // Center of screen width
timingIntervalsText.y = 500; // Above temp counter text
game.addChild(timingIntervalsText);
// Create tiled ground floor
var groundTiles = [];
var tileSize = 592.704; // Size of each ground tile (increased by 5% more)
var groundY = 2732; // Position at bottom of screen
var groundHeight = 728.6; // Extend height to fill bottom gap (tileSize + 136 pixels)
var numTiles = Math.ceil(3840 / tileSize) + 2; // Cover full width plus extra for seamless tiling
for (var i = 0; i < numTiles; i++) {
var groundTile = game.addChild(LK.getAsset('ground', {
anchorX: 0.0,
anchorY: 1.0,
x: i * tileSize,
y: groundY,
width: tileSize,
height: groundHeight
}));
groundTiles.push(groundTile);
}
// Create towers (horizontal layout)
var playerTower = game.addChild(LK.getAsset('playerTower', {
anchorX: 0.5,
anchorY: 1.0,
x: 250,
y: 2559,
width: 1200,
height: 1728
}));
var enemyTower = game.addChild(LK.getAsset('enemyTower', {
anchorX: 0.5,
anchorY: 1.0,
x: 3590,
y: 2559,
width: 1200,
height: 1728
}));
// Tower health bars
var playerTowerHealthBar = LK.getAsset('playerTowerHealthBar', {
width: 1200,
height: 160
});
playerTowerHealthBar.anchor.set(0.5, 0.5);
playerTowerHealthBar.x = playerTower.x;
playerTowerHealthBar.y = playerTower.y - 1840;
game.addChild(playerTowerHealthBar);
var enemyTowerHealthBar = LK.getAsset('enemyTowerHealthBar', {
width: 1200,
height: 160
});
enemyTowerHealthBar.anchor.set(0.5, 0.5);
enemyTowerHealthBar.x = enemyTower.x;
enemyTowerHealthBar.y = enemyTower.y - 1840;
game.addChild(enemyTowerHealthBar);
// Create elemental notes (horizontal layout at top left) - show all elements
var elements = ['fire', 'water', 'earth', 'wind', 'light'];
var notes = [];
for (var i = 0; i < elements.length; i++) {
var note = new ElementalNote(elements[i], 0, 0);
LK.gui.topLeft.addChild(note);
// Make buttons smaller
note.scaleX = 0.4;
note.scaleY = 0.4;
// Position buttons horizontally in upper left with proper spacing (moved 50% right total)
note.x = 234 + i * 140; // Start at x:234 (moved from 180), space buttons 140 pixels apart
note.y = 120; // Fixed y position in upper area
notes.push(note);
}
// Create camera control buttons
var leftButton = LK.getAsset('leftCameraButton', {
width: 100,
height: 100
});
leftButton.anchor.set(0.5, 0.5);
leftButton.alpha = 0.5; // 50% transparency
LK.gui.left.addChild(leftButton);
var leftButtonText = new Text2('<', {
size: 60,
fill: 0xffffff
});
leftButtonText.anchor.set(0.5, 0.5);
leftButton.addChild(leftButtonText);
var rightButton = LK.getAsset('rightCameraButton', {
width: 100,
height: 100
});
rightButton.anchor.set(0.5, 0.5);
rightButton.alpha = 0.5; // 50% transparency
LK.gui.right.addChild(rightButton);
var rightButtonText = new Text2('>', {
size: 60,
fill: 0xffffff
});
rightButtonText.anchor.set(0.5, 0.5);
rightButton.addChild(rightButtonText);
function notePressed(element) {
// 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);
// Increment temporary counter
temporaryNoteCounter++;
// Add element to current combination
addToCombination(element);
// 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 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);
LK.getSound(combatSounds[randomIndex]).play();
}
function sonidoEspadas() {
LK.getSound('attack').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);
LK.getSound(projectileSounds[randomIndex]).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 for melody playback before reset
var combinationForMelody = currentCombination.slice(); // Create a copy
// Check if combination is valid
if (isValidCombination(currentCombination)) {
// Execute the combination
executeCombination(currentCombination);
// Play melody after successful summoning
playMelodySequence(combinationForMelody);
} else {
// Show invalid combination message
showCombinationMessage('Combinación no existente');
}
// Reset combination
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';
}
// Multiple fire combinations (2-5 fire notes)
if (combination.length >= 2 && combination.length <= 5) {
// Check if all elements are fire
for (var i = 0; i < combination.length; i++) {
if (combination[i] !== 'fire') {
return false;
}
}
return true;
}
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 <= 5) {
// Multiple fire combination
var element = combination[0]; // Should be 'fire'
var level = combination.length;
summonWarrior(element, level);
showCombinationMessage('¡' + element.toUpperCase() + ' nivel ' + level + ' 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
tween(warriorGraphics, {
tint: 0x0066ff,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
onFinish: function onFinish() {
tween(warriorGraphics, {
tint: 0xffffff,
scaleX: 1.0,
scaleY: 1.0
}, {
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
tween(warriorGraphics, {
tint: 0xff4400,
scaleX: 1.3,
scaleY: 1.3,
rotation: Math.PI * 0.1
}, {
duration: 250,
onFinish: function onFinish() {
tween(warriorGraphics, {
tint: 0xffffff,
scaleX: 1.0,
scaleY: 1.0,
rotation: 0
}, {
duration: 150
});
}
});
} else if (element === 'light') {
// Lightning effect - bright yellow flash
tween(warriorGraphics, {
tint: 0xffff00,
alpha: 1.5,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 150,
onFinish: function onFinish() {
tween(warriorGraphics, {
tint: 0xffffff,
alpha: 1.0,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
}
});
} else if (element === 'wind') {
// Wind swirl effect - green spiral
tween(warriorGraphics, {
tint: 0x44ff44,
rotation: Math.PI * 2,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(warriorGraphics, {
tint: 0xffffff,
rotation: 0,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200
});
}
});
}
game.addChild(warrior);
warriors.push(warrior);
LK.getSound('summon').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 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
if (noteElement === 'fire') {
LK.getSound('Nota_Fire').play();
} else if (noteElement === 'water') {
LK.getSound('Nota_Water').play();
} else if (noteElement === 'earth') {
LK.getSound('Nota_Earth').play();
} else if (noteElement === 'wind') {
LK.getSound('Nota_Wind').play();
} else if (noteElement === 'light') {
LK.getSound('Nota_Light').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 resetCombination() {
currentCombination = [];
combinationTimer = 0;
combinationCooldown = 0;
temporaryNoteCounter = 0; // Reset helper counter
// Reset timing tracking
noteTimingIntervals = [];
isFirstNote = true;
lastNoteTime = 0;
// Update display
timingIntervalsText.setText('Intervalos: []');
}
function showCombinationMessage(message) {
combinationMessageText.setText(message);
combinationMessageText.alpha = 1.0;
// Fade out message after 2 seconds
tween(combinationMessageText, {
alpha: 0
}, {
duration: 2000
});
}
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;
}
// Start background music with initial volume from slider
LK.playMusic('Music', {
volume: musicValue
});
game.update = function () {
// Music beat detection and character synchronization
var audioLevel = getGameMusicLevel();
// Calculate sensitivity difference for debug display
var sensitivityDifference = Math.max(0, audioLevel - musicBeatThreshold);
// Update audio debug text in real-time
if (audioDebugText && typeof audioDebugText.setText === 'function') {
audioDebugText.setText('Audio: ' + audioLevel.toFixed(3) + ' | Threshold: ' + musicBeatThreshold.toFixed(2) + ' | Diff: ' + sensitivityDifference.toFixed(3));
}
// Enhanced beat detection with multiple triggers
var beatDetected = false;
// Primary beat detection - only when audio level reaches 1
if (audioLevel >= 1.0 && LK.ticks - lastBeatTime > beatCooldown) {
beatDetected = true;
}
// Remove fallback timer-based beat detection to prevent constant particle spam
if (beatDetected) {
// Beat detected - activate effect on all characters
lastBeatTime = LK.ticks;
// Activate effect on warriors
for (var i = 0; i < warriors.length; i++) {
warriors[i].beatEffectTimer = 120; // 2 seconds of sine wave effect
}
// Activate effect on enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].beatEffectTimer = 120; // 2 seconds of sine wave effect
}
// Activate particle effects on towers instead of scaling
// Create particles around player tower in cone shape
for (var p = 0; p < 24; p++) {
// Calculate cone angle - wider at the top, narrower at bottom
var angle = (Math.random() - 0.5) * Math.PI * 0.5; // 90 degree cone spread
var distance = Math.random() * 300 + 100; // Random distance from center
var startX = playerTower.x + Math.sin(angle) * (distance * 0.3); // Narrow at bottom
var endX = playerTower.x + Math.sin(angle) * distance; // Wide at top
var playerTowerCurrentScale = playerTower.scaleX; // Get current tower scale
var scaledOffsetY = (1728 - 50) * playerTowerCurrentScale; // Scale the Y offset
var particle = game.addChild(LK.getAsset('particula_torre_jugador', {
anchorX: 0.5,
anchorY: 0.5,
x: startX + 100,
y: playerTower.y - scaledOffsetY,
width: 300 + Math.random() * 200,
height: 300 + Math.random() * 200,
rotation: Math.PI
}));
particle.alpha = 0.8;
// Animate particles upward to the sky in cone shape and fade out
tween(particle, {
y: playerTower.y - 2000 - Math.random() * 500,
x: endX + 100,
alpha: 0,
scaleX: 0.2,
scaleY: 0.2
}, {
duration: 3000 + Math.random() * 500,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
// Create particles around enemy tower in cone shape
for (var p = 0; p < 24; p++) {
// Calculate cone angle - wider at the top, narrower at bottom
var angle = (Math.random() - 0.5) * Math.PI * 0.5; // 90 degree cone spread
var distance = Math.random() * 300 + 100; // Random distance from center
var startX = enemyTower.x + Math.sin(angle) * (distance * 0.3); // Narrow at bottom
var endX = enemyTower.x + Math.sin(angle) * distance; // Wide at top
var enemyTowerCurrentScale = enemyTower.scaleX; // Get current tower scale
var scaledOffsetY = (1728 - 50) * enemyTowerCurrentScale; // Scale the Y offset
var particle = game.addChild(LK.getAsset('particula_torre_enemiga', {
anchorX: 0.5,
anchorY: 0.5,
x: startX,
y: enemyTower.y - scaledOffsetY,
width: 300 + Math.random() * 200,
height: 300 + Math.random() * 200,
rotation: Math.PI
}));
particle.alpha = 0.8;
// Animate particles upward to the sky in cone shape and fade out
tween(particle, {
y: enemyTower.y - 2000 - Math.random() * 500,
x: endX,
alpha: 0,
scaleX: 0.2,
scaleY: 0.2
}, {
duration: 3000 + Math.random() * 500,
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
}
// Mana regeneration - every 10 seconds (600 frames at 60fps)
manaRegenTimer++;
if (manaRegenTimer >= 600) {
if (currentMana < maxMana) {
currentMana++;
updateManaDisplay();
}
manaRegenTimer = 0;
}
// Spawn enemies periodically
enemySpawnTimer++;
if (enemySpawnTimer >= 180) {
// Every 3 seconds
spawnEnemy();
enemySpawnTimer = 0;
}
// Clean up off-screen warriors
for (var i = warriors.length - 1; i >= 0; i--) {
var warrior = warriors[i];
if (warrior.x > 4000) {
warrior.destroy();
warriors.splice(i, 1);
}
}
// Clean up off-screen enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.x < -200) {
enemy.destroy();
enemies.splice(i, 1);
}
}
// Update cloud system
updateClouds();
// Update temporary counter info text
tempCounterInfoText.setText('Notas presionadas: ' + temporaryNoteCounter);
// Update combination system timers
if (combinationTimer > 0) {
combinationTimer--;
if (combinationTimer <= 0 && currentCombination.length > 0) {
// Time window expired, process current combination
processCombination();
}
}
if (combinationCooldown > 0) {
combinationCooldown--;
if (combinationCooldown <= 0 && currentCombination.length > 0) {
// Reset timeout reached, clear combination
showCombinationMessage('Tiempo agotado - Combinación reiniciada');
resetCombination();
// Re-enable buttons after timeout
enableNoteButtons();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1759,9 +1759,9 @@
});
}
}
function playMelodySequence(combination) {
- // Wait 2 seconds before starting melody playback to differentiate from invocation
+ // 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++) {
@@ -1791,9 +1791,9 @@
// Fallback to 200ms if no interval recorded
cumulativeDelay += 200;
}
}
- }, 2000); // 2 second delay before melody playback
+ }, 1000); // 1 second delay before melody playback
}
function resetCombination() {
currentCombination = [];
combinationTimer = 0;
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
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
geerame una esmeralda pixelar. In-Game asset. 2d. High contrast. No shadows
Generame una boton con dentro de forma de una nota musical con efectos de agua.. In-Game asset. 2d. High contrast. No shadows
Generame una boton con dentro de forma de una nota musical con efectos de fuego .. In-Game asset. 2d. High contrast. No shadows
Generame una boton con dentro de forma de una nota musical con efectos de energia. In-Game asset. 2d. High contrast. No shadows
Generame una boton con dentro de forma de una nota musical con efectos de viento. In-Game asset. 2d. High contrast. No shadows
Generame una boton con dentro de forma de una nota musical con efectos de tierra. In-Game asset. 2d. High contrast. No shadows
Generame un guerrero voaldor Colibrí esmeralda del Chiribiquete estilo azteca con patrones, estilo pixelar. In-Game asset. 2d. High contrast. No shadows
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
Generame un jaguar guerrero con efectos de energia estilo magico, pixelar, con ambientacion azteca. In-Game asset. 2d. High contrast. No shadows
Proyectil agua pixelar. In-Game asset. 2d. High contrast. No shadows
Luz oscura particulas, moradas. In-Game asset. 2d. High contrast. No shadows
Particula de luz. In-Game asset. 2d. High contrast. No shadows
Generame una piedras corrupta
Genérame una MONO TITÍ guerra azteca con eso patrones estilo pixelar, con una apariencia maligna.. In-Game asset. 2d. High contrast. No shadows
Genérame un Tucan guerra azteca con eso patrones estilo pixelar, con una apariencia maligna. In-Game asset. 2d. High contrast. No shadows
Un signo de más en verde. In-Game asset. 2d. High contrast. No shadows
Un proyectil de electricidad pixelar. In-Game asset. 2d. High contrast. No shadows
Generame una explosion de este proyectil de forma circular
Creame una nubes pixelar. In-Game asset. 2d. High contrast. No shadows
Una tuerca pixelar como boton. In-Game asset. 2d. High contrast. No shadows
Generame un guerrero azteca con patrones, estilo pixelar, ademas sera un Tortuga de ciénaga colombiana humanoide. In-Game asset. 2d. High contrast. No shadows
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
Agregale efectos de fuego pero en un fondo de alto contraste, mejor dicho solo pono mas rojo y llmas en la espada
Agregale lava y fuego a esta textrua
Creame una explosion de fuego pixelar. In-Game asset. 2d. High contrast. No shadows
agregale un poquito de ver y azul sin perder la identidad de l aimagen, solo cuadrar colores
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
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
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
Generame unm meteorito pixelar elemental con todos los elementos. In-Game asset. 2d. High contrast. No shadows
particulas rosadas, de poder. In-Game asset. 2d. High contrast. No shadows
Haz este candando con los 5 ewlementos, fuego tierra, agua, aire, energia
Creame un cielo pixelar hermoso, sin sol ni nubes, ni montañas, nia rboles. In-Game asset. 2d. High contrast. No shadows
Generame una montañas pixelar en fondo blanco. In-Game asset. 2d. High contrast. No shadows
Generame una montañas de selva pixelar en fondo blanco, cercanas. In-Game asset. 2d. High contrast. No shadows
Generame un muro pixelar de tierra isometrico con aptornes aztecas. In-Game asset. 2d. High contrast. No shadows
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
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
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
uan flor pixelar para plantar, sin matera sola una hermosa flor. In-Game asset. 2d. High contrast. No shadows
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
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
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
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
Gotas de agua pixelar. In-Game asset. 2d. High contrast. No shadows
Genrame un muro con mas detalle que se vea superior es decir un nivel mas fuerte.
Generame una particula de espora pixela rt. In-Game asset. 2d. High contrast. No shadows
z de sueño pixelar. In-Game asset. 2d. High contrast. No shadows
Generame una lanza pixelar. In-Game asset. 2d. High contrast. No shadows
Creame un tornado pixelar en un fondo azul, para elimianrlo despues. In-Game asset. 2d. High contrast. No shadows
Hazme el rayo de color amarillo
Creame un boton de este personaje extilo pixelar cuadrado
POnlo trizte el perosnaje y gris el boton
Jugar
Pon una casa
deja todo naranaja
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Flecha maligna, de color rojo, pixelar. In-Game asset. 2d. High contrast. No shadows
Luna llena blanca, pixelar. In-Game asset. 2d. High contrast. No shadows
sol pixelart. In-Game asset. 2d. High contrast. No shadows
Un cielo noche pixelar 16:04 con estrellas. In-Game asset. 2d. High contrast. No shadows
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