User prompt
agrega una musica a la Batalla contra el ENEMIGO
User prompt
haz que los proyectiles de rombo que lanza el enemigo sean mas rapidos
User prompt
haz que el color de los circulos del enemigo no tengan ese filtro morado, ademas agrega un sonido para cada vez que el enemigo lanze un proyectil
User prompt
haz que los dos circulos que se alejan del circulo del medio se dirijan hacia adelante pero un poco a la izquierda y otro a la derecha como si fuese la forma de un avanico ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
bajale la velocidad de alejamiento de 1,5 a 0,5 a los circulos que lanza el enemigo, y que no se vayan en direccion derecha o izquierda, haz que vayan en direccion a donde estaba el jugador y se vayan alejando una por cada lado ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que los circulos lanzados por el enemigo no se separen el uno del otro tan rapido, ponle velocidad de 1,5 de alejamiento de uno al otro ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que los circulos lanzados por el enemigo no se dispercen a los lados tan rapido, ponles 3 de velocidad de separacion ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que los circulos de el enemigo no se separen tanto el uno del otro, sino que vayan juntos al inicio y se separen de a poco, el maximo que se pueden separar es de 15 centimetros, y se separan de a poquito lentamente, tambien haz que los circulos tengan su punta mirando en direccion a donde son lanzados (osea en direccion al jugador) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que los circulos que el enemigo lanza no se separen uno del otro tan rapido, sino que sean lanzados como uno normal y a la misma velocidad pero que poco a poco se vayan alejando ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el segundo ataque de el enemigo los circulos sean un poco mas pequeños, que vayan mas rapido y que los circulos se separen unos a otros a medida que son lanzados ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el enemigo en su segundo turno lanze 3 circulos grandes juntos, uno hacia el jugador otro hacia el jugador pero un poco en direccion hacia arriba y otro hacia el jugador pero un poco hacia abajo (dicho ataque debe lanzar los 3 proyectiles al mismo tiempo) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que los circulos lanzados por el ENEMIGO tengan el diseño de el elemento: Pica
User prompt
ahora, haz que cada turno, sus ataques sean diferentes, asi que, la segunda vez que le toque a el enemigo atacar, haz que lanza 3 circulos grandes juntos, uno hacia el jugador otro hacia el jugador pero un poco en direccion hacia arriba y otro hacia el jugador pero un poco hacia abajo (dicho ataque debe lanzar los 3 proyectiles al mismo tiempo) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
cuando sea el turno del enemigo de atacar, se teletransportara en ubicaciones random de la pantalla sin salirse de la plantilla ni meterse dentro de la BattleBox, y apenas termine de atacar vuelva a su lugar inicial y se quede levitando como al inicio (asi siempre que ataque) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el ENEMIGO cuando vuelva a su posicion incicial y quede levitando como normalmente luego de atacar, no se bugee mirando en ambas direcciones, sino que dependiendo en que direccion levite, sera la direccion en la que verá, y su levitacion sea de izquierda a derecha levitando libremente, no se puede quedar quieto en un solo lugar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el ENEMIGO cuando vuelva a su posicion incicial y quede levitando como normalmente luego de atacar, no se bugee mirando en ambas direcciones, sino que dependiendo en que direccion levite, sera la direccion en la que verá, que levite lentamente de izquierda a derecha (no puede quedarse menos de 1 segundo levitando en la misma posicion) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el ENEMIGO cuando vuelva a su posicion incicial y quede levitando como normalmente luego de atacar, no se bugee mirando en ambas direcciones, sino que dependiendo en que direccion levite, sera la direccion en la que verá ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que cuando el ENEMIGO vuelva a su posicion inicial luego de atacar, se quede levitando como al inicuo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que cuando el ENEMIGO deje de disparar automaticamente vaya a su lugar inicial (arriba de la battlebox) rrapidamente ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: startEnemyLevitation is not defined' in or related to this line: 'startEnemyLevitation();' Line Number: 3436 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: startEnemyLevitation is not defined' in or related to this line: 'startEnemyLevitation();' Line Number: 3466 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: startEnemyLevitation is not defined' in or related to this line: 'startEnemyLevitation();' Line Number: 3435 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el ENEMIGO se teletransporte a su lugar inicial levitando normalmente apenas termine de lanzar sus ataques ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que apenas el enemigo deje de lanzar ataques, se posicione en su lugar inicial (arriba de la battlebox) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
hay un error que cuando el turno de que el enemigo ataque termina, no se puede hacer nada, arreglalo y dejalo como antes (y haz que cuando el enemigo termina de atacar, vuelve a su posicion inicial arriba de la BattleBox) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Circle = Container.expand(function (circleType) { var self = Container.call(this); var circleGraphics = self.attachAsset('circle' + circleType, { anchorX: 0.5, anchorY: 0.5 }); self.circleType = circleType; self.size = circleType; self.velocityX = 0; self.velocityY = 0; self.radius = [90, 120, 150, 180, 210, 240, 270, 320, 370][circleType - 1]; self.lastY = 0; self.lastIntersecting = false; self.spawnImmunity = false; self.spawnTime = 0; self.isSelected = false; self.originalTint = 0xFFFFFF; // Add selection handler self.down = function (x, y, obj) { if (selectionMode && gameState === 'playing') { if (self.isSelected) { // Deselect circle self.isSelected = false; circleGraphics.tint = self.originalTint; var index = selectedCircles.indexOf(self); if (index > -1) { selectedCircles.splice(index, 1); } } else if (selectedCircles.length < maxSelectableCircles) { // Select circle self.isSelected = true; circleGraphics.tint = 0xFF0000; // Red tint for selection selectedCircles.push(self); // If we have selected enough circles, remove them if (selectedCircles.length >= maxSelectableCircles) { // Deduct cost for using button1 score -= 750; scoreText.setText('Score: ' + score); scoreCounter.setText('Puntos: ' + score); // Remove selected circles for (var i = selectedCircles.length - 1; i >= 0; i--) { var circle = selectedCircles[i]; game.removeChild(circle); var circleIndex = circles.indexOf(circle); if (circleIndex > -1) { circles.splice(circleIndex, 1); } } // Reset selection state selectedCircles = []; selectionMode = false; } } } }; self.update = function () { // Apply gravity with slight variation based on size (heavier objects fall slightly faster) var gravityForce = 0.4 + self.radius / 1000; // Larger circles have slightly more gravity self.velocityY += gravityForce; // Apply velocity self.x += self.velocityX; self.y += self.velocityY; // Apply air resistance (less friction for more realistic movement) self.velocityX *= 0.995; // Very slight air resistance self.velocityY *= 0.999; // Even less resistance on Y axis // Add rotation based on horizontal velocity to make circles look more natural circleGraphics.rotation += self.velocityX * 0.01; // Container collision detection var containerLeft = containerX + 20; var containerRight = containerX + containerWidth - 20; var containerBottom = containerY + containerHeight - 20; var containerTop = containerY; // Side walls collision with improved bouncing if (self.x - self.radius < containerLeft) { self.x = containerLeft + self.radius; self.velocityX = Math.abs(self.velocityX) * 0.7; // More bounce } if (self.x + self.radius > containerRight) { self.x = containerRight - self.radius; self.velocityX = -Math.abs(self.velocityX) * 0.7; // More bounce } // Allow circles to move above the container when spawning, no collision with top // Bottom collision with better restitution if (self.y + self.radius > containerBottom) { self.y = containerBottom - self.radius; // Add some bounce to vertical velocity instead of stopping completely self.velocityY = -Math.abs(self.velocityY) * 0.3; // Small bounce self.velocityX *= 0.85; // Less friction loss } // Circle-to-circle collision with other circles for (var i = 0; i < circles.length; i++) { var other = circles[i]; if (other !== self) { var dx = self.x - other.x; var dy = self.y - other.y; var distance = Math.sqrt(dx * dx + dy * dy); // Use consistent radius for collision detection var minDistance = self.radius + other.radius; if (distance < minDistance && distance > 0) { // Same size circles merge if (self.circleType === other.circleType && self.circleType < 9) { // Prevent multiple merges of the same circles if (self.shouldMerge || other.shouldMerge) { return; } // Create new larger circle var newCircle = new Circle(self.circleType + 1); newCircle.x = (self.x + other.x) / 2; newCircle.y = (self.y + other.y) / 2; newCircle.velocityX = (self.velocityX + other.velocityX) / 2; newCircle.velocityY = (self.velocityY + other.velocityY) / 2; // Start small and animate to full size newCircle.scaleX = 0.3; newCircle.scaleY = 0.3; tween(newCircle, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); // Play fusion sound LK.getSound('circleFusion').play(); // Mark both circles for merging into the same new circle self.shouldMerge = true; other.shouldMerge = true; self.mergeInto = newCircle; other.mergeInto = newCircle; score += self.circleType * 10; scoreText.setText('Score: ' + score); scoreCounter.setText('Puntos: ' + score); return; } // Simple and consistent collision response var overlap = minDistance - distance; var normalX = dx / distance; var normalY = dy / distance; // Calculate mass based on radius var mass1 = self.radius; var mass2 = other.radius; var totalMass = mass1 + mass2; // Separate circles proportionally to their masses var pushForce = overlap * 0.5; // Split the overlap correction var ratio1 = mass2 / totalMass; // Lighter objects move more var ratio2 = mass1 / totalMass; // Apply position correction with small buffer var buffer = 2; // Small buffer to prevent immediate re-collision var correctionX = normalX * (pushForce + buffer); var correctionY = normalY * (pushForce + buffer); self.x += correctionX * ratio1; self.y += correctionY * ratio1; other.x -= correctionX * ratio2; other.y -= correctionY * ratio2; // Keep circles within container bounds after collision var containerLeft = containerX + 20; var containerRight = containerX + containerWidth - 20; var containerBottom = containerY + containerHeight - 20; if (self.x - self.radius < containerLeft) { self.x = containerLeft + self.radius; } if (self.x + self.radius > containerRight) { self.x = containerRight - self.radius; } if (self.y + self.radius > containerBottom) { self.y = containerBottom - self.radius; } if (other.x - other.radius < containerLeft) { other.x = containerLeft + other.radius; } if (other.x + other.radius > containerRight) { other.x = containerRight - other.radius; } if (other.y + other.radius > containerBottom) { other.y = containerBottom - other.radius; } // Simple velocity exchange for realistic bouncing var relativeVelocityX = self.velocityX - other.velocityX; var relativeVelocityY = self.velocityY - other.velocityY; var separatingVelocity = relativeVelocityX * normalX + relativeVelocityY * normalY; // Only resolve if objects are moving towards each other if (separatingVelocity < 0) { var restitution = 0.6; // Moderate bounciness var impulse = -(1 + restitution) * separatingVelocity / (1 / mass1 + 1 / mass2); var impulseX = impulse * normalX; var impulseY = impulse * normalY; self.velocityX += impulseX / mass1; self.velocityY += impulseY / mass1; other.velocityX -= impulseX / mass2; other.velocityY -= impulseY / mass2; } } } } }; return self; }); var EnemyDiamond = Container.expand(function () { var self = Container.call(this); var diamondGraphics = self.attachAsset('enemyDiamond', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Keep diamond straight initially diamondGraphics.rotation = 0; self.speed = 12.0; self.velocityX = 0; self.velocityY = 0; self.lastY = 0; self.lastX = 0; // Method to set launch direction and rotation self.setLaunchDirection = function (targetX, targetY) { // Calculate direction towards target var deltaX = targetX - self.x; var deltaY = targetY - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Set velocity if (distance > 0) { self.velocityX = deltaX / distance * self.speed; self.velocityY = deltaY / distance * self.speed; // Set rotation to point towards target diamondGraphics.rotation = Math.atan2(deltaY, deltaX); } else { self.velocityX = 0; self.velocityY = self.speed; diamondGraphics.rotation = Math.PI / 2; // Point downward } }; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Do not change rotation during movement - keep it fixed }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000011 }); /**** * Game Code ****/ // Keep menu assets // Suika Game assets // Game state management var gameState = 'menu'; // 'menu', 'playing', 'paused', or 'settings' var sensitivity = storage.sensitivity || 0.5; // Default sensitivity // Suika Game variables var containerX = (2048 - 1600) / 2; var containerY = 200; var containerWidth = 1600; var containerHeight = 2000; var circles = []; var score = 0; var nextCircleType = 1; var currentCircle = null; var dropLine = null; var gameStarted = false; // Individual circle immunity will be handled per circle // Create container walls var leftWall = LK.getAsset('containerWall', { anchorX: 0, anchorY: 0 }); leftWall.x = containerX; leftWall.y = containerY; var rightWall = LK.getAsset('containerWall', { anchorX: 0, anchorY: 0 }); rightWall.x = containerX + containerWidth - 20; rightWall.y = containerY; var bottomWall = LK.getAsset('containerBottom', { anchorX: 0, anchorY: 0 }); bottomWall.x = containerX; bottomWall.y = containerY + containerHeight - 20; var topWall = LK.getAsset('containerTop', { anchorX: 0, anchorY: 0 }); topWall.x = containerX; topWall.y = containerY - 20; // Score display var scoreText = new Text2('Score: 0', { size: 60, fill: 0x000000 }); scoreText.anchor.set(0.5, 0); scoreText.x = containerX + containerWidth / 2; scoreText.y = containerY - 80; // Position above the red line // Additional score counter above red line var scoreCounter = new Text2('Puntos: 0', { size: 50, fill: 0xFFFFFF }); scoreCounter.anchor.set(0.5, 0.5); scoreCounter.x = containerX + containerWidth / 2; scoreCounter.y = containerY - 40; // Just above the red line // Next circle preview var nextCirclePreview = LK.getAsset('nextCirclePreview', { anchorX: 0.5, anchorY: 0.5 }); nextCirclePreview.x = containerX + containerWidth + 100; nextCirclePreview.y = 400; var nextCircleText = new Text2('Next:', { size: 40, fill: 0x000000 }); nextCircleText.anchor.set(0.5, 0.5); nextCircleText.x = nextCirclePreview.x; nextCircleText.y = nextCirclePreview.y - 60; // Create city background elements var cityElements = []; // Create starry night background for (var i = 0; i < 100; i++) { var star = LK.getAsset('nextCirclePreview', { anchorX: 0.5, anchorY: 0.5 }); star.x = Math.random() * 2048; star.y = Math.random() * 1500; // Only in upper portion of screen star.scaleX = 0.05 + Math.random() * 0.1; star.scaleY = star.scaleX; star.tint = 0xffffff; star.alpha = 0.3 + Math.random() * 0.7; game.addChild(star); cityElements.push(star); } // Create buildings for (var i = 0; i < 8; i++) { var building = LK.getAsset('building', { anchorX: 0.5, anchorY: 1 }); building.x = i * 280 + 140; building.y = 2732; building.scaleX = 1 + Math.random() * 0.5; building.scaleY = 1 + Math.random() * 1.2; building.tint = 0x333333 + Math.random() * 0x333333; // Random dark colors game.addChild(building); cityElements.push(building); } // Create city fog/smog effects var fogElements = []; for (var i = 0; i < 6; i++) { var fog = LK.getAsset('cityFog', { anchorX: 0.5, anchorY: 0.5 }); fog.x = Math.random() * 2048; fog.y = 1800 + Math.random() * 400; fog.tint = 0x666666; // Gray city smog fog.alpha = 0.15 + Math.random() * 0.25; fog.scaleX = 1 + Math.random() * 2; fog.scaleY = 0.6 + Math.random() * 0.8; fog.fogSpeed = 0.3 + Math.random() * 0.7; fog.fogDirection = Math.random() * Math.PI * 2; game.addChild(fog); fogElements.push(fog); } // Create moon var moon = LK.getAsset('moon', { anchorX: 0.5, anchorY: 0.5 }); moon.x = -100; // Start off-screen left moon.y = 400; // Upper portion of screen moon.scaleX = 1.2; moon.scaleY = 1.2; moon.alpha = 0.9; moon.tint = 0xFFFFDD; // Slight cream color // Moon click counter for easter egg var moonClickCount = 0; var moonClickTimeout = null; // Chaos screen elements var chaosScreenElements = []; // Battle screen elements var battleScreenElements = []; var battleScreenActive = false; var enemyDiamonds = []; var lastEnemyShootTime = 0; // Turn-based combat system var isPlayerTurn = true; var isEnemyTurn = false; var enemyTurnCounter = 0; // Track which turn number for different attack patterns // Timing mini-game variables var timingGameActive = false; var timingBarElements = []; var timingLine = null; var timingLinePosition = 0; var timingLineDirection = 1; var timingLineSpeed = 12; var greenZoneStart = 300; var greenZoneEnd = 420; var perfectZoneStart = 0; var perfectZoneEnd = 0; var enemyHealth = 100; var maxEnemyHealth = 100; // Battle card elements var battleCardElements = []; // Character data for DELTARUNE-style cards var characterData = [{ name: "KRIS", hp: 150, attack: 10, defense: 2, magic: 1, portrait: 0x4a4a8a }, { name: "SUSIE", hp: 110, attack: 14, defense: 0, magic: 1, portrait: 0x8a4a8a }]; // Add click handler to moon moon.down = function (x, y, obj) { LK.getSound('moonClick').play(); // Create and display moon click image var moonClickImage = LK.getAsset('moonClickImage', { anchorX: 0.5, anchorY: 0.5 }); moonClickImage.x = moon.x; moonClickImage.y = moon.y; moonClickImage.alpha = 0.8; game.addChild(moonClickImage); // Animate image to fade out and remove after 1.5 seconds tween(moonClickImage, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(moonClickImage); } }); // Easter egg: count moon clicks moonClickCount++; if (moonClickTimeout) { LK.clearTimeout(moonClickTimeout); } // Reset counter after 3 seconds if no more clicks moonClickTimeout = LK.setTimeout(function () { moonClickCount = 0; }, 3000); // Check if clicked 3 times in a row if (moonClickCount >= 3) { moonClickCount = 0; if (moonClickTimeout) { LK.clearTimeout(moonClickTimeout); moonClickTimeout = null; } showChaosScreen(); } }; game.addChild(moon); cityElements.push(moon); // Animate moon movement across screen with arc trajectory moon.y = 800; // Start much lower var moonStartY = 800; var moonMidY = 250; // Higher point at middle var moonEndY = 800; // End at same height as start // Function to create complete moon cycle function startMoonCycle() { // First half: move right and up to middle tween(moon, { x: 1024, // Middle of screen (2048/2) y: moonMidY }, { duration: 18000, // 18 seconds to reach middle (slower) easing: tween.easeOut, onFinish: function onFinish() { // Second half: move right and down to end tween(moon, { x: 2148, y: moonEndY }, { duration: 18000, // 18 seconds to reach end (slower) easing: tween.easeIn, onFinish: function onFinish() { // Reset moon and start cycle again moon.x = -100; moon.y = moonStartY; startMoonCycle(); } }); } }); } // Start the moon cycle startMoonCycle(); // Create start screen elements var titleText = new Text2('The amazing digital chaos!', { size: 120, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 2732 / 3; var playButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); playButton.x = 2048 / 2; playButton.y = 2732 / 2 - 100; // Move play button up playButton.scaleX = 2.5; // Much larger playButton.scaleY = 1.8; // Taller // Add border effect with second button behind var playButtonBorder = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); playButtonBorder.x = playButton.x; playButtonBorder.y = playButton.y; playButtonBorder.tint = 0x000000; // Black border playButtonBorder.scaleX = 2.6; // Slightly larger for border playButtonBorder.scaleY = 1.9; game.addChild(playButtonBorder); game.addChild(playButton); // Add main button after border var playButtonText = new Text2('JUGAR', { size: 100, // Larger text fill: 0x000000 // Black color }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = playButton.x; playButtonText.y = playButton.y; // Add start screen elements game.addChild(titleText); game.addChild(playButton); game.addChild(playButtonText); // Store references for easy removal (including city elements) var menuElements = [titleText, playButtonBorder, playButton, playButtonText].concat(cityElements).concat(fogElements); // Create pause button (only visible during gameplay) var pauseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); pauseButton.x = 2048 - 100; pauseButton.y = 150; pauseButton.tint = 0x666666; pauseButton.scaleX = 0.8; pauseButton.scaleY = 0.8; var pauseButtonText = new Text2('||', { size: 60, fill: 0xFFFFFF }); pauseButtonText.anchor.set(0.5, 0.5); pauseButtonText.x = pauseButton.x; pauseButtonText.y = pauseButton.y; // Pause menu elements var pauseMenuElements = []; var pauseTitle = new Text2('PAUSA', { size: 120, fill: 0xFFD700 }); pauseTitle.anchor.set(0.5, 0.5); pauseTitle.x = 2048 / 2; pauseTitle.y = 800; var resumeButton = LK.getAsset('continueButton', { anchorX: 0.5, anchorY: 0.5 }); resumeButton.x = 2048 / 2; resumeButton.y = 1200; resumeButton.scaleX = 2; resumeButton.scaleY = 1.2; var resumeButtonText = new Text2('CONTINUAR', { size: 80, fill: 0x000000 }); resumeButtonText.anchor.set(0.5, 0.5); resumeButtonText.x = resumeButton.x; resumeButtonText.y = resumeButton.y; var menuButton = LK.getAsset('mainMenuButton', { anchorX: 0.5, anchorY: 0.5 }); menuButton.x = 2048 / 2; menuButton.y = 1400; menuButton.scaleX = 2; menuButton.scaleY = 1.2; var menuButtonText = new Text2('MENU PRINCIPAL', { size: 70, fill: 0x000000 }); menuButtonText.anchor.set(0.5, 0.5); menuButtonText.x = menuButton.x; menuButtonText.y = menuButton.y; var restartButton = LK.getAsset('sensitivityButton', { anchorX: 0.5, anchorY: 0.5 }); restartButton.x = 2048 / 2; restartButton.y = 1600; restartButton.scaleX = 2; restartButton.scaleY = 1.2; var restartButtonText = new Text2('REINICIAR', { size: 70, fill: 0x000000 }); restartButtonText.anchor.set(0.5, 0.5); restartButtonText.x = restartButton.x; restartButtonText.y = restartButton.y; var volumeButton = LK.getAsset('sensitivityButton', { anchorX: 0.5, anchorY: 0.5 }); volumeButton.x = 2048 / 2; volumeButton.y = 1800; volumeButton.scaleX = 2; volumeButton.scaleY = 1.2; var volumeButtonText = new Text2('VOLUMEN', { size: 70, fill: 0x000000 }); volumeButtonText.anchor.set(0.5, 0.5); volumeButtonText.x = volumeButton.x; volumeButtonText.y = volumeButton.y; pauseMenuElements = [pauseTitle, resumeButton, resumeButtonText, menuButton, menuButtonText, restartButton, restartButtonText, volumeButton, volumeButtonText]; // Settings screen elements var settingsScreenElements = []; var settingsTitle = new Text2('AJUSTAR SENSIBILIDAD', { size: 100, fill: 0xFFD700 }); settingsTitle.anchor.set(0.5, 0.5); settingsTitle.x = 2048 / 2; settingsTitle.y = 800; var sensitivityText = new Text2('Sensibilidad: ' + Math.round(sensitivity * 100) + '%', { size: 80, fill: 0xFFFFFF }); sensitivityText.anchor.set(0.5, 0.5); sensitivityText.x = 2048 / 2; sensitivityText.y = 1200; var decreaseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); decreaseButton.x = 2048 / 2 - 200; decreaseButton.y = 1400; decreaseButton.tint = 0xFF4444; decreaseButton.scaleX = 1.5; decreaseButton.scaleY = 1.2; var decreaseButtonText = new Text2('-', { size: 100, fill: 0xFFFFFF }); decreaseButtonText.anchor.set(0.5, 0.5); decreaseButtonText.x = decreaseButton.x; decreaseButtonText.y = decreaseButton.y; var increaseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); increaseButton.x = 2048 / 2 + 200; increaseButton.y = 1400; increaseButton.tint = 0x44FF44; increaseButton.scaleX = 1.5; increaseButton.scaleY = 1.2; var increaseButtonText = new Text2('+', { size: 100, fill: 0xFFFFFF }); increaseButtonText.anchor.set(0.5, 0.5); increaseButtonText.x = increaseButton.x; increaseButtonText.y = increaseButton.y; var backFromSettingsButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); backFromSettingsButton.x = 2048 / 2; backFromSettingsButton.y = 1700; backFromSettingsButton.tint = 0x888888; backFromSettingsButton.scaleX = 1.8; backFromSettingsButton.scaleY = 1.2; var backFromSettingsButtonText = new Text2('VOLVER', { size: 70, fill: 0xFFFFFF }); backFromSettingsButtonText.anchor.set(0.5, 0.5); backFromSettingsButtonText.x = backFromSettingsButton.x; backFromSettingsButtonText.y = backFromSettingsButton.y; settingsScreenElements = [settingsTitle, sensitivityText, decreaseButton, decreaseButtonText, increaseButton, increaseButtonText, backFromSettingsButton, backFromSettingsButtonText]; // Volume control screen elements var volumeScreenElements = []; var volumeTitle = new Text2('AJUSTAR VOLUMEN', { size: 100, fill: 0xFFD700 }); volumeTitle.anchor.set(0.5, 0.5); volumeTitle.x = 2048 / 2; volumeTitle.y = 800; var musicVolume = 0.5; // Default volume var volumeText = new Text2('Volumen: ' + Math.round(musicVolume * 100) + '%', { size: 80, fill: 0xFFFFFF }); volumeText.anchor.set(0.5, 0.5); volumeText.x = 2048 / 2; volumeText.y = 1200; var volumeDecreaseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); volumeDecreaseButton.x = 2048 / 2 - 200; volumeDecreaseButton.y = 1400; volumeDecreaseButton.tint = 0xFF4444; volumeDecreaseButton.scaleX = 1.5; volumeDecreaseButton.scaleY = 1.2; var volumeDecreaseButtonText = new Text2('-', { size: 100, fill: 0xFFFFFF }); volumeDecreaseButtonText.anchor.set(0.5, 0.5); volumeDecreaseButtonText.x = volumeDecreaseButton.x; volumeDecreaseButtonText.y = volumeDecreaseButton.y; var volumeIncreaseButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); volumeIncreaseButton.x = 2048 / 2 + 200; volumeIncreaseButton.y = 1400; volumeIncreaseButton.tint = 0x44FF44; volumeIncreaseButton.scaleX = 1.5; volumeIncreaseButton.scaleY = 1.2; var volumeIncreaseButtonText = new Text2('+', { size: 100, fill: 0xFFFFFF }); volumeIncreaseButtonText.anchor.set(0.5, 0.5); volumeIncreaseButtonText.x = volumeIncreaseButton.x; volumeIncreaseButtonText.y = volumeIncreaseButton.y; var backFromVolumeButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); backFromVolumeButton.x = 2048 / 2; backFromVolumeButton.y = 1700; backFromVolumeButton.tint = 0x888888; backFromVolumeButton.scaleX = 1.8; backFromVolumeButton.scaleY = 1.2; var backFromVolumeButtonText = new Text2('VOLVER', { size: 70, fill: 0xFFFFFF }); backFromVolumeButtonText.anchor.set(0.5, 0.5); backFromVolumeButtonText.x = backFromVolumeButton.x; backFromVolumeButtonText.y = backFromVolumeButton.y; volumeScreenElements = [volumeTitle, volumeText, volumeDecreaseButton, volumeDecreaseButtonText, volumeIncreaseButton, volumeIncreaseButtonText, backFromVolumeButton, backFromVolumeButtonText]; // Function to show chaos screen (easter egg) function showChaosScreen() { gameState = 'chaos'; // Remove menu elements for (var i = 0; i < menuElements.length; i++) { game.removeChild(menuElements[i]); } // Create chaos screen elements var chaosTitle = new Text2('EASTER EGG FOUND!', { size: 100, fill: 0xFF0000 }); chaosTitle.anchor.set(0.5, 0.5); chaosTitle.x = 2048 / 2; chaosTitle.y = 800; var chaosSubtitle = new Text2('Welcome to the secret screen', { size: 60, fill: 0xFFFFFF }); chaosSubtitle.anchor.set(0.5, 0.5); chaosSubtitle.x = 2048 / 2; chaosSubtitle.y = 1000; var chaosButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); chaosButton.x = 2048 / 2; chaosButton.y = 1400; chaosButton.tint = 0x8B0000; // Dark red chaosButton.scaleX = 2.5; chaosButton.scaleY = 1.8; var chaosButtonText = new Text2('CHAOS', { size: 100, fill: 0xFFFFFF }); chaosButtonText.anchor.set(0.5, 0.5); chaosButtonText.x = chaosButton.x; chaosButtonText.y = chaosButton.y; var backToChaosMenuButton = LK.getAsset('furniture', { anchorX: 0.5, anchorY: 0.5 }); backToChaosMenuButton.x = 2048 / 2; backToChaosMenuButton.y = 1700; backToChaosMenuButton.tint = 0x888888; backToChaosMenuButton.scaleX = 1.8; backToChaosMenuButton.scaleY = 1.2; var backToChaosMenuButtonText = new Text2('VOLVER', { size: 70, fill: 0xFFFFFF }); backToChaosMenuButtonText.anchor.set(0.5, 0.5); backToChaosMenuButtonText.x = backToChaosMenuButton.x; backToChaosMenuButtonText.y = backToChaosMenuButton.y; chaosScreenElements = [chaosTitle, chaosSubtitle, chaosButton, chaosButtonText, backToChaosMenuButton, backToChaosMenuButtonText]; // Add chaos screen elements for (var i = 0; i < chaosScreenElements.length; i++) { game.addChild(chaosScreenElements[i]); } } // Function to return to main menu from chaos screen function returnToMainMenuFromChaos() { gameState = 'menu'; // Remove chaos screen elements for (var i = 0; i < chaosScreenElements.length; i++) { game.removeChild(chaosScreenElements[i]); } // Add menu elements back for (var i = 0; i < menuElements.length; i++) { game.addChild(menuElements[i]); } } // Function to create character battle cards function createBattleCards() { battleCardElements = []; // Only create one card - using the first character var character = characterData[0]; var cardX = 1024; // Center the single card var cardY = 2550; // Position card further down at bottom of screen // Make cards much larger to cover entire bottom area var cardWidth = 2000; // Much wider cards to cover full width var cardHeight = 500; // Taller cards for better visibility // Create card border (white background) var cardBorder = LK.getAsset('characterCardBorder', { anchorX: 0.5, anchorY: 0.5, scaleX: cardWidth / 310, scaleY: cardHeight / 410 }); cardBorder.x = cardX; cardBorder.y = cardY; // Create main card background var cardBg = LK.getAsset('characterCard', { anchorX: 0.5, anchorY: 0.5, scaleX: cardWidth / 300, scaleY: cardHeight / 400 }); cardBg.x = cardX; cardBg.y = cardY; // Create character portrait (larger and positioned to the left) var portrait = LK.getAsset('characterPortrait', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); portrait.x = cardX - 600; portrait.y = cardY - 30; portrait.tint = character.portrait; // Create character name text (positioned above portrait, larger) var nameText = new Text2(character.name, { size: 70, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.x = cardX - 600; nameText.y = cardY - 150; // Create HP text (positioned to the right of portrait, larger) var hpText = new Text2('HP: ' + character.hp, { size: 50, fill: 0xFF4444 }); hpText.anchor.set(0.5, 0.5); hpText.x = cardX - 200; hpText.y = cardY - 100; // Create Attack text (larger) var attackText = new Text2('ATK: ' + character.attack, { size: 50, fill: 0xFFAA44 }); attackText.anchor.set(0.5, 0.5); attackText.x = cardX - 200; attackText.y = cardY - 30; // Create Defense text (larger) var defenseText = new Text2('DEF: ' + character.defense, { size: 50, fill: 0x44AAFF }); defenseText.anchor.set(0.5, 0.5); defenseText.x = cardX - 200; defenseText.y = cardY + 40; // Create action buttons for the character (much larger and better spacing) var buttonSize = 160; var buttonSpacing = 180; var startX = cardX + 200; var buttonY = cardY; // ATACAR button var attackButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: buttonSize / 280, scaleY: buttonSize / 60 }); attackButton.x = startX; attackButton.y = buttonY - 80; attackButton.tint = 0xFF4444; var attackButtonText = new Text2('ATACAR', { size: 40, fill: 0xFFFFFF }); attackButtonText.anchor.set(0.5, 0.5); attackButtonText.x = attackButton.x; attackButtonText.y = attackButton.y; // ACTUAR button var actButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: buttonSize / 280, scaleY: buttonSize / 60 }); actButton.x = startX + buttonSpacing; actButton.y = buttonY - 80; actButton.tint = 0x44AA44; var actButtonText = new Text2('ACTUAR', { size: 40, fill: 0xFFFFFF }); actButtonText.anchor.set(0.5, 0.5); actButtonText.x = actButton.x; actButtonText.y = actButton.y; // COMIDA button var foodButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: buttonSize / 280, scaleY: buttonSize / 60 }); foodButton.x = startX; foodButton.y = buttonY + 80; foodButton.tint = 0xFFAA44; var foodButtonText = new Text2('COMIDA', { size: 40, fill: 0xFFFFFF }); foodButtonText.anchor.set(0.5, 0.5); foodButtonText.x = foodButton.x; foodButtonText.y = foodButton.y; // DEFENSA button var defenseButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: buttonSize / 280, scaleY: buttonSize / 60 }); defenseButton.x = startX + buttonSpacing; defenseButton.y = buttonY + 80; defenseButton.tint = 0x4444FF; var defenseButtonText = new Text2('DEFENSA', { size: 40, fill: 0xFFFFFF }); defenseButtonText.anchor.set(0.5, 0.5); defenseButtonText.x = defenseButton.x; defenseButtonText.y = defenseButton.y; // Store all card elements including action buttons battleCardElements.push(cardBorder, cardBg, portrait, nameText, hpText, attackText, defenseText, attackButton, attackButtonText, actButton, actButtonText, foodButton, foodButtonText, defenseButton, defenseButtonText); } // Global variables for enemy levitation var enemyBaseY = 0; var enemyBaseX = 0; // Define the enemy levitation function in global scope function startEnemyLevitation() { // Get enemy character from battle screen elements if (battleScreenActive && battleScreenElements.length >= 7) { var enemyCharacter = battleScreenElements[6]; if (enemyCharacter) { // Generate continuous left-to-right movement pattern var movementRange = 180; // Larger horizontal movement range for more visible movement var currentDirection = enemyCharacter.levitationDirection || 1; // 1 for right, -1 for left var movementDistance = 60 + Math.random() * 60; // Move 60-120 pixels each time var randomYOffset = (Math.random() - 0.5) * 30; // Small Y variation var movementDuration = 1200 + Math.random() * 600; // 1.2-1.8 seconds (minimum 1.2 seconds) // Calculate next X position based on current direction var nextX = enemyBaseX + currentDirection * movementDistance; // Check boundaries and reverse direction if needed var minX = enemyBaseX - movementRange / 2; var maxX = enemyBaseX + movementRange / 2; if (nextX <= minX) { nextX = minX; currentDirection = 1; // Start moving right } else if (nextX >= maxX) { nextX = maxX; currentDirection = -1; // Start moving left } // Store direction for next iteration enemyCharacter.levitationDirection = currentDirection; // Determine direction based on movement and flip enemy accordingly if (currentDirection > 0) { // Moving right - show normal image (not flipped) enemyCharacter.scaleX = Math.abs(enemyCharacter.scaleX); } else { // Moving left - flip image horizontally enemyCharacter.scaleX = -Math.abs(enemyCharacter.scaleX); } // Move to next position with slow, smooth movement tween(enemyCharacter, { y: enemyBaseY + randomYOffset, x: nextX }, { duration: movementDuration, easing: tween.easeInOut, onFinish: function onFinish() { // Continue the cycle with new movement startEnemyLevitation(); } }); } } } // Function to show DELTARUNE-style battle screen function showBattleScreen() { gameState = 'battle'; battleScreenActive = true; // Reset turn system - player starts first isPlayerTurn = true; isEnemyTurn = false; // Reset enemy turn counter enemyTurnCounter = 0; // Reset enemy health enemyHealth = maxEnemyHealth; // Remove chaos screen elements for (var i = 0; i < chaosScreenElements.length; i++) { game.removeChild(chaosScreenElements[i]); } // Create battle screen background var battleBackground = LK.getAsset('battleBackground', { anchorX: 0, anchorY: 0 }); battleBackground.x = 0; battleBackground.y = 0; // Create battle dialogue box var battleBox = LK.getAsset('battleBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 4.2, scaleY: 8.0 }); battleBox.x = 2048 / 2; battleBox.y = 2732 / 2; // Create enemy character above battle box var enemyCharacter = LK.getAsset('characterPortrait', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); enemyCharacter.x = battleBox.x; enemyCharacter.y = battleBox.y - 700; // Position higher above battle box (3-4 cm more separation) // enemyCharacter.tint = 0x8B0080; // Purple alien color - removed to show original image // Add levitation animation to make enemy look powerful enemyBaseY = enemyCharacter.y; enemyBaseX = enemyCharacter.x; // Start the levitation animation startEnemyLevitation(); // Start battle music LK.stopMusic(); // Stop any currently playing music LK.playMusic('BattleMusic', { fade: { start: 0, end: 0.6, duration: 1000 } }); // Create battle text var battleText = new Text2('* Choose your fighters for battle!', { size: 50, fill: 0x000000 }); battleText.anchor.set(0.5, 0.5); battleText.x = battleBox.x; battleText.y = battleBox.y; // Create pause button in top right corner var battlePauseButton = LK.getAsset('battlePauseButton', { anchorX: 0.5, anchorY: 0.5 }); battlePauseButton.x = 2048 - 80; battlePauseButton.y = 80; var battlePauseButtonText = new Text2('EXIT', { size: 30, fill: 0xFFFFFF }); battlePauseButtonText.anchor.set(0.5, 0.5); battlePauseButtonText.x = battlePauseButton.x; battlePauseButtonText.y = battlePauseButton.y; // Create heart cursor (player soul) var heartCursor = LK.getAsset('heartCursor', { anchorX: 0.5, anchorY: 0.5 }); heartCursor.x = battleBox.x; heartCursor.y = battleBox.y; heartCursor.scaleX = 1.2; heartCursor.scaleY = 1.2; // Create enemy health bar var enemyHealthBarBg = LK.getAsset('timingBar', { anchorX: 0.5, anchorY: 0.5 }); enemyHealthBarBg.x = 2048 / 2; enemyHealthBarBg.y = 300; enemyHealthBarBg.tint = 0x333333; enemyHealthBarBg.scaleX = 0.8; enemyHealthBarBg.scaleY = 0.6; var enemyHealthBar = LK.getAsset('timingBarGreen', { anchorX: 0, anchorY: 0.5 }); enemyHealthBar.x = enemyHealthBarBg.x - enemyHealthBarBg.width * enemyHealthBarBg.scaleX / 2; enemyHealthBar.y = enemyHealthBarBg.y; enemyHealthBar.tint = 0xFF0000; enemyHealthBar.scaleX = enemyHealth / maxEnemyHealth * 5.3; enemyHealthBar.scaleY = 0.6; var enemyHealthText = new Text2('ENEMY HP: ' + enemyHealth + '/' + maxEnemyHealth, { size: 40, fill: 0xFFFFFF }); enemyHealthText.anchor.set(0.5, 0.5); enemyHealthText.x = enemyHealthBarBg.x; enemyHealthText.y = enemyHealthBarBg.y - 60; battleScreenElements = [battleBackground, battleBox, battleText, battlePauseButton, battlePauseButtonText, heartCursor, enemyCharacter, enemyHealthBarBg, enemyHealthBar, enemyHealthText]; // Add battle screen elements for (var i = 0; i < battleScreenElements.length; i++) { game.addChild(battleScreenElements[i]); } // Create and add character cards createBattleCards(); for (var i = 0; i < battleCardElements.length; i++) { game.addChild(battleCardElements[i]); } } // Function to create timing mini-game function createTimingMiniGame() { timingGameActive = true; timingBarElements = []; timingLinePosition = 0; timingLineDirection = 1; // Randomize green zone position and size for each round var minZoneWidth = 80; // Minimum green zone width var maxZoneWidth = 160; // Maximum green zone width var zoneWidth = minZoneWidth + Math.random() * (maxZoneWidth - minZoneWidth); var maxStartPosition = 700 - zoneWidth; // Leave space for the zone width greenZoneStart = Math.random() * maxStartPosition; greenZoneEnd = greenZoneStart + zoneWidth; // Create timing bar background (centered on screen) var timingBarBg = LK.getAsset('timingBar', { anchorX: 0.5, anchorY: 0.5 }); timingBarBg.x = 2048 / 2; timingBarBg.y = 2732 / 2; // Create green success zone with randomized size and position var greenZone = LK.getAsset('timingBarGreen', { anchorX: 0.5, anchorY: 0.5 }); // Scale the green zone to match the randomized width (made larger) greenZone.scaleX = zoneWidth / 120 * 1.5; // 120 is the original width of timingBarGreen, made 1.5x larger greenZone.x = timingBarBg.x - 400 + greenZoneStart + zoneWidth / 2; // Center the zone at its new position greenZone.y = timingBarBg.y; // Create perfect zone (smaller golden zone within green zone) var perfectZoneWidth = zoneWidth * 0.5; // Perfect zone is half the size of green zone perfectZoneStart = greenZoneStart + (zoneWidth - perfectZoneWidth) / 2; // Center perfect zone within green zone perfectZoneEnd = perfectZoneStart + perfectZoneWidth; var perfectZone = LK.getAsset('timingBarPerfect', { anchorX: 0.5, anchorY: 0.5 }); // Scale the perfect zone to match the calculated width perfectZone.scaleX = perfectZoneWidth / 60; // 60 is the original width of timingBarPerfect perfectZone.x = timingBarBg.x - 400 + perfectZoneStart + perfectZoneWidth / 2; // Center the zone at its new position perfectZone.y = timingBarBg.y; // Create moving timing line timingLine = LK.getAsset('timingLine', { anchorX: 0.5, anchorY: 0.5 }); timingLine.x = timingBarBg.x - 400; // Start at left edge of bar timingLine.y = timingBarBg.y; // Create instruction text var instructionText = new Text2('¡Presiona la pantalla cuando la línea esté en verde!', { size: 60, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 2048 / 2; instructionText.y = 2732 / 2 - 150; // Store elements for cleanup timingBarElements = [timingBarBg, greenZone, perfectZone, timingLine, instructionText]; // Add elements to game for (var i = 0; i < timingBarElements.length; i++) { game.addChild(timingBarElements[i]); } } // Function to clean up timing mini-game function cleanupTimingMiniGame() { timingGameActive = false; for (var i = 0; i < timingBarElements.length; i++) { game.removeChild(timingBarElements[i]); } timingBarElements = []; timingLine = null; } // Function to check timing success function checkTimingSuccess() { if (!timingGameActive || !timingLine) return false; // Check if timing line is within green zone var linePos = timingLinePosition; return linePos >= greenZoneStart && linePos <= greenZoneEnd; } // Function to calculate damage based on distance from center of green zone function calculateDamageFromTiming() { if (!timingGameActive || !timingLine) return 0; var linePos = timingLinePosition; // Check if we're in the green zone at all if (linePos < greenZoneStart || linePos > greenZoneEnd) { return 0; // No damage if outside green zone } // Check if we're in the perfect zone (golden zone) if (linePos >= perfectZoneStart && linePos <= perfectZoneEnd) { return 25; // Deal 25 damage when pressing in perfect zone } // Deal 15 damage when pressing in green zone but outside perfect zone return 15; } // Action interface elements var actionInterfaceElements = []; var actionInterfaceActive = false; // Function to create action interface function createActionInterface() { actionInterfaceActive = true; actionInterfaceElements = []; // Create semi-transparent background overlay var overlay = LK.getAsset('battleBackground', { anchorX: 0, anchorY: 0 }); overlay.x = 0; overlay.y = 0; overlay.alpha = 0.7; overlay.tint = 0x000000; // Create main interface background (larger and centered) var interfaceBg = LK.getAsset('characterCardBorder', { anchorX: 0.5, anchorY: 0.5, scaleX: 4.0, scaleY: 3.0 }); interfaceBg.x = 2048 / 2; interfaceBg.y = 2732 / 2; var interfaceContent = LK.getAsset('characterCard', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.8, scaleY: 2.8 }); interfaceContent.x = interfaceBg.x; interfaceContent.y = interfaceBg.y; // Create title text var titleText = new Text2('ACCIÓN', { size: 80, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = interfaceBg.x; titleText.y = interfaceBg.y - 300; // Create "Ver estadísticas del enemigo" button var statsButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 2.0 }); statsButton.x = interfaceBg.x; statsButton.y = interfaceBg.y - 100; statsButton.tint = 0x4444FF; var statsButtonText = new Text2('Ver estadísticas del enemigo', { size: 50, fill: 0xFFFFFF }); statsButtonText.anchor.set(0.5, 0.5); statsButtonText.x = statsButton.x; statsButtonText.y = statsButton.y; // Create "Hablarle" button var talkButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 2.0 }); talkButton.x = interfaceBg.x; talkButton.y = interfaceBg.y + 100; talkButton.tint = 0x44AA44; var talkButtonText = new Text2('Hablarle', { size: 50, fill: 0xFFFFFF }); talkButtonText.anchor.set(0.5, 0.5); talkButtonText.x = talkButton.x; talkButtonText.y = talkButton.y; // Create close button var closeButton = LK.getAsset('characterNameBg', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.0, scaleY: 1.5 }); closeButton.x = interfaceBg.x; closeButton.y = interfaceBg.y + 300; closeButton.tint = 0xFF4444; var closeButtonText = new Text2('Cerrar', { size: 45, fill: 0xFFFFFF }); closeButtonText.anchor.set(0.5, 0.5); closeButtonText.x = closeButton.x; closeButtonText.y = closeButton.y; // Store all elements actionInterfaceElements = [overlay, interfaceBg, interfaceContent, titleText, statsButton, statsButtonText, talkButton, talkButtonText, closeButton, closeButtonText]; // Add all elements to game for (var i = 0; i < actionInterfaceElements.length; i++) { game.addChild(actionInterfaceElements[i]); } } // Function to close action interface function closeActionInterface() { actionInterfaceActive = false; for (var i = 0; i < actionInterfaceElements.length; i++) { game.removeChild(actionInterfaceElements[i]); } actionInterfaceElements = []; } // Food interface elements var foodInterfaceElements = []; var foodInterfaceActive = false; // Track used food items - reset when game restarts/ends var usedFoodItems = []; // Function to create food interface function createFoodInterface() { foodInterfaceActive = true; foodInterfaceElements = []; // Check if all food items are used var allFoodUsed = true; for (var i = 0; i < 3; i++) { if (usedFoodItems.indexOf('galletaPearl_' + i) === -1) { allFoodUsed = false; break; } } for (var i = 0; i < 3; i++) { if (usedFoodItems.indexOf('frutaChaos_' + i) === -1) { allFoodUsed = false; break; } } // If all food is used, show error message and allow battle actions if (allFoodUsed) { var errorText = new Text2('HAS USADO TODOS TUS ARTICULOS', { size: 50, fill: 0xFF0000 }); errorText.anchor.set(0.5, 0.5); // Position above COMIDA title var battleBox = battleScreenElements[1]; if (battleBox) { errorText.x = battleBox.x; errorText.y = battleBox.y + 600 - 250; // Above title position } game.addChild(errorText); // Store error text in food interface elements for cleanup foodInterfaceElements = [errorText]; // Auto-remove error message after 2 seconds LK.setTimeout(function () { closeFoodInterface(); }, 2000); return; // Don't create food interface if all items are used } // Get battle box position for positioning below it var battleBox = battleScreenElements[1]; if (!battleBox) return; // Create main food interface background var foodInterfaceBg = LK.getAsset('characterCardBorder', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 2.5 }); foodInterfaceBg.x = battleBox.x; foodInterfaceBg.y = battleBox.y + 600; // Position below battle box foodInterfaceBg.tint = 0x8B4513; // Brown color for food background var foodInterfaceContent = LK.getAsset('characterCard', { anchorX: 0.5, anchorY: 0.5, scaleX: 5.8, scaleY: 2.3 }); foodInterfaceContent.x = foodInterfaceBg.x; foodInterfaceContent.y = foodInterfaceBg.y; foodInterfaceContent.tint = 0x4A2C2A; // Dark brown for content // Create title text var foodTitleText = new Text2('COMIDA', { size: 60, fill: 0xFFD700 }); foodTitleText.anchor.set(0.5, 0.5); foodTitleText.x = foodInterfaceBg.x; foodTitleText.y = foodInterfaceBg.y - 180; // Create 6 food options in 2 rows - much larger and more visible var buttonWidth = 400; // Increased from 300 to 400 var buttonHeight = 160; // Increased from 120 to 160 var buttonSpacingX = 420; // Increased from 320 to 420 var buttonSpacingY = 180; // Increased from 140 to 180 var startX = foodInterfaceBg.x - 420; // Adjusted start position for much larger buttons var startY = foodInterfaceBg.y + 50; // Moved down by 100 pixels (was -50, now +50) // CUSTOMIZE YOUR FOOD OPTIONS HERE: // You can easily modify these properties to change the appearance // GalletaPearl button customization var galletaPearlStyle = { backgroundColor: 0x00FF88, // Button background color (bright green) textColor: 0x000000, // Text color (black) textSize: 55, // Text size borderColor: 0xFFFFFF, // Optional border color (white) glowEffect: true, // Optional glow effect pulseAnimation: false // Optional pulse animation }; // FrutaChaos button customization var frutaChaosStyle = { backgroundColor: 0xFF6600, // Button background color (bright orange) textColor: 0x000000, // Text color (black) textSize: 55, // Text size borderColor: 0xFFFFFF, // Optional border color (white) glowEffect: true, // Optional glow effect pulseAnimation: false // Optional pulse animation }; // Create 3 GalletaPearl buttons (top row) var galletaPearlButtons = []; for (var i = 0; i < 3; i++) { var foodId = 'galletaPearl_' + i; var isUsed = usedFoodItems.indexOf(foodId) !== -1; // Create border/glow effect if enabled if (galletaPearlStyle.glowEffect) { var galletaBorder = LK.getAsset('OptionOfCOMIDA', { anchorX: 0.5, anchorY: 0.5, scaleX: (buttonWidth + 10) / 100, scaleY: (buttonHeight + 10) / 100 }); galletaBorder.x = startX + i * buttonSpacingX; galletaBorder.y = startY - buttonSpacingY / 2; galletaBorder.tint = isUsed ? 0x666666 : galletaPearlStyle.borderColor; galletaPearlButtons.push(galletaBorder); } var galletaButton = LK.getAsset('OptionOfCOMIDA', { anchorX: 0.5, anchorY: 0.5, scaleX: buttonWidth / 100, scaleY: buttonHeight / 100 }); galletaButton.x = startX + i * buttonSpacingX; galletaButton.y = startY - buttonSpacingY / 2; galletaButton.tint = isUsed ? 0x444444 : galletaPearlStyle.backgroundColor; galletaButton.foodType = 'galletaPearl'; galletaButton.foodId = foodId; galletaButton.healAmount = 20; galletaButton.isUsed = isUsed; // Add pulse animation if enabled and not used if (galletaPearlStyle.pulseAnimation && !isUsed) { var pulseScale = { scale: 1 }; tween(pulseScale, { scale: 1.1 }, { duration: 1000, repeat: -1, yoyo: true, easing: tween.easeInOut, onUpdate: function onUpdate() { galletaButton.scaleX = buttonWidth / 280 * pulseScale.scale; galletaButton.scaleY = buttonHeight / 60 * pulseScale.scale; } }); } var galletaButtonText = new Text2(isUsed ? 'USADO' : 'GalletaPearl\n+20 HP', { size: galletaPearlStyle.textSize, fill: isUsed ? 0x888888 : galletaPearlStyle.textColor }); galletaButtonText.anchor.set(0.5, 0.5); galletaButtonText.x = galletaButton.x; galletaButtonText.y = galletaButton.y; galletaPearlButtons.push(galletaButton, galletaButtonText); } // Create 3 FrutaChaos buttons (bottom row) var frutaChaosButtons = []; for (var i = 0; i < 3; i++) { var foodId = 'frutaChaos_' + i; var isUsed = usedFoodItems.indexOf(foodId) !== -1; // Create border/glow effect if enabled if (frutaChaosStyle.glowEffect) { var frutaBorder = LK.getAsset('OptionOfCOMIDA', { anchorX: 0.5, anchorY: 0.5, scaleX: (buttonWidth + 10) / 100, scaleY: (buttonHeight + 10) / 100 }); frutaBorder.x = startX + i * buttonSpacingX; frutaBorder.y = startY + buttonSpacingY / 2; frutaBorder.tint = isUsed ? 0x666666 : frutaChaosStyle.borderColor; frutaChaosButtons.push(frutaBorder); } var frutaButton = LK.getAsset('OptionOfCOMIDA', { anchorX: 0.5, anchorY: 0.5, scaleX: buttonWidth / 100, scaleY: buttonHeight / 100 }); frutaButton.x = startX + i * buttonSpacingX; frutaButton.y = startY + buttonSpacingY / 2; frutaButton.tint = isUsed ? 0x444444 : frutaChaosStyle.backgroundColor; frutaButton.foodType = 'frutaChaos'; frutaButton.foodId = foodId; frutaButton.healAmount = 15; frutaButton.isUsed = isUsed; // Add pulse animation if enabled and not used if (frutaChaosStyle.pulseAnimation && !isUsed) { var pulseScale = { scale: 1 }; tween(pulseScale, { scale: 1.1 }, { duration: 1000, repeat: -1, yoyo: true, easing: tween.easeInOut, onUpdate: function onUpdate() { frutaButton.scaleX = buttonWidth / 280 * pulseScale.scale; frutaButton.scaleY = buttonHeight / 60 * pulseScale.scale; } }); } var frutaButtonText = new Text2(isUsed ? 'USADO' : 'FrutaChaos\n+15 HP', { size: frutaChaosStyle.textSize, fill: isUsed ? 0x888888 : frutaChaosStyle.textColor }); frutaButtonText.anchor.set(0.5, 0.5); frutaButtonText.x = frutaButton.x; frutaButtonText.y = frutaButton.y; frutaChaosButtons.push(frutaButton, frutaButtonText); } // Store all elements foodInterfaceElements = [foodInterfaceBg, foodInterfaceContent, foodTitleText].concat(galletaPearlButtons).concat(frutaChaosButtons); // Add all elements to game for (var i = 0; i < foodInterfaceElements.length; i++) { game.addChild(foodInterfaceElements[i]); } } // Function to close food interface function closeFoodInterface() { foodInterfaceActive = false; for (var i = 0; i < foodInterfaceElements.length; i++) { game.removeChild(foodInterfaceElements[i]); } foodInterfaceElements = []; } // Function to create defeat screen function createDefeatScreen() { defeatScreenActive = true; defeatScreenElements = []; // Clear game state to menu to remove all game elements first gameState = 'menu'; // Remove all game elements if they exist if (leftWall) game.removeChild(leftWall); if (rightWall) game.removeChild(rightWall); if (bottomWall) game.removeChild(bottomWall); if (topWall) game.removeChild(topWall); if (scoreText) game.removeChild(scoreText); if (scoreCounter) game.removeChild(scoreCounter); if (nextCirclePreview) game.removeChild(nextCirclePreview); if (nextCircleText) game.removeChild(nextCircleText); if (currentCircle) { game.removeChild(currentCircle); currentCircle = null; } if (dropLine) { game.removeChild(dropLine); dropLine = null; } // Remove all circles for (var i = 0; i < circles.length; i++) { game.removeChild(circles[i]); } circles = []; if (pauseButton) game.removeChild(pauseButton); if (pauseButtonText) game.removeChild(pauseButtonText); // Remove wooden board and buttons if (woodenBoard) game.removeChild(woodenBoard); if (button1) game.removeChild(button1); if (button1CostText) game.removeChild(button1CostText); if (button2) game.removeChild(button2); if (button2CostText) game.removeChild(button2CostText); if (button3) game.removeChild(button3); if (button3CostText) game.removeChild(button3CostText); // Create defeat screen background var defeatScreenBg = LK.getAsset('characterCard', { anchorX: 0, anchorY: 0, scaleX: 20.5, scaleY: 27.3 }); defeatScreenBg.x = 0; defeatScreenBg.y = 0; defeatScreenBg.tint = 0x330000; // Dark red // Create title text - very large and prominent var titleText = new Text2('¡DERROTA!', { size: 120, fill: 0xFF0000 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 800; // Create subtitle var subtitleText = new Text2('¿QUÉ QUIERES HACER?', { size: 80, fill: 0xFFFFFF }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 2048 / 2; subtitleText.y = 1000; // Create Reintentar button var retryButton = LK.getAsset('OptionOfCOMIDA', { anchorX: 0.5, anchorY: 0.5, scaleX: 16.0, scaleY: 7.0 }); retryButton.x = 2048 / 2; retryButton.y = 1300; retryButton.tint = 0x00AA00; // Green var retryButtonText = new Text2('REINTENTAR', { size: 100, fill: 0x000000 }); retryButtonText.anchor.set(0.5, 0.5); retryButtonText.x = retryButton.x; retryButtonText.y = retryButton.y; // Create Rendirse button var giveUpButton = LK.getAsset('OptionOfCOMIDA', { anchorX: 0.5, anchorY: 0.5, scaleX: 16.0, scaleY: 7.0 }); giveUpButton.x = 2048 / 2; giveUpButton.y = 1600; giveUpButton.tint = 0xAA0000; // Red var giveUpButtonText = new Text2('RENDIRSE', { size: 100, fill: 0xFFFFFF }); giveUpButtonText.anchor.set(0.5, 0.5); giveUpButtonText.x = giveUpButton.x; giveUpButtonText.y = giveUpButton.y; // Store all elements defeatScreenElements = [defeatScreenBg, titleText, subtitleText, retryButton, retryButtonText, giveUpButton, giveUpButtonText]; // Add all elements to game for (var i = 0; i < defeatScreenElements.length; i++) { game.addChild(defeatScreenElements[i]); } } // Function to close defeat screen function closeDefeatScreen() { defeatScreenActive = false; for (var i = 0; i < defeatScreenElements.length; i++) { game.removeChild(defeatScreenElements[i]); } defeatScreenElements = []; } // Player defense state var playerDefenseActive = false; // Defeat screen interface elements var defeatScreenElements = []; var defeatScreenActive = false; // Function to handle player actions and trigger enemy turn function handlePlayerAction(actionType) { if (!isPlayerTurn) return; if (actionType === 'attack') { // Start timing mini-game for attack createTimingMiniGame(); return; // Don't proceed to enemy turn yet } if (actionType === 'act') { // Show action interface createActionInterface(); return; // Don't proceed to enemy turn yet } if (actionType === 'heal') { // Show food interface createFoodInterface(); return; // Don't proceed to enemy turn yet } if (actionType === 'defend') { // Show defense message below battle box var battleBox = battleScreenElements[1]; if (battleBox) { // Create message box background var messageBoxBg = LK.getAsset('characterCardBorder', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 1.5 }); messageBoxBg.x = battleBox.x; messageBoxBg.y = battleBox.y + 600; // Position below battle box messageBoxBg.tint = 0x4444FF; // Blue tint for defense var messageBoxContent = LK.getAsset('characterCard', { anchorX: 0.5, anchorY: 0.5, scaleX: 5.8, scaleY: 1.3 }); messageBoxContent.x = messageBoxBg.x; messageBoxContent.y = messageBoxBg.y; messageBoxContent.tint = 0x000044; // Dark blue content // Create defense message text with typing effect var fullDefenseMessage = 'Te defendiste, ahora los ataques recibidos serán menos fuertes'; var defenseMessageText = new Text2('', { size: 45, fill: 0xFFFFFF }); defenseMessageText.anchor.set(0.5, 0.5); defenseMessageText.x = messageBoxBg.x; defenseMessageText.y = messageBoxBg.y; // Create typing animation using tween var defenseTypingProgress = { charIndex: 0 }; tween(defenseTypingProgress, { charIndex: fullDefenseMessage.length }, { duration: 1500, // 1.5 seconds for typing animation easing: tween.linear, onFinish: function onFinish() { // Ensure full message is displayed defenseMessageText.setText(fullDefenseMessage); } }); // Update text during typing animation var defenseTypingInterval = LK.setInterval(function () { var currentText = fullDefenseMessage.substring(0, Math.floor(defenseTypingProgress.charIndex)); defenseMessageText.setText(currentText); if (defenseTypingProgress.charIndex >= fullDefenseMessage.length) { LK.clearInterval(defenseTypingInterval); } }, 40); // Update every 40ms for smooth typing effect // Add message elements to game game.addChild(messageBoxBg); game.addChild(messageBoxContent); game.addChild(defenseMessageText); // Set defense active for this turn playerDefenseActive = true; // Auto-remove message after 2.5 seconds and proceed to enemy turn LK.setTimeout(function () { LK.clearInterval(defenseTypingInterval); // Clean up typing interval game.removeChild(messageBoxBg); game.removeChild(messageBoxContent); game.removeChild(defenseMessageText); // Proceed to enemy turn isPlayerTurn = false; isEnemyTurn = true; LK.setTimeout(function () { isEnemyTurn = false; // Reset defense after enemy turn playerDefenseActive = false; }, 3000); }, 2500); } return; // Don't proceed to enemy turn yet } // For other actions, proceed normally isPlayerTurn = false; isEnemyTurn = true; // Set a timeout to end enemy turn after 3 seconds LK.setTimeout(function () { isEnemyTurn = false; // Don't automatically start player turn - wait for diamonds to exit battle box }, 3000); } // Function to exit battle screen function exitBattleScreen() { gameState = 'chaos'; battleScreenActive = false; // Clean up timing mini-game if active if (timingGameActive) { cleanupTimingMiniGame(); } // Clean up action interface if active if (actionInterfaceActive) { closeActionInterface(); } // Remove battle screen elements for (var i = 0; i < battleScreenElements.length; i++) { game.removeChild(battleScreenElements[i]); } // Remove battle card elements for (var i = 0; i < battleCardElements.length; i++) { game.removeChild(battleCardElements[i]); } battleCardElements = []; // Remove all enemy diamonds for (var i = 0; i < enemyDiamonds.length; i++) { game.removeChild(enemyDiamonds[i]); } enemyDiamonds = []; // Reset used food items when exiting battle (keeps them available for next battle) usedFoodItems = []; // Stop battle music and return to normal music LK.stopMusic(); LK.playMusic('NightChaos', { fade: { start: 0, end: 0.5, duration: 800 } }); // Return to chaos screen for (var i = 0; i < chaosScreenElements.length; i++) { game.addChild(chaosScreenElements[i]); } } // Function to start the game function startGame() { gameState = 'playing'; // Reset character HP to 150 when starting new game - ensure full healing characterData[0].hp = 150; // Remove menu elements for (var i = 0; i < menuElements.length; i++) { game.removeChild(menuElements[i]); } // Add game elements game.addChild(leftWall); game.addChild(rightWall); game.addChild(bottomWall); game.addChild(topWall); game.addChild(scoreText); game.addChild(scoreCounter); game.addChild(nextCirclePreview); game.addChild(nextCircleText); // Add pause button game.addChild(pauseButton); game.addChild(pauseButtonText); // Create wooden board below container woodenBoard = LK.getAsset('woodenBoard', { anchorX: 0.5, anchorY: 0 }); woodenBoard.x = containerX + containerWidth / 2; woodenBoard.y = containerY + containerHeight + 50; game.addChild(woodenBoard); // Create 3 buttons on the wooden board button1 = LK.getAsset('button1', { anchorX: 0.5, anchorY: 0.5 }); button1.x = woodenBoard.x - 400; button1.y = woodenBoard.y + 100; game.addChild(button1); button1CostText = new Text2('750 puntos', { size: 60, fill: 0xFFD700 }); button1CostText.anchor.set(0.5, 0.5); button1CostText.x = button1.x; button1CostText.y = button1.y + 140; game.addChild(button1CostText); button2 = LK.getAsset('button2', { anchorX: 0.5, anchorY: 0.5 }); button2.x = woodenBoard.x; button2.y = woodenBoard.y + 100; game.addChild(button2); button2CostText = new Text2('650 puntos', { size: 60, fill: 0xFFD700 }); button2CostText.anchor.set(0.5, 0.5); button2CostText.x = button2.x; button2CostText.y = button2.y + 140; game.addChild(button2CostText); button3 = LK.getAsset('button3', { anchorX: 0.5, anchorY: 0.5 }); button3.x = woodenBoard.x + 400; button3.y = woodenBoard.y + 100; game.addChild(button3); button3CostText = new Text2('9,999 puntos', { size: 60, fill: 0xFFD700 }); button3CostText.anchor.set(0.5, 0.5); button3CostText.x = button3.x; button3CostText.y = button3.y + 140; game.addChild(button3CostText); // Initialize first circle generateNextCircle(); gameStarted = true; // Start playing background music LK.playMusic('NightChaos'); } // Function to show pause menu function showPauseMenu() { gameState = 'paused'; // Add pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.addChild(pauseMenuElements[i]); } } // Function to resume game function resumeGame() { gameState = 'playing'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } } // Function to show settings screen function showSettings() { gameState = 'settings'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } // Add settings elements for (var i = 0; i < settingsScreenElements.length; i++) { game.addChild(settingsScreenElements[i]); } } // Function to go back to pause menu from settings function backToPauseMenu() { gameState = 'paused'; // Remove settings elements for (var i = 0; i < settingsScreenElements.length; i++) { game.removeChild(settingsScreenElements[i]); } // Add pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.addChild(pauseMenuElements[i]); } } // Function to show volume control screen function showVolumeControl() { gameState = 'volume'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } // Add volume control elements for (var i = 0; i < volumeScreenElements.length; i++) { game.addChild(volumeScreenElements[i]); } } // Function to go back to pause menu from volume control function backToPauseMenuFromVolume() { gameState = 'paused'; // Remove volume control elements for (var i = 0; i < volumeScreenElements.length; i++) { game.removeChild(volumeScreenElements[i]); } // Add pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.addChild(pauseMenuElements[i]); } } // Function to restart game function restartGame() { // Reset game state gameState = 'paused'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } // Show defeat screen when restarting after game over createDefeatScreen(); return; } // Function to return to main menu from pause function returnToMainMenu() { gameState = 'menu'; // Remove pause menu elements for (var i = 0; i < pauseMenuElements.length; i++) { game.removeChild(pauseMenuElements[i]); } // Remove game elements game.removeChild(leftWall); game.removeChild(rightWall); game.removeChild(bottomWall); game.removeChild(topWall); game.removeChild(scoreText); game.removeChild(scoreCounter); game.removeChild(nextCirclePreview); game.removeChild(nextCircleText); if (currentCircle) { game.removeChild(currentCircle); currentCircle = null; } if (dropLine) { game.removeChild(dropLine); dropLine = null; } // Remove all circles for (var i = 0; i < circles.length; i++) { game.removeChild(circles[i]); } circles = []; game.removeChild(pauseButton); game.removeChild(pauseButtonText); // Remove wooden board and buttons if (woodenBoard) { game.removeChild(woodenBoard); } if (button1) { game.removeChild(button1); if (button1CostText) { game.removeChild(button1CostText); } } if (button2) { game.removeChild(button2); if (button2CostText) { game.removeChild(button2CostText); } } if (button3) { game.removeChild(button3); if (button3CostText) { game.removeChild(button3CostText); } } // Reset game state score = 0; nextCircleType = 1; gameStarted = false; // Reset used food items usedFoodItems = []; // Reset character HP to 150 - ensure full healing when returning to menu characterData[0].hp = 150; // Add menu elements back for (var i = 0; i < menuElements.length; i++) { game.addChild(menuElements[i]); } } // Movement controls var keys = { up: false, down: false, left: false, right: false }; // Touch/mouse controls var isDragging = false; var lastTouchX = 0; var lastTouchY = 0; // Wooden board and buttons var woodenBoard = null; var button1 = null; var button1CostText = null; var button2 = null; var button2Text = null; var button2CostText = null; var button3 = null; var button3Text = null; var button3CostText = null; // Circle selection system var selectionMode = false; var selectedCircles = []; var maxSelectableCircles = 2; function generateNextCircle() { nextCircleType = Math.floor(Math.random() * 3) + 1; // Random circle type 1-3 only // Update preview game.removeChild(nextCirclePreview); nextCirclePreview = LK.getAsset('circle' + nextCircleType, { anchorX: 0.5, anchorY: 0.5 }); nextCirclePreview.x = containerX + containerWidth + 100; nextCirclePreview.y = 400; nextCirclePreview.scaleX = 0.6; nextCirclePreview.scaleY = 0.6; game.addChild(nextCirclePreview); } game.down = function (x, y, obj) { // Handle defeat screen first if (defeatScreenActive) { // Check retry button click (retry button is at index 3) if (defeatScreenElements.length >= 7) { var retryButton = defeatScreenElements[3]; var retryButtonBounds = { left: retryButton.x - retryButton.width * retryButton.scaleX / 2, right: retryButton.x + retryButton.width * retryButton.scaleX / 2, top: retryButton.y - retryButton.height * retryButton.scaleY / 2, bottom: retryButton.y + retryButton.height * retryButton.scaleY / 2 }; if (x >= retryButtonBounds.left && x <= retryButtonBounds.right && y >= retryButtonBounds.top && y <= retryButtonBounds.bottom) { // Reset character HP to 150 and restart battle characterData[0].hp = 150; // Close defeat screen immediately closeDefeatScreen(); // Reset used food items for new battle attempt usedFoodItems = []; // Reset battle state variables isPlayerTurn = true; isEnemyTurn = false; enemyTurnCounter = 0; // Reset turn counter enemyHealth = maxEnemyHealth; playerDefenseActive = false; // Show restart effect var restartText = new Text2('¡REINTENTANDO BATALLA!', { size: 100, fill: 0x00FF00 }); restartText.anchor.set(0.5, 0.5); restartText.x = 2048 / 2; restartText.y = 2732 / 2; game.addChild(restartText); // Flash screen green for restart LK.effects.flashScreen(0x00FF00, 800); // Animate restart text and show battle screen tween(restartText, { y: restartText.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(restartText); // Go directly to battle screen to restart the fight showBattleScreen(); } }); return; } // Check give up button click (give up button is at index 5) var giveUpButton = defeatScreenElements[5]; var giveUpButtonBounds = { left: giveUpButton.x - giveUpButton.width * giveUpButton.scaleX / 2, right: giveUpButton.x + giveUpButton.width * giveUpButton.scaleX / 2, top: giveUpButton.y - giveUpButton.height * giveUpButton.scaleY / 2, bottom: giveUpButton.y + giveUpButton.height * giveUpButton.scaleY / 2 }; if (x >= giveUpButtonBounds.left && x <= giveUpButtonBounds.right && y >= giveUpButtonBounds.top && y <= giveUpButtonBounds.bottom) { // Reset character HP and return to main menu characterData[0].hp = 150; closeDefeatScreen(); // Reset game state score = 0; nextCircleType = 1; gameStarted = false; // Reset used food items usedFoodItems = []; // Return to main menu gameState = 'menu'; // Add menu elements back for (var i = 0; i < menuElements.length; i++) { game.addChild(menuElements[i]); } return; } } return; // Don't handle other interactions while defeat screen is active } if (gameState === 'menu') { // Check if play button was clicked var playButtonBounds = { left: playButton.x - playButton.width * playButton.scaleX / 2, right: playButton.x + playButton.width * playButton.scaleX / 2, top: playButton.y - playButton.height * playButton.scaleY / 2, bottom: playButton.y + playButton.height * playButton.scaleY / 2 }; if (x >= playButtonBounds.left && x <= playButtonBounds.right && y >= playButtonBounds.top && y <= playButtonBounds.bottom) { startGame(); } } else if (gameState === 'playing') { // Check if pause button was clicked var pauseButtonBounds = { left: pauseButton.x - pauseButton.width * pauseButton.scaleX / 2, right: pauseButton.x + pauseButton.width * pauseButton.scaleX / 2, top: pauseButton.y - pauseButton.height * pauseButton.scaleY / 2, bottom: pauseButton.y + pauseButton.height * pauseButton.scaleY / 2 }; if (x >= pauseButtonBounds.left && x <= pauseButtonBounds.right && y >= pauseButtonBounds.top && y <= pauseButtonBounds.bottom) { showPauseMenu(); } else { // Check if button1 was clicked (only if button1 exists) if (button1) { var button1Bounds = { left: button1.x - button1.width * button1.scaleX / 2, right: button1.x + button1.width * button1.scaleX / 2, top: button1.y - button1.height * button1.scaleY / 2, bottom: button1.y + button1.height * button1.scaleY / 2 }; if (x >= button1Bounds.left && x <= button1Bounds.right && y >= button1Bounds.top && y <= button1Bounds.bottom) { // Check if player has enough points to use button1 if (score < 750) { // Show feedback that player doesn't have enough points // Could add visual/audio feedback here in the future return; } // Play exchange sound when button1 is pressed LK.getSound('button1Exchange').play(); // Enable selection mode if (!selectionMode) { selectionMode = true; selectedCircles = []; } else { // Cancel selection mode selectionMode = false; // Reset all selected circles for (var i = 0; i < selectedCircles.length; i++) { var circle = selectedCircles[i]; circle.isSelected = false; var circleGraphics = circle.children[0]; if (circleGraphics) { circleGraphics.tint = circle.originalTint; } } selectedCircles = []; } } } // Check if button2 was clicked (only if button2 exists) if (button2) { var button2Bounds = { left: button2.x - button2.width * button2.scaleX / 2, right: button2.x + button2.width * button2.scaleX / 2, top: button2.y - button2.height * button2.scaleY / 2, bottom: button2.y + button2.height * button2.scaleY / 2 }; if (x >= button2Bounds.left && x <= button2Bounds.right && y >= button2Bounds.top && y <= button2Bounds.bottom) { // Check if player has enough points to use button2 if (score < 650) { // Show feedback that player doesn't have enough points return; } // Deduct cost for using button2 score -= 650; scoreText.setText('Score: ' + score); scoreCounter.setText('Puntos: ' + score); // Only swap positions if there are at least 2 circles in the container if (circles.length >= 2) { // Create array of current positions var positions = []; for (var i = 0; i < circles.length; i++) { positions.push({ x: circles[i].x, y: circles[i].y }); } // Shuffle the positions array for (var i = positions.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = positions[i]; positions[i] = positions[j]; positions[j] = temp; } // Instantly set each circle to its new position for (var i = 0; i < circles.length; i++) { var circle = circles[i]; var newPos = positions[i]; // Set position instantly without animation circle.x = newPos.x; circle.y = newPos.y; } } } } // Check if button3 was clicked (only if button3 exists) if (button3) { var button3Bounds = { left: button3.x - button3.width * button3.scaleX / 2, right: button3.x + button3.width * button3.scaleX / 2, top: button3.y - button3.height * button3.scaleY / 2, bottom: button3.y + button3.height * button3.scaleY / 2 }; if (x >= button3Bounds.left && x <= button3Bounds.right && y >= button3Bounds.top && y <= button3Bounds.bottom) { // Check if player has enough points to use button3 if (score < 9999) { // Show feedback that player doesn't have enough points return; } // Deduct cost for using button3 score -= 9999; scoreText.setText('Score: ' + score); scoreCounter.setText('Puntos: ' + score); // Show victory screen LK.showYouWin(); } } // Check if click is inside the container (frasco) boundaries and not in selection mode if (!selectionMode && x >= containerX + 20 && x <= containerX + containerWidth - 20 && y >= containerY && y <= containerY + containerHeight - 20) { // Create and drop a circle var newCircle = new Circle(nextCircleType); newCircle.x = Math.max(containerX + 50, Math.min(x, containerX + containerWidth - 50)); newCircle.y = containerY - 100; // Spawn above the red line newCircle.velocityY = 2; newCircle.velocityX = 0; newCircle.lastY = newCircle.y; newCircle.lastIntersecting = false; // Set individual spawn immunity for this circle newCircle.spawnImmunity = true; newCircle.spawnTime = LK.ticks; game.addChild(newCircle); circles.push(newCircle); // Use tween to disable immunity after 3 seconds for this specific circle var immunityObj = { immunity: 1 }; tween(immunityObj, { immunity: 0 }, { duration: 3000, onFinish: function onFinish() { newCircle.spawnImmunity = false; } }); generateNextCircle(); } } } else if (gameState === 'paused') { // Handle pause menu interactions var resumeButtonBounds = { left: resumeButton.x - resumeButton.width * resumeButton.scaleX / 2, right: resumeButton.x + resumeButton.width * resumeButton.scaleX / 2, top: resumeButton.y - resumeButton.height * resumeButton.scaleY / 2, bottom: resumeButton.y + resumeButton.height * resumeButton.scaleY / 2 }; var menuButtonBounds = { left: menuButton.x - menuButton.width * menuButton.scaleX / 2, right: menuButton.x + menuButton.width * menuButton.scaleX / 2, top: menuButton.y - menuButton.height * menuButton.scaleY / 2, bottom: menuButton.y + menuButton.height * menuButton.scaleY / 2 }; var restartButtonBounds = { left: restartButton.x - restartButton.width * restartButton.scaleX / 2, right: restartButton.x + restartButton.width * restartButton.scaleX / 2, top: restartButton.y - restartButton.height * restartButton.scaleY / 2, bottom: restartButton.y + restartButton.height * restartButton.scaleY / 2 }; var volumeButtonBounds = { left: volumeButton.x - volumeButton.width * volumeButton.scaleX / 2, right: volumeButton.x + volumeButton.width * volumeButton.scaleX / 2, top: volumeButton.y - volumeButton.height * volumeButton.scaleY / 2, bottom: volumeButton.y + volumeButton.height * volumeButton.scaleY / 2 }; if (x >= resumeButtonBounds.left && x <= resumeButtonBounds.right && y >= resumeButtonBounds.top && y <= resumeButtonBounds.bottom) { resumeGame(); } else if (x >= menuButtonBounds.left && x <= menuButtonBounds.right && y >= menuButtonBounds.top && y <= menuButtonBounds.bottom) { returnToMainMenu(); } else if (x >= restartButtonBounds.left && x <= restartButtonBounds.right && y >= restartButtonBounds.top && y <= restartButtonBounds.bottom) { restartGame(); } else if (x >= volumeButtonBounds.left && x <= volumeButtonBounds.right && y >= volumeButtonBounds.top && y <= volumeButtonBounds.bottom) { showVolumeControl(); } } else if (gameState === 'settings') { // Handle settings interactions var decreaseButtonBounds = { left: decreaseButton.x - decreaseButton.width * decreaseButton.scaleX / 2, right: decreaseButton.x + decreaseButton.width * decreaseButton.scaleX / 2, top: decreaseButton.y - decreaseButton.height * decreaseButton.scaleY / 2, bottom: decreaseButton.y + decreaseButton.height * decreaseButton.scaleY / 2 }; var increaseButtonBounds = { left: increaseButton.x - increaseButton.width * increaseButton.scaleX / 2, right: increaseButton.x + increaseButton.width * increaseButton.scaleX / 2, top: increaseButton.y - increaseButton.height * increaseButton.scaleY / 2, bottom: increaseButton.y + increaseButton.height * increaseButton.scaleY / 2 }; var backFromSettingsButtonBounds = { left: backFromSettingsButton.x - backFromSettingsButton.width * backFromSettingsButton.scaleX / 2, right: backFromSettingsButton.x + backFromSettingsButton.width * backFromSettingsButton.scaleX / 2, top: backFromSettingsButton.y - backFromSettingsButton.height * backFromSettingsButton.scaleY / 2, bottom: backFromSettingsButton.y + backFromSettingsButton.height * backFromSettingsButton.scaleY / 2 }; if (x >= decreaseButtonBounds.left && x <= decreaseButtonBounds.right && y >= decreaseButtonBounds.top && y <= decreaseButtonBounds.bottom) { sensitivity = Math.max(0.1, sensitivity - 0.1); storage.sensitivity = sensitivity; sensitivityText.setText('Sensibilidad: ' + Math.round(sensitivity * 100) + '%'); } else if (x >= increaseButtonBounds.left && x <= increaseButtonBounds.right && y >= increaseButtonBounds.top && y <= increaseButtonBounds.bottom) { sensitivity = Math.min(1.0, sensitivity + 0.1); storage.sensitivity = sensitivity; sensitivityText.setText('Sensibilidad: ' + Math.round(sensitivity * 100) + '%'); } else if (x >= backFromSettingsButtonBounds.left && x <= backFromSettingsButtonBounds.right && y >= backFromSettingsButtonBounds.top && y <= backFromSettingsButtonBounds.bottom) { backToPauseMenu(); } } else if (gameState === 'volume') { // Handle volume control interactions var volumeDecreaseButtonBounds = { left: volumeDecreaseButton.x - volumeDecreaseButton.width * volumeDecreaseButton.scaleX / 2, right: volumeDecreaseButton.x + volumeDecreaseButton.width * volumeDecreaseButton.scaleX / 2, top: volumeDecreaseButton.y - volumeDecreaseButton.height * volumeDecreaseButton.scaleY / 2, bottom: volumeDecreaseButton.y + volumeDecreaseButton.height * volumeDecreaseButton.scaleY / 2 }; var volumeIncreaseButtonBounds = { left: volumeIncreaseButton.x - volumeIncreaseButton.width * volumeIncreaseButton.scaleX / 2, right: volumeIncreaseButton.x + volumeIncreaseButton.width * volumeIncreaseButton.scaleX / 2, top: volumeIncreaseButton.y - volumeIncreaseButton.height * volumeIncreaseButton.scaleY / 2, bottom: volumeIncreaseButton.y + volumeIncreaseButton.height * volumeIncreaseButton.scaleY / 2 }; var backFromVolumeButtonBounds = { left: backFromVolumeButton.x - backFromVolumeButton.width * backFromVolumeButton.scaleX / 2, right: backFromVolumeButton.x + backFromVolumeButton.width * backFromVolumeButton.scaleX / 2, top: backFromVolumeButton.y - backFromVolumeButton.height * backFromVolumeButton.scaleY / 2, bottom: backFromVolumeButton.y + backFromVolumeButton.height * backFromVolumeButton.scaleY / 2 }; if (x >= volumeDecreaseButtonBounds.left && x <= volumeDecreaseButtonBounds.right && y >= volumeDecreaseButtonBounds.top && y <= volumeDecreaseButtonBounds.bottom) { musicVolume = Math.max(0.0, musicVolume - 0.1); volumeText.setText('Volumen: ' + Math.round(musicVolume * 100) + '%'); // Update music volume by restarting it with new volume LK.stopMusic(); if (musicVolume > 0) { LK.playMusic('NightChaos', { fade: { start: 0, end: musicVolume, duration: 500 } }); } } else if (x >= volumeIncreaseButtonBounds.left && x <= volumeIncreaseButtonBounds.right && y >= volumeIncreaseButtonBounds.top && y <= volumeIncreaseButtonBounds.bottom) { musicVolume = Math.min(1.0, musicVolume + 0.1); volumeText.setText('Volumen: ' + Math.round(musicVolume * 100) + '%'); // Update music volume by restarting it with new volume LK.stopMusic(); if (musicVolume > 0) { LK.playMusic('NightChaos', { fade: { start: 0, end: musicVolume, duration: 500 } }); } } else if (x >= backFromVolumeButtonBounds.left && x <= backFromVolumeButtonBounds.right && y >= backFromVolumeButtonBounds.top && y <= backFromVolumeButtonBounds.bottom) { backToPauseMenuFromVolume(); } } else if (gameState === 'chaos') { // Handle chaos screen interactions var chaosButtonBounds = { left: chaosScreenElements[2].x - chaosScreenElements[2].width * chaosScreenElements[2].scaleX / 2, right: chaosScreenElements[2].x + chaosScreenElements[2].width * chaosScreenElements[2].scaleX / 2, top: chaosScreenElements[2].y - chaosScreenElements[2].height * chaosScreenElements[2].scaleY / 2, bottom: chaosScreenElements[2].y + chaosScreenElements[2].height * chaosScreenElements[2].scaleY / 2 }; var backToChaosMenuButtonBounds = { left: chaosScreenElements[4].x - chaosScreenElements[4].width * chaosScreenElements[4].scaleX / 2, right: chaosScreenElements[4].x + chaosScreenElements[4].width * chaosScreenElements[4].scaleX / 2, top: chaosScreenElements[4].y - chaosScreenElements[4].height * chaosScreenElements[4].scaleY / 2, bottom: chaosScreenElements[4].y + chaosScreenElements[4].height * chaosScreenElements[4].scaleY / 2 }; if (x >= chaosButtonBounds.left && x <= chaosButtonBounds.right && y >= chaosButtonBounds.top && y <= chaosButtonBounds.bottom) { // CHAOS button clicked - open battle screen showBattleScreen(); } else if (x >= backToChaosMenuButtonBounds.left && x <= backToChaosMenuButtonBounds.right && y >= backToChaosMenuButtonBounds.top && y <= backToChaosMenuButtonBounds.bottom) { returnToMainMenuFromChaos(); } } else if (gameState === 'battle') { // Handle food interface first if (foodInterfaceActive) { // Check for food button clicks - iterate through all elements and check if they have foodType property for (var i = 0; i < foodInterfaceElements.length; i++) { var foodButton = foodInterfaceElements[i]; if (foodButton.foodType) { // This is a food button var foodButtonBounds = { left: foodButton.x - foodButton.width * foodButton.scaleX / 2, right: foodButton.x + foodButton.width * foodButton.scaleX / 2, top: foodButton.y - foodButton.height * foodButton.scaleY / 2, bottom: foodButton.y + foodButton.height * foodButton.scaleY / 2 }; if (x >= foodButtonBounds.left && x <= foodButtonBounds.right && y >= foodButtonBounds.top && y <= foodButtonBounds.bottom) { // Check if food item is already used if (foodButton.isUsed) { // Show message that item is already used var usedText = new Text2('Ya usado', { size: 50, fill: 0xFF4444 }); usedText.anchor.set(0.5, 0.5); usedText.x = 2048 / 2; usedText.y = 2732 / 2 - 300; game.addChild(usedText); // Animate used text tween(usedText, { y: usedText.y - 50, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(usedText); } }); return; } // Mark food item as used usedFoodItems.push(foodButton.foodId); // Heal player var healAmount = foodButton.healAmount; var currentHP = characterData[0].hp; var maxHP = 150; // Character's max HP var newHP = Math.min(maxHP, currentHP + healAmount); characterData[0].hp = newHP; // Update HP display in battle card if (battleCardElements.length > 4) { var hpText = battleCardElements[4]; // HP text element hpText.setText('HP: ' + newHP); } // Show heal effect var healText = new Text2('+' + healAmount + ' HP', { size: 60, fill: 0x00FF00 }); healText.anchor.set(0.5, 0.5); healText.x = 2048 / 2; healText.y = 2732 / 2 - 300; game.addChild(healText); // Animate heal text tween(healText, { y: healText.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(healText); } }); // Flash screen green for healing LK.effects.flashScreen(0x00FF00, 500); // Close food interface closeFoodInterface(); // Proceed to enemy turn isPlayerTurn = false; isEnemyTurn = true; LK.setTimeout(function () { isEnemyTurn = false; }, 3000); return; } } } return; // Don't handle other battle interactions while food interface is active } // Handle action interface first if (actionInterfaceActive) { // Check for action interface button clicks if (actionInterfaceElements.length >= 10) { // Stats button var statsButton = actionInterfaceElements[4]; var statsButtonBounds = { left: statsButton.x - statsButton.width * statsButton.scaleX / 2, right: statsButton.x + statsButton.width * statsButton.scaleX / 2, top: statsButton.y - statsButton.height * statsButton.scaleY / 2, bottom: statsButton.y + statsButton.height * statsButton.scaleY / 2 }; if (x >= statsButtonBounds.left && x <= statsButtonBounds.right && y >= statsButtonBounds.top && y <= statsButtonBounds.bottom) { // Close current action interface closeActionInterface(); // Create full screen stats display actionInterfaceActive = true; actionInterfaceElements = []; // Create semi-transparent background overlay var overlay = LK.getAsset('battleBackground', { anchorX: 0, anchorY: 0 }); overlay.x = 0; overlay.y = 0; overlay.alpha = 0.7; overlay.tint = 0x000000; // Create main interface background (larger and centered) var interfaceBg = LK.getAsset('characterCardBorder', { anchorX: 0.5, anchorY: 0.5, scaleX: 4.0, scaleY: 3.0 }); interfaceBg.x = 2048 / 2; interfaceBg.y = 2732 / 2; var interfaceContent = LK.getAsset('characterCard', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.8, scaleY: 2.8 }); interfaceContent.x = interfaceBg.x; interfaceContent.y = interfaceBg.y; // Create large title text var titleText = new Text2('ESTADÍSTICAS DEL ENEMIGO', { size: 80, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = interfaceBg.x; titleText.y = interfaceBg.y - 250; // Create large stats display var damageText = new Text2('Daño: 25', { size: 70, fill: 0xFF4444 }); damageText.anchor.set(0.5, 0.5); damageText.x = interfaceBg.x; damageText.y = interfaceBg.y - 100; var defenseText = new Text2('Defensa: 15', { size: 70, fill: 0x4444FF }); defenseText.anchor.set(0.5, 0.5); defenseText.x = interfaceBg.x; defenseText.y = interfaceBg.y - 20; var chaosText = new Text2('Chaos: 100', { size: 70, fill: 0xFF44FF }); chaosText.anchor.set(0.5, 0.5); chaosText.x = interfaceBg.x; chaosText.y = interfaceBg.y + 60; // Store all elements (without continue button) actionInterfaceElements = [overlay, interfaceBg, interfaceContent, titleText, damageText, defenseText, chaosText]; // Add all elements to game for (var i = 0; i < actionInterfaceElements.length; i++) { game.addChild(actionInterfaceElements[i]); } // Auto-close stats window after 2.5 seconds and trigger enemy turn LK.setTimeout(function () { closeActionInterface(); // Proceed directly to enemy turn when continuing from stats isPlayerTurn = false; isEnemyTurn = true; // Set a timeout to end enemy turn after 3 seconds LK.setTimeout(function () { isEnemyTurn = false; // Don't automatically start player turn - wait for diamonds to exit battle box }, 3000); }, 2500); return; } // Talk button var talkButton = actionInterfaceElements[6]; var talkButtonBounds = { left: talkButton.x - talkButton.width * talkButton.scaleX / 2, right: talkButton.x + talkButton.width * talkButton.scaleX / 2, top: talkButton.y - talkButton.height * talkButton.scaleY / 2, bottom: talkButton.y + talkButton.height * talkButton.scaleY / 2 }; if (x >= talkButtonBounds.left && x <= talkButtonBounds.right && y >= talkButtonBounds.top && y <= talkButtonBounds.bottom) { // Close action interface first closeActionInterface(); // Show talk message below battle box var battleBox = battleScreenElements[1]; if (battleBox) { // Create message box background var messageBoxBg = LK.getAsset('characterCardBorder', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 1.5 }); messageBoxBg.x = battleBox.x; messageBoxBg.y = battleBox.y + 600; // Position below battle box messageBoxBg.tint = 0x333333; var messageBoxContent = LK.getAsset('characterCard', { anchorX: 0.5, anchorY: 0.5, scaleX: 5.8, scaleY: 1.3 }); messageBoxContent.x = messageBoxBg.x; messageBoxContent.y = messageBoxBg.y; messageBoxContent.tint = 0x000000; // Create the talk message text - start with empty text for typing effect var fullMessage = 'Intentas hablar con Jevil, pero parece no prestar mucha atencion'; var talkMessageText = new Text2('', { size: 45, fill: 0xFFFFFF }); talkMessageText.anchor.set(0.5, 0.5); talkMessageText.x = messageBoxBg.x; talkMessageText.y = messageBoxBg.y; // Add message elements to game game.addChild(messageBoxBg); game.addChild(messageBoxContent); game.addChild(talkMessageText); // Create typing animation using tween var typingProgress = { charIndex: 0 }; tween(typingProgress, { charIndex: fullMessage.length }, { duration: 2000, // 2 seconds for typing animation easing: tween.linear, onFinish: function onFinish() { // Ensure full message is displayed talkMessageText.setText(fullMessage); } }); // Update text during typing animation var typingInterval = LK.setInterval(function () { var currentText = fullMessage.substring(0, Math.floor(typingProgress.charIndex)); talkMessageText.setText(currentText); if (typingProgress.charIndex >= fullMessage.length) { LK.clearInterval(typingInterval); } }, 50); // Update every 50ms for smooth typing effect // Auto-remove message after 4.5 seconds and proceed to enemy turn LK.setTimeout(function () { LK.clearInterval(typingInterval); // Clean up interval game.removeChild(messageBoxBg); game.removeChild(messageBoxContent); game.removeChild(talkMessageText); // Proceed to enemy turn isPlayerTurn = false; isEnemyTurn = true; LK.setTimeout(function () { isEnemyTurn = false; }, 3000); }, 4500); } return; } // No continue button handling needed as stats auto-close after 2.5 seconds // Close button for normal action interface (if this is the normal interface, not stats) if (actionInterfaceElements.length === 10) { var closeButton = actionInterfaceElements[8]; // Close button in normal action interface var closeButtonBounds = { left: closeButton.x - closeButton.width * closeButton.scaleX / 2, right: closeButton.x + closeButton.width * closeButton.scaleX / 2, top: closeButton.y - closeButton.height * closeButton.scaleY / 2, bottom: closeButton.y + closeButton.height * closeButton.scaleY / 2 }; if (x >= closeButtonBounds.left && x <= closeButtonBounds.right && y >= closeButtonBounds.top && y <= closeButtonBounds.bottom) { closeActionInterface(); return; } } } return; // Don't handle other battle interactions while action interface is active } // Handle timing mini-game first if (timingGameActive) { var damage = calculateDamageFromTiming(); cleanupTimingMiniGame(); if (damage > 0) { var isPerfect = damage === 25; // Perfect is maximum damage // Deal damage to enemy enemyHealth = Math.max(0, enemyHealth - damage); // Update enemy health bar and text if (battleScreenElements.length >= 10) { var enemyHealthBar = battleScreenElements[8]; var enemyHealthText = battleScreenElements[9]; // Animate health bar reduction tween(enemyHealthBar, { scaleX: enemyHealth / maxEnemyHealth * 5.3 }, { duration: 500, easing: tween.easeOut }); enemyHealthText.setText('ENEMY HP: ' + enemyHealth + '/' + maxEnemyHealth); } // Flash screen different colors based on timing quality if (isPerfect) { // Perfect timing (25 damage) - flash gold LK.effects.flashScreen(0xFFD700, 500); } else if (damage >= 20) { // Great timing (20-24 damage) - flash bright green LK.effects.flashScreen(0x00FF00, 500); } else { // Good timing (10-19 damage) - flash regular green LK.effects.flashScreen(0x44AA44, 500); } // Create damage text with color based on timing quality var damageColor = 0xFF0000; // Default red if (isPerfect) { damageColor = 0xFFD700; // Gold for perfect } else if (damage >= 20) { damageColor = 0x00FF00; // Bright green for great } else if (damage >= 15) { damageColor = 0x44AA44; // Regular green for good } var damageText = new Text2('-' + damage + ' HP', { size: 80, fill: damageColor }); damageText.anchor.set(0.5, 0.5); damageText.x = 2048 / 2; damageText.y = 2732 / 2 - 300; game.addChild(damageText); // Add quality text based on damage amount if (isPerfect) { var qualityText = new Text2('¡PERFECTO!', { size: 60, fill: 0xFFD700 }); qualityText.anchor.set(0.5, 0.5); qualityText.x = 2048 / 2; qualityText.y = 2732 / 2 - 200; game.addChild(qualityText); // Animate quality text tween(qualityText, { y: qualityText.y - 50, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(qualityText); } }); } else if (damage >= 20) { var qualityText = new Text2('¡EXCELENTE!', { size: 50, fill: 0x00FF00 }); qualityText.anchor.set(0.5, 0.5); qualityText.x = 2048 / 2; qualityText.y = 2732 / 2 - 200; game.addChild(qualityText); // Animate quality text tween(qualityText, { y: qualityText.y - 50, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(qualityText); } }); } // Animate damage text tween(damageText, { y: damageText.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(damageText); } }); // Check if enemy is defeated if (enemyHealth <= 0) { // Enemy defeated - show victory var victoryText = new Text2('¡ENEMIGO DERROTADO!', { size: 100, fill: 0x00FF00 }); victoryText.anchor.set(0.5, 0.5); victoryText.x = 2048 / 2; victoryText.y = 2732 / 2; game.addChild(victoryText); // Exit battle after 2 seconds LK.setTimeout(function () { game.removeChild(victoryText); exitBattleScreen(); }, 2000); return; } } else { // Failed timing - show miss LK.effects.flashScreen(0xFF0000, 300); var missText = new Text2('¡FALLASTE!', { size: 60, fill: 0xFF0000 }); missText.anchor.set(0.5, 0.5); missText.x = 2048 / 2; missText.y = 2732 / 2; game.addChild(missText); // Animate miss text tween(missText, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(missText); } }); } // Now trigger enemy turn isPlayerTurn = false; isEnemyTurn = true; LK.setTimeout(function () { isEnemyTurn = false; // Don't automatically start player turn - wait for diamonds to exit battle box }, 3000); return; } // Handle battle screen interactions if (battleScreenElements.length >= 5) { var battlePauseButton = battleScreenElements[3]; var battlePauseButtonBounds = { left: battlePauseButton.x - battlePauseButton.width * battlePauseButton.scaleX / 2, right: battlePauseButton.x + battlePauseButton.width * battlePauseButton.scaleX / 2, top: battlePauseButton.y - battlePauseButton.height * battlePauseButton.scaleY / 2, bottom: battlePauseButton.y + battlePauseButton.height * battlePauseButton.scaleY / 2 }; if (x >= battlePauseButtonBounds.left && x <= battlePauseButtonBounds.right && y >= battlePauseButtonBounds.top && y <= battlePauseButtonBounds.bottom) { exitBattleScreen(); } // Check if there are diamonds still in the battle box var battleBox = battleScreenElements[1]; var diamondsInBattleBox = false; if (battleBox && enemyDiamonds.length > 0) { var battleBoxWidth = battleBox.width * battleBox.scaleX; var battleBoxHeight = battleBox.height * battleBox.scaleY; var battleBoxLeft = battleBox.x - battleBoxWidth / 2; var battleBoxRight = battleBox.x + battleBoxWidth / 2; var battleBoxTop = battleBox.y - battleBoxHeight / 2; var battleBoxBottom = battleBox.y + battleBoxHeight / 2; for (var i = 0; i < enemyDiamonds.length; i++) { var diamond = enemyDiamonds[i]; // Check if diamond is still inside battle box if (diamond.x >= battleBoxLeft && diamond.x <= battleBoxRight && diamond.y >= battleBoxTop && diamond.y <= battleBoxBottom) { diamondsInBattleBox = true; break; } } } // Check for action button clicks (if battle cards exist and no diamonds in battle box) if (battleCardElements.length > 0 && isPlayerTurn && !diamondsInBattleBox) { // Check action buttons for single character card (buttons start at index 7) var buttonStartIndex = 7; // ATACAR button var attackButton = battleCardElements[buttonStartIndex]; if (attackButton) { var attackButtonBounds = { left: attackButton.x - attackButton.width * attackButton.scaleX / 2, right: attackButton.x + attackButton.width * attackButton.scaleX / 2, top: attackButton.y - attackButton.height * attackButton.scaleY / 2, bottom: attackButton.y + attackButton.height * attackButton.scaleY / 2 }; if (x >= attackButtonBounds.left && x <= attackButtonBounds.right && y >= attackButtonBounds.top && y <= attackButtonBounds.bottom) { handlePlayerAction('attack'); } } // ACTUAR button var actButton = battleCardElements[buttonStartIndex + 2]; if (actButton) { var actButtonBounds = { left: actButton.x - actButton.width * actButton.scaleX / 2, right: actButton.x + actButton.width * actButton.scaleX / 2, top: actButton.y - actButton.height * actButton.scaleY / 2, bottom: actButton.y + actButton.height * actButton.scaleY / 2 }; if (x >= actButtonBounds.left && x <= actButtonBounds.right && y >= actButtonBounds.top && y <= actButtonBounds.bottom) { handlePlayerAction('act'); } } // COMIDA button var foodButton = battleCardElements[buttonStartIndex + 4]; if (foodButton) { var foodButtonBounds = { left: foodButton.x - foodButton.width * foodButton.scaleX / 2, right: foodButton.x + foodButton.width * foodButton.scaleX / 2, top: foodButton.y - foodButton.height * foodButton.scaleY / 2, bottom: foodButton.y + foodButton.height * foodButton.scaleY / 2 }; if (x >= foodButtonBounds.left && x <= foodButtonBounds.right && y >= foodButtonBounds.top && y <= foodButtonBounds.bottom) { handlePlayerAction('heal'); } } // DEFENSA button var defenseButton = battleCardElements[buttonStartIndex + 6]; if (defenseButton) { var defenseButtonBounds = { left: defenseButton.x - defenseButton.width * defenseButton.scaleX / 2, right: defenseButton.x + defenseButton.width * defenseButton.scaleX / 2, top: defenseButton.y - defenseButton.height * defenseButton.scaleY / 2, bottom: defenseButton.y + defenseButton.height * defenseButton.scaleY / 2 }; if (x >= defenseButtonBounds.left && x <= defenseButtonBounds.right && y >= defenseButtonBounds.top && y <= defenseButtonBounds.bottom) { handlePlayerAction('defend'); } } } } } }; game.move = function (x, y, obj) { // Handle heart cursor movement in battle screen - allow movement until all diamonds exit battle box if (gameState === 'battle' && battleScreenElements.length >= 6) { // Check if there are diamonds still in the battle box var battleBox = battleScreenElements[1]; var diamondsInBattleBox = false; if (battleBox && enemyDiamonds.length > 0) { var battleBoxWidth = battleBox.width * battleBox.scaleX; var battleBoxHeight = battleBox.height * battleBox.scaleY; var battleBoxLeft = battleBox.x - battleBoxWidth / 2; var battleBoxRight = battleBox.x + battleBoxWidth / 2; var battleBoxTop = battleBox.y - battleBoxHeight / 2; var battleBoxBottom = battleBox.y + battleBoxHeight / 2; for (var i = 0; i < enemyDiamonds.length; i++) { var diamond = enemyDiamonds[i]; // Check if diamond is still inside battle box if (diamond.x >= battleBoxLeft && diamond.x <= battleBoxRight && diamond.y >= battleBoxTop && diamond.y <= battleBoxBottom) { diamondsInBattleBox = true; break; } } } // Allow heart movement during enemy turn OR when there are diamonds in battle box if (isEnemyTurn || diamondsInBattleBox) { var heartCursor = battleScreenElements[5]; if (heartCursor && battleBox) { // Calculate the green rectangle boundaries within the battleBox // Make the heart movement area 2.2 times smaller (larger than before) var battleBoxWidth = battleBox.width * battleBox.scaleX; var battleBoxHeight = battleBox.height * battleBox.scaleY; var smallerWidth = battleBoxWidth / 2.2; var smallerHeight = battleBoxHeight / 1.8; // Make height area larger (1.8 instead of 2.2) var battleBoxLeft = battleBox.x - smallerWidth / 2; var battleBoxRight = battleBox.x + smallerWidth / 2; var battleBoxTop = battleBox.y - smallerHeight / 2; var battleBoxBottom = battleBox.y + smallerHeight / 2; // Constrain heart cursor within the adjusted green rectangle boundaries heartCursor.x = Math.max(battleBoxLeft, Math.min(x, battleBoxRight)); heartCursor.y = Math.max(battleBoxTop, Math.min(y, battleBoxBottom)); } } } }; game.up = function (x, y, obj) { if (gameState === 'playing') { isDragging = false; } }; // Suika Game helper functions can be added here if needed // Override LK's game over handling to show defeat screen var originalShowGameOver = LK.showGameOver; LK.showGameOver = function () { // Show our custom defeat screen instead of standard game over createDefeatScreen(); }; // Override LK's restart handling to ensure defeat screen appears var originalRestart = LK.restart || function () {}; LK.restart = function () { // When player clicks restart/CHOS button after game over, show defeat screen createDefeatScreen(); }; // Main game update game.update = function () { // Animate fog elements in menu if (gameState === 'menu') { for (var i = 0; i < fogElements.length; i++) { var fog = fogElements[i]; fog.x += Math.cos(fog.fogDirection) * fog.fogSpeed; fog.y += Math.sin(fog.fogDirection) * fog.fogSpeed * 0.3; fog.alpha += Math.sin(LK.ticks * 0.02 + i) * 0.01; // Keep fog within bounds and wrap around if (fog.x < -100) fog.x = 2148; if (fog.x > 2148) fog.x = -100; if (fog.y < 1000) fog.y = 2200; if (fog.y > 2200) fog.y = 1000; } } if (gameState === 'playing') { // Handle circle merging var mergedCircles = []; var circlesToRemove = []; for (var i = circles.length - 1; i >= 0; i--) { var circle = circles[i]; if (circle.shouldMerge && circle.mergeInto) { // Only add the merged circle once if (mergedCircles.indexOf(circle.mergeInto) === -1) { game.addChild(circle.mergeInto); mergedCircles.push(circle.mergeInto); circles.push(circle.mergeInto); circle.mergeInto.lastY = circle.mergeInto.y; circle.mergeInto.lastIntersecting = false; // Set spawn immunity for merged circles circle.mergeInto.spawnImmunity = true; circle.mergeInto.spawnTime = LK.ticks; // Use tween to disable immunity after 3 seconds for merged circle var mergedImmunityObj = { immunity: 1 }; var mergedCircle = circle.mergeInto; // Capture reference before tween tween(mergedImmunityObj, { immunity: 0 }, { duration: 3000, onFinish: function onFinish() { if (mergedCircle) { mergedCircle.spawnImmunity = false; } } }); } // Mark circle for removal circlesToRemove.push(circle); } } // Remove all circles that merged for (var j = 0; j < circlesToRemove.length; j++) { var circleToRemove = circlesToRemove[j]; game.removeChild(circleToRemove); var index = circles.indexOf(circleToRemove); if (index > -1) { circles.splice(index, 1); } } // Check for game over (circle rises and touches the red line) for (var i = 0; i < circles.length; i++) { var circle = circles[i]; // Only trigger game over if circle touches the red line and this specific circle's immunity is not active if (circle.y - circle.radius <= containerY && !circle.spawnImmunity) { // Game over condition - circle touched the red line LK.showGameOver(); return; } } } if (gameState === 'battle' && battleScreenActive) { // Handle timing mini-game if (timingGameActive && timingLine) { // Move timing line back and forth timingLinePosition += timingLineSpeed * timingLineDirection; // Bounce at edges if (timingLinePosition >= 800) { timingLinePosition = 800; timingLineDirection = -1; } else if (timingLinePosition <= 0) { timingLinePosition = 0; timingLineDirection = 1; } // Update visual position of timing line timingLine.x = 2048 / 2 - 400 + timingLinePosition; } // Enemy shooting logic - only during enemy turn and every 0.5 seconds (30 ticks) if (isEnemyTurn && LK.ticks - lastEnemyShootTime >= 30) { lastEnemyShootTime = LK.ticks; // Get enemy position from battleScreenElements if (battleScreenElements.length >= 7) { var enemyCharacter = battleScreenElements[6]; var heartCursor = battleScreenElements[5]; // Get heart cursor reference var battleBox = battleScreenElements[1]; // Get battle box reference // Store original position for return later if (!enemyCharacter.originalX) { enemyCharacter.originalX = enemyCharacter.x; enemyCharacter.originalY = enemyCharacter.y; } // Calculate battle box boundaries to teleport outside of it var battleBoxWidth = battleBox.width * battleBox.scaleX; var battleBoxHeight = battleBox.height * battleBox.scaleY; var battleBoxLeft = battleBox.x - battleBoxWidth / 2; var battleBoxRight = battleBox.x + battleBoxWidth / 2; var battleBoxTop = battleBox.y - battleBoxHeight / 2; var battleBoxBottom = battleBox.y + battleBoxHeight / 2; // Define screen areas avoiding battle box for random teleportation var screenAreas = [ // Top area above battle box { minX: 200, maxX: 1848, minY: 200, maxY: Math.max(battleBoxTop - 50, 300) }, // Bottom area below battle box { minX: 200, maxX: 1848, minY: Math.min(battleBoxBottom + 50, 2100), maxY: 2400 }, // Left area beside battle box { minX: 200, maxX: Math.max(battleBoxLeft - 50, 400), minY: 300, maxY: 2400 }, // Right area beside battle box { minX: Math.min(battleBoxRight + 50, 1400), maxX: 1848, minY: 300, maxY: 2400 }]; // Filter areas to ensure they are valid (minX < maxX, minY < maxY) var validAreas = []; for (var z = 0; z < screenAreas.length; z++) { var area = screenAreas[z]; if (area.minX < area.maxX && area.minY < area.maxY) { validAreas.push(area); } } // If no valid areas, create a default safe area if (validAreas.length === 0) { validAreas = [{ minX: 200, maxX: 500, minY: 200, maxY: 500 }]; } // Choose random area from valid areas var randomArea = validAreas[Math.floor(Math.random() * validAreas.length)]; // Calculate random position within chosen area var newX = randomArea.minX + Math.random() * (randomArea.maxX - randomArea.minX); var newY = randomArea.minY + Math.random() * (randomArea.maxY - randomArea.minY); // Instantly teleport enemy to new position enemyCharacter.x = newX; enemyCharacter.y = newY; // Different attack patterns based on turn counter if (enemyTurnCounter % 2 === 0) { // First attack pattern: single diamond (original attack) var newDiamond = new EnemyDiamond(); newDiamond.x = enemyCharacter.x; newDiamond.y = enemyCharacter.y; newDiamond.lastX = newDiamond.x; newDiamond.lastY = newDiamond.y; // Set launch direction and rotation towards heart cursor newDiamond.setLaunchDirection(heartCursor.x, heartCursor.y); game.addChild(newDiamond); enemyDiamonds.push(newDiamond); // Play enemy shoot sound LK.getSound('enemyShoot').play(); } else { // Second attack pattern: triple smaller circles with pica design - all launched simultaneously // Store the three circles to launch them at the same time var circlesToLaunch = []; // Create 3 smaller, faster circles using pica asset design for (var circleIndex = 0; circleIndex < 3; circleIndex++) { var largeCircle = LK.getAsset('pica', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.8, // Make them smaller (was 3.0, now 1.8) scaleY: 1.8 }); largeCircle.x = enemyCharacter.x; largeCircle.y = enemyCharacter.y; largeCircle.speed = 8.5; // Faster speed (was 6.0, now 8.5) largeCircle.velocityX = 0; largeCircle.velocityY = 0; largeCircle.lastX = largeCircle.x; largeCircle.lastY = largeCircle.y; // largeCircle.tint = 0x8B0080; // Removed purple tint to show original image largeCircle.circleIndex = circleIndex; // Store circle index for spreading largeCircle.spreadForce = 0; // Initial spread force largeCircle.maxSpread = 150; // Maximum spread distance (15 cm) largeCircle.currentSpread = 0; // Current spread distance // Calculate target direction (all toward player initially) var targetX = heartCursor.x; var targetY = heartCursor.y; // Calculate direction towards target var deltaX = targetX - largeCircle.x; var deltaY = targetY - largeCircle.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Set velocity toward target if (distance > 0) { largeCircle.velocityX = deltaX / distance * largeCircle.speed; largeCircle.velocityY = deltaY / distance * largeCircle.speed; // Set rotation to point towards target largeCircle.rotation = Math.atan2(deltaY, deltaX); } else { largeCircle.velocityX = 0; largeCircle.velocityY = largeCircle.speed; largeCircle.rotation = Math.PI / 2; // Point downward } // Add update method for movement with gradual spreading effect largeCircle.update = function () { this.x += this.velocityX; this.y += this.velocityY; // Gradually increase spread force very slowly, but cap it if (this.currentSpread < this.maxSpread) { this.spreadForce += 0.005; // Set spreading speed to 0.5 (reduced from 0.015) this.currentSpread += Math.abs(this.spreadForce); } // Apply fan-like spreading based on circle index, but only if under max spread if (this.currentSpread < this.maxSpread) { if (this.circleIndex === 1) { // Second circle spreads to the left at an angle (like fan) this.velocityX -= this.spreadForce * 0.8; // Slightly left this.velocityY += this.spreadForce * 0.3; // Slightly forward } else if (this.circleIndex === 2) { // Third circle spreads to the right at an angle (like fan) this.velocityX += this.spreadForce * 0.8; // Slightly right this.velocityY += this.spreadForce * 0.3; // Slightly forward } } // Update rotation to point in direction of movement this.rotation = Math.atan2(this.velocityY, this.velocityX); }; // Store circle for simultaneous launch circlesToLaunch.push(largeCircle); } // Launch all 3 circles at the same time for (var launchIndex = 0; launchIndex < circlesToLaunch.length; launchIndex++) { var circleToLaunch = circlesToLaunch[launchIndex]; game.addChild(circleToLaunch); enemyDiamonds.push(circleToLaunch); // Add to same array for collision detection } // Play enemy shoot sound for triple attack LK.getSound('enemyShoot').play(); } } } // Update and manage enemy diamonds for (var i = enemyDiamonds.length - 1; i >= 0; i--) { var diamond = enemyDiamonds[i]; // Check collision with heart cursor if (battleScreenElements.length >= 6) { var heartCursor = battleScreenElements[5]; if (heartCursor) { var dx = diamond.x - heartCursor.x; var dy = diamond.y - heartCursor.y; var distance = Math.sqrt(dx * dx + dy * dy); var collisionDistance = 40; // Collision radius if (distance < collisionDistance) { // Collision detected - deal damage to player var damageAmount = playerDefenseActive ? 15 : 25; // Reduced damage if defending var currentHP = characterData[0].hp; var newHP = Math.max(0, currentHP - damageAmount); characterData[0].hp = newHP; // Update HP display in battle card if (battleCardElements.length > 4) { var hpText = battleCardElements[4]; // HP text element hpText.setText('HP: ' + newHP); } // Show damage effect var damageText = new Text2('-' + damageAmount + ' HP', { size: 60, fill: 0xFF0000 }); damageText.anchor.set(0.5, 0.5); damageText.x = heartCursor.x; damageText.y = heartCursor.y - 50; game.addChild(damageText); // Animate damage text tween(damageText, { y: damageText.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(damageText); } }); // Flash screen red for damage LK.effects.flashScreen(0xFF0000, 500); // Remove diamond after collision game.removeChild(diamond); enemyDiamonds.splice(i, 1); // Check if player is defeated if (newHP <= 0) { // Player defeated - trigger defeat screen var defeatText = new Text2('¡HAS SIDO DERROTADO!', { size: 100, fill: 0xFF0000 }); defeatText.anchor.set(0.5, 0.5); defeatText.x = 2048 / 2; defeatText.y = 2732 / 2; game.addChild(defeatText); // Show defeat screen after 2 seconds LK.setTimeout(function () { game.removeChild(defeatText); // Exit battle first, then show defeat screen exitBattleScreen(); // Show defeat screen with retry and give up options createDefeatScreen(); }, 2000); return; } continue; // Skip other checks for this diamond } } } // Check if diamond is off screen if (diamond.x < -50 || diamond.x > 2098 || diamond.y < -50 || diamond.y > 2782) { game.removeChild(diamond); enemyDiamonds.splice(i, 1); } } // Return enemy to original position immediately when enemy turn ends (not waiting for player turn) if (isEnemyTurn === false && battleScreenElements.length >= 7) { var enemyCharacter = battleScreenElements[6]; // Check if enemy is not already at original position if (enemyCharacter && enemyCharacter.originalX !== undefined) { var distanceFromOriginal = Math.abs(enemyCharacter.x - enemyCharacter.originalX) + Math.abs(enemyCharacter.y - enemyCharacter.originalY); if (distanceFromOriginal > 10) { // Increment enemy turn counter when turn ends enemyTurnCounter++; // Instantly teleport enemy back to original position enemyCharacter.x = enemyCharacter.originalX; enemyCharacter.y = enemyCharacter.originalY; // Immediately restart levitation animation at original position enemyBaseX = enemyCharacter.originalX; enemyBaseY = enemyCharacter.originalY; // Stop any existing tweens on the enemy character tween.stop(enemyCharacter); // Start levitation immediately startEnemyLevitation(); } } } // Check if all diamonds have left the battle box area before allowing player turn if (!isPlayerTurn && !isEnemyTurn) { var battleBox = battleScreenElements[1]; if (battleBox) { var battleBoxWidth = battleBox.width * battleBox.scaleX; var battleBoxHeight = battleBox.height * battleBox.scaleY; var battleBoxLeft = battleBox.x - battleBoxWidth / 2; var battleBoxRight = battleBox.x + battleBoxWidth / 2; var battleBoxTop = battleBox.y - battleBoxHeight / 2; var battleBoxBottom = battleBox.y + battleBoxHeight / 2; var allDiamondsOutside = true; // Check if any diamonds are still inside battle box for (var i = 0; i < enemyDiamonds.length; i++) { var diamond = enemyDiamonds[i]; // Check if diamond is still inside battle box if (diamond.x >= battleBoxLeft && diamond.x <= battleBoxRight && diamond.y >= battleBoxTop && diamond.y <= battleBoxBottom) { allDiamondsOutside = false; break; } } // Only start player turn when all diamonds are outside battle box OR no diamonds exist if (allDiamondsOutside) { // Start player turn isPlayerTurn = true; // Position heart cursor automatically to center of battle box var heartCursor = battleScreenElements[5]; if (heartCursor && battleBox) { tween(heartCursor, { x: battleBox.x, y: battleBox.y }, { duration: 500, easing: tween.easeOut }); } } } } } };
===================================================================
--- original.js
+++ change.js
@@ -1088,8 +1088,17 @@
enemyBaseY = enemyCharacter.y;
enemyBaseX = enemyCharacter.x;
// Start the levitation animation
startEnemyLevitation();
+ // Start battle music
+ LK.stopMusic(); // Stop any currently playing music
+ LK.playMusic('BattleMusic', {
+ fade: {
+ start: 0,
+ end: 0.6,
+ duration: 1000
+ }
+ });
// Create battle text
var battleText = new Text2('* Choose your fighters for battle!', {
size: 50,
fill: 0x000000
@@ -1852,8 +1861,17 @@
}
enemyDiamonds = [];
// Reset used food items when exiting battle (keeps them available for next battle)
usedFoodItems = [];
+ // Stop battle music and return to normal music
+ LK.stopMusic();
+ LK.playMusic('NightChaos', {
+ fade: {
+ start: 0,
+ end: 0.5,
+ duration: 800
+ }
+ });
// Return to chaos screen
for (var i = 0; i < chaosScreenElements.length; i++) {
game.addChild(chaosScreenElements[i]);
}
Niebla terrorifica. In-Game asset. 2d. High contrast. No shadows
marco de boton de inicio sin palabras en el. In-Game asset. 2d. High contrast. No shadows
una estrella hermosa con cara kawai que en su frente diga Dazai. In-Game asset. 2d. High contrast. No shadows
una luna redondita kawai con lentes de sol, en su frente lleva una sinta que dice STAR. In-Game asset. 2d. High contrast. No shadows
sacale el fondo de color negro, dejando solo al personaje con el redondeado rojo
un oso redondo. In-Game asset. 2d. High contrast. No shadows
un monito en una imagen redonda, el monito lleva gafas de sol, es de plastico y tiene una sonrisa. In-Game asset. 2d. High contrast. No shadows
un oso redondito, con una aureola, cara kawai y con los brazitos juntitos como rezando y cantando. In-Game asset. 2d. High contrast. No shadows
Nube realista de noche. In-Game asset. 2d. High contrast. No shadows
un edificio pixel art por la noche. In-Game asset. 2d. High contrast. No shadows
un boton color rojo, dentro de el hay un dibujo de dos flechas como indicando que se mezcla algo. In-Game asset. 2d. High contrast. No shadows
un boton redondo color amarillo, dentro de el hay un dinujo de una corona brillante. In-Game asset. 2d. High contrast. No shadows
una tabla de madera alargada como si fuese de una cocina. In-Game asset. 2d. High contrast. No shadows
Una luna brillante. In-Game asset. 2d. High contrast. No shadows
un corazon pixeleado al estilo de DELTARUNE u Undertale. In-Game asset. 2d. High contrast. No shadows
Jevil, un jefe del capitulo 1 de deltarune, es pixleado y el fondo detras de este es color blanco. In-Game asset. 2d. High contrast. No shadows
un diamante, es pixeleado, solo mejora su calidad, no cambies su forma
haz que este trebol blanco, sea pixeleado de 16x16
Jevil de deltarune capitulo uno siendo golpeado en el estomago echandose un poco para atras aunque con una risa loca en su rostro (pixeleado con fondo blanco). In-Game asset. 2d. High contrast. No shadows
Una caja sorpresa cerrada en blanco y negro pixeleado en 16x16 pixeles, en la caja hay un dibujo de unos ojos y sonrisa de Jevil de deltarune. el fondo de la imagen es de color rojo
un corazon de color blanco con bordes negros, el mismo que lanza Jevil en deltarune capitulo 1, el corazon es pixeleado 16x16 (el fondo de la imagen sea roja). In-Game asset. 2d. High contrast. No shadows
una bomba redonda, color blanco con bordes de color negro, es pixeleada de 16x16 (la imagen tiene fondo rojo). In-Game asset. 2d. High contrast. No shadows