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Unifica los assets biblioteca, biblioteca_1, biblioteca_2 y biblioteca_3 en una biblioteca a la que entrar desda la plaza al pulsar el asset biblioteca y para salir de este y volver a la plaza volver a tocar el asset biblioteca
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Haz que la puerta de la librería coincida con espacio de la puerta de la izquierda del asset plaza dentro del modo aventura
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Elimina el rectángulo azul que está encima del teclado qué creaste en el menú de selección de personaje
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Haz que el teclado qué creaste sea visible
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Crea un teclado funcional para escribir el nombre en el menú de selección de personaje
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VAMOS A VER PEDAZO DE SUBNORMAL DE AVA DE TU PUTA MADRE QUIERO QUE SI EN EL JODIDO ASSET TECLADO TOCO LA PUTA Q DE ESCRIBA UNA PUTA Q, SI ESCRIBO LA L LA L Y ASÍ CON CADA JODIDA LETRA Y NÚMERO NO ES TAN PUTAMENTE DIFÍCIL PEDAZO SUBNORMAL RETRASADA
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Haz que las letras del asset teclado coincidían con las del teclado QWERTY
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En la selección de personaje siitúa más abajo el asset teclado y agrándalo
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Quiero que en la selección de personaje el asset teclado sea funcional y se ponga debajo de los botones borrar y continuar, pero sin tocarlos
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Quiero que la plaza tenga mejor resolución, para ello haz que se oculten zonas en función de la visión general del personaje y que por ende, si el personaje avanza a un sitio se vea este y deje de verse el más lejano al personaje
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Haz que el shuriken de hielo use el asset shuriken de hielo y que troncazo use el asset troncazo
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Crea una nueva carta del elemento planta llamada Troncazo que quite 4 de vida y tenga un 10% de noquear al enemigo, es decir que el enemigo pierda su turno
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Haz que las enredaderas usen el asset enredaderas. Crea una carta del elemento hielo llamada Shuriken de hielo, la cuál al usarla lanzas un shuriken de hielo el cuál quite 2 de vida al rival y en tu próximo turno vaya al fondo de tu mazo de cartas quitando 2 puntos de vida al rival en el proceso, agrégale el maná que consideres, su tutorial y créale un asset
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toLowerCase')' in or related to this line: 'var soundId = element.toLowerCase() + soundNumber;' Line Number: 978
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Por tutorial para carta es un combate de 4 o 5 turnos donde veas la interacciones de estas en un combate
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Quiero que dentro de los libros elementales, al ado de cada carta integres el botón ▶️ para ir a un tutorial donde te enseñen a usar dicha carta y sus efectos
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Crea la carta enredaderas, del elemento planta, está misma, quita 2 de vida, y tiene un 10% de envenenar al enemigo, lo cuál supone estar 3 o 4 números (este número sale al azar, es decir, no sigue un patrón) envenenado, es decir pierdes 1 vida por cada turno que estés envenenado
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Quita la arena de batalla de la plaza
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Ajusta el asset plaza_general para que se pueda pasear por la misma moviendo al personaje y que se vea todo bien, la idea es poder caminar por esta controlando al personaje que camine por esta, así que mete también físicas realistas como no poder atravesar columnas y cosas del estilo
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Mete en la plaza SOLO el asset plaza
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Elimina TODOS los elementos de la plaza
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¿Cómo se puede quitar el rectángulo negro que está expandiéndose y disminuyéndose en la plaza?
User prompt
Elimina el recuadro negro que se ve en la plaza
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Quiero que el edificio de la izquierda sea la entrada de la biblioteca, así que cambia la puerta por la puerta del asset biblioteca
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Elimina el color negro que hay en la plaza al momento de jugar
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highestLevel: 0, completedCourses: 0, currentCourse: 0, currentBattleInCourse: 0, playerMaxHealth: 10, hasPlayedAdventure: false, playerGender: "undefined", playerName: "undefined", selectedMagoAsset: "Mago", selectedMagaAsset: "Maga" }); /**** * Classes ****/ var Card = Container.expand(function (element, damage, name, effect) { var self = Container.call(this); self.element = element; self.damage = damage; self.name = name || element; self.effect = effect || 'normal'; self.isUsed = false; // Card border background (slightly larger than content) var cardBorder = self.attachAsset('cardBase', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.05, scaleY: 1.05, tint: 0x444444 }); // Card main background var cardBg = self.attachAsset('cardBase', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(cardBg); // Use specific card name image if available, otherwise fallback to element graphic var cardImageId = getCardImageId(self.name); // TOP HALF: Card design image (scaled to fit top half of card) var cardDesign = self.attachAsset(cardImageId, { anchorX: 0.5, anchorY: 0.5, y: -105, // Position in top half scaleX: 0.93, scaleY: cardImageId === 'agua_oxigenada' ? 0.32 : 0.5 }); // Get element color var elementColor = getElementColor(element); // BOTTOM HALF: Element color background (covers bottom half of card) var elementColorBg = LK.getAsset('cardBase', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.93, scaleY: 0.5, tint: elementColor }); elementColorBg.y = 105; // Position in bottom half self.addChild(elementColorBg); // Get mana cost for this card self.manaCost = getCardManaCost(name, effect); // Create damage/healing text in the format "x/+y", "x", or "+y" var healAmount = getHealAmount(name, effect); var damageDisplayText = ''; // Determine display format based on damage and healing if (damage > 0 && healAmount > 0) { // Both damage and healing: "x/+y" damageDisplayText = damage.toString() + '/+' + healAmount.toString(); } else if (damage > 0 && healAmount === 0) { // Only damage: "x" damageDisplayText = damage.toString(); } else if (damage === 0 && healAmount > 0) { // Only healing: "+y" damageDisplayText = '+' + healAmount.toString(); } else { // Neither damage nor healing (shouldn't happen, but fallback) damageDisplayText = '0'; } // Damage/healing text on the element color background var damageText = new Text2(damageDisplayText, { size: 48, fill: 0xFFFFFF, font: "'Arial Black', Arial, sans-serif" }); damageText.anchor.set(0.5, 0.5); damageText.y = 85; // Position slightly higher to make room for mana cost // Add dark stroke for better contrast damageText.stroke = 0x000000; damageText.strokeThickness = 3; self.addChild(damageText); // Mana cost text on the element color background var manaText = new Text2('⚡' + self.manaCost.toString(), { size: 36, fill: 0xFFD700, font: "'Arial Black', Arial, sans-serif" }); manaText.anchor.set(0.5, 0.5); manaText.y = 125; // Position below damage text manaText.stroke = 0x000000; manaText.strokeThickness = 3; self.addChild(manaText); self.down = function (x, y, obj) { // Handle card selection phase if (cardSelectionPhase && !playerSelectedCard) { if (playerMana >= self.manaCost) { // Select this card for the turn playerSelectedCard = self; // Highlight selected card tween(self, { tint: 0x00FF00 }, { duration: 300 }); // Check if both players have selected cards checkCardSelections(); } else { // Flash card red to indicate insufficient mana tween(self, { tint: 0xff0000 }, { duration: 200, onFinish: function onFinish() { tween(self, { tint: 0xffffff }, { duration: 200 }); } }); } return; } if (!self.isUsed && gameState === 'playerTurn') { if (playerMana >= self.manaCost) { playCard(self); } else { // Flash card red to indicate insufficient mana tween(self, { tint: 0xff0000 }, { duration: 200, onFinish: function onFinish() { tween(self, { tint: 0xffffff }, { duration: 200 }); } }); } } }; return self; }); var Enemy = Container.expand(function (name, health, difficulty, battleIndex) { var self = Container.call(this); self.name = name; self.maxHealth = health; self.health = health; self.difficulty = difficulty; self.battleIndex = battleIndex; // Store battle index for wizard assignment self.isFrozen = false; self.hasExtraAttack = false; self.iceBlocked = false; self.fogFailureChance = 0; // 0 = no fog, 10 = 10% failure chance self.priorityBlocked = false; // Flag to indicate if enemy's priority is blocked self.mana = 10; self.maxMana = 10; self.deck = createEnemyDeck(difficulty); self.hand = []; self.dialogBox = null; // Dialogue box container self.dialogText = null; // Dialogue text element // Use wizard sprite based on battle index for adventure mode var wizardSpriteId = 'academy'; // Default fallback if (gameMode === 'adventure' && typeof battleIndex !== 'undefined') { // Sequential mapping: battleIndex 0-17 maps to wizard1-wizard18 // Course 1 (battles 0-2): wizard1, wizard2, wizard3 // Course 2 (battles 3-5): wizard4, wizard5, wizard6 // Course 3 (battles 6-8): wizard7, wizard8, wizard9 // Course 4 (battles 9-11): wizard10, wizard11, wizard12 // Course 5 (battles 12-14): wizard13, wizard14, wizard15 // Course 6 (battles 15-17): wizard16, wizard17, wizard18 var wizardNumber = battleIndex + 1; // Direct 1:1 mapping wizardNumber = Math.max(1, Math.min(wizardNumber, 18)); // Ensure range 1-18 wizardSpriteId = 'wizard' + wizardNumber; } var enemyGraphic = self.attachAsset(wizardSpriteId, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); var nameText = new Text2(name, { size: 50, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -200; self.addChild(nameText); var healthText = new Text2('HP: ' + health, { size: 40, fill: 0xFFFFFF }); healthText.anchor.set(0.5, 0.5); healthText.y = 200; self.addChild(healthText); self.healthText = healthText; self.drawHand = function () { // Clear existing mazo de selección visuals if (self.handCards) { for (var j = 0; j < self.handCards.length; j++) { if (self.handCards[j].parent) { self.handCards[j].parent.removeChild(self.handCards[j]); } } } self.handCards = []; self.hand = []; // Enemy's mazo de selección (3 cards to choose from) var handCardNames = []; // Track card names to prevent duplicates in mazo de selección for (var i = 0; i < 3; i++) { if (self.deck.length > 0) { var attempts = 0; var foundValidCard = false; while (attempts < 50 && !foundValidCard) { // Limit attempts to prevent infinite loop var randomIndex = Math.floor(Math.random() * self.deck.length); var cardData = self.deck[randomIndex]; // Check if this card name is already in current mazo de selección var isDuplicate = false; for (var j = 0; j < handCardNames.length; j++) { if (handCardNames[j] === (cardData.name || cardData.element)) { isDuplicate = true; break; } } // Use card if it's not a duplicate in current mazo de selección if (!isDuplicate) { self.hand.push(cardData); // Add to enemy's mazo de selección // Create visual card for enemy with same design as player cards var enemyCard = new Card(cardData.element, cardData.damage, cardData.name || cardData.element, cardData.effect || 'normal'); enemyCard.x = -400 + i * 200; enemyCard.y = -400; enemyCard.scaleX = 0.6; enemyCard.scaleY = 0.6; self.addChild(enemyCard); self.handCards.push(enemyCard); handCardNames.push(cardData.name || cardData.element); foundValidCard = true; } attempts++; } } } }; self.takeDamage = function (damage, element) { // Check for enemy magma shields if (self.magmaShields && self.magmaShields > 0 && damage > 0) { if (element !== 'Water') { // Normal attacks are reduced by shield count var damageReduction = self.magmaShields; var reducedDamage = Math.max(0, damage - damageReduction); self.magmaShields -= 1; // Always lose 1 shield per attack damage = reducedDamage; } else { // Water attacks consume 2 shields and are not reduced var shieldsToRemove = Math.min(2, self.magmaShields); self.magmaShields -= shieldsToRemove; // Water damage is NOT reduced } } self.health -= damage; if (self.health < 0) self.health = 0; self.healthText.setText('HP: ' + self.health); tween(self, { tint: 0xff0000 }, { duration: 200, onFinish: function onFinish() { tween(self, { tint: 0xffffff }, { duration: 200 }); } }); }; self.removeCardFromHand = function (cardIndex) { if (cardIndex >= 0 && cardIndex < self.hand.length) { // Remove from hand array self.hand.splice(cardIndex, 1); // Remove visual card if (self.handCards && self.handCards[cardIndex]) { self.removeChild(self.handCards[cardIndex]); self.handCards.splice(cardIndex, 1); } } }; self.showDialogue = function (message, duration) { // Remove existing dialogue if any if (self.dialogBox) { self.removeChild(self.dialogBox); self.dialogBox = null; self.dialogText = null; } // Create dialogue box container self.dialogBox = new Container(); // Add cuadro_dialogo as background var dialogBg = self.dialogBox.attachAsset('Cuadro_dialogo', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 4.0 }); // Create dialogue text self.dialogText = new Text2(message, { size: 35, fill: 0x000000, font: "'Arial Black', Arial, sans-serif" }); self.dialogText.anchor.set(0.5, 0.5); self.dialogText.x = 0; self.dialogText.y = 0; self.dialogBox.addChild(self.dialogText); // Position dialogue box above enemy self.dialogBox.x = 0; self.dialogBox.y = -300; self.addChild(self.dialogBox); // Auto-remove dialogue after duration (default 3 seconds) var dialogDuration = duration || 3000; LK.setTimeout(function () { if (self.dialogBox) { self.removeChild(self.dialogBox); self.dialogBox = null; self.dialogText = null; } }, dialogDuration); }; self.selectCard = function () { // Enemy selects a card for the turn if (self.hand.length > 0) { // Check if enemy can afford any card var affordableCards = []; for (var i = 0; i < self.hand.length; i++) { var cardCost = getCardManaCost(self.hand[i].name || self.hand[i].element, self.hand[i].effect || 'normal'); if (self.mana >= cardCost) { affordableCards.push({ card: self.hand[i], index: i, cost: cardCost }); } } // If no affordable cards, pass turn if (affordableCards.length === 0) { return null; } var selectedCard = affordableCards[Math.floor(Math.random() * affordableCards.length)]; return selectedCard; } return null; }; self.playTurn = function () { // Show dialogue when enemy plays turn var dialogues = ["¡Es mi turno!", "¡Prepárate!", "¡Vamos a ver qué puedes hacer!", "¡Mi magia es superior!", "¡No podrás conmigo!", "¡Atacaré ahora!", "¡Tu derrota está cerca!", "¡Usaré mi mejor hechizo!"]; var randomDialogue = dialogues[Math.floor(Math.random() * dialogues.length)]; self.showDialogue(randomDialogue, 2000); if (self.isFrozen) { self.isFrozen = false; endEnemyTurn(); return; } // Check if priority is blocked by Esquirla Helada if (self.priorityBlocked) { // Priority blocked - enemy loses turn self.priorityBlocked = false; // Reset flag endEnemyTurn(); return; } // Check for fog failure if (self.fogFailureChance > 0 && Math.random() < self.fogFailureChance / 100) { // Enemy fails turn due to fog endEnemyTurn(); return; } if (self.hand.length > 0) { // Check if enemy can afford any card var affordableCards = []; for (var i = 0; i < self.hand.length; i++) { var cardCost = getCardManaCost(self.hand[i].name || self.hand[i].element, self.hand[i].effect || 'normal'); if (self.mana >= cardCost) { affordableCards.push({ card: self.hand[i], index: i, cost: cardCost }); } } // If no affordable cards, pass turn to restore mana if (affordableCards.length === 0) { self.mana = self.maxMana; endEnemyTurn(); return; } var selectedCard = affordableCards[Math.floor(Math.random() * affordableCards.length)]; var cardIndex = selectedCard.index; var card = selectedCard.card; // If ice is blocked, find a non-ice card if (self.iceBlocked && card.element === 'Ice') { var nonIceCards = []; for (var i = 0; i < self.hand.length; i++) { if (self.hand[i].element !== 'Ice') { nonIceCards.push({ card: self.hand[i], index: i }); } } if (nonIceCards.length > 0) { var randomNonIce = nonIceCards[Math.floor(Math.random() * nonIceCards.length)]; card = randomNonIce.card; cardIndex = randomNonIce.index; } } // Reset ice block after turn self.iceBlocked = false; enemyPlayCard(card, cardIndex); // Check for extra attack from hombre de nieve effect if (self.hasExtraAttack && self.hand.length > 0) { self.hasExtraAttack = false; // Play another card with damage 1 LK.setTimeout(function () { if (self.hand.length > 0) { var extraCardIndex = Math.floor(Math.random() * self.hand.length); var extraCard = { element: 'Ice', damage: 1 }; enemyPlayCard(extraCard, extraCardIndex); } }, 500); } } else { endEnemyTurn(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game(); /**** * Game Code ****/ // Ice card images // Rock card images // Plant card images // Air card images // Water card images // Fire card images // Game state variables var playerUsedCards = []; // Track cards used in current turn var enemyUsedCards = []; // Track enemy cards used in current turn var playerUnavailableCards = []; // Track cards that can't be drawn yet (with turn counters) var playerShield = null; // Player's shield (Muralla Rocosa) var playerShieldBar = null; // Shield health bar var playerShieldText = null; // Shield health text var playerMagmaShields = 0; // Player's magma shields count (0-3) // Fire card images // Water card images // Air card images // Plant card images // Rock card images // Ice card images // Adventure mode wizard sprites with different colored hats // Green hat // Lime green hat // Lawn green hat // Green yellow hat // Yellow hat // Gold hat // Orange hat // Dark orange hat // Coral hat // Tomato hat // Orange red hat // Red hat // Crimson hat // Fire brick hat // Dark red hat // Maroon hat // Golden hat (penultimate) // Astral purple hat (final) function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var gameState = 'menu'; // 'menu', 'modeSelect', 'battle', 'victory', 'defeat', 'tutorial' var gameMode = 'adventure'; // 'adventure', 'roguelike' var roguelikeLevel = storage.highestLevel || 0; var currentCourse = storage.currentCourse || 0; var currentBattleInCourse = storage.currentBattleInCourse || 0; var completedCourses = storage.completedCourses || 0; var isFirstTimeAdventure = !storage.hasPlayedAdventure || !storage.playerName || storage.playerName === "undefined"; // Track if this is first time playing adventure mode or no name set var tutorialStep = 0; // Track current tutorial step var tutorialWizard = null; // Tutorial wizard character var tutorialEnemy = null; // Special tutorial enemy var tutorialTextBox = null; // Tutorial text display var tutorialContainer = null; // Container for tutorial UI var tutorialHighlight = null; // Highlight element for tutorial var isTutorialActive = false; // Track if tutorial is currently running // Card selection phase variables var playerSelectedCard = null; // Card selected by player for the turn var enemySelectedCard = null; // Card selected by enemy for the turn var cardSelectionPhase = false; // Track if we're in card selection phase var selectionInstructions = null; // Text instructions for card selection // Helper function to map card names to image IDs function getCardImageId(cardName) { switch (cardName) { // Fire cards case 'Llamarada': return 'llamarada'; case 'Fénix': return 'fenix_invocation'; case 'Brasas': return 'brasas'; case 'Llama': return 'llama'; case 'Mechero': return 'mechero'; case 'Escudos de Magma': return 'llamarada'; // Use fire graphics for magma shields // Water cards case 'Gota de agua': return 'gota_de_agua'; case 'Luna roja': return 'luna_roja'; case 'Agua oxigenada': return 'agua_oxigenada'; case 'Marea': return 'marea'; case 'Pirata': return 'pirata_invocation'; // Air cards case 'Vendaval': return 'vendaval'; case 'Brisa': return 'brisa'; case 'Huracán': return 'huracan'; case 'Niebla': return 'niebla'; case 'Tormenta': return 'tormenta'; case 'Oxígeno': return 'Oxigeno'; // Plant cards case 'Arboleda': return 'arboleda'; case 'Serafín': return 'serafin_invocation'; case 'Rama': return 'rama'; case 'Vida extra': return 'vida_extra'; case 'Aullidos del bosque': return 'aullidos_del_bosque'; // Rock cards case 'Pedrada': return 'pedrada'; case 'Tormenta de arena': return 'tormenta_de_arena'; case 'Sarcófago': return 'sarcofago_invocation'; case 'Muralla Rocosa': return 'muralla_rocosa'; case 'Terremoto': return 'terremoto'; // Ice cards case 'Nevada': return 'nevada'; case 'Ventisca': return 'ventisca'; case 'Bola de nieve': return 'bola_de_nieve'; case 'Hombre de nieve': return 'hombre_de_nieve_invocation'; case 'Esquirla Helada': return 'esquirla_helada'; default: return getElementCardId(cardName); } } // Helper function to get fallback element card ID function getElementCardId(element) { switch (element) { case 'Fire': return 'fireCard'; case 'Water': return 'waterCard'; case 'Air': return 'airCard'; case 'Plant': return 'plantCard'; case 'Rock': return 'rockCard'; case 'Ice': return 'iceCard'; default: return 'cardBase'; } } // Helper function to get element colors function getElementColor(element) { switch (element) { case 'Fire': return 0xff4500; case 'Water': return 0x4169e1; case 'Air': return 0x87ceeb; case 'Plant': return 0x228b22; case 'Rock': return 0x696969; case 'Ice': return 0xb0e0e6; default: return 0xf5f5dc; } } // Helper function to get healing amount for cards function getHealAmount(cardName, effect) { switch (cardName) { case 'Fénix': return 2; case 'Agua oxigenada': return 3; case 'Serafín': return 2; case 'Sarcófago': return 2; case 'Vida extra': return 1; // Max health increase case 'Oxígeno': return 2; default: return 0; } } // Helper function to get mana cost for cards based on their versatility function getCardManaCost(cardName, effect) { switch (cardName) { // High cost cards (8-10 mana) - very versatile/powerful case 'Muralla Rocosa': // Shield with 4 health return 7; case 'Terremoto': // Replaces all cards for both players return 10; case 'Huracán': // Replaces enemy cards return 8; case 'Niebla': // Damage + persistent failure chance return 4; case 'Tormenta': // Damage + chance to skip enemy turn return 6; case 'Vida extra': // Increases max health permanently return 9; case 'Aullidos del bosque': // Damage + skip enemy turn return 8; case 'Ventisca': // Damage + freeze chance return 7; // Medium-high cost cards (6-7 mana) - good versatility case 'Fénix': // Damage + heal return 7; case 'Llamarada': // High damage + burn card return 6; case 'Pirata': // Damage + steal card return 6; case 'Sarcófago': // Damage + heal return 6; case 'Hombre de nieve': // Damage + extra attack chance return 6; case 'Esquirla Helada': // Priority damage (1 damage with priority) return 3; // Medium cost cards (4-5 mana) - moderate versatility case 'Mechero': // Damage + prevent ice return 4; case 'Escudos de Magma': // Creates 3 magma shields that reduce damage return 6; case 'Nevada': // Damage + freeze return 5; case 'Bola de nieve': // Damage + freeze return 4; case 'Agua oxigenada': // Pure healing return 5; case 'Serafín': // Pure healing return 4; case 'Oxígeno': // Air healing card return 3; // Low-medium cost cards (2-3 mana) - basic with small effects case 'Brasas': // Damage + burn return 3; case 'Llama': // Damage + burn return 3; case 'Luna roja': // Pure damage (2) return 3; case 'Vendaval': // Pure damage (2) return 3; case 'Arboleda': // Pure damage (2) return 3; case 'Pedrada': // Pure damage (2) return 3; case 'Tormenta de arena': // Pure damage (2) return 3; case 'Marea': // Pure damage (2) return 3; // Low cost cards (1-2 mana) - basic effects case 'Gota de agua': // Pure damage (1) return 1; case 'Brisa': // Pure damage (1) return 2; case 'Rama': // Pure damage (1) return 1; // Default costs for generic elements default: if (effect === 'heal' || effect === 'damageAndHeal') { return 5; } else if (effect === 'replaceCards' || effect === 'replaceAllCards') { return 8; } else if (effect === 'skipEnemyTurn' || effect === 'steal') { return 6; } else if (effect === 'chooseBurn' || effect === 'preventIce') { return 4; } else { // Basic damage cards return 2; } } } // Helper function to play element-specific sounds function playElementSound(element) { var soundNumber = Math.floor(Math.random() * 5) + 1; var soundId = element.toLowerCase() + soundNumber; LK.getSound(soundId).play(); } var currentBattle = 0; var playerHealth = 10; var playerMaxHealth = 10; var playerMana = 10; var playerMaxMana = 10; var playerDeck = []; var playerHand = []; var currentEnemy = null; var enemies = []; var turnCounter = 0; var playerStartsFirst = true; // Track who starts the current turn // UI elements var menuContainer = new Container(); var battleContainer = new Container(); var playerHealthBar = null; var playerHealthText = null; var playerManaBar = null; var playerManaText = null; var passButton = null; var turnText = null; var battleText = null; // Initialize player deck function initializeDeck() { var elements = ['Fire', 'Water', 'Air', 'Plant', 'Rock', 'Ice']; playerDeck = []; for (var i = 0; i < elements.length; i++) { if (elements[i] === 'Fire') { // Add specific fire cards with names and effects var fireCards = [{ element: 'Fire', damage: 3, name: 'Llamarada', effect: 'chooseBurn' }, { element: 'Fire', damage: 2, name: 'Fénix', effect: 'heal' }, { element: 'Fire', damage: 2, name: 'Brasas', effect: 'normal' }, { element: 'Fire', damage: 2, name: 'Llama', effect: 'normal' }, { element: 'Fire', damage: 1, name: 'Mechero', effect: 'preventIce' }, { element: 'Fire', damage: 0, name: 'Escudos de Magma', effect: 'magmaShields' }]; for (var k = 0; k < fireCards.length; k++) { playerDeck.push(fireCards[k]); } } else if (elements[i] === 'Air') { // Add specific air cards with names and effects var airCards = [{ element: 'Air', damage: 2, name: 'Vendaval', effect: 'normal' }, { element: 'Air', damage: 1, name: 'Brisa', effect: 'normal' }, { element: 'Air', damage: 2, name: 'Huracán', effect: 'replaceCards' }, { element: 'Air', damage: 3, name: 'Tormenta', effect: 'stormSkip' }, { element: 'Air', damage: 1, name: 'Niebla', effect: 'fogFailure' }, { element: 'Air', damage: 0, name: 'Oxígeno', effect: 'heal' }]; for (var k = 0; k < airCards.length; k++) { playerDeck.push(airCards[k]); } // Air deck now has 5 cards total (including Niebla) } else if (elements[i] === 'Water') { // Add specific water cards with names and effects var waterCards = [{ element: 'Water', damage: 1, name: 'Gota de agua', effect: 'normal' }, { element: 'Water', damage: 2, name: 'Luna roja', effect: 'normal' }, { element: 'Water', damage: 0, name: 'Agua oxigenada', effect: 'heal' }, { element: 'Water', damage: 2, name: 'Marea', effect: 'normal' }, { element: 'Water', damage: 1, name: 'Pirata', effect: 'steal' }]; for (var k = 0; k < waterCards.length; k++) { playerDeck.push(waterCards[k]); } } else if (elements[i] === 'Rock') { // Add specific rock/earth cards with names and effects var rockCards = [{ element: 'Rock', damage: 2, name: 'Pedrada', effect: 'normal' }, { element: 'Rock', damage: 2, name: 'Tormenta de arena', effect: 'normal' }, { element: 'Rock', damage: 2, name: 'Sarcófago', effect: 'damageAndHeal' }, { element: 'Rock', damage: 0, name: 'Muralla Rocosa', effect: 'shield' }, { element: 'Rock', damage: 2, name: 'Terremoto', effect: 'replaceAllCards' }]; for (var k = 0; k < rockCards.length; k++) { playerDeck.push(rockCards[k]); } } else if (elements[i] === 'Plant') { // Add specific plant cards with names and effects var plantCards = [{ element: 'Plant', damage: 2, name: 'Arboleda', effect: 'normal' }, { element: 'Plant', damage: 0, name: 'Serafín', effect: 'heal' }, { element: 'Plant', damage: 1, name: 'Rama', effect: 'normal' }, { element: 'Plant', damage: 0, name: 'Vida extra', effect: 'increaseMaxHealth' }, { element: 'Plant', damage: 2, name: 'Aullidos del bosque', effect: 'skipEnemyTurn' }]; for (var k = 0; k < plantCards.length; k++) { playerDeck.push(plantCards[k]); } } else if (elements[i] === 'Ice') { // Add specific ice cards with names and effects var iceCards = [{ element: 'Ice', damage: 2, name: 'Nevada', effect: 'normal' }, { element: 'Ice', damage: 2, name: 'Ventisca', effect: 'blizzard' }, { element: 'Ice', damage: 1, name: 'Bola de nieve', effect: 'normal' }, { element: 'Ice', damage: 2, name: 'Hombre de nieve', effect: 'snowmanAttack' }, { element: 'Ice', damage: 1, name: 'Esquirla Helada', effect: 'priority' }]; for (var k = 0; k < iceCards.length; k++) { playerDeck.push(iceCards[k]); } } else { for (var j = 0; j < 5; j++) { var damage = 1; playerDeck.push({ element: elements[i], damage: damage }); } } } } function createEnemyDeck(difficulty) { var deck = []; var elements = ['Fire', 'Water', 'Air', 'Plant', 'Rock', 'Ice']; var cardCount = 15 + difficulty * 5; for (var i = 0; i < cardCount; i++) { var element = elements[Math.floor(Math.random() * elements.length)]; var damage = 1 + Math.floor(Math.random() * (difficulty + 1)); deck.push({ element: element, damage: damage }); } return deck; } function initializeEnemies() { if (gameMode === 'adventure') { // Adventure mode: 6 courses with 3 battles each enemies = []; var courseNames = ['Apprentice', 'Novice', 'Scholar', 'Expert', 'Master', 'Grandmaster']; var battleTitles = ['Guard', 'Defender', 'Champion']; var battleIndex = 0; for (var course = 0; course < 6; course++) { for (var battle = 0; battle < 3; battle++) { var health = 5 + course * 3 + battle * 2; // Increasing health per course and battle var name = courseNames[course] + ' ' + battleTitles[battle]; enemies.push(new Enemy(name, health, course, battleIndex)); battleIndex++; } } } else { // Roguelike mode (original) enemies = [new Enemy('Tutorial Apprentice', 5, 0), new Enemy('Novice Mage', 8, 1), new Enemy('Advanced Scholar', 12, 2), new Enemy('Master Wizard', 15, 3)]; } } function createMenu() { menuContainer.removeChildren(); var bg = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); menuContainer.addChild(bg); // Magical school background var magicSchool = LK.getAsset('magicSchool', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 900 }); menuContainer.addChild(magicSchool); // Add magical towers and buildings var leftTower = LK.getAsset('academy', { anchorX: 0.5, anchorY: 1, x: 400, y: 1200, scaleX: 0.8, scaleY: 1.2 }); menuContainer.addChild(leftTower); var rightTower = LK.getAsset('academy', { anchorX: 0.5, anchorY: 1, x: 1648, y: 1200, scaleX: 0.8, scaleY: 1.2 }); menuContainer.addChild(rightTower); var mainBuilding = LK.getAsset('academy', { anchorX: 0.5, anchorY: 1, x: 1024, y: 1300, scaleX: 1.5, scaleY: 1.0 }); menuContainer.addChild(mainBuilding); var titleText = new Text2('MAGICAL ACADEMY', { size: 120, fill: 0xFFD700, font: "'Arial Black', Arial, sans-serif", stroke: 0x4B0082, strokeThickness: 25 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 200; menuContainer.addChild(titleText); // Add magical glow effect with pulsing animation tween(titleText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Create infinite loop by calling the animation again tween(titleText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut }); } }); } }); } }); // Add magical color shifting effect var _colorCycle = function colorCycle() { tween(titleText, { tint: 0xFF69B4 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleText, { tint: 0x00FFFF }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleText, { tint: 0xFFD700 }, { duration: 1500, easing: tween.easeInOut, onFinish: _colorCycle }); } }); } }); }; _colorCycle(); var adventureButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1450 }); menuContainer.addChild(adventureButton); var adventureText = new Text2('Adventure Mode', { size: 50, fill: 0xFFFFFF }); adventureText.anchor.set(0.5, 0.5); adventureText.x = 1024; adventureText.y = 1450; menuContainer.addChild(adventureText); adventureButton.down = function () { LK.playMusic('Academia', { fade: { start: 1, end: 0, duration: 500 } }); LK.setTimeout(function () { LK.playMusic('Academia3', { fade: { start: 0, end: 1, duration: 500 } }); }, 500); gameMode = 'adventure'; // Check if this is first time playing adventure mode or no player data if (isFirstTimeAdventure) { // Show player setup interface for first-time players showPlayerSetup(); } else { // Start in the plaza with selected character startPlaza(); } }; var roguelikeButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1650 }); menuContainer.addChild(roguelikeButton); var roguelikeText = new Text2('Roguelike Mode', { size: 50, fill: 0xFFFFFF }); roguelikeText.anchor.set(0.5, 0.5); roguelikeText.x = 1024; roguelikeText.y = 1650; menuContainer.addChild(roguelikeText); roguelikeButton.down = function () { LK.playMusic('Academia', { fade: { start: 1, end: 0, duration: 500 } }); LK.setTimeout(function () { LK.playMusic('Roguelite', { fade: { start: 0, end: 1, duration: 500 } }); }, 500); gameMode = 'roguelike'; startBattle(); }; if (roguelikeLevel > 0) { var recordText = new Text2('Roguelike Record: Level ' + roguelikeLevel, { size: 40, fill: 0xFFD700 }); recordText.anchor.set(0.5, 0.5); recordText.x = 1024; recordText.y = 1850; menuContainer.addChild(recordText); } if (completedCourses > 0) { var adventureText = new Text2('Adventure Progress: ' + completedCourses + '/6 Courses Completed', { size: 40, fill: 0x00FF00 }); adventureText.anchor.set(0.5, 0.5); adventureText.x = 1024; adventureText.y = 1900; menuContainer.addChild(adventureText); } // Fire Book Button var fireBookButton = LK.getAsset('fireCard', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 2100 }); menuContainer.addChild(fireBookButton); var fireBookText = new Text2('Fire\nBook', { size: 40, fill: 0x000000, font: "'Arial Black', Arial, sans-serif", stroke: 0xffffff, strokeThickness: 3 }); fireBookText.anchor.set(0.5, 0.5); fireBookText.x = 200; fireBookText.y = 2100; menuContainer.addChild(fireBookText); fireBookButton.down = function () { LK.playMusic('Academia', { fade: { start: 1, end: 0, duration: 500 } }); showElementBook('Fire'); }; // Water Book Button var waterBookButton = LK.getAsset('waterCard', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 2100 }); menuContainer.addChild(waterBookButton); var waterBookText = new Text2('Water\nBook', { size: 40, fill: 0x000000, font: "'Arial Black', Arial, sans-serif", stroke: 0xffffff, strokeThickness: 3 }); waterBookText.anchor.set(0.5, 0.5); waterBookText.x = 400; waterBookText.y = 2100; menuContainer.addChild(waterBookText); waterBookButton.down = function () { LK.playMusic('Academia', { fade: { start: 1, end: 0, duration: 500 } }); showElementBook('Water'); }; // Air Book Button var airBookButton = LK.getAsset('airCard', { anchorX: 0.5, anchorY: 0.5, x: 600, y: 2100 }); menuContainer.addChild(airBookButton); var airBookText = new Text2('Air\nBook', { size: 40, fill: 0x000000, font: "'Arial Black', Arial, sans-serif", stroke: 0xffffff, strokeThickness: 3 }); airBookText.anchor.set(0.5, 0.5); airBookText.x = 600; airBookText.y = 2100; menuContainer.addChild(airBookText); airBookButton.down = function () { LK.playMusic('Academia', { fade: { start: 1, end: 0, duration: 500 } }); showElementBook('Air'); }; // Plant Book Button var plantBookButton = LK.getAsset('plantCard', { anchorX: 0.5, anchorY: 0.5, x: 800, y: 2100 }); menuContainer.addChild(plantBookButton); var plantBookText = new Text2('Plant\nBook', { size: 40, fill: 0x000000, font: "'Arial Black', Arial, sans-serif", stroke: 0xffffff, strokeThickness: 3 }); plantBookText.anchor.set(0.5, 0.5); plantBookText.x = 800; plantBookText.y = 2100; menuContainer.addChild(plantBookText); plantBookButton.down = function () { LK.playMusic('Academia', { fade: { start: 1, end: 0, duration: 500 } }); showElementBook('Plant'); }; // Rock Book Button var rockBookButton = LK.getAsset('rockCard', { anchorX: 0.5, anchorY: 0.5, x: 1000, y: 2100 }); menuContainer.addChild(rockBookButton); var rockBookText = new Text2('Rock\nBook', { size: 40, fill: 0x000000, font: "'Arial Black', Arial, sans-serif", stroke: 0xffffff, strokeThickness: 3 }); rockBookText.anchor.set(0.5, 0.5); rockBookText.x = 1000; rockBookText.y = 2100; menuContainer.addChild(rockBookText); rockBookButton.down = function () { LK.playMusic('Academia', { fade: { start: 1, end: 0, duration: 500 } }); showElementBook('Rock'); }; // Ice Book Button var iceBookButton = LK.getAsset('iceCard', { anchorX: 0.5, anchorY: 0.5, x: 1200, y: 2100 }); menuContainer.addChild(iceBookButton); var iceBookText = new Text2('Ice\nBook', { size: 40, fill: 0x000000, font: "'Arial Black', Arial, sans-serif", stroke: 0xffffff, strokeThickness: 3 }); iceBookText.anchor.set(0.5, 0.5); iceBookText.x = 1200; iceBookText.y = 2100; menuContainer.addChild(iceBookText); iceBookButton.down = function () { LK.playMusic('Academia', { fade: { start: 1, end: 0, duration: 500 } }); showElementBook('Ice'); }; // Invocation Cards Book Button var invocationBookButton = LK.getAsset('fenix_invocation_card', { anchorX: 0.5, anchorY: 0.5, x: 1400, y: 2100 }); menuContainer.addChild(invocationBookButton); var invocationBookText = new Text2('Invocation\nBook', { size: 35, fill: 0x000000, font: "'Arial Black', Arial, sans-serif", stroke: 0xffffff, strokeThickness: 3 }); invocationBookText.anchor.set(0.5, 0.5); invocationBookText.x = 1400; invocationBookText.y = 2100; menuContainer.addChild(invocationBookText); invocationBookButton.down = function () { LK.playMusic('Academia', { fade: { start: 1, end: 0, duration: 500 } }); showElementBook('Invocation'); }; // Reset Character Selection Button (positioned in bottom right corner) var resetCharacterMenuButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1700, y: 2300, scaleX: 0.8, scaleY: 0.6 }); menuContainer.addChild(resetCharacterMenuButton); var resetCharacterMenuText = new Text2('RESET\nCHARACTER', { size: 30, fill: 0xFFFFFF }); resetCharacterMenuText.anchor.set(0.5, 0.5); resetCharacterMenuText.x = 1700; resetCharacterMenuText.y = 2300; menuContainer.addChild(resetCharacterMenuText); resetCharacterMenuButton.down = function () { // Reset all character selection data storage.playerGender = "undefined"; storage.playerName = "undefined"; storage.selectedMagoAsset = "Mago"; storage.selectedMagaAsset = "Maga"; storage.hasPlayedAdventure = false; storage.completedCourses = 0; storage.currentCourse = 0; storage.currentBattleInCourse = 0; storage.playerMaxHealth = 10; // Reset local variables completedCourses = 0; currentBattle = 0; isFirstTimeAdventure = true; // Show player setup interface showPlayerSetup(); }; game.addChild(menuContainer); } function createBattle() { battleContainer.removeChildren(); // Background var bg; if (gameMode === 'roguelike') { bg = LK.getAsset('Mazmorra', { anchorX: 0, anchorY: 0, scaleX: 1, scaleY: 1 }); } else if (gameMode === 'adventure' && currentBattle >= 0 && currentBattle <= 2) { // Use Clases1 for first three adventure levels bg = LK.getAsset('Clases1', { anchorX: 0, anchorY: 0, scaleX: 1, scaleY: 1 }); } else if (gameMode === 'adventure' && currentBattle >= 3 && currentBattle <= 5) { // Use Clases2 for course 2 (battles 3-5) with native resolution bg = LK.getAsset('Clases2', { anchorX: 0, anchorY: 0, scaleX: 1, scaleY: 1 }); } else { bg = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); } battleContainer.addChild(bg); // Player health playerHealthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0, x: 100, y: 100 }); battleContainer.addChild(playerHealthBar); playerHealthText = new Text2('HP: ' + playerHealth + '/' + playerMaxHealth, { size: 30, fill: 0xFFFFFF }); playerHealthText.anchor.set(0, 0.5); playerHealthText.x = 420; playerHealthText.y = 120; battleContainer.addChild(playerHealthText); // Player mana bar playerManaBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0, x: 100, y: 200, tint: 0x0066FF }); battleContainer.addChild(playerManaBar); playerManaText = new Text2('⚡: ' + playerMana + '/' + playerMaxMana, { size: 30, fill: 0xFFFFFF }); playerManaText.anchor.set(0, 0.5); playerManaText.x = 420; playerManaText.y = 220; battleContainer.addChild(playerManaText); // Player shield bar (initially hidden) playerShieldBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0, x: 100, y: 300, tint: 0x696969, alpha: 0 }); battleContainer.addChild(playerShieldBar); playerShieldText = new Text2('🛡: 0/0', { size: 30, fill: 0xFFFFFF }); playerShieldText.anchor.set(0, 0.5); playerShieldText.x = 420; playerShieldText.y = 320; playerShieldText.alpha = 0; battleContainer.addChild(playerShieldText); // Pass turn button passButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1750, y: 350, scaleX: 0.6, scaleY: 0.6 }); battleContainer.addChild(passButton); var passText = new Text2('Pass\n(+10 ⚡)', { size: 25, fill: 0xFFFFFF }); passText.anchor.set(0.5, 0.5); passText.x = 1750; passText.y = 350; battleContainer.addChild(passText); passButton.down = function () { if (gameState === 'playerTurn') { // Restore full mana playerMana = playerMaxMana; updatePlayerMana(); // Handle tutorial progression for pass turn if (isTutorialActive && tutorialStep === 8) { tutorialStep = 9; showTutorialMessage("¡Perfecto! Tu maná se restauró completamente. Ahora el final...", function () { showTutorialMessage("Una última cosa: no siempre vas a atacar primero, así que ten cuidado.", function () { endTutorial(); }); }); return; } endPlayerTurn(); } }; // Exit button to return to menu var exitButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1750, y: 150, scaleX: 0.6, scaleY: 0.6 }); battleContainer.addChild(exitButton); var exitText = new Text2('Exit', { size: 30, fill: 0xFFFFFF }); exitText.anchor.set(0.5, 0.5); exitText.x = 1750; exitText.y = 150; battleContainer.addChild(exitText); exitButton.down = function () { gameState = 'menu'; game.removeChild(battleContainer); createMenu(); LK.playMusic('Academia', { fade: { start: 0, end: 1, duration: 500 } }); }; // Reset button for adventure mode if (gameMode === 'adventure') { var resetButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1750, y: 250, scaleX: 0.6, scaleY: 0.6 }); battleContainer.addChild(resetButton); var resetText = new Text2('Reset', { size: 25, fill: 0xFFFFFF }); resetText.anchor.set(0.5, 0.5); resetText.x = 1750; resetText.y = 250; battleContainer.addChild(resetText); resetButton.down = function () { // Reset adventure progress completedCourses = 0; currentBattle = 0; storage.completedCourses = 0; storage.currentCourse = 0; storage.currentBattleInCourse = 0; // Reset player health playerHealth = 10; playerMaxHealth = 10; // Restart the first battle gameState = 'menu'; game.removeChild(battleContainer); createMenu(); LK.playMusic('Academia', { fade: { start: 0, end: 1, duration: 500 } }); }; } // Course and battle indicator for adventure mode if (gameMode === 'adventure') { var courseNumber = Math.floor(currentBattle / 3) + 1; var battleInCourse = currentBattle % 3 + 1; var courseText = new Text2('Course ' + courseNumber + ' - Battle ' + battleInCourse, { size: 35, fill: 0xFFD700 }); courseText.anchor.set(0.5, 0.5); courseText.x = 1024; courseText.y = 150; battleContainer.addChild(courseText); } // Turn indicator turnText = new Text2('Your Turn - Turn 1', { size: 40, fill: 0xFFFFFF }); turnText.anchor.set(0.5, 0.5); turnText.x = 1024; turnText.y = 200; battleContainer.addChild(turnText); // Card selection instructions (initially hidden) selectionInstructions = new Text2('', { size: 35, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 2 }); selectionInstructions.anchor.set(0.5, 0.5); selectionInstructions.x = 1024; selectionInstructions.y = 250; selectionInstructions.alpha = 0; battleContainer.addChild(selectionInstructions); // Battle text (removed course/battle display for adventure mode) if (gameMode === 'roguelike') { battleText = new Text2('Battle ' + (currentBattle + 1), { size: 60, fill: 0xFFFFFF }); battleText.anchor.set(0.5, 0.5); battleText.x = 1024; battleText.y = 300; battleContainer.addChild(battleText); } // Player character display (bottom of screen) - show only selected backsprite var playerCharacterAsset = 'wizard1'; // Default fallback if (storage.playerGender === 'mago') { // Use the selected mago asset directly playerCharacterAsset = storage.selectedMagoAsset || 'Mago'; } else if (storage.playerGender === 'maga') { // Use the selected maga asset directly playerCharacterAsset = storage.selectedMagaAsset || 'Maga'; } var playerCharacter = LK.getAsset(playerCharacterAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); playerCharacter.x = 1024; playerCharacter.y = 2200; // Position at bottom of screen battleContainer.addChild(playerCharacter); // Enemy currentEnemy = enemies[currentBattle]; currentEnemy.x = 1024; currentEnemy.y = 800; battleContainer.addChild(currentEnemy); // Add deck pile (face down) var deckPile = LK.getAsset('deckPile', { anchorX: 0.5, anchorY: 0.5, x: 1750, y: 1800 }); battleContainer.addChild(deckPile); var deckText = new Text2('Deck', { size: 30, fill: 0xFFFFFF }); deckText.anchor.set(0.5, 0.5); deckText.x = 1750; deckText.y = 1950; battleContainer.addChild(deckText); game.addChild(battleContainer); updatePlayerMana(); drawPlayerHand(); currentEnemy.drawHand(); } function drawPlayerHand() { // Remove existing selection deck (mazo de selección) for (var i = battleContainer.children.length - 1; i >= 0; i--) { var child = battleContainer.children[i]; if (child instanceof Card) { battleContainer.removeChild(child); } } playerHand = []; // playerHand represents the current mazo de selección (3 cards to choose from) var handCardNames = []; // Track card names to prevent duplicates in selection deck for (var i = 0; i < 3; i++) { if (playerDeck.length > 0) { var attempts = 0; var foundValidCard = false; while (attempts < 50 && !foundValidCard) { // Limit attempts to prevent infinite loop var randomIndex = Math.floor(Math.random() * playerDeck.length); var cardData = playerDeck[randomIndex]; // Check if this card name is already in current mazo de selección var isDuplicate = false; for (var j = 0; j < handCardNames.length; j++) { if (handCardNames[j] === cardData.name) { isDuplicate = true; break; } } // Use card if it's not a duplicate in current mazo de selección if (!isDuplicate) { var card = new Card(cardData.element, cardData.damage, cardData.name, cardData.effect); card.x = 400 + i * 350; card.y = 1800; playerHand.push(card); // Add to current mazo de selección battleContainer.addChild(card); handCardNames.push(cardData.name); foundValidCard = true; } attempts++; } } } } function playCard(card) { if (gameState !== 'playerTurn') return; if (playerMana < card.manaCost) return; card.isUsed = true; // Consume mana playerMana -= card.manaCost; updatePlayerMana(); LK.getSound('cardPlay').play(); playElementSound(card.element); // Apply card effects var damage = card.damage; var element = card.element; // Check for priority effect if (card.effect === 'priority') { // Priority card - block enemy's next turn priority currentEnemy.priorityBlocked = true; } // Fire element invocation animation if (element === 'Fire') { // Create the invoked asset that will fly to the enemy var invokedAsset = LK.getAsset(getCardImageId(card.name), { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8, alpha: 0.9 }); // Start at card position invokedAsset.x = card.x; invokedAsset.y = card.y; battleContainer.addChild(invokedAsset); // Animate the asset flying to the enemy tween(invokedAsset, { x: currentEnemy.x, y: currentEnemy.y, scaleX: 1.2, scaleY: 1.2, rotation: Math.PI * 2 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { // Impact effect - flash the asset and make it bigger momentarily tween(invokedAsset, { scaleX: 2.0, scaleY: 2.0, alpha: 0.3, tint: 0xFFFFFF }, { duration: 200, onFinish: function onFinish() { // Remove the invoked asset after impact battleContainer.removeChild(invokedAsset); // Apply damage and effects after animation applyFireCardEffects(card, damage); } }); } }); } else { // Non-fire cards apply effects immediately applyCardEffects(card, damage, element); } } // Helper function to apply fire card effects after animation function applyFireCardEffects(card, damage) { switch (card.effect) { case 'chooseBurn': // Llamarada - deal 3 damage and let player choose card to burn if (currentEnemy.hand.length > 0) { var burnIndex = Math.floor(Math.random() * currentEnemy.hand.length); currentEnemy.removeCardFromHand(burnIndex); } break; case 'heal': // Fénix - deal 2 damage and heal 2 HP playerHealth = Math.min(playerHealth + 2, playerMaxHealth); updatePlayerHealth(); break; case 'preventIce': // Mechero - deal 1 damage and prevent enemy from using ice cards next turn currentEnemy.iceBlocked = true; break; case 'magmaShields': // Escudos de Magma - create 3 magma shields playerMagmaShields = 3; break; default: // Brasas and Llama - deal 2 damage normally if (currentEnemy.hand.length > 0) { var burnIndex = Math.floor(Math.random() * currentEnemy.hand.length); currentEnemy.removeCardFromHand(burnIndex); } break; } // Apply damage and continue with battle logic currentEnemy.takeDamage(damage, 'Fire'); LK.getSound('damage').play(); finishCardPlay(card); } // Helper function to apply non-fire card effects immediately function applyCardEffects(card, damage, element) { // Check if this is an entity card that needs invocation animation var entityCards = ['Fénix', 'Serafín', 'Aullidos del bosque', 'Pirata', 'Sarcófago', 'Hombre de nieve', 'Bola de nieve', 'Pedrada', 'Momia']; if (entityCards.indexOf(card.name) !== -1) { invokeEntityCard(card, damage, element); return; } switch (element) { case 'Water': // Handle special water card effects if (card.effect === 'heal') { // Agua oxigenada - heal 3 HP (no damage) playerHealth = Math.min(playerHealth + 3, playerMaxHealth); updatePlayerHealth(); damage = 0; // No damage dealt } else if (card.effect === 'steal') { // Pirata - let player choose which card to steal if (currentEnemy.hand.length > 0 && playerHand.length < 3) { showCardStealInterface(); return; // Don't continue with normal card play flow yet } } break; case 'Plant': // Handle special plant card effects if (card.effect === 'increaseMaxHealth') { // Vida extra - increase max health by 1 playerMaxHealth += 1; updatePlayerHealth(); damage = 0; // No damage dealt } // Standard damage for arboleda and rama break; case 'Air': // Handle special air card effects if (card.effect === 'replaceCards') { // Huracán - deal 2 damage and replace enemy's 3 cards with random ones from their deck currentEnemy.drawHand(); } else if (card.effect === 'stormSkip') { // Tormenta - deal 3 damage and 10% chance enemy can't attack next turn if (Math.random() < 0.1) { currentEnemy.isFrozen = true; } } else if (card.effect === 'fogFailure') { // Niebla - deal 1 damage and set persistent 10% failure chance if (currentEnemy.fogFailureChance === 0) { currentEnemy.fogFailureChance = 10; // Set 10% failure chance for rest of battle } } else { // Vendaval and Brisa - standard damage without replacing cards } break; case 'Rock': // Handle special rock card effects if (card.effect === 'shield') { // Muralla Rocosa - create shield with 4 health if (!playerShield) { playerShield = { health: 4, maxHealth: 4 }; updateShieldDisplay(); damage = 0; // No damage dealt } } else if (card.effect === 'replaceAllCards') { // Terremoto - deal 2 damage to enemy and both players get new cards currentEnemy.drawHand(); drawPlayerHand(); } // Standard damage for all rock cards break; case 'Ice': // Handle special ice card effects if (card.effect === 'blizzard') { // Ventisca - deal 2 damage and 10% chance enemy can't attack next turn if (Math.random() < 0.1) { currentEnemy.isFrozen = true; } } else { // Nevada and Bola de nieve - freeze enemy for next turn + damage currentEnemy.isFrozen = true; } break; } // Apply damage and finish card play currentEnemy.takeDamage(damage, element); LK.getSound('damage').play(); finishCardPlay(card); } // Helper function to invoke entity cards with special animations function invokeEntityCard(card, damage, element) { var centerX = 1024; var centerY = 1366; switch (card.name) { case 'Fénix': // Phoenix rises from ashes in center and attacks with fire var ashes = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.2, tint: 0x404040, alpha: 0.8 }); ashes.x = centerX; ashes.y = centerY; battleContainer.addChild(ashes); var phoenix = LK.getAsset('Fenix', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1, alpha: 0 }); phoenix.x = centerX; phoenix.y = centerY; battleContainer.addChild(phoenix); // Phoenix emerges from ashes tween(phoenix, { scaleX: 1.2, scaleY: 1.2, alpha: 1 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { // Phoenix breathes fire at enemy tween(phoenix, { rotation: -0.3, scaleX: 1.4, scaleY: 1.4 }, { duration: 300, onFinish: function onFinish() { // Fire effect towards enemy var fireBreath = LK.getAsset('llamarada', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, alpha: 0.9 }); fireBreath.x = centerX; fireBreath.y = centerY; battleContainer.addChild(fireBreath); tween(fireBreath, { x: currentEnemy.x, y: currentEnemy.y, scaleX: 1.5, scaleY: 1.5, rotation: Math.PI }, { duration: 500, onFinish: function onFinish() { // White healing aura for player var healingAura = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF, alpha: 0.3 }); healingAura.x = 1024; healingAura.y = 1800; battleContainer.addChild(healingAura); tween(healingAura, { scaleX: 2.0, scaleY: 2.0, alpha: 0 }, { duration: 800, onFinish: function onFinish() { battleContainer.removeChild(healingAura); } }); // Apply effects currentEnemy.takeDamage(damage, 'Fire'); playerHealth = Math.min(playerHealth + 2, playerMaxHealth); updatePlayerHealth(); LK.getSound('damage').play(); // Clean up battleContainer.removeChild(fireBreath); battleContainer.removeChild(phoenix); battleContainer.removeChild(ashes); finishCardPlay(card); } }); } }); } }); break; case 'Serafín': // Seraph appears facing player and heals with green aura var seraph = LK.getAsset('serafin', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1, alpha: 0 }); seraph.x = centerX; seraph.y = centerY; battleContainer.addChild(seraph); tween(seraph, { scaleX: 1.3, scaleY: 1.3, alpha: 1 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Green healing aura towards player var greenAura = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, tint: 0x00FF00, alpha: 0.6 }); greenAura.x = 1024; greenAura.y = 1800; battleContainer.addChild(greenAura); tween(greenAura, { scaleX: 2.5, scaleY: 2.5, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { battleContainer.removeChild(greenAura); } }); // Apply healing playerHealth = Math.min(playerHealth + 2, playerMaxHealth); updatePlayerHealth(); LK.getSound('Curar').play(); // Clean up LK.setTimeout(function () { battleContainer.removeChild(seraph); finishCardPlay(card); }, 800); } }); break; case 'Aullidos del bosque': // Environment becomes forest with wolf howls and two wolves attack var forestBg = LK.getAsset('arboleda', { anchorX: 0.5, anchorY: 0.5, scaleX: 7.0, scaleY: 4.0, alpha: 0 }); forestBg.x = centerX; forestBg.y = centerY; battleContainer.addChild(forestBg); tween(forestBg, { alpha: 0.7 }, { duration: 500, onFinish: function onFinish() { // Two wolves appear and attack enemy (using Lobos asset without background) var wolf1 = LK.getAsset('Lobos', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8, alpha: 0 }); wolf1.x = centerX - 200; wolf1.y = centerY + 100; battleContainer.addChild(wolf1); var wolf2 = LK.getAsset('Lobos', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8, alpha: 0 }); wolf2.x = centerX + 200; wolf2.y = centerY + 100; battleContainer.addChild(wolf2); // Wolves appear and leap at enemy tween(wolf1, { alpha: 1 }, { duration: 300 }); tween(wolf2, { alpha: 1 }, { duration: 300 }); LK.setTimeout(function () { tween(wolf1, { x: currentEnemy.x - 100, y: currentEnemy.y, scaleX: 1.2, scaleY: 1.2 }, { duration: 600 }); tween(wolf2, { x: currentEnemy.x + 100, y: currentEnemy.y, scaleX: -1.2, scaleY: 1.2 }, { duration: 600, onFinish: function onFinish() { // Apply effects currentEnemy.takeDamage(damage); currentEnemy.isFrozen = true; LK.getSound('Aullidos').play(); LK.getSound('Aullidos').play(null, 1.5); // Clean up LK.setTimeout(function () { tween(forestBg, { alpha: 0 }, { duration: 500 }); battleContainer.removeChild(wolf1); battleContainer.removeChild(wolf2); LK.setTimeout(function () { battleContainer.removeChild(forestBg); finishCardPlay(card); }, 500); }, 800); } }); }, 500); } }); break; case 'Pedrada': // Rock throw appears in center and flies to enemy (reusing snowball animation) var rock = LK.getAsset('pedrada', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); rock.x = centerX; rock.y = centerY; battleContainer.addChild(rock); tween(rock, { x: currentEnemy.x, y: currentEnemy.y, scaleX: 1.2, scaleY: 1.2, rotation: Math.PI * 3 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Apply effects currentEnemy.takeDamage(damage, 'Rock'); LK.getSound('damage').play(); // Impact effect tween(rock, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, onFinish: function onFinish() { battleContainer.removeChild(rock); finishCardPlay(card); } }); } }); break; case 'Pirata': // Pirate appears and strikes enemy with hook, then offers card steal choice var pirate = LK.getAsset('Pirata', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1, alpha: 0 }); pirate.x = centerX; pirate.y = centerY; battleContainer.addChild(pirate); tween(pirate, { scaleX: 1.4, scaleY: 1.4, alpha: 1 }, { duration: 500, easing: tween.bounceOut, onFinish: function onFinish() { // Pirate swings hook at enemy tween(pirate, { x: currentEnemy.x - 150, y: currentEnemy.y, rotation: -0.5 }, { duration: 400, onFinish: function onFinish() { // Apply effects currentEnemy.takeDamage(damage); LK.getSound('damage').play(); // Card steal effect - show interface for player to choose if (currentEnemy.hand.length > 0 && playerHand.length < 3) { LK.setTimeout(function () { showCardStealInterface(); }, 800); // Delay to let pirate animation finish } // Clean up LK.setTimeout(function () { battleContainer.removeChild(pirate); finishCardPlay(card); }, 600); } }); } }); break; case 'Sarcófago': // Create sand pile (Arena asset) in center of battle var sandPile = LK.getAsset('Arena', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, alpha: 0.8 }); sandPile.x = centerX; sandPile.y = centerY + 150; battleContainer.addChild(sandPile); // Sarcophagus starts buried under sand var sarcophagus = LK.getAsset('sarcofago', { anchorX: 0.5, anchorY: 1.0, scaleX: 0.1, scaleY: 0.1, alpha: 0 }); sarcophagus.x = centerX; sarcophagus.y = centerY + 150; battleContainer.addChild(sarcophagus); // Sarcophagus emerges from sand pile tween(sarcophagus, { scaleX: 1.2, scaleY: 1.2, alpha: 1, y: centerY - 50 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Sarcophagus opens with dramatic effect tween(sarcophagus, { scaleX: 1.8, scaleY: 1.1 }, { duration: 500, easing: tween.bounceOut, onFinish: function onFinish() { // Mummy emerges from the sarcophagus and appears on top of Arena var mummy = LK.getAsset('Momia', { anchorX: 0.5, anchorY: 1.0, scaleX: 0.1, scaleY: 0.1, alpha: 0 }); mummy.x = centerX; mummy.y = centerY + 100; // Position on top of Arena asset battleContainer.addChild(mummy); // Mummy appears with growing animation tween(mummy, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Mummy attacks enemy with right hand (slight rotation and movement) tween(mummy, { rotation: -0.3, x: centerX + 50 }, { duration: 300, onFinish: function onFinish() { // Apply damage from mummy's right hand attack currentEnemy.takeDamage(damage); LK.getSound('damage').play(); // Mummy extends left hand with healing bandages toward player tween(mummy, { rotation: 0.3, x: centerX - 50 }, { duration: 400, onFinish: function onFinish() { // Healing bandages fly from mummy's left hand to player var healingBandages = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 1.5, tint: 0xF5DEB3, alpha: 0.9 }); healingBandages.x = centerX - 50; healingBandages.y = centerY - 50; battleContainer.addChild(healingBandages); // Animate bandages wrapping around player tween(healingBandages, { x: 1024, y: 1800, scaleX: 1.5, scaleY: 2.5, rotation: Math.PI * 2 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { // Create green healing aura around player var greenAura = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, tint: 0x00FF00, alpha: 0.7 }); greenAura.x = 1024; greenAura.y = 1800; battleContainer.addChild(greenAura); // Green aura pulsing effect tween(greenAura, { scaleX: 3.0, scaleY: 3.0, alpha: 0 }, { duration: 1200, easing: tween.easeOut, onFinish: function onFinish() { battleContainer.removeChild(greenAura); } }); // Apply healing playerHealth = Math.min(playerHealth + 2, playerMaxHealth); updatePlayerHealth(); battleContainer.removeChild(healingBandages); } }); // Clean up after complete animation LK.setTimeout(function () { battleContainer.removeChild(mummy); battleContainer.removeChild(sarcophagus); battleContainer.removeChild(sandPile); finishCardPlay(card); }, 1500); } }); } }); } }); } }); } }); break; case 'Momia': // Mummy appears on top of Arena asset in battle center var arenaBase = LK.getAsset('Arena', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, alpha: 0.8 }); arenaBase.x = centerX; arenaBase.y = centerY; battleContainer.addChild(arenaBase); var mummy = LK.getAsset('Momia', { anchorX: 0.5, anchorY: 1.0, scaleX: 0.1, scaleY: 0.1, alpha: 0 }); mummy.x = centerX; mummy.y = centerY; battleContainer.addChild(mummy); // Mummy appears with growing animation on Arena tween(mummy, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Apply effects currentEnemy.takeDamage(damage); LK.getSound('damage').play(); // Clean up LK.setTimeout(function () { battleContainer.removeChild(mummy); battleContainer.removeChild(arenaBase); finishCardPlay(card); }, 800); } }); break; case 'Hombre de nieve': // Snowman appears and throws snowball at enemy var snowman = LK.getAsset('hombre_de_nieve', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1, alpha: 0 }); snowman.x = centerX; snowman.y = centerY; battleContainer.addChild(snowman); tween(snowman, { scaleX: 1.3, scaleY: 1.3, alpha: 1 }, { duration: 500, easing: tween.bounceOut, onFinish: function onFinish() { // Snowman throws snowball var snowball = LK.getAsset('bola_de_nieve', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); snowball.x = centerX; snowball.y = centerY; battleContainer.addChild(snowball); tween(snowball, { x: currentEnemy.x, y: currentEnemy.y, scaleX: 1.0, scaleY: 1.0, rotation: Math.PI * 3 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Apply effects currentEnemy.takeDamage(damage); currentEnemy.hasExtraAttack = true; LK.getSound('Bola_de_nieve').play(); // Impact effect tween(snowball, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, onFinish: function onFinish() { battleContainer.removeChild(snowball); } }); // Clean up LK.setTimeout(function () { battleContainer.removeChild(snowman); finishCardPlay(card); }, 800); } }); } }); break; case 'Bola de nieve': // Snowball appears in center and flies to enemy (reusing snowman animation) var snowball = LK.getAsset('bola_de_nieve', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); snowball.x = centerX; snowball.y = centerY; battleContainer.addChild(snowball); tween(snowball, { x: currentEnemy.x, y: currentEnemy.y, scaleX: 1.2, scaleY: 1.2, rotation: Math.PI * 3 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Apply effects currentEnemy.takeDamage(damage); currentEnemy.isFrozen = true; LK.getSound('Bola_de_nieve').play(); // Impact effect tween(snowball, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, onFinish: function onFinish() { battleContainer.removeChild(snowball); finishCardPlay(card); } }); } }); break; } } // Helper function to show card steal interface when Pirata is used function showCardStealInterface() { if (currentEnemy.hand.length === 0) return; // Create steal interface container var stealContainer = new Container(); // Semi-transparent background var stealBg = LK.getAsset('background', { anchorX: 0, anchorY: 0, alpha: 0.8 }); stealContainer.addChild(stealBg); // Title text var stealTitleText = new Text2('Choose a card to steal:', { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); stealTitleText.anchor.set(0.5, 0.5); stealTitleText.x = 1024; stealTitleText.y = 600; stealContainer.addChild(stealTitleText); // Display enemy cards in center for selection var stealCards = []; for (var i = 0; i < currentEnemy.hand.length; i++) { var enemyCardData = currentEnemy.hand[i]; var stealCard = new Card(enemyCardData.element, enemyCardData.damage, enemyCardData.name || enemyCardData.element, enemyCardData.effect || 'normal'); stealCard.x = 1024 + (i - 1) * 350; // Center cards around screen center stealCard.y = 1200; stealCard.cardIndex = i; // Store original index for removal // Override down handler for stealing stealCard.down = function (x, y, obj) { var selectedIndex = obj.cardIndex; var stolenCardData = currentEnemy.hand[selectedIndex]; // Remove card from enemy hand currentEnemy.removeCardFromHand(selectedIndex); // Add stolen card to player hand var stolenCard = new Card(stolenCardData.element, stolenCardData.damage, stolenCardData.name || stolenCardData.element, stolenCardData.effect || 'normal'); stolenCard.x = 400 + playerHand.length * 350; stolenCard.y = 1800; playerHand.push(stolenCard); battleContainer.addChild(stolenCard); // Remove steal interface game.removeChild(stealContainer); // Continue with normal card play flow currentEnemy.takeDamage(1); // Pirata deals 1 damage LK.getSound('damage').play(); // Check if enemy is defeated if (currentEnemy.health === 0) { LK.getSound('victory').play(); currentBattle++; // Handle victory logic... if (gameMode === 'roguelike') { playerHealth = Math.min(playerHealth + 1, 10); if (currentBattle > roguelikeLevel) { roguelikeLevel = currentBattle; storage.highestLevel = roguelikeLevel; } } else { var courseNumber = Math.floor((currentBattle - 1) / 3); var battleInCourse = (currentBattle - 1) % 3 + 1; playerHealth = playerMaxHealth; if (battleInCourse === 3) { completedCourses = courseNumber + 1; storage.completedCourses = completedCourses; showCourseCompletionAnimation(courseNumber + 1); } } updatePlayerHealth(); if (currentBattle >= enemies.length) { LK.showYouWin(); } else { LK.setTimeout(function () { createBattle(); gameState = 'playerTurn'; turnText.setText('Your Turn - Turn 1'); }, 2000); } return; } // Continue to next turn endPlayerTurn(); }; stealContainer.addChild(stealCard); stealCards.push(stealCard); } game.addChild(stealContainer); } // Helper function for enemy pirata card steal interface function showEnemyCardStealInterface() { if (playerHand.length === 0) return; // Create steal interface container var enemyStealContainer = new Container(); // Semi-transparent background var enemyStealBg = LK.getAsset('background', { anchorX: 0, anchorY: 0, alpha: 0.8 }); enemyStealContainer.addChild(enemyStealBg); // Title text var enemyStealTitleText = new Text2('Enemy is choosing a card to steal...', { size: 60, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 3 }); enemyStealTitleText.anchor.set(0.5, 0.5); enemyStealTitleText.x = 1024; enemyStealTitleText.y = 600; enemyStealContainer.addChild(enemyStealTitleText); // Display player cards in center (non-interactive) var displayCards = []; for (var i = 0; i < playerHand.length; i++) { var playerCardData = playerHand[i]; var displayCard = new Card(playerCardData.element, playerCardData.damage, playerCardData.name, playerCardData.effect); displayCard.x = 1024 + (i - 1) * 350; displayCard.y = 1200; displayCard.isUsed = true; // Make non-interactive enemyStealContainer.addChild(displayCard); displayCards.push(displayCard); } game.addChild(enemyStealContainer); // After 2 seconds, enemy makes selection and removes interface LK.setTimeout(function () { // Enemy steals a random card var stealIndex = Math.floor(Math.random() * playerHand.length); var stolenCard = playerHand[stealIndex]; var stolenCardData = { element: stolenCard.element, damage: stolenCard.damage, name: stolenCard.name, effect: stolenCard.effect }; // Remove from player hand playerHand.splice(stealIndex, 1); battleContainer.removeChild(stolenCard); // Add to enemy hand currentEnemy.hand.push(stolenCardData); var enemyCard = new Card(stolenCardData.element, stolenCardData.damage, stolenCardData.name, stolenCardData.effect); enemyCard.x = -400 + currentEnemy.hand.length * 200 - 200; enemyCard.y = -400; enemyCard.scaleX = 0.6; enemyCard.scaleY = 0.6; currentEnemy.addChild(enemyCard); if (!currentEnemy.handCards) currentEnemy.handCards = []; currentEnemy.handCards.push(enemyCard); // Remove steal interface game.removeChild(enemyStealContainer); }, 2000); } // Helper function to finish card play logic function finishCardPlay(card) { // Remove card from hand var cardIndex = playerHand.indexOf(card); if (cardIndex !== -1) { playerHand.splice(cardIndex, 1); } battleContainer.removeChild(card); // Add used card to tracking array with turn counter playerUsedCards.push({ element: card.element, damage: card.damage, name: card.name, effect: card.effect }); // Handle tutorial progression if (isTutorialActive && tutorialStep === 3) { // After first card play, enemy attacks tutorialStep = 4; showTutorialMessage("¡La carta atacó! Ahora el mago rival atacará.", function () { gameState = 'enemyTurn'; turnText.setText('Tutorial - Turno del Enemigo'); LK.setTimeout(function () { // Enemy plays a card that costs mana to demonstrate mana restoration tutorialEnemy.mana = 0; // Set enemy mana to 0 currentEnemy.playTurn(); }, 1000); }); return; } // Check if enemy is defeated (must reach exactly 0 health) if (currentEnemy.health === 0) { LK.getSound('victory').play(); currentBattle++; // Handle victory based on game mode if (gameMode === 'roguelike') { // Add 1 health for winning a battle playerHealth = Math.min(playerHealth + 1, 10); // Update roguelike progress if (currentBattle > roguelikeLevel) { roguelikeLevel = currentBattle; storage.highestLevel = roguelikeLevel; } } else { // Adventure mode - handle course progression var courseNumber = Math.floor((currentBattle - 1) / 3); var battleInCourse = (currentBattle - 1) % 3 + 1; // Always restore full health after winning any battle in adventure mode playerHealth = playerMaxHealth; // If this was the third battle of a course, mark course as completed but don't change max health if (battleInCourse === 3) { completedCourses = courseNumber + 1; storage.completedCourses = completedCourses; // Course completion animation showCourseCompletionAnimation(courseNumber + 1); } } // Restore full mana after battle victory playerMana = playerMaxMana; updatePlayerMana(); // Update player health display after victory updatePlayerHealth(); if (currentBattle >= enemies.length) { // All battles won LK.showYouWin(); } else { // Next battle LK.setTimeout(function () { createBattle(); gameState = 'playerTurn'; turnText.setText('Your Turn - Turn 1'); }, 2000); } return; } endPlayerTurn(); } function endPlayerTurn() { // Clear player used cards for this turn playerUsedCards = []; // Check if this completes a turn cycle if (playerStartsFirst) { // Player started first, now enemy gets their turn gameState = 'enemyTurn'; turnText.setText('Enemy Turn - Turn ' + turnCounter); LK.setTimeout(function () { currentEnemy.playTurn(); }, 1000); } else { // Enemy started first and player just finished, complete turn ends here startNewCompleteTurn(); } } function enemyPlayCard(cardData, cardIndex) { // Consume enemy mana var manaCost = getCardManaCost(cardData.name || cardData.element, cardData.effect || 'normal'); currentEnemy.mana -= manaCost; playElementSound(cardData.element); var damage = cardData.damage; var element = cardData.element; // Track used card before removing enemyUsedCards.push({ element: cardData.element, damage: cardData.damage, name: cardData.name || cardData.element, effect: cardData.effect || 'normal' }); // Remove the played card from enemy hand currentEnemy.removeCardFromHand(cardIndex); // Check for snowman effect - hombre de nieve deals 2 damage and sets up future 1 damage if (cardData.name === 'Hombre de nieve') { // Deal 2 damage now playerHealth -= 2; // Set up 10% chance for 1 damage next turn currentEnemy.snowmanPendingDamage = true; } else { // Check if there's pending snowman damage from previous turn if (currentEnemy.snowmanPendingDamage) { if (Math.random() < 0.1) { // 10% chance to deal 1 additional damage playerHealth -= 1; } // Reset the pending damage flag currentEnemy.snowmanPendingDamage = false; } switch (element) { case 'Fire': // Fire burns one random player card + damage if (playerHand.length > 0) { var burnIndex = Math.floor(Math.random() * playerHand.length); var cardToBurn = playerHand[burnIndex]; playerHand.splice(burnIndex, 1); battleContainer.removeChild(cardToBurn); } damage += 2; break; case 'Water': // Handle water card effects if (cardData.effect === 'steal') { // Pirata - enemy shows card steal interface if (playerHand.length > 0 && currentEnemy.hand.length < 3) { showEnemyCardStealInterface(); return; // Don't continue with normal enemy turn flow yet } } break; case 'Air': drawPlayerHand(); break; case 'Ice': // Player frozen (skip next turn - handled in game flow) break; } // Apply damage through shields first if (damage > 0) { // Check for magma shields first if (playerMagmaShields > 0 && element !== 'Water') { // Magma shields reduce damage by shield count, but water attacks consume 2 shields var damageReduction = playerMagmaShields; var reducedDamage = Math.max(0, damage - damageReduction); playerMagmaShields -= 1; // Always lose 1 shield per attack damage = reducedDamage; } else if (playerMagmaShields > 0 && element === 'Water') { // Water attacks consume 2 magma shields and are not reduced var shieldsToRemove = Math.min(2, playerMagmaShields); playerMagmaShields -= shieldsToRemove; // Water damage is NOT reduced by magma shields } // Then check for regular shields if (playerShield && playerShield.health > 0 && damage > 0) { var shieldAbsorbed = Math.min(damage, playerShield.health); playerShield.health -= shieldAbsorbed; damage -= shieldAbsorbed; updateShieldDisplay(); if (damage > 0) { playerHealth -= damage; } } else if (damage > 0) { playerHealth -= damage; } } } if (playerHealth < 0) playerHealth = 0; updatePlayerHealth(); LK.getSound('damage').play(); if (playerHealth === 0) { // In roguelike mode, track the level where player died if (gameMode === 'roguelike' && currentBattle > roguelikeLevel) { roguelikeLevel = currentBattle; storage.highestLevel = roguelikeLevel; } // Reset mana to full when battle ends playerMana = playerMaxMana; updatePlayerMana(); LK.showGameOver(); return; } endEnemyTurn(); } function endEnemyTurn() { // Clear enemy used cards for this turn enemyUsedCards = []; // Handle tutorial progression if (isTutorialActive && tutorialStep === 4) { // After enemy attack, show mana restoration tutorialStep = 5; showTutorialMessage("Como puedes ver, tu barra de maná se restauró. Fíjate bien.", function () { highlightManaBar(); LK.setTimeout(function () { tutorialStep = 6; showTutorialMessage("Tienes una carta de daño (Rama), otra que sana (Agua oxigenada) y otra que protege (Muralla rocosa).", function () { highlightCardTypes(); LK.setTimeout(function () { tutorialStep = 7; showTutorialMessage("El mago usará un hechizo que te dejará sin maná. ¡Observa!", function () { // Enemy casts spell to drain player mana playerMana = 0; updatePlayerMana(); LK.setTimeout(function () { tutorialStep = 8; showTutorialMessage("Si te quedas sin maná, puedes pasar el turno para recuperarlo todo.", function () { gameState = 'playerTurn'; turnText.setText('Tutorial - Prueba Pasar Turno'); }); }, 1000); }); }, 2000); }); }, 2000); }); return; } // Check if this is the end of a complete turn (both players have played) // If enemy started first, complete turn ends here // If player started first, we need to give player their turn if (!playerStartsFirst) { // Enemy started first, now it's player's turn to complete the turn gameState = 'playerTurn'; turnText.setText('Your Turn - Turn ' + turnCounter); } else { // Player started first and enemy just finished, complete turn ends here // Complete turn cycle - both player and enemy have played, now start new complete turn startNewCompleteTurn(); } } function startNewCompleteTurn() { turnCounter++; // Restore mana after complete turn cycle (except first turn) if (turnCounter > 1) { // Restore 3-5 mana for player, but never exceed max var manaToRestore = 3 + Math.floor(Math.random() * 3); // Random between 3-5 playerMana = Math.min(playerMana + manaToRestore, playerMaxMana); // Restore 3-5 mana for enemy, but never exceed max var enemyManaToRestore = 3 + Math.floor(Math.random() * 3); // Random between 3-5 currentEnemy.mana = Math.min(currentEnemy.mana + enemyManaToRestore, currentEnemy.maxMana); updatePlayerMana(); } // Both players get 3 new cards (maintaining unused cards from previous mazo de selección) drawNewHandForCompleteTurn('player'); drawNewHandForCompleteTurn('enemy'); // Start card selection phase startCardSelectionPhase(); } function clearAllHands() { // Clear player hand for (var i = playerHand.length - 1; i >= 0; i--) { var card = playerHand[i]; battleContainer.removeChild(card); } playerHand = []; // Clear enemy hand if (currentEnemy.handCards) { for (var i = 0; i < currentEnemy.handCards.length; i++) { if (currentEnemy.handCards[i].parent) { currentEnemy.handCards[i].parent.removeChild(currentEnemy.handCards[i]); } } } currentEnemy.handCards = []; currentEnemy.hand = []; } function drawNewHandForCompleteTurn(playerType) { if (playerType === 'player') { // Player maintains unused cards from previous mazo de selección in the new mazo de selección var playerHandNames = []; // Track card names to prevent duplicates in new mazo de selección // Identify unused cards from current mazo de selección (those not in playerUsedCards) var cardsToKeep = []; for (var i = 0; i < playerHand.length; i++) { var wasUsed = false; for (var j = 0; j < playerUsedCards.length; j++) { if (playerUsedCards[j].name === playerHand[i].name) { wasUsed = true; break; } } // Keep unused cards from previous mazo de selección for new mazo de selección if (!wasUsed) { cardsToKeep.push(playerHand[i]); playerHandNames.push(playerHand[i].name); } } // Clear current hand visuals and re-add kept cards for (var i = playerHand.length - 1; i >= 0; i--) { battleContainer.removeChild(playerHand[i]); } playerHand = []; // Re-add kept cards to hand with updated positions for (var i = 0; i < cardsToKeep.length; i++) { var keptCard = cardsToKeep[i]; keptCard.x = 400 + i * 350; keptCard.y = 1800; keptCard.isUsed = false; // Reset used state playerHand.push(keptCard); battleContainer.addChild(keptCard); } // Add new cards to complete hand to 3 cards total var cardsNeeded = 3 - cardsToKeep.length; for (var i = 0; i < cardsNeeded; i++) { if (playerDeck.length > 0) { var attempts = 0; var foundValidCard = false; while (attempts < 50 && !foundValidCard) { var randomIndex = Math.floor(Math.random() * playerDeck.length); var cardData = playerDeck[randomIndex]; // Check if this card name is already in current hand or was used this turn var isDuplicate = false; // Check against current hand for (var j = 0; j < playerHandNames.length; j++) { if (playerHandNames[j] === cardData.name) { isDuplicate = true; break; } } // Check against used cards this turn if (!isDuplicate) { for (var j = 0; j < playerUsedCards.length; j++) { if (playerUsedCards[j].name === cardData.name) { isDuplicate = true; break; } } } // Use card if it's not a duplicate if (!isDuplicate) { var card = new Card(cardData.element, cardData.damage, cardData.name, cardData.effect); card.x = 400 + (cardsToKeep.length + i) * 350; card.y = 1800; playerHand.push(card); battleContainer.addChild(card); playerHandNames.push(cardData.name); foundValidCard = true; } attempts++; } } } } else { // Enemy maintains unused cards from previous mazo de selección in the new mazo de selección var enemyHandNames = []; // Track card names to prevent duplicates in new mazo de selección // Identify unused cards from current mazo de selección (those not in enemyUsedCards) var cardsToKeep = []; for (var i = 0; i < currentEnemy.hand.length; i++) { var wasUsed = false; var cardName = currentEnemy.hand[i].name || currentEnemy.hand[i].element; for (var j = 0; j < enemyUsedCards.length; j++) { if (enemyUsedCards[j].name === cardName) { wasUsed = true; break; } } // Keep unused cards from previous mazo de selección for new mazo de selección if (!wasUsed) { cardsToKeep.push(currentEnemy.hand[i]); enemyHandNames.push(cardName); } } // Clear current enemy hand visuals if (currentEnemy.handCards) { for (var i = 0; i < currentEnemy.handCards.length; i++) { if (currentEnemy.handCards[i].parent) { currentEnemy.handCards[i].parent.removeChild(currentEnemy.handCards[i]); } } } currentEnemy.handCards = []; currentEnemy.hand = []; // Re-add kept cards to enemy hand for (var i = 0; i < cardsToKeep.length; i++) { currentEnemy.hand.push(cardsToKeep[i]); // Create visual card for kept enemy card var enemyCard = new Card(cardsToKeep[i].element, cardsToKeep[i].damage, cardsToKeep[i].name || cardsToKeep[i].element, cardsToKeep[i].effect || 'normal'); enemyCard.x = -400 + i * 200; enemyCard.y = -400; enemyCard.scaleX = 0.6; enemyCard.scaleY = 0.6; currentEnemy.addChild(enemyCard); if (!currentEnemy.handCards) currentEnemy.handCards = []; currentEnemy.handCards.push(enemyCard); } // Add new cards to complete hand to 3 cards total var cardsNeeded = 3 - cardsToKeep.length; for (var i = 0; i < cardsNeeded; i++) { if (currentEnemy.deck.length > 0) { var attempts = 0; var foundValidCard = false; while (attempts < 50 && !foundValidCard) { var randomIndex = Math.floor(Math.random() * currentEnemy.deck.length); var cardData = currentEnemy.deck[randomIndex]; var cardName = cardData.name || cardData.element; // Check if this card name is already in current hand or was used this turn var isDuplicate = false; // Check against current hand for (var j = 0; j < enemyHandNames.length; j++) { if (enemyHandNames[j] === cardName) { isDuplicate = true; break; } } // Check against used cards this turn if (!isDuplicate) { for (var j = 0; j < enemyUsedCards.length; j++) { if (enemyUsedCards[j].name === cardName) { isDuplicate = true; break; } } } // Use card if it's not a duplicate if (!isDuplicate) { currentEnemy.hand.push(cardData); // Create visual card for enemy var enemyCard = new Card(cardData.element, cardData.damage, cardData.name || cardData.element, cardData.effect || 'normal'); enemyCard.x = -400 + (cardsToKeep.length + i) * 200; enemyCard.y = -400; enemyCard.scaleX = 0.6; enemyCard.scaleY = 0.6; currentEnemy.addChild(enemyCard); if (!currentEnemy.handCards) currentEnemy.handCards = []; currentEnemy.handCards.push(enemyCard); enemyHandNames.push(cardName); foundValidCard = true; } attempts++; } } } } } function updatePlayerHealth() { var healthPercentage = playerHealth / playerMaxHealth; playerHealthBar.scaleX = healthPercentage; playerHealthText.setText('HP: ' + playerHealth + '/' + playerMaxHealth); } function updatePlayerMana() { var manaPercentage = playerMana / playerMaxMana; playerManaBar.scaleX = manaPercentage; playerManaText.setText('⚡: ' + playerMana + '/' + playerMaxMana); } function updateShieldDisplay() { if (playerShield && playerShield.health > 0) { var shieldPercentage = playerShield.health / playerShield.maxHealth; playerShieldBar.scaleX = shieldPercentage; playerShieldBar.alpha = 1; playerShieldText.setText('🛡: ' + playerShield.health + '/' + playerShield.maxHealth); playerShieldText.alpha = 1; } else { playerShieldBar.alpha = 0; playerShieldText.alpha = 0; playerShield = null; } } function startBattle() { gameState = 'battle'; if (gameMode === 'adventure') { // Start from first uncompleted battle currentBattle = completedCourses * 3; // Set health based on last completed course's final wizard if (completedCourses > 0) { // Get the last wizard from the previous completed course var lastCompletedCourse = completedCourses - 1; var lastWizardIndex = lastCompletedCourse * 3 + 2; // Third wizard of the course (index 2) if (lastWizardIndex < enemies.length) { var lastWizard = enemies[lastWizardIndex]; playerHealth = lastWizard.maxHealth; playerMaxHealth = lastWizard.maxHealth; // Store the max health for future reference storage.playerMaxHealth = playerMaxHealth; } else { playerHealth = 10; playerMaxHealth = 10; } } else { // First course - start with default health playerHealth = 10; playerMaxHealth = 10; } } else { // Roguelike mode currentBattle = 0; playerHealth = 10; playerMaxHealth = 10; } turnCounter = 0; playerMana = playerMaxMana; // Randomly determine who starts first playerStartsFirst = Math.random() < 0.5; game.removeChild(menuContainer); createBattle(); // Ensure both players have 3 cards in their mazo de selección (selection deck) at start drawPlayerHand(); currentEnemy.drawHand(); // Start with card selection phase for turn 1 turnCounter = 1; startCardSelectionPhase(); } function showElementBook(element) { // Create book container var bookContainer = new Container(); // Background var bookBg = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); bookContainer.addChild(bookBg); // Title var titleText = new Text2(element + ' Element Cards', { size: 60, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 300; bookContainer.addChild(titleText); // Create scrollable content container var scrollContainer = new Container(); var currentScrollY = 0; var maxScrollY = 0; // Get element cards based on element type var elementCards = []; switch (element) { case 'Fire': elementCards = [{ name: 'Llamarada', damage: 3, effect: 'Inflige 3 de daño y quema una carta enemiga' }, { name: 'Fénix', damage: 2, effect: 'Inflige 2 de daño y cura 2 puntos de vida' }, { name: 'Brasas', damage: 2, effect: 'Inflige 2 de daño y quema una carta enemiga' }, { name: 'Llama', damage: 2, effect: 'Inflige 2 de daño y quema una carta enemiga' }, { name: 'Mechero', damage: 1, effect: 'Inflige 1 de daño y evita que el enemigo use cartas de hielo' }, { name: 'Escudos de Magma', damage: 0, effect: 'Crea 3 escudos que reducen daño según su cantidad. Los ataques de agua no se reducen y gastan 2 escudos.' }]; break; case 'Water': elementCards = [{ name: 'Gota de agua', damage: 1, effect: 'Inflige 1 de daño' }, { name: 'Luna roja', damage: 2, effect: 'Inflige 2 de daño' }, { name: 'Agua oxigenada', damage: 0, effect: 'Cura 3 puntos de vida' }, { name: 'Marea', damage: 2, effect: 'Inflige 2 de daño' }, { name: 'Pirata', damage: 1, effect: 'Inflige 1 de daño y roba una carta enemiga' }]; break; case 'Air': elementCards = [{ name: 'Vendaval', damage: 2, effect: 'Inflige 2 de daño' }, { name: 'Brisa', damage: 1, effect: 'Inflige 1 de daño' }, { name: 'Huracán', damage: 2, effect: 'Inflige 2 de daño y reemplaza las cartas enemigas' }, { name: 'Tormenta', damage: 3, effect: 'Inflige 3 de daño, 10% de probabilidad de saltar turno enemigo' }, { name: 'Niebla', damage: 1, effect: 'Inflige 1 de daño, 10% de fallo permanente en turnos enemigos' }, { name: 'Oxígeno', damage: 0, effect: 'Cura 2 puntos de vida' }]; break; case 'Plant': elementCards = [{ name: 'Arboleda', damage: 2, effect: 'Inflige 2 de daño' }, { name: 'Serafín', damage: 0, effect: 'Cura 2 puntos de vida' }, { name: 'Rama', damage: 1, effect: 'Inflige 1 de daño' }, { name: 'Vida extra', damage: 0, effect: 'Aumenta la vida máxima en 1' }, { name: 'Aullidos del bosque', damage: 2, effect: 'Inflige 2 de daño, el enemigo pierde su turno' }]; break; case 'Rock': elementCards = [{ name: 'Pedrada', damage: 2, effect: 'Inflige 2 de daño' }, { name: 'Tormenta de arena', damage: 2, effect: 'Inflige 2 de daño' }, { name: 'Sarcófago', damage: 2, effect: 'Inflige 2 de daño y cura 2 puntos de vida' }, { name: 'Muralla Rocosa', damage: 0, effect: 'Crea escudo con 4 puntos de vida que absorbe daño' }, { name: 'Terremoto', damage: 2, effect: 'Inflige 2 de daño, ambos jugadores obtienen cartas nuevas' }]; break; case 'Ice': elementCards = [{ name: 'Nevada', damage: 2, effect: 'Inflige 2 de daño y congela al enemigo' }, { name: 'Ventisca', damage: 2, effect: 'Inflige 2 de daño, 10% de probabilidad de congelar' }, { name: 'Bola de nieve', damage: 1, effect: 'Inflige 1 de daño y congela al enemigo' }, { name: 'Hombre de nieve', damage: 2, effect: 'Inflige 2 de daño, puede atacar de nuevo por 1 de daño' }, { name: 'Esquirla Helada', damage: 1, effect: 'Inflige 1 de daño con prioridad, el enemigo pierde su próximo turno' }]; break; case 'Invocation': elementCards = [{ name: 'Fénix', damage: 2, effect: 'Inflige 2 de daño y cura 2 puntos de vida' }, { name: 'Pirata', damage: 1, effect: 'Inflige 1 de daño y roba una carta enemiga' }, { name: 'Serafín', damage: 0, effect: 'Cura 2 puntos de vida' }, { name: 'Sarcófago', damage: 2, effect: 'Inflige 2 de daño y cura 2 puntos de vida' }, { name: 'Hombre de nieve', damage: 2, effect: 'Inflige 2 de daño, puede atacar de nuevo por 1 de daño' }]; break; } // Helper function to word wrap text function wrapText(text, maxWidth) { var words = text.split(' '); var lines = []; var currentLine = ''; for (var i = 0; i < words.length; i++) { var testLine = currentLine + (currentLine ? ' ' : '') + words[i]; if (testLine.length * 22 <= maxWidth) { // Approximate character width currentLine = testLine; } else { if (currentLine) { lines.push(currentLine); } currentLine = words[i]; } } if (currentLine) { lines.push(currentLine); } return lines; } // Display cards in scroll container for (var i = 0; i < elementCards.length; i++) { var cardInfo = elementCards[i]; var yPos = 100 + i * 380; // Increased spacing for wrapped text // Card name var nameText = new Text2(cardInfo.name, { size: 55, fill: 0xffffff, stroke: 0x000000, strokeThickness: 2 }); nameText.anchor.set(0, 0.5); nameText.x = 100; nameText.y = yPos; scrollContainer.addChild(nameText); // Damage var damageText = new Text2('Daño: ' + cardInfo.damage, { size: 45, fill: 0xffffff, stroke: 0x000000, strokeThickness: 2 }); damageText.anchor.set(0, 0.5); damageText.x = 100; damageText.y = yPos + 50; scrollContainer.addChild(damageText); // Mana cost var manaCost = getCardManaCost(cardInfo.name, cardInfo.effect); var manaText = new Text2('Maná: ⚡' + manaCost, { size: 45, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 2 }); manaText.anchor.set(0, 0.5); manaText.x = 100; manaText.y = yPos + 100; scrollContainer.addChild(manaText); // Effect with word wrapping var effectLines = wrapText('Efecto: ' + cardInfo.effect, 1800); for (var j = 0; j < effectLines.length; j++) { var effectText = new Text2(effectLines[j], { size: 40, fill: 0xffffff, stroke: 0x000000, strokeThickness: 2 }); effectText.anchor.set(0, 0.5); effectText.x = 100; effectText.y = yPos + 150 + j * 45; scrollContainer.addChild(effectText); } maxScrollY = Math.max(maxScrollY, yPos + 200); } // Position scroll container to start below title with more spacing scrollContainer.y = 450; // Start well below title area to prevent overlap bookContainer.addChild(scrollContainer); // Scroll controls var scrollUpButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1850, y: 1200, scaleX: 0.5, scaleY: 0.4 }); bookContainer.addChild(scrollUpButton); var scrollUpText = new Text2('▲', { size: 60, fill: 0xFFFFFF }); scrollUpText.anchor.set(0.5, 0.5); scrollUpText.x = 1850; scrollUpText.y = 1200; bookContainer.addChild(scrollUpText); var scrollDownButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1850, y: 2200, scaleX: 0.5, scaleY: 0.4 }); bookContainer.addChild(scrollDownButton); var scrollDownText = new Text2('▼', { size: 60, fill: 0xFFFFFF }); scrollDownText.anchor.set(0.5, 0.5); scrollDownText.x = 1850; scrollDownText.y = 2200; bookContainer.addChild(scrollDownText); // Scroll functionality scrollUpButton.down = function () { var maxScrollUp = -50; // Prevent scrolling too far up to keep content below title if (currentScrollY < maxScrollUp) { currentScrollY += 200; if (currentScrollY > maxScrollUp) currentScrollY = maxScrollUp; scrollContainer.y = 450 + currentScrollY; // Base position + scroll offset } }; scrollDownButton.down = function () { var minScrollY = -(maxScrollY - 1500); // Visible area height if (currentScrollY > minScrollY) { currentScrollY -= 200; if (currentScrollY < minScrollY) currentScrollY = minScrollY; scrollContainer.y = 450 + currentScrollY; // Base position + scroll offset } }; // Back button var backButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2600 }); bookContainer.addChild(backButton); var backText = new Text2('Back to Menu', { size: 40, fill: 0xFFFFFF }); backText.anchor.set(0.5, 0.5); backText.x = 1024; backText.y = 2600; bookContainer.addChild(backText); backButton.down = function () { game.removeChild(bookContainer); LK.playMusic('Academia', { fade: { start: 0, end: 1, duration: 500 } }); }; game.addChild(bookContainer); } function showCourseCompletionAnimation(courseNumber) { // Create animation container var animContainer = new Container(); // Semi-transparent background var animBg = LK.getAsset('background', { anchorX: 0, anchorY: 0, alpha: 0.8 }); animContainer.addChild(animBg); // Course completed text var completionText = new Text2('COURSE ' + courseNumber + ' COMPLETED!', { size: 80, fill: 0xFFD700, font: "'Arial Black', Arial, sans-serif", stroke: 0x4B0082, strokeThickness: 4 }); completionText.anchor.set(0.5, 0.5); completionText.x = 1024; completionText.y = 1366; completionText.alpha = 0; completionText.scaleX = 0.1; completionText.scaleY = 0.1; animContainer.addChild(completionText); // Star effects var stars = []; for (var i = 0; i < 5; i++) { var star = LK.getAsset('academy', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2, tint: 0xFFD700 }); star.x = 1024 + (i - 2) * 200; star.y = 1000; star.alpha = 0; star.rotation = 0; animContainer.addChild(star); stars.push(star); } game.addChild(animContainer); // Animate text appearance tween(completionText, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.elasticOut }); // Animate stars for (var i = 0; i < stars.length; i++) { (function (star, delay) { LK.setTimeout(function () { tween(star, { alpha: 1, rotation: Math.PI * 2 }, { duration: 600, easing: tween.easeOut }); }, delay); })(stars[i], i * 150); } // Pulsing effect LK.setTimeout(function () { tween(completionText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(completionText, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeInOut }); } }); }, 1000); // Remove animation after 3 seconds LK.setTimeout(function () { tween(animContainer, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(animContainer); // Check if all courses completed for graduation if (completedCourses >= 6) { showGraduationAnimation(); } } }); }, 3000); } function startTutorialBattle() { isTutorialActive = true; gameState = 'tutorial'; turnCounter = 0; playerHealth = 10; playerMaxHealth = 10; playerMana = 10; playerMaxMana = 10; playerStartsFirst = true; // Player always starts first in tutorial // Create special tutorial enemy (wizard18 - different from regular enemies) tutorialEnemy = new Enemy('Maestro del Tutorial', 8, 0, 17); // Use wizard18 currentEnemy = tutorialEnemy; // Initialize special tutorial deck for player with specific cards playerDeck = [{ element: 'Plant', damage: 1, name: 'Rama', effect: 'normal' }, { element: 'Water', damage: 0, name: 'Agua oxigenada', effect: 'heal' }, { element: 'Rock', damage: 0, name: 'Muralla Rocosa', effect: 'shield' }]; game.removeChild(menuContainer); createBattle(); startTutorial(); } function createTutorialWizard() { // Create tutorial wizard (friendly mentor) tutorialWizard = LK.getAsset('wizard1', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); tutorialWizard.x = 300; tutorialWizard.y = 800; battleContainer.addChild(tutorialWizard); // Create text box for tutorial messages var textBoxBg = LK.getAsset('Cuadro_dialogo', { anchorX: 0.5, anchorY: 0.5, scaleX: 6.0, scaleY: 4.0 }); textBoxBg.x = 1024; textBoxBg.y = 400; tutorialTextBox = new Text2('', { size: 28, fill: 0x000000, stroke: 0x000000, strokeThickness: 3 }); tutorialTextBox.anchor.set(0.5, 0.5); tutorialTextBox.x = 1024; tutorialTextBox.y = 400; tutorialContainer = new Container(); tutorialContainer.addChild(textBoxBg); tutorialContainer.addChild(tutorialTextBox); battleContainer.addChild(tutorialContainer); } function showTutorialMessage(message, callback) { if (tutorialTextBox) { // Split message into lines to fit within dialogue box width var words = message.split(' '); var lines = []; var currentLine = ''; var maxWordsPerLine = 8; // Adjust based on dialogue box width var wordsInCurrentLine = 0; for (var i = 0; i < words.length; i++) { if (wordsInCurrentLine >= maxWordsPerLine) { lines.push(currentLine.trim()); currentLine = words[i] + ' '; wordsInCurrentLine = 1; } else { currentLine += words[i] + ' '; wordsInCurrentLine++; } } if (currentLine.trim().length > 0) { lines.push(currentLine.trim()); } tutorialTextBox.setText(lines.join('\n')); // Add black border to text tutorialTextBox.stroke = 0x000000; tutorialTextBox.strokeThickness = 3; // Adjust dialogue box scale based on number of lines var lineCount = lines.length; var scaleX = Math.max(6.0, lineCount * 0.8 + 4.0); // Minimum 6.0, grows with content var scaleY = Math.max(3.0, lineCount * 0.6 + 2.0); // Minimum 3.0, grows with content // Find and update the dialogue box scale if (tutorialContainer && tutorialContainer.children[0]) { tutorialContainer.children[0].scaleX = scaleX; tutorialContainer.children[0].scaleY = scaleY; } // Make tutorial container clickable to continue tutorialContainer.down = function () { if (callback) callback(); }; } } function startTutorial() { gameState = 'tutorial'; tutorialStep = 1; createTutorialWizard(); // Step 1: Welcome and show mazo de selección showTutorialMessage("¡Bienvenido! Estos son tu mazo de selección de 3 cartas. Observa cómo se iluminan.", function () { highlightPlayerHand(); LK.setTimeout(function () { tutorialStep = 2; // Step 2: Explain mana costs showTutorialMessage("Cada carta tiene un coste de maná. Fíjate en el símbolo ⚡ de cada carta.", function () { highlightManaCosts(); LK.setTimeout(function () { tutorialStep = 3; // Step 3: Player selects and plays first card showTutorialMessage("Ahora selecciona una carta para atacar. Te recomiendo usar 'Rama'.", function () { gameState = 'playerTurn'; turnText.setText('Tutorial - Elige una carta'); removeHighlight(); }); }, 2000); }); }, 2000); }); } function highlightPlayerHand() { // Create highlight effect for player hand for (var i = 0; i < playerHand.length; i++) { (function (card) { tween(card, { tint: 0xFFFF00 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(card, { tint: 0xFFFFFF }, { duration: 500, easing: tween.easeInOut }); } }); })(playerHand[i]); } } function highlightManaCosts() { // Visual emphasis on mana costs (cards will flash blue to highlight mana symbols) for (var i = 0; i < playerHand.length; i++) { (function (card) { tween(card, { tint: 0x00FFFF }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(card, { tint: 0xFFFFFF }, { duration: 800, easing: tween.easeInOut }); } }); })(playerHand[i]); } } function highlightManaBar() { // Highlight player mana bar tween(playerManaBar, { tint: 0xFFFF00 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(playerManaBar, { tint: 0x0066FF }, { duration: 1000, easing: tween.easeInOut }); } }); } function highlightCardTypes() { // Highlight each card type with different colors for (var i = 0; i < playerHand.length; i++) { var card = playerHand[i]; var highlightColor = 0xFFFFFF; if (card.name === 'Rama') highlightColor = 0xFF0000; // Red for damage else if (card.name === 'Agua oxigenada') highlightColor = 0x00FF00; // Green for heal else if (card.name === 'Muralla Rocosa') highlightColor = 0x0000FF; // Blue for shield (function (cardToHighlight, color) { tween(cardToHighlight, { tint: color }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(cardToHighlight, { tint: 0xFFFFFF }, { duration: 1500, easing: tween.easeInOut }); } }); })(card, highlightColor); } } function removeHighlight() { // Remove any highlights if (tutorialHighlight) { battleContainer.removeChild(tutorialHighlight); tutorialHighlight = null; } } function endTutorial() { // Mark tutorial as completed if (isFirstTimeAdventure || !storage.hasPlayedAdventure) { storage.hasPlayedAdventure = true; isFirstTimeAdventure = false; } isTutorialActive = false; // Remove tutorial UI if (tutorialContainer) { battleContainer.removeChild(tutorialContainer); tutorialContainer = null; } if (tutorialWizard) { battleContainer.removeChild(tutorialWizard); tutorialWizard = null; } removeHighlight(); // Defeat tutorial enemy to end tutorial tutorialEnemy.health = 0; tutorialEnemy.healthText.setText('HP: 0'); // Show victory and return to menu LK.setTimeout(function () { gameState = 'menu'; game.removeChild(battleContainer); createMenu(); LK.playMusic('Academia', { fade: { start: 0, end: 1, duration: 500 } }); }, 1000); } function showPlayerSetup() { // Create setup container var setupContainer = new Container(); // Background var setupBg = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); setupContainer.addChild(setupBg); // Title var titleText = new Text2('¡Bienvenido a la Academia Mágica!', { size: 80, fill: 0xFFD700, font: "'Arial Black', Arial, sans-serif", stroke: 0x4B0082, strokeThickness: 4 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 400; setupContainer.addChild(titleText); // Gender selection text var genderText = new Text2('Eres mago o maga:', { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); genderText.anchor.set(0.5, 0.5); genderText.x = 1024; genderText.y = 800; setupContainer.addChild(genderText); // Mago (wizard) option - three wizard assets var magoImages = []; var magoAssets = ['Mago', 'Mago1', 'Mago2']; // Three Mago images with spacing - positioned between gender text and name text for (var i = 0; i < magoAssets.length; i++) { var magoImage = LK.getAsset(magoAssets[i], { anchorX: 0.5, anchorY: 0.5, x: 300 + i * 150, y: 1100, scaleX: 2.0, scaleY: 2.0 }); magoImages.push(magoImage); setupContainer.addChild(magoImage); } // Play buttons below mago assets var magoPlayButtons = []; for (var i = 0; i < magoAssets.length; i++) { var playButton = new Text2('▶️', { size: 60, fill: 0xFFFFFF }); playButton.anchor.set(0.5, 0.5); playButton.x = 300 + i * 150; playButton.y = 1250; magoPlayButtons.push(playButton); setupContainer.addChild(playButton); } // Make mago play buttons clickable for (var i = 0; i < magoPlayButtons.length; i++) { (function (buttonIndex, assetName, magoImage) { magoPlayButtons[buttonIndex].down = function (x, y, obj) { selectedGender = 'mago'; storage.playerGender = selectedGender; // Store which specific mago asset was selected storage.selectedMagoAsset = assetName; // Reset all mago images to normal and stop any existing animations for (var j = 0; j < magoImages.length; j++) { tween.stop(magoImages[j], { tint: true }); magoImages[j].tint = 0xFFFFFF; } // Reset all maga images and stop any glowing animations for (var j = 0; j < magaImages.length; j++) { tween.stop(magaImages[j], { tint: true }); magaImages[j].tint = 0xFFFFFF; } // Reset all play buttons for (var j = 0; j < magoPlayButtons.length; j++) { tween.stop(magoPlayButtons[j], { tint: true }); magoPlayButtons[j].tint = 0xFFFFFF; } for (var j = 0; j < magaPlayButtons.length; j++) { tween.stop(magaPlayButtons[j], { tint: true }); magaPlayButtons[j].tint = 0xFFFFFF; } // Create yellow border glow effect for the mago asset var borderGlow = LK.getAsset(assetName, { anchorX: 0.5, anchorY: 0.5, x: magoImage.x, y: magoImage.y, scaleX: 2.1, scaleY: 2.1, tint: 0xFFFF00, alpha: 0.7 }); setupContainer.addChild(borderGlow); // Position border behind the asset setupContainer.setChildIndex(borderGlow, setupContainer.getChildIndex(magoImage) - 1); function createMagoAssetGlow() { tween(borderGlow, { alpha: 1, scaleX: 2.2, scaleY: 2.2 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(borderGlow, { alpha: 0.7, scaleX: 2.1, scaleY: 2.1 }, { duration: 600, easing: tween.easeInOut, onFinish: createMagoAssetGlow }); } }); } createMagoAssetGlow(); updateContinueButton(); }; })(i, magoAssets[i], magoImages[i]); } // Make mago assets clickable for (var i = 0; i < magoImages.length; i++) { (function (imageIndex, assetName) { magoImages[imageIndex].down = function (x, y, obj) { selectedGender = 'mago'; storage.playerGender = selectedGender; // Store which specific mago asset was selected storage.selectedMagoAsset = assetName; // Reset all mago images to normal and stop any existing animations for (var j = 0; j < magoImages.length; j++) { tween.stop(magoImages[j], { tint: true }); magoImages[j].tint = 0xFFFFFF; } // Reset all maga images and stop any glowing animations for (var j = 0; j < magaImages.length; j++) { tween.stop(magaImages[j], { tint: true }); magaImages[j].tint = 0xFFFFFF; } // Reset all play buttons for (var j = 0; j < magoPlayButtons.length; j++) { tween.stop(magoPlayButtons[j], { tint: true }); magoPlayButtons[j].tint = 0xFFFFFF; } for (var j = 0; j < magaPlayButtons.length; j++) { tween.stop(magaPlayButtons[j], { tint: true }); magaPlayButtons[j].tint = 0xFFFFFF; } // Create bright glowing effect for the selected mago asset function createMagoGlow() { tween(obj, { tint: 0xFFFF00 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(obj, { tint: 0xFFFFFF }, { duration: 600, easing: tween.easeInOut, onFinish: createMagoGlow }); } }); } createMagoGlow(); updateContinueButton(); }; })(i, magoAssets[i]); } // Remove mago selection buttons - assets are now directly clickable // Maga (witch) option - three witch assets var magaImages = []; var magaAssets = ['Maga', 'Maga1', 'Maga2']; // Three Maga images with spacing - positioned between gender text and name text for (var i = 0; i < magaAssets.length; i++) { var magaImage = LK.getAsset(magaAssets[i], { anchorX: 0.5, anchorY: 0.5, x: 1200 + i * 150, y: 1100, scaleX: 2.0, scaleY: 2.0 }); magaImages.push(magaImage); setupContainer.addChild(magaImage); } // Play buttons below maga assets var magaPlayButtons = []; for (var i = 0; i < magaAssets.length; i++) { var playButton = new Text2('▶️', { size: 60, fill: 0xFFFFFF }); playButton.anchor.set(0.5, 0.5); playButton.x = 1200 + i * 150; playButton.y = 1250; magaPlayButtons.push(playButton); setupContainer.addChild(playButton); } // Make maga play buttons clickable for (var i = 0; i < magaPlayButtons.length; i++) { (function (buttonIndex, assetName, magaImage) { magaPlayButtons[buttonIndex].down = function (x, y, obj) { selectedGender = 'maga'; storage.playerGender = selectedGender; // Store which specific maga asset was selected storage.selectedMagaAsset = assetName; // Reset all mago images to normal and stop any existing animations for (var j = 0; j < magoImages.length; j++) { tween.stop(magoImages[j], { tint: true }); magoImages[j].tint = 0xFFFFFF; } // Reset all maga images to normal and stop any existing animations for (var j = 0; j < magaImages.length; j++) { tween.stop(magaImages[j], { tint: true }); magaImages[j].tint = 0xFFFFFF; } // Reset all play buttons for (var j = 0; j < magoPlayButtons.length; j++) { tween.stop(magoPlayButtons[j], { tint: true }); magoPlayButtons[j].tint = 0xFFFFFF; } for (var j = 0; j < magaPlayButtons.length; j++) { tween.stop(magaPlayButtons[j], { tint: true }); magaPlayButtons[j].tint = 0xFFFFFF; } // Create yellow border glow effect for the maga asset var borderGlow = LK.getAsset(assetName, { anchorX: 0.5, anchorY: 0.5, x: magaImage.x, y: magaImage.y, scaleX: 2.1, scaleY: 2.1, tint: 0xFFFF00, alpha: 0.7 }); setupContainer.addChild(borderGlow); // Position border behind the asset setupContainer.setChildIndex(borderGlow, setupContainer.getChildIndex(magaImage) - 1); function createMagaAssetGlow() { tween(borderGlow, { alpha: 1, scaleX: 2.2, scaleY: 2.2 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(borderGlow, { alpha: 0.7, scaleX: 2.1, scaleY: 2.1 }, { duration: 600, easing: tween.easeInOut, onFinish: createMagaAssetGlow }); } }); } createMagaAssetGlow(); updateContinueButton(); }; })(i, magaAssets[i], magaImages[i]); } // Make maga assets clickable for (var i = 0; i < magaImages.length; i++) { (function (imageIndex, assetName) { magaImages[imageIndex].down = function (x, y, obj) { selectedGender = 'maga'; storage.playerGender = selectedGender; // Store which specific maga asset was selected storage.selectedMagaAsset = assetName; // Reset all mago images to normal and stop any existing animations for (var j = 0; j < magoImages.length; j++) { tween.stop(magoImages[j], { tint: true }); magoImages[j].tint = 0xFFFFFF; } // Reset all maga images to normal and stop any existing animations for (var j = 0; j < magaImages.length; j++) { tween.stop(magaImages[j], { tint: true }); magaImages[j].tint = 0xFFFFFF; } // Reset all play buttons for (var j = 0; j < magoPlayButtons.length; j++) { tween.stop(magoPlayButtons[j], { tint: true }); magoPlayButtons[j].tint = 0xFFFFFF; } for (var j = 0; j < magaPlayButtons.length; j++) { tween.stop(magaPlayButtons[j], { tint: true }); magaPlayButtons[j].tint = 0xFFFFFF; } // Create bright glowing effect for the selected maga asset function createMagaGlow() { tween(obj, { tint: 0xFF69B4 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(obj, { tint: 0xFFFFFF }, { duration: 600, easing: tween.easeInOut, onFinish: createMagaGlow }); } }); } createMagaGlow(); updateContinueButton(); }; })(i, magaAssets[i]); } // Remove maga selection buttons - assets are now directly clickable // Name input text var nameText = new Text2('¿Cuál es tu nombre?', { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); nameText.anchor.set(0.5, 0.5); nameText.x = 1024; nameText.y = 1400; setupContainer.addChild(nameText); // Name input field (simulated with text) var nameInputBg = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1550, scaleX: 1.5, scaleY: 0.8 }); setupContainer.addChild(nameInputBg); var nameInputText = new Text2('Toca aquí para escribir tu nombre', { size: 40, fill: 0x888888 }); nameInputText.anchor.set(0.5, 0.5); nameInputText.x = 1024; nameInputText.y = 1550; setupContainer.addChild(nameInputText); // Continue button (initially hidden) var continueButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1750, alpha: 0.5 }); setupContainer.addChild(continueButton); var continueText = new Text2('Continuar', { size: 50, fill: 0xFFFFFF }); continueText.anchor.set(0.5, 0.5); continueText.x = 1024; continueText.y = 1750; continueText.alpha = 0.5; setupContainer.addChild(continueText); // State tracking var selectedGender = null; var playerName = ''; function updateContinueButton() { if (selectedGender && playerName.length > 0) { continueButton.alpha = 1; continueText.alpha = 1; } else { continueButton.alpha = 0.5; continueText.alpha = 0.5; } } // Mago button handlers removed - assets are now directly clickable // Maga button handlers removed - assets are now directly clickable // Name input handler (simple text input simulation) nameInputBg.down = function () { showNameInputDialog(); }; function showNameInputDialog() { // Create a text input interface var inputContainer = new Container(); // Semi-transparent background var inputBg = LK.getAsset('background', { anchorX: 0, anchorY: 0, alpha: 0.8 }); inputContainer.addChild(inputBg); // Input dialog box var dialogBox = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 2.5, scaleY: 2.0 }); inputContainer.addChild(dialogBox); // Title text var inputTitle = new Text2('Escribe tu nombre:', { size: 50, fill: 0xFFFFFF }); inputTitle.anchor.set(0.5, 0.5); inputTitle.x = 1024; inputTitle.y = 1200; inputContainer.addChild(inputTitle); // Current name display var currentNameText = new Text2(playerName || '', { size: 60, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 3 }); currentNameText.anchor.set(0.5, 0.5); currentNameText.x = 1024; currentNameText.y = 1300; inputContainer.addChild(currentNameText); // Keyboard using Teclado asset var keyboard = LK.getAsset('Teclado', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1500, scaleX: 8.0, scaleY: 6.0 }); inputContainer.addChild(keyboard); // Make the entire keyboard clickable for functionality keyboard.down = function (x, y, obj) { // Convert local click coordinates to determine which key was pressed var localPos = keyboard.toLocal({ x: x, y: y }); var keyboardWidth = 100 * keyboard.scaleX; // Original width * scale var keyboardHeight = 100 * keyboard.scaleY; // Original height * scale // Normalize coordinates to 0-1 range var normalizedX = (localPos.x + keyboardWidth / 2) / keyboardWidth; var normalizedY = (localPos.y + keyboardHeight / 2) / keyboardHeight; // Define keyboard layout based on typical QWERTY layout var keyRows = ['QWERTYUIOP', 'ASDFGHJKL', 'ZXCVBNM']; // Determine which row was clicked (3 rows of keys) var rowIndex = Math.floor(normalizedY * 3); if (rowIndex >= 0 && rowIndex < keyRows.length) { var row = keyRows[rowIndex]; var keyIndex = Math.floor(normalizedX * row.length); if (keyIndex >= 0 && keyIndex < row.length) { var letter = row[keyIndex]; if (playerName.length < 15) { playerName += letter; currentNameText.setText(playerName); } } } }; // Letter buttons grid (invisible but functional over the keyboard) var letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'; var letterButtons = []; var buttonsPerRow = 9; var rows = Math.ceil(letters.length / buttonsPerRow); for (var i = 0; i < letters.length; i++) { var row = Math.floor(i / buttonsPerRow); var col = i % buttonsPerRow; var startX = 1024 - buttonsPerRow * 60 / 2; var letterButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: startX + col * 60, y: 1400 + row * 60, scaleX: 0.4, scaleY: 0.4, alpha: 0 }); (function (letter) { letterButton.down = function () { if (playerName.length < 15) { // Limit name length playerName += letter; currentNameText.setText(playerName); } }; })(letters[i]); inputContainer.addChild(letterButton); letterButtons.push(letterButton); } // Backspace button var backspaceButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 800, y: 1600, scaleX: 0.8, scaleY: 0.6 }); inputContainer.addChild(backspaceButton); var backspaceText = new Text2('BORRAR', { size: 35, fill: 0xFFFFFF }); backspaceText.anchor.set(0.5, 0.5); backspaceText.x = 800; backspaceText.y = 1600; inputContainer.addChild(backspaceText); backspaceButton.down = function () { if (playerName.length > 0) { playerName = playerName.slice(0, -1); currentNameText.setText(playerName); } }; // Confirm button var confirmButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1248, y: 1600, scaleX: 0.8, scaleY: 0.6 }); inputContainer.addChild(confirmButton); var confirmText = new Text2('CONFIRMAR', { size: 30, fill: 0xFFFFFF }); confirmText.anchor.set(0.5, 0.5); confirmText.x = 1248; confirmText.y = 1600; inputContainer.addChild(confirmText); confirmButton.down = function () { if (playerName.length > 0) { storage.playerName = playerName; nameInputText.setText(playerName); nameInputText.fill = 0xFFFFFF; updateContinueButton(); game.removeChild(inputContainer); } }; game.addChild(inputContainer); } // Reset character selection button (positioned in bottom right corner) var resetCharacterButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1700, y: 2500, scaleX: 0.8, scaleY: 0.6 }); setupContainer.addChild(resetCharacterButton); var resetCharacterText = new Text2('RESET CHARACTER', { size: 25, fill: 0xFFFFFF }); resetCharacterText.anchor.set(0.5, 0.5); resetCharacterText.x = 1700; resetCharacterText.y = 2500; setupContainer.addChild(resetCharacterText); resetCharacterButton.down = function () { // Reset all character selection data storage.playerGender = "undefined"; storage.playerName = "undefined"; storage.selectedMagoAsset = "Mago"; storage.selectedMagaAsset = "Maga"; storage.hasPlayedAdventure = false; storage.completedCourses = 0; storage.currentCourse = 0; storage.currentBattleInCourse = 0; storage.playerMaxHealth = 10; // Reset local variables selectedGender = null; playerName = ''; completedCourses = 0; currentBattle = 0; isFirstTimeAdventure = true; // Reset UI state nameInputText.setText('Toca aquí para escribir tu nombre'); nameInputText.fill = 0x888888; // Reset all selection button states - removed since buttons no longer exist // Reset all images and stop glowing animations for (var j = 0; j < magoImages.length; j++) { tween.stop(magoImages[j], { tint: true }); magoImages[j].tint = 0xFFFFFF; } for (var j = 0; j < magaImages.length; j++) { tween.stop(magaImages[j], { tint: true }); magaImages[j].tint = 0xFFFFFF; } // Remove any existing border glow effects for (var j = setupContainer.children.length - 1; j >= 0; j--) { var child = setupContainer.children[j]; if (child.tint === 0xFFFF00 && child.alpha <= 1) { setupContainer.removeChild(child); } } // Reset all play buttons and stop glowing animations for (var j = 0; j < magoPlayButtons.length; j++) { tween.stop(magoPlayButtons[j], { tint: true }); magoPlayButtons[j].tint = 0xFFFFFF; } for (var j = 0; j < magaPlayButtons.length; j++) { tween.stop(magaPlayButtons[j], { tint: true }); magaPlayButtons[j].tint = 0xFFFFFF; } updateContinueButton(); }; // Continue button handler continueButton.down = function () { if (selectedGender && playerName.length > 0) { // Save player data to storage storage.playerGender = selectedGender; storage.playerName = playerName; storage.hasPlayedAdventure = true; isFirstTimeAdventure = false; game.removeChild(setupContainer); startTutorialBattle(); } }; game.addChild(setupContainer); } function startCardSelectionPhase() { cardSelectionPhase = true; playerSelectedCard = null; enemySelectedCard = null; gameState = 'cardSelection'; // Reset card highlights for (var i = 0; i < playerHand.length; i++) { playerHand[i].tint = 0xFFFFFF; } // Show selection instructions - player selects first selectionInstructions.setText('Selecciona una carta para tu turno - Turno ' + turnCounter); selectionInstructions.alpha = 1; turnText.setText('Selección de Cartas - Turno ' + turnCounter); // Enemy automatically selects a card (hidden from player) var enemySelection = currentEnemy.selectCard(); if (enemySelection) { enemySelectedCard = enemySelection; } } function checkCardSelections() { if (playerSelectedCard && enemySelectedCard) { // Player has selected their card, now determine turn order and execute executeSelectedCards(); } } function executeSelectedCards() { cardSelectionPhase = false; selectionInstructions.alpha = 0; // Check for priority effects var playerHasPriority = playerSelectedCard.effect === 'priority'; var enemyHasPriority = enemySelectedCard.card.effect === 'priority'; var playerGoesFirst = false; if (playerHasPriority && !enemyHasPriority) { // Only player has priority playerGoesFirst = true; } else if (!playerHasPriority && enemyHasPriority) { // Only enemy has priority playerGoesFirst = false; } else if (playerHasPriority && enemyHasPriority) { // Both have priority - random decision playerGoesFirst = Math.random() < 0.5; } else { // Neither has priority - random decision playerGoesFirst = Math.random() < 0.5; } // Execute the selected cards in order if (playerGoesFirst) { gameState = 'playerTurn'; turnText.setText('Your Turn - Turn ' + turnCounter); // Check if selected card is still available if (playerHand.indexOf(playerSelectedCard) !== -1) { // Card is available, play it immediately playCard(playerSelectedCard); } else { // Selected card is no longer available, player must choose new card and attack immediately handleCardUnavailable(); } } else { gameState = 'enemyTurn'; turnText.setText('Enemy Turn - Turn ' + turnCounter); // Execute enemy's selected card first LK.setTimeout(function () { enemyPlayCard(enemySelectedCard.card, enemySelectedCard.index); }, 1000); } } function showGraduationAnimation() { // Create graduation container var gradContainer = new Container(); // Background var gradBg = LK.getAsset('background', { anchorX: 0, anchorY: 0, tint: 0x000050 }); gradContainer.addChild(gradBg); // Graduation text var gradText = new Text2('GRADUATION!', { size: 120, fill: 0xFFD700, font: "'Arial Black', Arial, sans-serif", stroke: 0xFFFFFF, strokeThickness: 6 }); gradText.anchor.set(0.5, 0.5); gradText.x = 1024; gradText.y = 1000; gradText.alpha = 0; gradText.scaleX = 0.1; gradText.scaleY = 0.1; gradContainer.addChild(gradText); // Congratulations text var congratsText = new Text2('¡Congratulations, Master Wizard!', { size: 60, fill: 0xFFFFFF, font: "'Arial Black', Arial, sans-serif" }); congratsText.anchor.set(0.5, 0.5); congratsText.x = 1024; congratsText.y = 1200; congratsText.alpha = 0; gradContainer.addChild(congratsText); // Academy building as graduation cap var academy = LK.getAsset('academy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, tint: 0xFFD700 }); academy.x = 1024; academy.y = 600; academy.alpha = 0; academy.rotation = -Math.PI / 4; gradContainer.addChild(academy); // Fireworks effects var fireworks = []; for (var i = 0; i < 8; i++) { var firework = LK.getAsset('academy', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, tint: [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFD700, 0xFF4500][i] }); var angle = i / 8 * Math.PI * 2; firework.x = 1024 + Math.cos(angle) * 400; firework.y = 1366 + Math.sin(angle) * 400; firework.alpha = 0; firework.scaleX = 0.1; firework.scaleY = 0.1; gradContainer.addChild(firework); fireworks.push(firework); } game.addChild(gradContainer); // Animate academy tween(academy, { alpha: 1, rotation: 0 }, { duration: 1000, easing: tween.elasticOut }); // Animate main text LK.setTimeout(function () { tween(gradText, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 1200, easing: tween.bounceOut }); }, 500); // Animate congratulations text LK.setTimeout(function () { tween(congratsText, { alpha: 1 }, { duration: 800, easing: tween.easeOut }); }, 1500); // Animate fireworks LK.setTimeout(function () { for (var i = 0; i < fireworks.length; i++) { (function (firework, delay) { LK.setTimeout(function () { tween(firework, { alpha: 1, scaleX: 0.5, scaleY: 0.5, rotation: Math.PI * 4 }, { duration: 1000, easing: tween.easeOut }); }, delay); })(fireworks[i], i * 100); } }, 2000); // Continuous celebration effects function celebrationPulse() { tween(gradText, { scaleX: 1.1, scaleY: 1.1, tint: 0xFF69B4 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(gradText, { scaleX: 1, scaleY: 1, tint: 0xFFD700 }, { duration: 800, easing: tween.easeInOut, onFinish: celebrationPulse }); } }); } LK.setTimeout(celebrationPulse, 3000); // Remove animation after 8 seconds LK.setTimeout(function () { tween(gradContainer, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(gradContainer); } }); }, 8000); } // Initialize game initializeDeck(); initializeEnemies(); createMenu(); // Play menu music with fade in LK.playMusic('Academia', { fade: { start: 0, end: 1, duration: 1000 } }); // Track last health state for music transitions var lastHealthState = 'normal'; // 'normal' or 'low' game.update = function () { // Game loop handled by turn-based system // Check for health-based music transitions during battle if (gameState === 'battle' || gameState === 'playerTurn' || gameState === 'enemyTurn') { var currentHealthState = playerHealth < 5 ? 'low' : 'normal'; // Only change music if health state changed if (currentHealthState !== lastHealthState) { if (currentHealthState === 'low') { // Switch to tense music when health drops below 5 LK.playMusic('Poca_vida', { fade: { start: 0, end: 1, duration: 500 } }); } else { // Switch back to normal battle music when health is 5 or above var normalMusic = 'Academia3'; // Default battle music if (gameMode === 'roguelike') { normalMusic = 'Roguelite'; } LK.playMusic(normalMusic, { fade: { start: 0, end: 1, duration: 500 } }); } lastHealthState = currentHealthState; } } }; function handleCardUnavailable() { // Show message that selected card is unavailable selectionInstructions.setText('Tu carta seleccionada ya no está disponible. Elige una nueva carta.'); selectionInstructions.alpha = 1; turnText.setText('Elige Nueva Carta - Turno ' + turnCounter); // Reset card selection state but stay in player turn cardSelectionPhase = true; playerSelectedCard = null; // Reset card highlights for (var i = 0; i < playerHand.length; i++) { playerHand[i].tint = 0xFFFFFF; } } function startPlaza() { gameState = 'plaza'; game.removeChild(menuContainer); createPlaza(); } function createPlaza() { var plazaContainer = new Container(); // Enhanced plaza background with more detail var plazaBg = LK.getAsset('Plaza_general', { anchorX: 0, anchorY: 0, scaleX: 20.48, scaleY: 27.32 }); plazaContainer.addChild(plazaBg); // Add decorative elements to make plaza feel more alive var fountain = LK.getAsset('academy', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1000, scaleX: 1.5, scaleY: 1.5, tint: 0x87CEEB }); plazaContainer.addChild(fountain); // Animated fountain effect function animateFountain() { tween(fountain, { scaleX: 1.6, scaleY: 1.6, alpha: 0.8 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(fountain, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 2000, easing: tween.easeInOut, onFinish: animateFountain }); } }); } animateFountain(); // Zone portals - positioned around the plaza var zonePortals = []; // Battle Academy Portal (North) var battlePortal = LK.getAsset('academy', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 600, scaleX: 1.2, scaleY: 1.2, tint: 0xFF4500 }); plazaContainer.addChild(battlePortal); zonePortals.push({ portal: battlePortal, name: 'Academia de Batalla', type: 'battle' }); // Library Portal (East) - now using Biblioteca asset for the left building entrance var libraryPortal = LK.getAsset('Biblioteca', { anchorX: 0.5, anchorY: 0.5, x: 450, y: 1200, scaleX: 8.0, scaleY: 8.0, tint: 0x8A2BE2 }); plazaContainer.addChild(libraryPortal); zonePortals.push({ portal: libraryPortal, name: 'Gran Biblioteca', type: 'library' }); // Arena Portal (East) - moved to right side var arenaPortal = LK.getAsset('Arena', { anchorX: 0.5, anchorY: 0.5, x: 1600, y: 1200, scaleX: 0.8, scaleY: 0.8, tint: 0xFFD700 }); plazaContainer.addChild(arenaPortal); zonePortals.push({ portal: arenaPortal, name: 'Arena de Duelos', type: 'arena' }); // Dungeon Portal (South) var dungeonPortal = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1800, scaleX: 0.8, scaleY: 0.8, tint: 0x2F4F4F }); plazaContainer.addChild(dungeonPortal); zonePortals.push({ portal: dungeonPortal, name: 'Mazmorras Profundas', type: 'dungeon' }); // Animate all portals with pulsing glow for (var i = 0; i < zonePortals.length; i++) { (function (portalData, delay) { function animatePortal() { tween(portalData.portal, { scaleX: portalData.portal.scaleX * 1.1, scaleY: portalData.portal.scaleY * 1.1, alpha: 0.7 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(portalData.portal, { scaleX: portalData.portal.scaleX / 1.1, scaleY: portalData.portal.scaleY / 1.1, alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: animatePortal }); } }); } LK.setTimeout(animatePortal, delay); })(zonePortals[i], i * 500); } // Determine which character sprite to use based on selection var selectedCharacterAsset = 'Mago'; // Default fallback if (storage.playerGender === 'mago') { selectedCharacterAsset = storage.selectedMagoAsset || 'Mago'; } else if (storage.playerGender === 'maga') { selectedCharacterAsset = storage.selectedMagaAsset || 'Maga'; } // Create player character in plaza with enhanced movement var playerCharacter = LK.getAsset(selectedCharacterAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 3.0, scaleY: 3.0 }); playerCharacter.x = 1024; playerCharacter.y = 1366; playerCharacter.lastX = playerCharacter.x; playerCharacter.lastY = playerCharacter.y; plazaContainer.addChild(playerCharacter); // Character movement variables with improved physics var characterSpeed = 12; var isDragging = false; var targetX = playerCharacter.x; var targetY = playerCharacter.y; var movementSmoothing = 0.15; // Enhanced plaza title with character greeting var plazaTitle = new Text2('Plaza Central - ¡Bienvenido ' + (storage.playerName || 'Aventurero') + '!', { size: 50, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 3 }); plazaTitle.anchor.set(0.5, 0.5); plazaTitle.x = 1024; plazaTitle.y = 120; plazaContainer.addChild(plazaTitle); // Zone information display var zoneInfoText = new Text2('Explora los portales para acceder a diferentes zonas', { size: 35, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2 }); zoneInfoText.anchor.set(0.5, 0.5); zoneInfoText.x = 1024; zoneInfoText.y = 2500; plazaContainer.addChild(zoneInfoText); // Current zone indicator (shows when near portals) var currentZoneIndicator = new Text2('', { size: 45, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 3 }); currentZoneIndicator.anchor.set(0.5, 0.5); currentZoneIndicator.x = 1024; currentZoneIndicator.y = 250; currentZoneIndicator.alpha = 0; plazaContainer.addChild(currentZoneIndicator); // Battle access button (repositioned) var battleButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1850, y: 400, scaleX: 0.8, scaleY: 0.6 }); plazaContainer.addChild(battleButton); var battleText = new Text2('BATALLA', { size: 35, fill: 0xFFFFFF }); battleText.anchor.set(0.5, 0.5); battleText.x = 1850; battleText.y = 400; plazaContainer.addChild(battleText); battleButton.down = function () { currentBattle = completedCourses * 3; game.removeChild(plazaContainer); startBattle(); }; // Back to menu button (repositioned) var menuButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1850, y: 300, scaleX: 0.8, scaleY: 0.6 }); plazaContainer.addChild(menuButton); var menuText = new Text2('MENÚ', { size: 35, fill: 0xFFFFFF }); menuText.anchor.set(0.5, 0.5); menuText.x = 1850; menuText.y = 300; plazaContainer.addChild(menuText); menuButton.down = function () { gameState = 'menu'; game.removeChild(plazaContainer); createMenu(); LK.playMusic('Academia', { fade: { start: 0, end: 1, duration: 500 } }); }; // Enhanced movement controls with portal interaction plazaContainer.move = function (x, y, obj) { if (isDragging) { targetX = x; targetY = y; } }; plazaContainer.down = function (x, y, obj) { isDragging = true; targetX = x; targetY = y; }; plazaContainer.up = function (x, y, obj) { isDragging = false; }; // Enhanced character movement with portal detection function updateCharacterMovement() { // Store last position for direction detection playerCharacter.lastX = playerCharacter.x; playerCharacter.lastY = playerCharacter.y; // Smooth movement towards target var deltaX = targetX - playerCharacter.x; var deltaY = targetY - playerCharacter.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > 5) { var moveX = deltaX * movementSmoothing; var moveY = deltaY * movementSmoothing; // Add movement speed limit var moveDistance = Math.sqrt(moveX * moveX + moveY * moveY); if (moveDistance > characterSpeed) { moveX = moveX / moveDistance * characterSpeed; moveY = moveY / moveDistance * characterSpeed; } playerCharacter.x += moveX; playerCharacter.y += moveY; // Character facing direction based on movement if (Math.abs(moveX) > 1) { if (moveX > 0) { playerCharacter.scaleX = Math.abs(playerCharacter.scaleX); } else { playerCharacter.scaleX = -Math.abs(playerCharacter.scaleX); } } } // Keep character within enhanced plaza bounds playerCharacter.x = Math.max(150, Math.min(1898, playerCharacter.x)); playerCharacter.y = Math.max(350, Math.min(2550, playerCharacter.y)); // Check proximity to portals and show zone information var nearPortal = null; var minDistance = Number.MAX_VALUE; for (var i = 0; i < zonePortals.length; i++) { var portal = zonePortals[i]; var portalDistance = Math.sqrt(Math.pow(playerCharacter.x - portal.portal.x, 2) + Math.pow(playerCharacter.y - portal.portal.y, 2)); if (portalDistance < 200 && portalDistance < minDistance) { minDistance = portalDistance; nearPortal = portal; } } // Update zone indicator based on proximity if (nearPortal) { var proximityText = 'Cerca de: ' + nearPortal.name; if (minDistance < 100) { proximityText += ' - ¡Toca para entrar!'; // Make portal glow brighter when very close tween(nearPortal.portal, { tint: 0xFFFFFF, scaleX: nearPortal.portal.scaleX * 1.2, scaleY: nearPortal.portal.scaleY * 1.2 }, { duration: 200 }); } else { // Reset portal appearance when not very close tween(nearPortal.portal, { tint: nearPortal.portal.tint, scaleX: nearPortal.portal.scaleX / 1.2, scaleY: nearPortal.portal.scaleY / 1.2 }, { duration: 200 }); } currentZoneIndicator.setText(proximityText); currentZoneIndicator.alpha = 1; } else { currentZoneIndicator.alpha = 0; } } // Portal interaction system function checkPortalInteraction() { for (var i = 0; i < zonePortals.length; i++) { var portal = zonePortals[i]; var distance = Math.sqrt(Math.pow(playerCharacter.x - portal.portal.x, 2) + Math.pow(playerCharacter.y - portal.portal.y, 2)); if (distance < 100) { // Create interaction for different portal types switch (portal.type) { case 'battle': // Flash portal and start battle tween(portal.portal, { tint: 0xFFFFFF, scaleX: portal.portal.scaleX * 1.5, scaleY: portal.portal.scaleY * 1.5 }, { duration: 300, onFinish: function onFinish() { currentBattle = completedCourses * 3; game.removeChild(plazaContainer); startBattle(); } }); break; case 'library': showZoneMessage('La Gran Biblioteca está en construcción...', 'Pronto podrás estudiar hechizos avanzados aquí'); break; case 'arena': showZoneMessage('La Arena de Duelos se abrirá pronto...', 'Aquí podrás enfrentarte a otros magos'); break; case 'dungeon': showZoneMessage('Las Mazmorras Profundas esperan...', 'Aventuras épicas te aguardan en el futuro'); break; } return true; } } return false; } // Add click detection for portals plazaContainer.down = function (x, y, obj) { // Check if click is near any portal var clickedPortal = false; for (var i = 0; i < zonePortals.length; i++) { var portal = zonePortals[i]; var distance = Math.sqrt(Math.pow(x - portal.portal.x, 2) + Math.pow(y - portal.portal.y, 2)); if (distance < 150) { // Move character towards portal and interact targetX = portal.portal.x; targetY = portal.portal.y; clickedPortal = true; break; } } if (!clickedPortal) { isDragging = true; targetX = x; targetY = y; } }; // Enhanced movement update loop with portal checking var movementInterval = LK.setInterval(function () { updateCharacterMovement(); // Check for portal interaction when character stops moving var deltaX = Math.abs(targetX - playerCharacter.x); var deltaY = Math.abs(targetY - playerCharacter.y); if (deltaX < 10 && deltaY < 10) { checkPortalInteraction(); } }, 16); // ~60fps game.addChild(plazaContainer); } // Helper function to show zone messages function showZoneMessage(title, description) { var messageContainer = new Container(); // Semi-transparent background var messageBg = LK.getAsset('background', { anchorX: 0, anchorY: 0, alpha: 0.9 }); messageContainer.addChild(messageBg); // Message box var messageBox = LK.getAsset('Cuadro_dialogo', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 8.0, scaleY: 5.0 }); messageContainer.addChild(messageBox); // Title text var titleText = new Text2(title, { size: 50, fill: 0x000000, stroke: 0xFFFFFF, strokeThickness: 2 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 1250; messageContainer.addChild(titleText); // Description text var descText = new Text2(description, { size: 40, fill: 0x000000 }); descText.anchor.set(0.5, 0.5); descText.x = 1024; descText.y = 1350; messageContainer.addChild(descText); // Close button var closeButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1500, scaleX: 0.8, scaleY: 0.6 }); messageContainer.addChild(closeButton); var closeText = new Text2('CERRAR', { size: 35, fill: 0xFFFFFF }); closeText.anchor.set(0.5, 0.5); closeText.x = 1024; closeText.y = 1500; messageContainer.addChild(closeText); closeButton.down = function () { game.removeChild(messageContainer); }; // Auto-close after 5 seconds LK.setTimeout(function () { if (messageContainer.parent) { game.removeChild(messageContainer); } }, 5000); game.addChild(messageContainer); }
===================================================================
--- original.js
+++ change.js
@@ -453,22 +453,20 @@
/****
* Initialize Game
****/
-var game = new LK.Game({
- backgroundColor: 0xffffff
-});
+var game = new LK.Game();
/****
* Game Code
****/
-// Game state variables
-// Fire card images
-// Water card images
-// Air card images
-// Plant card images
-// Rock card images
// Ice card images
+// Rock card images
+// Plant card images
+// Air card images
+// Water card images
+// Fire card images
+// Game state variables
var playerUsedCards = []; // Track cards used in current turn
var enemyUsedCards = []; // Track enemy cards used in current turn
var playerUnavailableCards = []; // Track cards that can't be drawn yet (with turn counters)
var playerShield = null; // Player's shield (Muralla Rocosa)
Un bote de agua oxigenada. In-Game asset. 2d. High contrast. No shadows
Pila de cartas mágicas bocabajo. In-Game asset. 2d. High contrast. No shadows
Barra de vida. In-Game asset. 2d. High contrast. No shadows
Botón de videojuegos sin nada escrito. In-Game asset. 2d. High contrast. No shadows
Hombre de nieve con pipa y manos de ramas y tres botones negros verticalmente algo realista. In-Game asset. 2d. High contrast. No shadows
Llama fuego, algo realista. In-Game asset. 2d. High contrast. No shadows
Luna roja sobre cielo nocturno, sin bordes y algo realista, que se aprecie el fondo. In-Game asset. 2d. High contrast. No shadows
Terremoto, algo realista. In-Game asset. 2d. High contrast. No shadows
Howgarts, algo realista. In-Game asset. 2d. High contrast. No shadows
Noche estrellada, algo realista. In-Game asset. 2d. High contrast. No shadows
Marea, algo realista, sin nombre. In-Game asset. 2d. High contrast. No shadows
Mechero encendido, algo realista. In-Game asset. 2d. High contrast. No shadows
Nevada, evento atmosférico, algo realista. In-Game asset. 2d. High contrast. No shadows
Arboleda, con fondo, cielo nocturno, algo realista. In-Game asset. 2d. High contrast. No shadows
Aullidos del bosque, algo realista. In-Game asset. 2d. High contrast. No shadows
Bola de nieve, algo realista. In-Game asset. 2d. High contrast. No shadows
Brasas con llama, algo realista. In-Game asset. 2d. High contrast. No shadows
Fénix envuelto en llamas mirando al frente, algo realista, pero no poner un pájaro rojo cualquiera. In-Game asset. 2d. High contrast. No shadows
Pedrada, algo realista. In-Game asset. 2d. High contrast. No shadows
Pirata con sombrero pirata y garfio, en barco pirata, navegando sobre el mar en una noche estrellada, algo realista, pero fuera de lo caricaturesco. In-Game asset. 2d. High contrast. No shadows
Rama, algo realista. In-Game asset. 2d. High contrast. No shadows
Sarcófago, algo realista. In-Game asset. 2d. High contrast. No shadows
Tormenta de arena, algo realista. In-Game asset. 2d. High contrast. No shadows
Vendaval, algo realista. In-Game asset. 2d. High contrast. No shadows
Ventisca, algo realista. In-Game asset. 2d. High contrast. No shadows
Vida extra, algo realista. In-Game asset. 2d. High contrast. No shadows
Mago astral. In-Game asset. 2d. High contrast. No shadows
Mago principiante con sombrero verde y marrón. In-Game asset. 2d. High contrast. No shadows
Libro en la mano libre y cambiar la esfera de su varita por una estrella
Cambiar la esfera por una estrella y usar el diseño de varita de, cuarto asset
Mago con sombrero naranja y marrón sin barba con varita con estrella, de cuerpo entero. In-Game asset. 2d. High contrast. No shadows
Light wizard con cuerpo entero. In-Game asset. 2d. High contrast. No shadows
Darkness wizard, con cuerpo entero. In-Game asset. 2d. High contrast. No shadows
Quitar fondo blanco
Mago con sombrero naranja y marrón sin barba con varita con estrella, de cuerpo entero. In-Game asset. 2d. High contrast. No shadows
Mago con sombrero naranja y marrón sin barba con varita con estrella, de cuerpo entero. In-Game asset. 2d. High contrast. No shadows
Mago con sombrero rojo y marrón sin barba con varita con estrella, de cuerpo entero. In-Game asset. 2d. High contrast. No shadows
Mago con sombrero morado y marrón sin barba con varita con estrella, de cuerpo entero. In-Game asset. 2d. High contrast. No shadows
Mago con sombrero morado oscuro y marrón sin barba con varita con estrella, de cuerpo entero. In-Game asset. 2d. High contrast. No shadows
Momia realista en 2D. In-Game asset. 2d. High contrast. No shadows
Montículo de arena realista 2D. In-Game asset. 2d. High contrast. No shadows
Nubes moradas de las que cae un rayo amarillo más realista en 2D. In-Game asset. 2d. High contrast. No shadows
Muralla hecha de piedras y rocas realista en 2D. In-Game asset. 2d. High contrast. No shadows
Niebla muy realista en 2D. In-Game asset. 2d. High contrast. No shadows
Esquirla morada de hielo muy realista en 2D. In-Game asset. 2d. High contrast. No shadows
Mazmorra de ladrillos agrietados con lianas y escaleras que suben muy realista en 2D. In-Game asset. 2d. High contrast. No shadows
Oxigeno muy realista en 2D. In-Game asset. 2d. High contrast. No shadows
Clase mágica simple muy realista en 2D. In-Game asset. 2d. High contrast. No shadows
Clase estudiantil mágica algo más detallada muy realista en 2D. In-Game asset. 2d. High contrast. No shadows