User prompt
los enemigos no desparecen cuando sale el menu de mejoras
User prompt
pon un cooldown de 1 segundo al boton de close del menu de mejora
User prompt
ahora cuando se abre el menu de mejoras desaparecen los enemigos inmediatamente
User prompt
usa una fuente pixeleada para el juego
User prompt
Minecraft € de Craftron Gaming usa esa tipografia para todo
User prompt
usa la tipografia de mincraft para todas las letras y numeros
User prompt
ahora neceto que el ogro quite 30 puntos de vida
User prompt
identifica cual mejora fue seleccionada y aplicala en el personaje
User prompt
ahora el menu sale despues de salir 12 enemigos
User prompt
has que al seleccionar una opcion se cierre el menu
User prompt
necesto que el menu quede por encima del camino para poder seleccionarlo
User prompt
ahora necesito poder escoger una opcion y que el menu se cierre y se continue la partida ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
en el segundo 14.5 pon un menu para mejoras del personjae que cuesten 10 monedas cada una ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
hazlo
User prompt
ahora pon el cuadro de mejoras por delante de el mapa
User prompt
no me deja seleccionar una mejora
User prompt
ahora que sean 3 cuadrados para elegir
User prompt
ahora a los 14.5 segundos va a aparecer un menu que va a permitir al jugador escogern entre 3 mejoras para su personaje
User prompt
despues de los 15 segundos de partida agrega un nuevo enemigo el ogro que es capaz de recibir 2 proyectiles antes de morir
User prompt
aumenta un poco mas la velocidad de los enemigos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
aumenta la velociad de los enemigos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
aumenta la velocidad de los enemigos progresivamente ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ahora haz que tenga sentido la aparicion de enemigos teniendo en cuenta que deberia aumentar la dificultad conforme avanza la partida
User prompt
cada vez que se elimina un enemigo se produce un sonido de dolor
User prompt
ahora 1.5s
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.bobOffset = Math.random() * Math.PI * 2; self.initialY = 0; self.update = function () { if (self.initialY === 0) { self.initialY = self.y; } // Only do bobbing animation and collection if not animating to coin counter if (!self.isAnimating) { // Bobbing animation self.y = self.initialY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 10; // Check collection by knight if (knight && self.intersects(knight)) { self.collect(); } } }; self.collect = function () { LK.getSound('coinCollect').play(); LK.setScore(LK.getScore() + 5); coinCounter++; coinText.setText('Coins: ' + coinCounter); // Remove from coins array for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] === self) { coins.splice(i, 1); break; } } self.destroy(); }; return self; }); // Game arrays to track objects var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1.0 }); self.health = 100; self.maxHealth = 100; self.speed = 7; // Note: health, maxHealth and speed will be overridden by difficulty system self.lastX = 0; self.update = function () { // Progressive speed increase - increase speed by 50% over 10 seconds if (!self.speedTweenStarted) { self.speedTweenStarted = true; var targetSpeed = self.speed * 2.5; // Increase speed by 150% tween(self, { speed: targetSpeed }, { duration: 10000, // 10 seconds easing: tween.easeOut }); } // Move along the assigned path toward the wizard if (wizard && self.pathAngle !== undefined) { // Move along the path direction toward the wizard var moveX = -Math.cos(self.pathAngle) * self.speed; var moveY = -Math.sin(self.pathAngle) * self.speed; self.x += moveX; self.y += moveY; } else if (wizard) { // Fallback: move directly toward the wizard if no path assigned var dx = wizard.x - self.x; var dy = wizard.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { // Normalize direction and apply speed self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } else { // Fallback: move down if knight doesn't exist self.y += self.speed; } }; self.takeDamage = function (damage) { self.health -= damage; // Flash red when hit LK.effects.flashObject(self, 0xFF0000, 200); // Enemies die from any projectile hit self.die(); }; self.down = function (x, y, obj) { // Create projectile from wizard to enemy when enemy is tapped if (wizard && projectiles.length < 10) { // Limit projectiles to prevent spam var projectile = game.addChild(new Projectile()); projectile.x = wizard.x; projectile.y = wizard.y; // Calculate direction from wizard to enemy var dx = self.x - wizard.x; var dy = self.y - wizard.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { projectile.direction.x = dx / distance; projectile.direction.y = dy / distance; } projectiles.push(projectile); LK.getSound('spellCast').play(); } }; self.die = function () { // Play pain sound when enemy dies LK.getSound('painSound').play(); // Drop coin var coin = game.addChild(new Coin()); coin.x = self.x; coin.y = self.y - 50; coin.isAnimating = true; coins.push(coin); // Animate coin moving toward coin counter var coinTargetX = 120 + coinText.width / 2; var coinTargetY = 90 + coinText.height / 2; tween(coin, { x: coinTargetX, y: coinTargetY, scaleX: 0.5, scaleY: 0.5 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Increment coin counter after animation coinCounter++; coinText.setText('Coins: ' + coinCounter); // Remove coin from array and destroy for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] === coin) { coins.splice(i, 1); break; } } coin.destroy(); } }); // Increment enemy kill counter enemyKillCounter++; killCountText.setText('Puntuacion: ' + enemyKillCounter); // Add experience to wizard wizard.gainExperience(25); // Remove from enemies array for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); LK.setScore(LK.getScore() + 10); }; return self; }); var GameMenu = Container.expand(function () { var self = Container.call(this); // Semi-transparent background overlay var menuBg = self.attachAsset('pathSelector', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 35, scaleY: 45 }); menuBg.alpha = 0.9; menuBg.tint = 0x87CEEB; // Celeste (sky blue) color // Title text var titleText = new Text2('WIZARD DEFENDER', { size: 150, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 800; self.addChild(titleText); // Instructions text var instructionsText = new Text2('TAP PATHS TO CAST SPELLS\nDEFEND YOUR CASTLE!', { size: 80, fill: 0xFFFFFF }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = 2048 / 2; instructionsText.y = 1200; self.addChild(instructionsText); // Start button var startButton = self.attachAsset('wizard', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1600, scaleX: 2, scaleY: 2 }); var startButtonText = new Text2('START GAME', { size: 100, fill: 0x000000 }); startButtonText.anchor.set(0.5, 0.5); startButtonText.x = 2048 / 2; startButtonText.y = 1700; self.addChild(startButtonText); // Button interaction self.down = function (x, y, obj) { // Start the game by hiding menu self.startGame(); }; self.startGame = function () { // Hide menu and start game self.visible = false; gameStarted = true; // Show all game elements castle.visible = true; wizard.visible = true; for (var i = 0; i < paths.length; i++) { paths[i].visible = true; } coinText.visible = true; killCountText.visible = true; tapText.visible = true; healthBarBg.visible = true; healthBar.visible = true; healthText.visible = true; // Start medieval music LK.playMusic('medievalTheme'); }; return self; }); var Ogre = Container.expand(function () { var self = Container.call(this); var ogreGraphics = self.attachAsset('ogre', { anchorX: 0.5, anchorY: 1.0 }); self.health = 100; self.maxHealth = 100; self.speed = 7; self.hitsToKill = 2; self.hitsTaken = 0; // Note: health, maxHealth and speed will be overridden by difficulty system self.lastX = 0; self.update = function () { // Progressive speed increase - increase speed by 150% over 10 seconds if (!self.speedTweenStarted) { self.speedTweenStarted = true; var targetSpeed = self.speed * 2.5; // Increase speed by 150% tween(self, { speed: targetSpeed }, { duration: 10000, // 10 seconds easing: tween.easeOut }); } // Move along the assigned path toward the wizard if (wizard && self.pathAngle !== undefined) { // Move along the path direction toward the wizard var moveX = -Math.cos(self.pathAngle) * self.speed; var moveY = -Math.sin(self.pathAngle) * self.speed; self.x += moveX; self.y += moveY; } else if (wizard) { // Fallback: move directly toward the wizard if no path assigned var dx = wizard.x - self.x; var dy = wizard.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { // Normalize direction and apply speed self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } else { // Fallback: move down if knight doesn't exist self.y += self.speed; } }; self.takeDamage = function (damage) { self.health -= damage; self.hitsTaken++; // Flash red when hit LK.effects.flashObject(self, 0xFF0000, 200); // Ogres need 2 hits to die if (self.hitsTaken >= self.hitsToKill) { self.die(); } }; self.down = function (x, y, obj) { // Create projectile from wizard to ogre when ogre is tapped if (wizard && projectiles.length < 10) { // Limit projectiles to prevent spam var projectile = game.addChild(new Projectile()); projectile.x = wizard.x; projectile.y = wizard.y; // Calculate direction from wizard to ogre var dx = self.x - wizard.x; var dy = self.y - wizard.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { projectile.direction.x = dx / distance; projectile.direction.y = dy / distance; } projectiles.push(projectile); LK.getSound('spellCast').play(); } }; self.die = function () { // Play pain sound when ogre dies LK.getSound('painSound').play(); // Drop coin var coin = game.addChild(new Coin()); coin.x = self.x; coin.y = self.y - 50; coin.isAnimating = true; coins.push(coin); // Animate coin moving toward coin counter var coinTargetX = 120 + coinText.width / 2; var coinTargetY = 90 + coinText.height / 2; tween(coin, { x: coinTargetX, y: coinTargetY, scaleX: 0.5, scaleY: 0.5 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Increment coin counter after animation coinCounter++; coinText.setText('Coins: ' + coinCounter); // Remove coin from array and destroy for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] === coin) { coins.splice(i, 1); break; } } coin.destroy(); } }); // Increment enemy kill counter enemyKillCounter++; killCountText.setText('Puntuacion: ' + enemyKillCounter); // Add experience to wizard wizard.gainExperience(25); // Remove from ogres array for (var i = ogres.length - 1; i >= 0; i--) { if (ogres[i] === self) { ogres.splice(i, 1); break; } } self.destroy(); LK.setScore(LK.getScore() + 15); }; return self; }); var Projectile = Container.expand(function () { var self = Container.call(this); var projectileGraphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 50; self.direction = { x: 0, y: 0 }; self.lastIntersecting = {}; self.update = function () { // Move projectile self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Remove if off screen if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.removeFromGame(); return; } // Check collision with enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (!self.lastIntersecting[i]) { self.lastIntersecting[i] = false; } var currentIntersecting = self.intersects(enemy); if (!self.lastIntersecting[i] && currentIntersecting) { // Hit enemy enemy.takeDamage(50); self.removeFromGame(); return; } self.lastIntersecting[i] = currentIntersecting; } // Check collision with ogres for (var i = ogres.length - 1; i >= 0; i--) { var ogre = ogres[i]; var ogreKey = 'ogre_' + i; if (!self.lastIntersecting[ogreKey]) { self.lastIntersecting[ogreKey] = false; } var currentOgreIntersecting = self.intersects(ogre); if (!self.lastIntersecting[ogreKey] && currentOgreIntersecting) { // Hit ogre ogre.takeDamage(50); self.removeFromGame(); return; } self.lastIntersecting[ogreKey] = currentOgreIntersecting; } }; self.removeFromGame = function () { // Remove from projectiles array for (var i = projectiles.length - 1; i >= 0; i--) { if (projectiles[i] === self) { projectiles.splice(i, 1); break; } } self.destroy(); }; return self; }); var UpgradeMenu = Container.expand(function () { var self = Container.call(this); // Set high z-index to ensure menu appears above all game elements self.zIndex = 1000; // Semi-transparent background overlay var menuBg = self.attachAsset('pathSelector', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 30, scaleY: 40 }); menuBg.alpha = 0.8; menuBg.tint = 0x4A4A4A; // Dark gray background // Title text var titleText = new Text2('UPGRADES', { size: 120, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 600; self.addChild(titleText); // Upgrade options var upgradeOptions = [{ name: 'ATTACK SPEED', description: 'Faster spells' }, { name: 'SPELL POWER', description: 'More damage' }, { name: 'HEALTH BOOST', description: 'More health' }]; // Create upgrade buttons for (var i = 0; i < upgradeOptions.length; i++) { var upgrade = upgradeOptions[i]; var yPos = 1000 + i * 300; // Upgrade button background var upgradeBtn = self.attachAsset('wizard', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: yPos, scaleX: 3, scaleY: 1.5 }); upgradeBtn.upgradeIndex = i; upgradeBtn.tint = 0x8B008B; // Upgrade text var upgradeText = new Text2(upgrade.name + '\n' + upgrade.description + '\nCost: 10 coins', { size: 60, fill: 0xFFFFFF }); upgradeText.anchor.set(0.5, 0.5); upgradeText.x = 2048 / 2; upgradeText.y = yPos; self.addChild(upgradeText); } // Close button var closeBtn = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2200, scaleX: 2, scaleY: 2 }); closeBtn.tint = 0xFF0000; var closeText = new Text2('CLOSE', { size: 80, fill: 0xFFFFFF }); closeText.anchor.set(0.5, 0.5); closeText.x = 2048 / 2; closeText.y = 2200; self.addChild(closeText); // Handle upgrade purchases self.down = function (x, y, obj) { // Determine which upgrade was clicked based on Y position var upgradeIndex = -1; if (y >= 850 && y <= 1150) { upgradeIndex = 0; // Attack Speed } else if (y >= 1150 && y <= 1450) { upgradeIndex = 1; // Spell Power } else if (y >= 1450 && y <= 1750) { upgradeIndex = 2; // Health Boost } // Check if upgrade button was clicked if (upgradeIndex !== -1) { if (coinCounter >= 10) { coinCounter -= 10; coinText.setText('Coins: ' + coinCounter); // Apply upgrade based on index switch (upgradeIndex) { case 0: // Attack Speed - reduce cooldown wizard.attackCooldown = Math.max(5, wizard.attackCooldown - 5); break; case 1: // Spell Power - increase damage multiplier if (!wizard.spellPowerLevel) wizard.spellPowerLevel = 0; wizard.spellPowerLevel++; break; case 2: // Health Boost wizard.maxHealth += 25; wizard.health = Math.min(wizard.health + 25, wizard.maxHealth); updateHealthBar(); break; } // Visual feedback - flash the upgrade area green LK.effects.flashScreen(0x00FF00, 300); // Close menu and resume game after successful purchase self.closeMenu(); } else { // Not enough coins - flash red LK.effects.flashScreen(0xFF0000, 300); // Close menu even when not enough coins self.closeMenu(); } } else if (y >= 2050 && y <= 2350) { // Close button area clicked self.closeMenu(); } }; self.closeMenu = function () { self.visible = false; gameStarted = true; // Resume game time LK.playMusic('medievalTheme'); }; return self; }); var Wizard = Container.expand(function () { var self = Container.call(this); var wizardGraphics = self.attachAsset('wizard', { anchorX: 0.5, anchorY: 1.0 }); self.attackCooldown = 0; self.level = 1; self.experience = 0; self.health = 100; self.maxHealth = 100; self.spellPowerLevel = 0; // Track spell power upgrades self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } }; self.attack = function (direction) { if (self.attackCooldown <= 0) { // Default direction if none specified if (direction === undefined) { direction = 0; // Default to center path } // Get attack angle based on path direction var attackAngle = pathAngles[direction]; var attackDistance = 100; // Calculate spell position based on attack direction var spellX = self.x + Math.cos(attackAngle) * attackDistance; var spellY = self.y + Math.sin(attackAngle) * attackDistance; // Create spell effect var spell = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: spellX, y: spellY, scaleX: 0.5, scaleY: 0.5 })); // Animate spell with magical effects tween(spell, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { spell.destroy(); } }); // Add rotation animation to spell tween(spell, { rotation: Math.PI * 2 }, { duration: 500, easing: tween.linear }); self.attackCooldown = 30; // 0.5 seconds at 60fps LK.getSound('spellCast').play(); // Calculate damage based on spell power upgrades var baseDamage = 50; var spellPowerMultiplier = 1 + (self.spellPowerLevel || 0) * 0.5; // 50% more damage per upgrade var totalDamage = Math.floor(baseDamage * spellPowerMultiplier); // Attack enemies in the specified direction/path for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.pathIndex === direction) { // Check if enemy is within attack range along this path var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { // Attack range enemy.takeDamage(totalDamage); } } } // Attack ogres in the specified direction/path for (var i = ogres.length - 1; i >= 0; i--) { var ogre = ogres[i]; if (ogre.pathIndex === direction) { // Check if ogre is within attack range along this path var dx = ogre.x - self.x; var dy = ogre.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { // Attack range ogre.takeDamage(totalDamage); } } } return true; } return false; }; self.gainExperience = function (amount) { self.experience += amount; var expNeeded = self.level * 100; if (self.experience >= expNeeded) { self.levelUp(); } }; self.levelUp = function () { self.level++; self.experience = 0; // Visual level up effect LK.effects.flashObject(self, 0xFFD700, 500); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; // Game over when health reaches 0 LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } // Update health bar updateHealthBar(); // Flash red when hit LK.effects.flashObject(self, 0xFF0000, 200); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Celeste (sky blue) background }); /**** * Game Code ****/ // Game state variables var gameStarted = false; var gameMenu; var upgradeMenu; var upgradeMenuShown = false; // Game arrays to track objects var enemies = []; var ogres = []; var coins = []; var projectiles = []; // Create and show game menu gameMenu = game.addChild(new GameMenu()); // Create upgrade menu (initially hidden) upgradeMenu = game.addChild(new UpgradeMenu()); upgradeMenu.visible = false; // Create castle background var castle = game.addChild(LK.getAsset('castle', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 - 200 })); castle.visible = false; // Create 5 dirt paths leading toward the knight position var paths = []; var knightX = 2048 / 2; var knightY = 2732 - 250; // Create paths: center, two diagonal, and two side paths var pathAngles = [-Math.PI / 2, // Center (straight down) -Math.PI / 4, // Diagonal right -3 * Math.PI / 4, // Diagonal left 0, // Right side (horizontal) Math.PI // Left side (horizontal) ]; // 5 paths: center, two diagonal, two sides for (var p = 0; p < 5; p++) { var angle = pathAngles[p]; // Calculate path length - make center path longer var pathLength = p === 0 ? 3000 : 1800; // Center path is longer // Calculate path center position to extend from screen edge to knight var centerX = knightX + Math.cos(angle) * (pathLength / 2); var centerY = knightY + Math.sin(angle) * (pathLength / 2); // Create stone path with extended length var path = game.addChild(LK.getAsset('stonePath', { anchorX: 0.5, anchorY: 0.5, x: centerX, y: centerY, scaleY: pathLength / 800, // Scale to desired length rotation: angle + Math.PI / 2 // Rotate path to point toward knight })); // Make paths slightly transparent so they don't overwhelm the game path.alpha = 0.7; path.visible = false; // Store path index for identification path.pathIndex = p; // Add touch handler for directional attacks (enemy elimination is now handled by attacks) path.down = function (x, y, obj) { // Attack in this path's direction wizard.attack(obj.pathIndex); // Visual feedback - flash the path briefly LK.effects.flashObject(obj, 0xFFFFFF, 300); }; paths.push(path); } // Create wizard var wizard = game.addChild(new Wizard()); wizard.x = knightX; wizard.y = knightY; wizard.visible = false; // UI Elements // Removed scoreText and levelText to eliminate stray characters in top right var coinCounter = 0; var enemyKillCounter = 0; var coinText = new Text2('Coins: 0', { size: 60, fill: 0xFFD700 }); coinText.anchor.set(0, 0); LK.gui.topLeft.addChild(coinText); coinText.x = 120; coinText.y = 90; coinText.visible = false; var killCountText = new Text2('Puntuacion: 0', { size: 60, fill: 0xFF6B6B }); killCountText.anchor.set(0, 0); LK.gui.topLeft.addChild(killCountText); killCountText.x = 120; killCountText.y = 150; killCountText.visible = false; var tapText = new Text2('TAP TO CAST SPELLS!', { size: 100, fill: 0xFF6B6B }); tapText.anchor.set(0.5, 0.5); LK.gui.center.addChild(tapText); tapText.y = -200; tapText.visible = false; // Health bar UI var healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0 }); LK.gui.topLeft.addChild(healthBarBg); healthBarBg.x = 120; healthBarBg.y = 20; healthBarBg.visible = false; var healthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0 }); LK.gui.topLeft.addChild(healthBar); healthBar.x = 120; healthBar.y = 20; healthBar.visible = false; var healthText = new Text2('Health: 100/100', { size: 50, fill: 0xFFFFFF }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; healthText.y = 50; healthText.visible = false; function updateHealthBar() { var healthPercent = wizard.health / wizard.maxHealth; healthBar.scaleX = healthPercent; healthText.setText('Health: ' + wizard.health + '/' + wizard.maxHealth); // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } } // Enemy spawning variables var enemySpawnTimer = 0; var lastSpawnedPath = -1; // Track the last spawned path var consecutiveSpawns = 0; // Track consecutive spawns from same path // Cooldown system variables var pathLastSpawnTime = [-1, -1, -1, -1, -1]; // Track last spawn time for each path var pathConsecutiveSpawns = [0, 0, 0, 0, 0]; // Track consecutive spawns per path var pathCooldownDuration = 300; // 5 seconds at 60fps // Game input handling game.down = function (x, y, obj) { // Check if a path was tapped for directional attack var pathTapped = false; for (var p = 0; p < paths.length; p++) { var path = paths[p]; // Convert tap position to path's local coordinates var localPos = path.toLocal({ x: x, y: y }); // Check if tap is within path bounds if (Math.abs(localPos.x) < path.width / 2 && Math.abs(localPos.y) < path.height / 2) { // Attack in this path's direction wizard.attack(path.pathIndex); pathTapped = true; break; } } // No default attack - player must tap a path to attack }; // Main game update loop game.update = function () { // Sort children by z-index to ensure proper rendering order game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); // Only update game logic if game has started if (!gameStarted) { return; } // Show upgrade menu after 12 enemies are killed if (enemyKillCounter >= 12 && !upgradeMenuShown) { upgradeMenuShown = true; upgradeMenu.visible = true; gameStarted = false; // Pause game while menu is open LK.stopMusic(); // Pause music } // Reset consecutive spawns for paths that have cooled down (runs every frame) for (var pathIdx = 0; pathIdx < 5; pathIdx++) { // Check if enough time has passed since last spawn (cooldown expired) if (pathLastSpawnTime[pathIdx] !== -1 && LK.ticks - pathLastSpawnTime[pathIdx] > pathCooldownDuration) { // Reset consecutive spawns for this path due to cooldown pathConsecutiveSpawns[pathIdx] = 0; } } // Progressive difficulty system based on kills var difficultyLevel = Math.floor(enemyKillCounter / 10); // Every 10 kills increases difficulty var currentSpawnRate = Math.max(30, 90 - difficultyLevel * 8); // Faster spawning over time var enemyHealthMultiplier = 1 + difficultyLevel * 0.3; // 30% more health per difficulty level var enemySpeedMultiplier = 1 + difficultyLevel * 0.35; // 35% faster per difficulty level // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer >= currentSpawnRate) { enemySpawnTimer = 0; var enemy = game.addChild(new Enemy()); // Apply difficulty scaling to enemy stats enemy.health = Math.floor(100 * enemyHealthMultiplier); enemy.maxHealth = enemy.health; enemy.speed = 3 * enemySpeedMultiplier; // Spawn enemy at a random path entrance var randomPathIndex; if (enemyKillCounter < 5) { // First 5 enemies spawn from center path only randomPathIndex = 0; // Center path } else { // After 5 enemies, spawn from any path but limit consecutive spawns with cooldown system // Build available paths list var availablePaths = []; for (var pathIdx = 0; pathIdx < 5; pathIdx++) { // If path has spawned less than 2 consecutive times, it's available if (pathConsecutiveSpawns[pathIdx] < 2) { availablePaths.push(pathIdx); } } // If no paths available, reset ALL paths to ensure balanced distribution if (availablePaths.length === 0) { // Reset all paths' consecutive spawn counters for (var pathIdx = 0; pathIdx < 5; pathIdx++) { pathConsecutiveSpawns[pathIdx] = 0; availablePaths.push(pathIdx); } } randomPathIndex = availablePaths[Math.floor(Math.random() * availablePaths.length)]; } // Update path-specific spawn tracking // Always increment consecutive spawns for the selected path pathConsecutiveSpawns[randomPathIndex]++; // Update path spawn time and global tracking pathLastSpawnTime[randomPathIndex] = LK.ticks; lastSpawnedPath = randomPathIndex; consecutiveSpawns = pathConsecutiveSpawns[randomPathIndex]; var pathAngle = pathAngles[randomPathIndex]; // Store the path information on the enemy enemy.pathIndex = randomPathIndex; enemy.pathAngle = pathAngle; // Calculate spawn position at the far end of the path (screen edge) var pathLength = randomPathIndex === 0 ? 3000 : 1800; // Match path lengths var spawnDistance = pathLength * 0.8; // Spawn farther away - 80% of path length enemy.x = knightX + Math.cos(pathAngle) * spawnDistance; enemy.y = knightY + Math.sin(pathAngle) * spawnDistance; // Make sure enemies spawn within screen bounds enemy.x = Math.max(50, Math.min(1998, enemy.x)); enemy.y = Math.max(-200, Math.min(2732 + 100, enemy.y)); enemy.lastX = enemy.x; enemies.push(enemy); } // Spawn ogres after 15 seconds (900 ticks at 60fps) if (LK.ticks >= 900 && LK.ticks % 180 === 0) { // Every 3 seconds after 15 seconds var ogre = game.addChild(new Ogre()); // Apply difficulty scaling to ogre stats ogre.health = Math.floor(150 * enemyHealthMultiplier); // Ogres have more base health ogre.maxHealth = ogre.health; ogre.speed = 2.5 * enemySpeedMultiplier; // Ogres are slightly slower // Spawn ogre at a random path entrance var ogrePathIndex = Math.floor(Math.random() * 5); var ogrePathAngle = pathAngles[ogrePathIndex]; // Store the path information on the ogre ogre.pathIndex = ogrePathIndex; ogre.pathAngle = ogrePathAngle; // Calculate spawn position at the far end of the path (screen edge) var ogrePathLength = ogrePathIndex === 0 ? 3000 : 1800; var ogreSpawnDistance = ogrePathLength * 0.8; ogre.x = knightX + Math.cos(ogrePathAngle) * ogreSpawnDistance; ogre.y = knightY + Math.sin(ogrePathAngle) * ogreSpawnDistance; // Make sure ogres spawn within screen bounds ogre.x = Math.max(50, Math.min(1998, ogre.x)); ogre.y = Math.max(-200, Math.min(2732 + 100, ogre.y)); ogre.lastX = ogre.x; ogres.push(ogre); } // Check enemy-knight collisions and cleanup off-screen enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Remove enemies that went off-screen at bottom if (enemy.y > 2732 + 100) { enemies.splice(i, 1); enemy.destroy(); continue; } // Initialize lastIntersecting if not set if (enemy.lastIntersecting === undefined) { enemy.lastIntersecting = false; } // Check for collision transition var currentIntersecting = enemy.intersects(wizard); if (!enemy.lastIntersecting && currentIntersecting) { // Damage wizard when enemy touches for the first time wizard.takeDamage(20); // Remove enemy after dealing damage enemies.splice(i, 1); enemy.destroy(); continue; } // Update last intersecting state enemy.lastIntersecting = currentIntersecting; } // Check ogre-wizard collisions and cleanup off-screen ogres for (var i = ogres.length - 1; i >= 0; i--) { var ogre = ogres[i]; // Remove ogres that went off-screen at bottom if (ogre.y > 2732 + 100) { ogres.splice(i, 1); ogre.destroy(); continue; } // Initialize lastIntersecting if not set if (ogre.lastIntersecting === undefined) { ogre.lastIntersecting = false; } // Check for collision transition var currentOgreIntersecting = ogre.intersects(wizard); if (!ogre.lastIntersecting && currentOgreIntersecting) { // Damage wizard when ogre touches for the first time wizard.takeDamage(30); // Ogres deal more damage // Remove ogre after dealing damage ogres.splice(i, 1); ogre.destroy(); continue; } // Update last intersecting state ogre.lastIntersecting = currentOgreIntersecting; } // Make tap text pulse var pulse = 1 + Math.sin(LK.ticks * 0.1) * 0.2; tapText.scale.set(pulse, pulse); }; // Remove tap text after 5 seconds tween({}, {}, { duration: 5000, onFinish: function onFinish() { if (tapText && tapText.parent) { tapText.destroy(); } } });
===================================================================
--- original.js
+++ change.js
@@ -515,45 +515,52 @@
closeText.y = 2200;
self.addChild(closeText);
// Handle upgrade purchases
self.down = function (x, y, obj) {
+ // Determine which upgrade was clicked based on Y position
+ var upgradeIndex = -1;
+ if (y >= 850 && y <= 1150) {
+ upgradeIndex = 0; // Attack Speed
+ } else if (y >= 1150 && y <= 1450) {
+ upgradeIndex = 1; // Spell Power
+ } else if (y >= 1450 && y <= 1750) {
+ upgradeIndex = 2; // Health Boost
+ }
// Check if upgrade button was clicked
- if (obj.upgradeIndex !== undefined) {
+ if (upgradeIndex !== -1) {
if (coinCounter >= 10) {
coinCounter -= 10;
coinText.setText('Coins: ' + coinCounter);
// Apply upgrade based on index
- switch (obj.upgradeIndex) {
+ switch (upgradeIndex) {
case 0:
- // Attack Speed
+ // Attack Speed - reduce cooldown
wizard.attackCooldown = Math.max(5, wizard.attackCooldown - 5);
break;
case 1:
- // Spell Power
- // Increase damage - this will be handled in wizard attack
- storage.spellPowerLevel = (storage.spellPowerLevel || 0) + 1;
+ // Spell Power - increase damage multiplier
+ if (!wizard.spellPowerLevel) wizard.spellPowerLevel = 0;
+ wizard.spellPowerLevel++;
break;
case 2:
// Health Boost
wizard.maxHealth += 25;
wizard.health = Math.min(wizard.health + 25, wizard.maxHealth);
updateHealthBar();
break;
}
- // Visual feedback
- LK.effects.flashObject(obj, 0x00FF00, 300);
+ // Visual feedback - flash the upgrade area green
+ LK.effects.flashScreen(0x00FF00, 300);
// Close menu and resume game after successful purchase
self.closeMenu();
} else {
- // Not enough coins - flash red but still close menu
- LK.effects.flashObject(obj, 0xFF0000, 300);
+ // Not enough coins - flash red
+ LK.effects.flashScreen(0xFF0000, 300);
// Close menu even when not enough coins
self.closeMenu();
}
- }
- // Check if close button was clicked
- if (obj.tint === 0xFF0000) {
- // Red close button
+ } else if (y >= 2050 && y <= 2350) {
+ // Close button area clicked
self.closeMenu();
}
};
self.closeMenu = function () {
@@ -574,8 +581,9 @@
self.level = 1;
self.experience = 0;
self.health = 100;
self.maxHealth = 100;
+ self.spellPowerLevel = 0; // Track spell power upgrades
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
@@ -621,8 +629,12 @@
easing: tween.linear
});
self.attackCooldown = 30; // 0.5 seconds at 60fps
LK.getSound('spellCast').play();
+ // Calculate damage based on spell power upgrades
+ var baseDamage = 50;
+ var spellPowerMultiplier = 1 + (self.spellPowerLevel || 0) * 0.5; // 50% more damage per upgrade
+ var totalDamage = Math.floor(baseDamage * spellPowerMultiplier);
// Attack enemies in the specified direction/path
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.pathIndex === direction) {
@@ -631,9 +643,9 @@
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 150) {
// Attack range
- enemy.takeDamage(50);
+ enemy.takeDamage(totalDamage);
}
}
}
// Attack ogres in the specified direction/path
@@ -645,9 +657,9 @@
var dy = ogre.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 150) {
// Attack range
- ogre.takeDamage(50);
+ ogre.takeDamage(totalDamage);
}
}
}
return true;