User prompt
que el camino 4 quede en un agulo de 315 grados
User prompt
has que los camino 4 y 5 queden en diagonal para abajo
User prompt
has que el camino 4 y 5 quede en diagonal para abajo
User prompt
en diagonal hacia el jugador
User prompt
has que esten el camino 4 y 5 en diagonal
User prompt
ahora has que el camino 4 y 5 salgan desde abajo y terminen en el jugador
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has que sea un poco menos visible
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ahora crea un efecto de luz alrededor del proyectil ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
has el spawn del camino 4 y 5 un poco mas lejos
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acorta la longitud del camino 4 y 5 a 1200 pixeles
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acorta la longitud del camino 4 y 5
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has que el spawn de enemigos del camino 1 sea mas lejoes del jugador
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reduce la longitud del camino 1
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dismunye el tamano del camino del medio
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los caminos no quedan completos en la pantalla
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los caminos son muy largos has que queden completos en la pantalla
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emnumera los caminos del 1 al 5
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has que los caminos de los lados los enemigos salgan de abajo y lleguen al jugador
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has que queden ma abajo
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has que los caminos de los lados esten un poco mas abajo
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has que los caminos terminen en el jugador
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has que los caminos sean visibles dentro del juego
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pon un numero a cada camino para identificarlos
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has que los caminos sean visibles
User prompt
has que los caminos de los lados queden mas abajo y apuntando al jugador
/**** * 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); // Animation system for skeleton self.currentFrame = 1; self.animationTimer = 0; self.animationSpeed = 15; // Change frame every 15 ticks (250ms at 60fps) self.animationState = 'walking'; // walking, attacking, dying, idle // Create all skeleton graphics frames and store them self.skeletonFrames = []; for (var i = 1; i <= 4; i++) { var frameGraphics = self.attachAsset('esqueleto' + i, { anchorX: 0.5, anchorY: 1.0, scaleX: 2.0, scaleY: 2.0 }); frameGraphics.visible = i === 1; // Only show first frame initially self.skeletonFrames.push(frameGraphics); } // Create invisible hitbox with double size var hitbox = self.attachAsset('esqueleto1', { anchorX: 0.5, anchorY: 1.0, scaleX: 4, scaleY: 4 }); hitbox.alpha = 0; // Make hitbox invisible 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 () { // Animation system - cycle through skeleton frames based on state self.animationTimer++; var frameSpeed = self.animationSpeed; if (self.animationState === 'attacking') { frameSpeed = 8; // Faster animation for attacking } else if (self.animationState === 'dying') { frameSpeed = 20; // Slower animation for dying } else if (self.animationState === 'idle') { frameSpeed = 25; // Very slow animation for idle } if (self.animationTimer >= frameSpeed) { self.animationTimer = 0; // Hide current frame self.skeletonFrames[self.currentFrame - 1].visible = false; // Move to next frame based on animation state if (self.animationState === 'walking') { self.currentFrame++; if (self.currentFrame > 4) { self.currentFrame = 1; } } else if (self.animationState === 'attacking') { // Cycle through frames 2-4 for attacking self.currentFrame++; if (self.currentFrame > 4) { self.currentFrame = 2; } } else if (self.animationState === 'dying') { // Play frames 3-4 once for dying if (self.currentFrame < 4) { self.currentFrame++; } } else if (self.animationState === 'idle') { // Cycle between frames 1-2 for idle self.currentFrame = self.currentFrame === 1 ? 2 : 1; } // Show new frame self.skeletonFrames[self.currentFrame - 1].visible = true; } // 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; // Face toward the wizard - flip horizontally if enemy is coming from the right if (self.pathIndex === 3 || self.pathIndex === 1) { // Right side path (horizontal) or diagonal right path // Flip all skeleton frames to face left (toward wizard) for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) { self.skeletonFrames[frameIdx].scaleX = -2.0; // Negative scale flips horizontally } } else { // Ensure normal orientation for other paths for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) { self.skeletonFrames[frameIdx].scaleX = 2.0; // Positive scale for normal orientation } } } 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; // Face toward the wizard - flip horizontally if moving from right to left if (dx < 0) { // Moving toward left (wizard is to the left) for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) { self.skeletonFrames[frameIdx].scaleX = -2.0; // Flip to face left } } else { for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) { self.skeletonFrames[frameIdx].scaleX = 2.0; // Normal orientation to face right } } } } else { // Fallback: move down if knight doesn't exist self.y += self.speed; } }; self.takeDamage = function (damage) { self.health -= damage; // Change animation state to attacking when hit self.animationState = 'attacking'; // Flash red when hit LK.effects.flashObject(self, 0xFF0000, 200); // Return to walking animation after brief attacking animation tween({}, {}, { duration: 300, onFinish: function onFinish() { if (self.animationState === 'attacking') { self.animationState = 'walking'; } } }); // 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 () { // Change animation state to dying self.animationState = 'dying'; self.currentFrame = 3; // Start dying animation from frame 3 // 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); // Life drain upgrade - 5% chance to restore 10 health if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) { var drainChance = Math.random(); if (drainChance < 0.05) { // 5% chance wizard.health = Math.min(wizard.health + 10, wizard.maxHealth); updateHealthBar(); // Visual feedback for life drain LK.effects.flashObject(wizard, 0x00FF00, 300); } } // 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); // Menu background image instead of cave background var menuBg = self.attachAsset('menuBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 4.0, scaleY: 4.0 }); menuBg.alpha = 1.0; // Title text var titleText = new Text2('WIZARD DEFENDER', { size: 150, fill: 0xFFD700, font: "monospace" }); 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, font: "monospace" }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = 2048 / 2; instructionsText.y = 1200; self.addChild(instructionsText); // Start button var startButton = self.attachAsset('wizard1', { 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, font: "monospace" }); 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 cave background when game starts if (backgroundMap) { backgroundMap.visible = true; } // Show all game elements wizard.visible = true; for (var i = 0; i < paths.length; i++) { paths[i].visible = true; } // Show all stone path segments but keep them invisible for (var i = 0; i < game.children.length; i++) { var child = game.children[i]; if (child.pathIndex !== undefined && child !== paths[child.pathIndex]) { child.visible = true; child.alpha = 0; // Keep paths invisible } } coinText.visible = true; killCountText.visible = true; tapText.visible = true; healthBarBg.visible = true; healthBar.visible = true; healthText.visible = true; // Start medieval music LK.playMusic('medievalTheme', { volume: 0.7, fade: { start: 0, end: 0.7, duration: 2000 } }); }; return self; }); var Knight = Container.expand(function () { var self = Container.call(this); // Animation system for knight self.currentFrame = 1; self.animationTimer = 0; self.animationSpeed = 22; // Change frame every 22 ticks (367ms at 60fps) self.animationState = 'walking'; // walking, attacking, dying, idle // Create all knight graphics frames and store them self.knightFrames = []; for (var i = 1; i <= 4; i++) { var frameGraphics = self.attachAsset('knight' + i, { anchorX: 0.5, anchorY: 1.0, scaleX: 2.0, scaleY: 2.0 }); frameGraphics.visible = i === 1; // Only show first frame initially self.knightFrames.push(frameGraphics); } // Create invisible hitbox with double size var hitbox = self.attachAsset('knight1', { anchorX: 0.5, anchorY: 1.0, scaleX: 4, scaleY: 4 }); hitbox.alpha = 0; // Make hitbox invisible self.health = 100; self.maxHealth = 100; self.speed = 7; self.hitsToKill = 3; // Knights need 3 hits to die self.hitsTaken = 0; // Note: health, maxHealth and speed will be overridden by difficulty system self.lastX = 0; self.update = function () { // Animation system - cycle through knight frames based on state self.animationTimer++; var frameSpeed = self.animationSpeed; if (self.animationState === 'attacking') { frameSpeed = 12; // Faster animation for attacking } else if (self.animationState === 'dying') { frameSpeed = 28; // Slower animation for dying } else if (self.animationState === 'idle') { frameSpeed = 35; // Very slow animation for idle } if (self.animationTimer >= frameSpeed) { self.animationTimer = 0; // Hide current frame self.knightFrames[self.currentFrame - 1].visible = false; // Move to next frame based on animation state if (self.animationState === 'walking') { self.currentFrame++; if (self.currentFrame > 4) { self.currentFrame = 1; } } else if (self.animationState === 'attacking') { // Cycle through frames 2-4 for attacking self.currentFrame++; if (self.currentFrame > 4) { self.currentFrame = 2; } } else if (self.animationState === 'dying') { // Play frames 3-4 once for dying if (self.currentFrame < 4) { self.currentFrame++; } } else if (self.animationState === 'idle') { // Cycle between frames 1-2 for idle self.currentFrame = self.currentFrame === 1 ? 2 : 1; } // Show new frame self.knightFrames[self.currentFrame - 1].visible = true; } // 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; // Face toward the wizard - flip horizontally if knight is coming from the right if (self.pathIndex === 3 || self.pathIndex === 1) { // Right side path (horizontal) or diagonal right path // Flip all knight frames to face left (toward wizard) for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) { self.knightFrames[frameIdx].scaleX = -2.0; // Negative scale flips horizontally } } else { // Ensure normal orientation for other paths for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) { self.knightFrames[frameIdx].scaleX = 2.0; // Positive scale for normal orientation } } } 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; // Face toward the wizard - flip horizontally if moving from right to left if (dx < 0) { // Moving toward left (wizard is to the left) for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) { self.knightFrames[frameIdx].scaleX = -2.0; // Flip to face left } } else { for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) { self.knightFrames[frameIdx].scaleX = 2.0; // Normal orientation to face right } } } } else { // Fallback: move down if knight doesn't exist self.y += self.speed; } }; self.takeDamage = function (damage) { self.health -= damage; self.hitsTaken++; // Change animation state to attacking when hit self.animationState = 'attacking'; // Flash red when hit LK.effects.flashObject(self, 0xFF0000, 200); // Return to walking animation after brief attacking animation tween({}, {}, { duration: 500, onFinish: function onFinish() { if (self.animationState === 'attacking') { self.animationState = 'walking'; } } }); // Knights need 3 hits to die if (self.hitsTaken >= self.hitsToKill) { self.die(); } }; self.down = function (x, y, obj) { // Create projectile from wizard to knight when knight 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 knight 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 () { // Change animation state to dying self.animationState = 'dying'; self.currentFrame = 3; // Start dying animation from frame 3 // Play pain sound when knight 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); // Life drain upgrade - 5% chance to restore 10 health if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) { var drainChance = Math.random(); if (drainChance < 0.05) { // 5% chance wizard.health = Math.min(wizard.health + 10, wizard.maxHealth); updateHealthBar(); // Visual feedback for life drain LK.effects.flashObject(wizard, 0x00FF00, 300); } } // Remove from knights array for (var i = knights.length - 1; i >= 0; i--) { if (knights[i] === self) { knights.splice(i, 1); break; } } self.destroy(); LK.setScore(LK.getScore() + 20); }; return self; }); var Ogre = Container.expand(function () { var self = Container.call(this); // Animation system for ogre self.currentFrame = 1; self.animationTimer = 0; self.animationSpeed = 20; // Change frame every 20 ticks (333ms at 60fps) self.animationState = 'walking'; // walking, attacking, dying, idle // Create all ogre graphics frames and store them self.ogreFrames = []; for (var i = 1; i <= 4; i++) { var frameGraphics = self.attachAsset('ogre' + i, { anchorX: 0.5, anchorY: 1.0, scaleX: 2.0, scaleY: 2.0 }); frameGraphics.visible = i === 1; // Only show first frame initially self.ogreFrames.push(frameGraphics); } // Create invisible hitbox with double size var hitbox = self.attachAsset('ogre1', { anchorX: 0.5, anchorY: 1.0, scaleX: 4, scaleY: 4 }); hitbox.alpha = 0; // Make hitbox invisible 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 () { // Animation system - cycle through ogre frames based on state self.animationTimer++; var frameSpeed = self.animationSpeed; if (self.animationState === 'attacking') { frameSpeed = 10; // Faster animation for attacking } else if (self.animationState === 'dying') { frameSpeed = 25; // Slower animation for dying } else if (self.animationState === 'idle') { frameSpeed = 30; // Very slow animation for idle } if (self.animationTimer >= frameSpeed) { self.animationTimer = 0; // Hide current frame self.ogreFrames[self.currentFrame - 1].visible = false; // Move to next frame based on animation state if (self.animationState === 'walking') { self.currentFrame++; if (self.currentFrame > 4) { self.currentFrame = 1; } } else if (self.animationState === 'attacking') { // Cycle through frames 2-4 for attacking self.currentFrame++; if (self.currentFrame > 4) { self.currentFrame = 2; } } else if (self.animationState === 'dying') { // Play frames 3-4 once for dying if (self.currentFrame < 4) { self.currentFrame++; } } else if (self.animationState === 'idle') { // Cycle between frames 1-2 for idle self.currentFrame = self.currentFrame === 1 ? 2 : 1; } // Show new frame self.ogreFrames[self.currentFrame - 1].visible = true; } // 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; // Face toward the wizard - flip horizontally if ogre is coming from the right if (self.pathIndex === 3 || self.pathIndex === 1) { // Right side path (horizontal) or diagonal right path // Flip all ogre frames to face left (toward wizard) for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) { self.ogreFrames[frameIdx].scaleX = -2.0; // Negative scale flips horizontally } } else { // Ensure normal orientation for other paths for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) { self.ogreFrames[frameIdx].scaleX = 2.0; // Positive scale for normal orientation } } } 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; // Face toward the wizard - flip horizontally if moving from right to left if (dx < 0) { // Moving toward left (wizard is to the left) for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) { self.ogreFrames[frameIdx].scaleX = -2.0; // Flip to face left } } else { for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) { self.ogreFrames[frameIdx].scaleX = 2.0; // Normal orientation to face right } } } } else { // Fallback: move down if knight doesn't exist self.y += self.speed; } }; self.takeDamage = function (damage) { self.health -= damage; self.hitsTaken++; // Change animation state to attacking when hit self.animationState = 'attacking'; // Flash red when hit LK.effects.flashObject(self, 0xFF0000, 200); // Return to walking animation after brief attacking animation tween({}, {}, { duration: 400, onFinish: function onFinish() { if (self.animationState === 'attacking') { self.animationState = 'walking'; } } }); // 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 () { // Change animation state to dying self.animationState = 'dying'; self.currentFrame = 3; // Start dying animation from frame 3 // 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); // Life drain upgrade - 5% chance to restore 10 health if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) { var drainChance = Math.random(); if (drainChance < 0.05) { // 5% chance wizard.health = Math.min(wizard.health + 10, wizard.maxHealth); updateHealthBar(); // Visual feedback for life drain LK.effects.flashObject(wizard, 0x00FF00, 300); } } // 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, scaleX: 3.0, scaleY: 3.0 }); 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; // Rotate projectile to point towards movement direction var angle = Math.atan2(self.direction.y, self.direction.x); projectileGraphics.rotation = angle + Math.PI / 2; // Add 90 degrees so top points forward // 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; } // Check collision with knights for (var i = knights.length - 1; i >= 0; i--) { var knight = knights[i]; var knightKey = 'knight_' + i; if (!self.lastIntersecting[knightKey]) { self.lastIntersecting[knightKey] = false; } var currentKnightIntersecting = self.intersects(knight); if (!self.lastIntersecting[knightKey] && currentKnightIntersecting) { // Hit knight knight.takeDamage(50); self.removeFromGame(); return; } self.lastIntersecting[knightKey] = currentKnightIntersecting; } }; 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; // Cooldown system for upgrade menu self.cooldownDuration = 120; // 2 seconds at 60fps self.cooldownTimer = 0; // Background removed - no overlay needed // Title text var titleText = new Text2('UPGRADES', { size: 120, fill: 0xFFD700, font: "monospace" }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 1050; self.addChild(titleText); // Upgrade options var upgradeOptions = [{ name: 'SHIELD', description: 'Block 1 attack' }, { name: 'HEALTH BOOST', description: 'More health' }, { name: 'LIFE DRAIN', description: '5% chance +10 HP' }]; // Create upgrade buttons for (var i = 0; i < upgradeOptions.length; i++) { var upgrade = upgradeOptions[i]; var xPos = 2048 / 2 - 400 + i * 400; // Center the 3 upgrades horizontally var yPos = 1300; // Same Y position for all // Upgrade button background var upgradeBtn = self.attachAsset('pathSelector', { anchorX: 0.5, anchorY: 0.5, x: xPos, y: yPos, scaleX: 6, scaleY: 4 }); upgradeBtn.upgradeIndex = i; upgradeBtn.tint = 0x8B008B; // Upgrade text var upgradeText = new Text2(upgrade.name + '\n' + upgrade.description + '\nCost: 10 coins', { size: 45, fill: 0xFFFFFF, font: "monospace" }); upgradeText.anchor.set(0.5, 0.5); upgradeText.x = xPos; upgradeText.y = yPos; self.addChild(upgradeText); } // Close button var closeBtn = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1600, scaleX: 2, scaleY: 2 }); closeBtn.tint = 0xFF0000; var closeText = new Text2('CLOSE', { size: 80, fill: 0xFFFFFF, font: "monospace" }); closeText.anchor.set(0.5, 0.5); closeText.x = 2048 / 2; closeText.y = 1600; self.addChild(closeText); // Update method for cooldown timer self.update = function () { if (self.cooldownTimer > 0) { self.cooldownTimer--; // Apply visual feedback during cooldown var cooldownAlpha = 0.3 + self.cooldownTimer / self.cooldownDuration * 0.7; self.alpha = cooldownAlpha; } else { self.alpha = 1.0; // Full opacity when cooldown is over } }; // Handle upgrade purchases self.down = function (x, y, obj) { // Check if cooldown is active if (self.cooldownTimer > 0) { // Flash red to indicate cooldown is active LK.effects.flashScreen(0xFF0000, 200); return; // Exit early if cooldown is active } // Determine which upgrade was clicked based on X position (horizontal layout) var upgradeIndex = -1; if (x >= 424 && x <= 724 && y >= 1150 && y <= 1450) { upgradeIndex = 0; // Shield } else if (x >= 824 && x <= 1124 && y >= 1150 && y <= 1450) { upgradeIndex = 1; // Health Boost } else if (x >= 1224 && x <= 1524 && y >= 1150 && y <= 1450) { upgradeIndex = 2; // Life Drain } // Check if upgrade button was clicked if (upgradeIndex !== -1) { // Close menu immediately when any upgrade option is selected self.closeMenu(); if (coinCounter >= 10) { coinCounter -= 10; coinText.setText('Coins: ' + coinCounter); // Apply upgrade based on index switch (upgradeIndex) { case 0: // Shield - give one-time protection if (!wizard.shieldActive) { wizard.shieldActive = false; } wizard.shieldActive = true; // Visual feedback for shield activation LK.effects.flashObject(wizard, 0x00BFFF, 500); // Add shield activation animation effect tween(wizard.shieldGraphics, { scaleX: 5, scaleY: 5, alpha: 1.0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { tween(wizard.shieldGraphics, { scaleX: 3, scaleY: 3, alpha: 0.7 }, { duration: 300, easing: tween.easeIn }); } }); break; case 1: // Health Boost wizard.maxHealth += 25; wizard.health = Math.min(wizard.health + 25, wizard.maxHealth); updateHealthBar(); break; case 2: // Life Drain - enable health restoration on kill if (!wizard.lifeDrainLevel) { wizard.lifeDrainLevel = 0; } wizard.lifeDrainLevel++; break; } // Visual feedback - flash the upgrade area green LK.effects.flashScreen(0x00FF00, 300); } else { // Not enough coins - flash red LK.effects.flashScreen(0xFF0000, 300); } } else if (y >= 1450 && y <= 1750) { // Close button area clicked self.closeMenu(); } }; self.closeMenu = function () { self.visible = false; gameStarted = true; // Resume appropriate music based on game progress if (enemyKillCounter >= 25) { LK.playMusic('mysticalAmbient', { volume: 0.6, fade: { start: 0, end: 0.6, duration: 1000 } }); } else if (enemyKillCounter >= 10) { LK.playMusic('epicBattle', { volume: 0.8, fade: { start: 0, end: 0.8, duration: 1000 } }); } else { LK.playMusic('medievalTheme', { volume: 0.7, fade: { start: 0, end: 0.7, duration: 1000 } }); } }; return self; }); var Wizard = Container.expand(function () { var self = Container.call(this); // Animation system for wizard self.currentFrame = 1; self.animationTimer = 0; self.animationSpeed = 18; // Change frame every 18 ticks (300ms at 60fps) // Create all wizard graphics frames and store them self.wizardFrames = []; for (var i = 1; i <= 4; i++) { var frameGraphics = self.attachAsset('wizard' + i, { anchorX: 0.5, anchorY: 1.0, scaleX: 2.5, scaleY: 2.5 }); frameGraphics.visible = i === 1; // Only show first frame initially self.wizardFrames.push(frameGraphics); } // Create shield visual effect self.shieldGraphics = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.shieldGraphics.alpha = 0.7; self.shieldGraphics.visible = false; self.attackCooldown = 0; self.level = 1; self.experience = 0; self.health = 100; self.maxHealth = 100; self.spellPowerLevel = 0; // Track spell power upgrades self.shieldActive = false; // Track shield status self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } // Update shield visibility based on shield status self.shieldGraphics.visible = self.shieldActive; if (self.shieldActive) { // Animate shield with pulsing effect var pulse = 1 + Math.sin(LK.ticks * 0.15) * 0.2; self.shieldGraphics.scaleX = 3 * pulse; self.shieldGraphics.scaleY = 3 * pulse; // Slowly rotate shield self.shieldGraphics.rotation += 0.03; // Add glowing effect self.shieldGraphics.alpha = 0.6 + Math.sin(LK.ticks * 0.1) * 0.2; } // Animation system - cycle through wizard frames self.animationTimer++; if (self.animationTimer >= self.animationSpeed) { self.animationTimer = 0; // Hide current frame self.wizardFrames[self.currentFrame - 1].visible = false; // Move to next frame self.currentFrame++; if (self.currentFrame > 4) { self.currentFrame = 1; } // Show new frame self.wizardFrames[self.currentFrame - 1].visible = true; } }; 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(); // Base damage without spell power upgrades var totalDamage = 50; // Attack enemies in the specified direction/path for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.pathIndex === direction) { // Only hit enemies on exact same path - no distance validation 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) { // Only hit ogres on exact same path - no distance validation ogre.takeDamage(totalDamage); } } // Attack knights in the specified direction/path for (var i = knights.length - 1; i >= 0; i--) { var knight = knights[i]; if (knight.pathIndex === direction) { // Only hit knights on exact same path - no distance validation knight.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) { // Check if shield is active if (self.shieldActive) { // Shield blocks the damage self.shieldActive = false; // Visual feedback for shield use LK.effects.flashObject(self, 0x00BFFF, 300); // Start shield regeneration timer (10 seconds) tween({}, {}, { duration: 10000, // 10 seconds onFinish: function onFinish() { // Regenerate shield after 10 seconds self.shieldActive = true; // Visual feedback for shield regeneration LK.effects.flashObject(self, 0x00BFFF, 500); // Add shield regeneration animation tween(self.shieldGraphics, { scaleX: 5, scaleY: 5, alpha: 1.0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { tween(self.shieldGraphics, { scaleX: 3, scaleY: 3, alpha: 0.7 }, { duration: 400, easing: tween.easeIn }); } }); } }); // No damage taken, shield absorbed it return; } 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: 0x000000 // Black background for pixel art }); /**** * Game Code ****/ // Game state variables var gameStarted = false; var gameMenu; var upgradeMenu; var upgradeMenuShown = false; var secondUpgradeMenuShown = false; // Game arrays to track objects var enemies = []; var ogres = []; var knights = []; 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 5 stone paths leading toward the wizard position var paths = []; var knightX = 2048 / 2; var knightY = 2732 - 250; // Create paths: all pointing toward the wizard position var pathAngles = [-Math.PI / 2, // Center (straight down toward wizard) -Math.PI / 3, // Diagonal right toward wizard -2 * Math.PI / 3, // Diagonal left toward wizard -Math.PI / 6, // Right side angled toward wizard -5 * Math.PI / 6 // Left side angled toward wizard ]; // 5 paths: all directed toward wizard position // Adjust side paths to be lower and point toward wizard var pathStartPositions = [{ x: knightX, y: knightY }, // Center path - no change { x: knightX + 400, y: knightY + 300 }, // Right diagonal - lower start { x: knightX - 400, y: knightY + 300 }, // Left diagonal - lower start { x: knightX + 600, y: knightY + 400 }, // Right side - much lower start { x: knightX - 600, y: knightY + 400 } // Left side - much lower start ]; // Recalculate angles for side paths to point toward wizard for (var p = 1; p < 5; p++) { var startPos = pathStartPositions[p]; var dx = knightX - startPos.x; var dy = knightY - startPos.y; pathAngles[p] = Math.atan2(dy, dx); } // Create multiple stone segments for each path to form visible stone roads for (var p = 0; p < 5; p++) { var angle = pathAngles[p]; var startPos = pathStartPositions[p]; // Calculate path length - make center path longer var pathLength = p === 0 ? 3000 : 1800; // Center path is longer var segmentSize = 120; // Size of each stone segment var numSegments = Math.floor(pathLength / segmentSize); // Create individual stone segments along the path for (var s = 0; s < numSegments; s++) { var segmentDistance = s * segmentSize + segmentSize / 2; var segmentX = startPos.x + Math.cos(angle) * segmentDistance; var segmentY = startPos.y + Math.sin(angle) * segmentDistance; // Create stone path segment var stoneSegment = game.addChild(LK.getAsset('stonePath', { anchorX: 0.5, anchorY: 0.5, x: segmentX, y: segmentY, scaleX: 2.0, scaleY: 2.0, rotation: angle + Math.PI / 2 // Rotate stone to align with path })); // Make stones completely invisible stoneSegment.alpha = 0; // Make completely invisible stoneSegment.visible = false; stoneSegment.pathIndex = p; } } // Create invisible path collision areas for touch detection for (var p = 0; p < 5; p++) { var angle = pathAngles[p]; var startPos = pathStartPositions[p]; var pathLength = p === 0 ? 3000 : 1800; var centerX = startPos.x + Math.cos(angle) * (pathLength / 2); var centerY = startPos.y + Math.sin(angle) * (pathLength / 2); // Create invisible collision path var path = game.addChild(LK.getAsset('pathSelector', { anchorX: 0.5, anchorY: 0.5, x: centerX, y: centerY, scaleX: 4, scaleY: pathLength / 60, rotation: angle + Math.PI / 2 })); // Make collision path completely invisible path.alpha = 0; path.visible = false; path.pathIndex = p; // Add touch handler for directional attacks path.down = function (x, y, obj) { // Attack in this path's direction wizard.attack(obj.pathIndex); // Visual feedback - no flash for invisible paths // Paths remain invisible when tapped }; paths.push(path); } // Pixel art scaling handled by engine automatically // Set fondodelacueva as the actual game background var backgroundMap = game.addChild(LK.getAsset('fondodelacueva', { anchorX: 0, anchorY: 0, scaleX: 19.5, scaleY: 26.0, x: 0, y: 0 })); // Send background to the back but use a less extreme z-index backgroundMap.zIndex = -100; // Hide background initially during menu backgroundMap.visible = false; backgroundMap.alpha = 1.0; // Create wizard var wizard = game.addChild(new Wizard()); wizard.x = knightX; wizard.y = 2732 - 600; // Position wizard higher on screen 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, font: "monospace" }); 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, font: "monospace" }); 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, font: "monospace" }); 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, font: "monospace" }); 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; } // Change music to epic battle theme at 10 enemies killed if (enemyKillCounter === 10) { LK.playMusic('epicBattle', { volume: 0.8, fade: { start: 0, end: 0.8, duration: 1500 } }); } // Change to mystical ambient music at 25 enemies killed if (enemyKillCounter === 25) { LK.playMusic('mysticalAmbient', { volume: 0.6, fade: { start: 0, end: 0.6, duration: 2000 } }); } // Show upgrade menu after 12 enemies are killed if (enemyKillCounter >= 12 && !upgradeMenuShown) { upgradeMenuShown = true; upgradeMenu.visible = true; upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown gameStarted = false; // Pause game while menu is open LK.stopMusic(); // Pause music // Clear all enemies on screen when upgrade menu is shown for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemies.splice(i, 1); enemy.destroy(); } // Clear all ogres on screen when upgrade menu is shown for (var i = ogres.length - 1; i >= 0; i--) { var ogre = ogres[i]; ogres.splice(i, 1); ogre.destroy(); } // Clear all knights on screen when upgrade menu is shown for (var i = knights.length - 1; i >= 0; i--) { var knight = knights[i]; knights.splice(i, 1); knight.destroy(); } } // Show upgrade menu again after 35 enemies are killed if (enemyKillCounter >= 35 && upgradeMenuShown && !secondUpgradeMenuShown) { secondUpgradeMenuShown = true; upgradeMenu.visible = true; upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown gameStarted = false; // Pause game while menu is open LK.stopMusic(); // Pause music // Clear all enemies on screen when upgrade menu is shown for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemies.splice(i, 1); enemy.destroy(); } // Clear all ogres on screen when upgrade menu is shown for (var i = ogres.length - 1; i >= 0; i--) { var ogre = ogres[i]; ogres.splice(i, 1); ogre.destroy(); } // Clear all knights on screen when upgrade menu is shown for (var i = knights.length - 1; i >= 0; i--) { var knight = knights[i]; knights.splice(i, 1); knight.destroy(); } } // 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 var enemyStartPos = pathStartPositions[randomPathIndex]; enemy.x = enemyStartPos.x + Math.cos(pathAngle) * spawnDistance; enemy.y = enemyStartPos.y + 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; var ogreStartPos = pathStartPositions[ogrePathIndex]; ogre.x = ogreStartPos.x + Math.cos(ogrePathAngle) * ogreSpawnDistance; ogre.y = ogreStartPos.y + 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); } // Spawn knights after 30 enemies killed if (enemyKillCounter >= 30 && LK.ticks % 300 === 0) { // Every 5 seconds after 30th enemy var knight = game.addChild(new Knight()); // Apply difficulty scaling to knight stats knight.health = Math.floor(200 * enemyHealthMultiplier); // Knights have highest base health knight.maxHealth = knight.health; knight.speed = 2 * enemySpeedMultiplier; // Knights are slowest // Spawn knight at a random path entrance var knightPathIndex = Math.floor(Math.random() * 5); var knightPathAngle = pathAngles[knightPathIndex]; // Store the path information on the knight knight.pathIndex = knightPathIndex; knight.pathAngle = knightPathAngle; // Calculate spawn position at the far end of the path (screen edge) var knightPathLength = knightPathIndex === 0 ? 3000 : 1800; var knightSpawnDistance = knightPathLength * 0.8; var knightStartPos = pathStartPositions[knightPathIndex]; knight.x = knightStartPos.x + Math.cos(knightPathAngle) * knightSpawnDistance; knight.y = knightStartPos.y + Math.sin(knightPathAngle) * knightSpawnDistance; // Make sure knights spawn within screen bounds knight.x = Math.max(50, Math.min(1998, knight.x)); knight.y = Math.max(-200, Math.min(2732 + 100, knight.y)); knight.lastX = knight.x; knights.push(knight); } // 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 30 damage // Remove ogre after dealing damage ogres.splice(i, 1); ogre.destroy(); continue; } // Update last intersecting state ogre.lastIntersecting = currentOgreIntersecting; } // Check knight-wizard collisions and cleanup off-screen knights for (var i = knights.length - 1; i >= 0; i--) { var knight = knights[i]; // Remove knights that went off-screen at bottom if (knight.y > 2732 + 100) { knights.splice(i, 1); knight.destroy(); continue; } // Initialize lastIntersecting if not set if (knight.lastIntersecting === undefined) { knight.lastIntersecting = false; } // Check for collision transition var currentKnightIntersecting = knight.intersects(wizard); if (!knight.lastIntersecting && currentKnightIntersecting) { // Damage wizard when knight touches for the first time wizard.takeDamage(40); // Knights deal 40 damage // Remove knight after dealing damage knights.splice(i, 1); knight.destroy(); continue; } // Update last intersecting state knight.lastIntersecting = currentKnightIntersecting; } // 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(); } } });
/****
* 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);
// Animation system for skeleton
self.currentFrame = 1;
self.animationTimer = 0;
self.animationSpeed = 15; // Change frame every 15 ticks (250ms at 60fps)
self.animationState = 'walking'; // walking, attacking, dying, idle
// Create all skeleton graphics frames and store them
self.skeletonFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('esqueleto' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 2.0,
scaleY: 2.0
});
frameGraphics.visible = i === 1; // Only show first frame initially
self.skeletonFrames.push(frameGraphics);
}
// Create invisible hitbox with double size
var hitbox = self.attachAsset('esqueleto1', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 4,
scaleY: 4
});
hitbox.alpha = 0; // Make hitbox invisible
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 () {
// Animation system - cycle through skeleton frames based on state
self.animationTimer++;
var frameSpeed = self.animationSpeed;
if (self.animationState === 'attacking') {
frameSpeed = 8; // Faster animation for attacking
} else if (self.animationState === 'dying') {
frameSpeed = 20; // Slower animation for dying
} else if (self.animationState === 'idle') {
frameSpeed = 25; // Very slow animation for idle
}
if (self.animationTimer >= frameSpeed) {
self.animationTimer = 0;
// Hide current frame
self.skeletonFrames[self.currentFrame - 1].visible = false;
// Move to next frame based on animation state
if (self.animationState === 'walking') {
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 1;
}
} else if (self.animationState === 'attacking') {
// Cycle through frames 2-4 for attacking
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 2;
}
} else if (self.animationState === 'dying') {
// Play frames 3-4 once for dying
if (self.currentFrame < 4) {
self.currentFrame++;
}
} else if (self.animationState === 'idle') {
// Cycle between frames 1-2 for idle
self.currentFrame = self.currentFrame === 1 ? 2 : 1;
}
// Show new frame
self.skeletonFrames[self.currentFrame - 1].visible = true;
}
// 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;
// Face toward the wizard - flip horizontally if enemy is coming from the right
if (self.pathIndex === 3 || self.pathIndex === 1) {
// Right side path (horizontal) or diagonal right path
// Flip all skeleton frames to face left (toward wizard)
for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) {
self.skeletonFrames[frameIdx].scaleX = -2.0; // Negative scale flips horizontally
}
} else {
// Ensure normal orientation for other paths
for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) {
self.skeletonFrames[frameIdx].scaleX = 2.0; // Positive scale for normal orientation
}
}
} 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;
// Face toward the wizard - flip horizontally if moving from right to left
if (dx < 0) {
// Moving toward left (wizard is to the left)
for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) {
self.skeletonFrames[frameIdx].scaleX = -2.0; // Flip to face left
}
} else {
for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) {
self.skeletonFrames[frameIdx].scaleX = 2.0; // Normal orientation to face right
}
}
}
} else {
// Fallback: move down if knight doesn't exist
self.y += self.speed;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
// Change animation state to attacking when hit
self.animationState = 'attacking';
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
// Return to walking animation after brief attacking animation
tween({}, {}, {
duration: 300,
onFinish: function onFinish() {
if (self.animationState === 'attacking') {
self.animationState = 'walking';
}
}
});
// 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 () {
// Change animation state to dying
self.animationState = 'dying';
self.currentFrame = 3; // Start dying animation from frame 3
// 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);
// Life drain upgrade - 5% chance to restore 10 health
if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) {
var drainChance = Math.random();
if (drainChance < 0.05) {
// 5% chance
wizard.health = Math.min(wizard.health + 10, wizard.maxHealth);
updateHealthBar();
// Visual feedback for life drain
LK.effects.flashObject(wizard, 0x00FF00, 300);
}
}
// 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);
// Menu background image instead of cave background
var menuBg = self.attachAsset('menuBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 4.0,
scaleY: 4.0
});
menuBg.alpha = 1.0;
// Title text
var titleText = new Text2('WIZARD DEFENDER', {
size: 150,
fill: 0xFFD700,
font: "monospace"
});
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,
font: "monospace"
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.x = 2048 / 2;
instructionsText.y = 1200;
self.addChild(instructionsText);
// Start button
var startButton = self.attachAsset('wizard1', {
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,
font: "monospace"
});
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 cave background when game starts
if (backgroundMap) {
backgroundMap.visible = true;
}
// Show all game elements
wizard.visible = true;
for (var i = 0; i < paths.length; i++) {
paths[i].visible = true;
}
// Show all stone path segments but keep them invisible
for (var i = 0; i < game.children.length; i++) {
var child = game.children[i];
if (child.pathIndex !== undefined && child !== paths[child.pathIndex]) {
child.visible = true;
child.alpha = 0; // Keep paths invisible
}
}
coinText.visible = true;
killCountText.visible = true;
tapText.visible = true;
healthBarBg.visible = true;
healthBar.visible = true;
healthText.visible = true;
// Start medieval music
LK.playMusic('medievalTheme', {
volume: 0.7,
fade: {
start: 0,
end: 0.7,
duration: 2000
}
});
};
return self;
});
var Knight = Container.expand(function () {
var self = Container.call(this);
// Animation system for knight
self.currentFrame = 1;
self.animationTimer = 0;
self.animationSpeed = 22; // Change frame every 22 ticks (367ms at 60fps)
self.animationState = 'walking'; // walking, attacking, dying, idle
// Create all knight graphics frames and store them
self.knightFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('knight' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 2.0,
scaleY: 2.0
});
frameGraphics.visible = i === 1; // Only show first frame initially
self.knightFrames.push(frameGraphics);
}
// Create invisible hitbox with double size
var hitbox = self.attachAsset('knight1', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 4,
scaleY: 4
});
hitbox.alpha = 0; // Make hitbox invisible
self.health = 100;
self.maxHealth = 100;
self.speed = 7;
self.hitsToKill = 3; // Knights need 3 hits to die
self.hitsTaken = 0;
// Note: health, maxHealth and speed will be overridden by difficulty system
self.lastX = 0;
self.update = function () {
// Animation system - cycle through knight frames based on state
self.animationTimer++;
var frameSpeed = self.animationSpeed;
if (self.animationState === 'attacking') {
frameSpeed = 12; // Faster animation for attacking
} else if (self.animationState === 'dying') {
frameSpeed = 28; // Slower animation for dying
} else if (self.animationState === 'idle') {
frameSpeed = 35; // Very slow animation for idle
}
if (self.animationTimer >= frameSpeed) {
self.animationTimer = 0;
// Hide current frame
self.knightFrames[self.currentFrame - 1].visible = false;
// Move to next frame based on animation state
if (self.animationState === 'walking') {
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 1;
}
} else if (self.animationState === 'attacking') {
// Cycle through frames 2-4 for attacking
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 2;
}
} else if (self.animationState === 'dying') {
// Play frames 3-4 once for dying
if (self.currentFrame < 4) {
self.currentFrame++;
}
} else if (self.animationState === 'idle') {
// Cycle between frames 1-2 for idle
self.currentFrame = self.currentFrame === 1 ? 2 : 1;
}
// Show new frame
self.knightFrames[self.currentFrame - 1].visible = true;
}
// 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;
// Face toward the wizard - flip horizontally if knight is coming from the right
if (self.pathIndex === 3 || self.pathIndex === 1) {
// Right side path (horizontal) or diagonal right path
// Flip all knight frames to face left (toward wizard)
for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) {
self.knightFrames[frameIdx].scaleX = -2.0; // Negative scale flips horizontally
}
} else {
// Ensure normal orientation for other paths
for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) {
self.knightFrames[frameIdx].scaleX = 2.0; // Positive scale for normal orientation
}
}
} 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;
// Face toward the wizard - flip horizontally if moving from right to left
if (dx < 0) {
// Moving toward left (wizard is to the left)
for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) {
self.knightFrames[frameIdx].scaleX = -2.0; // Flip to face left
}
} else {
for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) {
self.knightFrames[frameIdx].scaleX = 2.0; // Normal orientation to face right
}
}
}
} else {
// Fallback: move down if knight doesn't exist
self.y += self.speed;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
self.hitsTaken++;
// Change animation state to attacking when hit
self.animationState = 'attacking';
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
// Return to walking animation after brief attacking animation
tween({}, {}, {
duration: 500,
onFinish: function onFinish() {
if (self.animationState === 'attacking') {
self.animationState = 'walking';
}
}
});
// Knights need 3 hits to die
if (self.hitsTaken >= self.hitsToKill) {
self.die();
}
};
self.down = function (x, y, obj) {
// Create projectile from wizard to knight when knight 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 knight
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 () {
// Change animation state to dying
self.animationState = 'dying';
self.currentFrame = 3; // Start dying animation from frame 3
// Play pain sound when knight 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);
// Life drain upgrade - 5% chance to restore 10 health
if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) {
var drainChance = Math.random();
if (drainChance < 0.05) {
// 5% chance
wizard.health = Math.min(wizard.health + 10, wizard.maxHealth);
updateHealthBar();
// Visual feedback for life drain
LK.effects.flashObject(wizard, 0x00FF00, 300);
}
}
// Remove from knights array
for (var i = knights.length - 1; i >= 0; i--) {
if (knights[i] === self) {
knights.splice(i, 1);
break;
}
}
self.destroy();
LK.setScore(LK.getScore() + 20);
};
return self;
});
var Ogre = Container.expand(function () {
var self = Container.call(this);
// Animation system for ogre
self.currentFrame = 1;
self.animationTimer = 0;
self.animationSpeed = 20; // Change frame every 20 ticks (333ms at 60fps)
self.animationState = 'walking'; // walking, attacking, dying, idle
// Create all ogre graphics frames and store them
self.ogreFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('ogre' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 2.0,
scaleY: 2.0
});
frameGraphics.visible = i === 1; // Only show first frame initially
self.ogreFrames.push(frameGraphics);
}
// Create invisible hitbox with double size
var hitbox = self.attachAsset('ogre1', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 4,
scaleY: 4
});
hitbox.alpha = 0; // Make hitbox invisible
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 () {
// Animation system - cycle through ogre frames based on state
self.animationTimer++;
var frameSpeed = self.animationSpeed;
if (self.animationState === 'attacking') {
frameSpeed = 10; // Faster animation for attacking
} else if (self.animationState === 'dying') {
frameSpeed = 25; // Slower animation for dying
} else if (self.animationState === 'idle') {
frameSpeed = 30; // Very slow animation for idle
}
if (self.animationTimer >= frameSpeed) {
self.animationTimer = 0;
// Hide current frame
self.ogreFrames[self.currentFrame - 1].visible = false;
// Move to next frame based on animation state
if (self.animationState === 'walking') {
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 1;
}
} else if (self.animationState === 'attacking') {
// Cycle through frames 2-4 for attacking
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 2;
}
} else if (self.animationState === 'dying') {
// Play frames 3-4 once for dying
if (self.currentFrame < 4) {
self.currentFrame++;
}
} else if (self.animationState === 'idle') {
// Cycle between frames 1-2 for idle
self.currentFrame = self.currentFrame === 1 ? 2 : 1;
}
// Show new frame
self.ogreFrames[self.currentFrame - 1].visible = true;
}
// 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;
// Face toward the wizard - flip horizontally if ogre is coming from the right
if (self.pathIndex === 3 || self.pathIndex === 1) {
// Right side path (horizontal) or diagonal right path
// Flip all ogre frames to face left (toward wizard)
for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) {
self.ogreFrames[frameIdx].scaleX = -2.0; // Negative scale flips horizontally
}
} else {
// Ensure normal orientation for other paths
for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) {
self.ogreFrames[frameIdx].scaleX = 2.0; // Positive scale for normal orientation
}
}
} 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;
// Face toward the wizard - flip horizontally if moving from right to left
if (dx < 0) {
// Moving toward left (wizard is to the left)
for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) {
self.ogreFrames[frameIdx].scaleX = -2.0; // Flip to face left
}
} else {
for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) {
self.ogreFrames[frameIdx].scaleX = 2.0; // Normal orientation to face right
}
}
}
} else {
// Fallback: move down if knight doesn't exist
self.y += self.speed;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
self.hitsTaken++;
// Change animation state to attacking when hit
self.animationState = 'attacking';
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
// Return to walking animation after brief attacking animation
tween({}, {}, {
duration: 400,
onFinish: function onFinish() {
if (self.animationState === 'attacking') {
self.animationState = 'walking';
}
}
});
// 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 () {
// Change animation state to dying
self.animationState = 'dying';
self.currentFrame = 3; // Start dying animation from frame 3
// 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);
// Life drain upgrade - 5% chance to restore 10 health
if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) {
var drainChance = Math.random();
if (drainChance < 0.05) {
// 5% chance
wizard.health = Math.min(wizard.health + 10, wizard.maxHealth);
updateHealthBar();
// Visual feedback for life drain
LK.effects.flashObject(wizard, 0x00FF00, 300);
}
}
// 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,
scaleX: 3.0,
scaleY: 3.0
});
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;
// Rotate projectile to point towards movement direction
var angle = Math.atan2(self.direction.y, self.direction.x);
projectileGraphics.rotation = angle + Math.PI / 2; // Add 90 degrees so top points forward
// 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;
}
// Check collision with knights
for (var i = knights.length - 1; i >= 0; i--) {
var knight = knights[i];
var knightKey = 'knight_' + i;
if (!self.lastIntersecting[knightKey]) {
self.lastIntersecting[knightKey] = false;
}
var currentKnightIntersecting = self.intersects(knight);
if (!self.lastIntersecting[knightKey] && currentKnightIntersecting) {
// Hit knight
knight.takeDamage(50);
self.removeFromGame();
return;
}
self.lastIntersecting[knightKey] = currentKnightIntersecting;
}
};
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;
// Cooldown system for upgrade menu
self.cooldownDuration = 120; // 2 seconds at 60fps
self.cooldownTimer = 0;
// Background removed - no overlay needed
// Title text
var titleText = new Text2('UPGRADES', {
size: 120,
fill: 0xFFD700,
font: "monospace"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 1050;
self.addChild(titleText);
// Upgrade options
var upgradeOptions = [{
name: 'SHIELD',
description: 'Block 1 attack'
}, {
name: 'HEALTH BOOST',
description: 'More health'
}, {
name: 'LIFE DRAIN',
description: '5% chance +10 HP'
}];
// Create upgrade buttons
for (var i = 0; i < upgradeOptions.length; i++) {
var upgrade = upgradeOptions[i];
var xPos = 2048 / 2 - 400 + i * 400; // Center the 3 upgrades horizontally
var yPos = 1300; // Same Y position for all
// Upgrade button background
var upgradeBtn = self.attachAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: xPos,
y: yPos,
scaleX: 6,
scaleY: 4
});
upgradeBtn.upgradeIndex = i;
upgradeBtn.tint = 0x8B008B;
// Upgrade text
var upgradeText = new Text2(upgrade.name + '\n' + upgrade.description + '\nCost: 10 coins', {
size: 45,
fill: 0xFFFFFF,
font: "monospace"
});
upgradeText.anchor.set(0.5, 0.5);
upgradeText.x = xPos;
upgradeText.y = yPos;
self.addChild(upgradeText);
}
// Close button
var closeBtn = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1600,
scaleX: 2,
scaleY: 2
});
closeBtn.tint = 0xFF0000;
var closeText = new Text2('CLOSE', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
closeText.anchor.set(0.5, 0.5);
closeText.x = 2048 / 2;
closeText.y = 1600;
self.addChild(closeText);
// Update method for cooldown timer
self.update = function () {
if (self.cooldownTimer > 0) {
self.cooldownTimer--;
// Apply visual feedback during cooldown
var cooldownAlpha = 0.3 + self.cooldownTimer / self.cooldownDuration * 0.7;
self.alpha = cooldownAlpha;
} else {
self.alpha = 1.0; // Full opacity when cooldown is over
}
};
// Handle upgrade purchases
self.down = function (x, y, obj) {
// Check if cooldown is active
if (self.cooldownTimer > 0) {
// Flash red to indicate cooldown is active
LK.effects.flashScreen(0xFF0000, 200);
return; // Exit early if cooldown is active
}
// Determine which upgrade was clicked based on X position (horizontal layout)
var upgradeIndex = -1;
if (x >= 424 && x <= 724 && y >= 1150 && y <= 1450) {
upgradeIndex = 0; // Shield
} else if (x >= 824 && x <= 1124 && y >= 1150 && y <= 1450) {
upgradeIndex = 1; // Health Boost
} else if (x >= 1224 && x <= 1524 && y >= 1150 && y <= 1450) {
upgradeIndex = 2; // Life Drain
}
// Check if upgrade button was clicked
if (upgradeIndex !== -1) {
// Close menu immediately when any upgrade option is selected
self.closeMenu();
if (coinCounter >= 10) {
coinCounter -= 10;
coinText.setText('Coins: ' + coinCounter);
// Apply upgrade based on index
switch (upgradeIndex) {
case 0:
// Shield - give one-time protection
if (!wizard.shieldActive) {
wizard.shieldActive = false;
}
wizard.shieldActive = true;
// Visual feedback for shield activation
LK.effects.flashObject(wizard, 0x00BFFF, 500);
// Add shield activation animation effect
tween(wizard.shieldGraphics, {
scaleX: 5,
scaleY: 5,
alpha: 1.0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(wizard.shieldGraphics, {
scaleX: 3,
scaleY: 3,
alpha: 0.7
}, {
duration: 300,
easing: tween.easeIn
});
}
});
break;
case 1:
// Health Boost
wizard.maxHealth += 25;
wizard.health = Math.min(wizard.health + 25, wizard.maxHealth);
updateHealthBar();
break;
case 2:
// Life Drain - enable health restoration on kill
if (!wizard.lifeDrainLevel) {
wizard.lifeDrainLevel = 0;
}
wizard.lifeDrainLevel++;
break;
}
// Visual feedback - flash the upgrade area green
LK.effects.flashScreen(0x00FF00, 300);
} else {
// Not enough coins - flash red
LK.effects.flashScreen(0xFF0000, 300);
}
} else if (y >= 1450 && y <= 1750) {
// Close button area clicked
self.closeMenu();
}
};
self.closeMenu = function () {
self.visible = false;
gameStarted = true;
// Resume appropriate music based on game progress
if (enemyKillCounter >= 25) {
LK.playMusic('mysticalAmbient', {
volume: 0.6,
fade: {
start: 0,
end: 0.6,
duration: 1000
}
});
} else if (enemyKillCounter >= 10) {
LK.playMusic('epicBattle', {
volume: 0.8,
fade: {
start: 0,
end: 0.8,
duration: 1000
}
});
} else {
LK.playMusic('medievalTheme', {
volume: 0.7,
fade: {
start: 0,
end: 0.7,
duration: 1000
}
});
}
};
return self;
});
var Wizard = Container.expand(function () {
var self = Container.call(this);
// Animation system for wizard
self.currentFrame = 1;
self.animationTimer = 0;
self.animationSpeed = 18; // Change frame every 18 ticks (300ms at 60fps)
// Create all wizard graphics frames and store them
self.wizardFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('wizard' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 2.5,
scaleY: 2.5
});
frameGraphics.visible = i === 1; // Only show first frame initially
self.wizardFrames.push(frameGraphics);
}
// Create shield visual effect
self.shieldGraphics = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
self.shieldGraphics.alpha = 0.7;
self.shieldGraphics.visible = false;
self.attackCooldown = 0;
self.level = 1;
self.experience = 0;
self.health = 100;
self.maxHealth = 100;
self.spellPowerLevel = 0; // Track spell power upgrades
self.shieldActive = false; // Track shield status
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Update shield visibility based on shield status
self.shieldGraphics.visible = self.shieldActive;
if (self.shieldActive) {
// Animate shield with pulsing effect
var pulse = 1 + Math.sin(LK.ticks * 0.15) * 0.2;
self.shieldGraphics.scaleX = 3 * pulse;
self.shieldGraphics.scaleY = 3 * pulse;
// Slowly rotate shield
self.shieldGraphics.rotation += 0.03;
// Add glowing effect
self.shieldGraphics.alpha = 0.6 + Math.sin(LK.ticks * 0.1) * 0.2;
}
// Animation system - cycle through wizard frames
self.animationTimer++;
if (self.animationTimer >= self.animationSpeed) {
self.animationTimer = 0;
// Hide current frame
self.wizardFrames[self.currentFrame - 1].visible = false;
// Move to next frame
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 1;
}
// Show new frame
self.wizardFrames[self.currentFrame - 1].visible = true;
}
};
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();
// Base damage without spell power upgrades
var totalDamage = 50;
// Attack enemies in the specified direction/path
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.pathIndex === direction) {
// Only hit enemies on exact same path - no distance validation
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) {
// Only hit ogres on exact same path - no distance validation
ogre.takeDamage(totalDamage);
}
}
// Attack knights in the specified direction/path
for (var i = knights.length - 1; i >= 0; i--) {
var knight = knights[i];
if (knight.pathIndex === direction) {
// Only hit knights on exact same path - no distance validation
knight.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) {
// Check if shield is active
if (self.shieldActive) {
// Shield blocks the damage
self.shieldActive = false;
// Visual feedback for shield use
LK.effects.flashObject(self, 0x00BFFF, 300);
// Start shield regeneration timer (10 seconds)
tween({}, {}, {
duration: 10000,
// 10 seconds
onFinish: function onFinish() {
// Regenerate shield after 10 seconds
self.shieldActive = true;
// Visual feedback for shield regeneration
LK.effects.flashObject(self, 0x00BFFF, 500);
// Add shield regeneration animation
tween(self.shieldGraphics, {
scaleX: 5,
scaleY: 5,
alpha: 1.0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.shieldGraphics, {
scaleX: 3,
scaleY: 3,
alpha: 0.7
}, {
duration: 400,
easing: tween.easeIn
});
}
});
}
});
// No damage taken, shield absorbed it
return;
}
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: 0x000000 // Black background for pixel art
});
/****
* Game Code
****/
// Game state variables
var gameStarted = false;
var gameMenu;
var upgradeMenu;
var upgradeMenuShown = false;
var secondUpgradeMenuShown = false;
// Game arrays to track objects
var enemies = [];
var ogres = [];
var knights = [];
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 5 stone paths leading toward the wizard position
var paths = [];
var knightX = 2048 / 2;
var knightY = 2732 - 250;
// Create paths: all pointing toward the wizard position
var pathAngles = [-Math.PI / 2,
// Center (straight down toward wizard)
-Math.PI / 3,
// Diagonal right toward wizard
-2 * Math.PI / 3,
// Diagonal left toward wizard
-Math.PI / 6,
// Right side angled toward wizard
-5 * Math.PI / 6 // Left side angled toward wizard
]; // 5 paths: all directed toward wizard position
// Adjust side paths to be lower and point toward wizard
var pathStartPositions = [{
x: knightX,
y: knightY
},
// Center path - no change
{
x: knightX + 400,
y: knightY + 300
},
// Right diagonal - lower start
{
x: knightX - 400,
y: knightY + 300
},
// Left diagonal - lower start
{
x: knightX + 600,
y: knightY + 400
},
// Right side - much lower start
{
x: knightX - 600,
y: knightY + 400
} // Left side - much lower start
];
// Recalculate angles for side paths to point toward wizard
for (var p = 1; p < 5; p++) {
var startPos = pathStartPositions[p];
var dx = knightX - startPos.x;
var dy = knightY - startPos.y;
pathAngles[p] = Math.atan2(dy, dx);
}
// Create multiple stone segments for each path to form visible stone roads
for (var p = 0; p < 5; p++) {
var angle = pathAngles[p];
var startPos = pathStartPositions[p];
// Calculate path length - make center path longer
var pathLength = p === 0 ? 3000 : 1800; // Center path is longer
var segmentSize = 120; // Size of each stone segment
var numSegments = Math.floor(pathLength / segmentSize);
// Create individual stone segments along the path
for (var s = 0; s < numSegments; s++) {
var segmentDistance = s * segmentSize + segmentSize / 2;
var segmentX = startPos.x + Math.cos(angle) * segmentDistance;
var segmentY = startPos.y + Math.sin(angle) * segmentDistance;
// Create stone path segment
var stoneSegment = game.addChild(LK.getAsset('stonePath', {
anchorX: 0.5,
anchorY: 0.5,
x: segmentX,
y: segmentY,
scaleX: 2.0,
scaleY: 2.0,
rotation: angle + Math.PI / 2 // Rotate stone to align with path
}));
// Make stones completely invisible
stoneSegment.alpha = 0; // Make completely invisible
stoneSegment.visible = false;
stoneSegment.pathIndex = p;
}
}
// Create invisible path collision areas for touch detection
for (var p = 0; p < 5; p++) {
var angle = pathAngles[p];
var startPos = pathStartPositions[p];
var pathLength = p === 0 ? 3000 : 1800;
var centerX = startPos.x + Math.cos(angle) * (pathLength / 2);
var centerY = startPos.y + Math.sin(angle) * (pathLength / 2);
// Create invisible collision path
var path = game.addChild(LK.getAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: centerX,
y: centerY,
scaleX: 4,
scaleY: pathLength / 60,
rotation: angle + Math.PI / 2
}));
// Make collision path completely invisible
path.alpha = 0;
path.visible = false;
path.pathIndex = p;
// Add touch handler for directional attacks
path.down = function (x, y, obj) {
// Attack in this path's direction
wizard.attack(obj.pathIndex);
// Visual feedback - no flash for invisible paths
// Paths remain invisible when tapped
};
paths.push(path);
}
// Pixel art scaling handled by engine automatically
// Set fondodelacueva as the actual game background
var backgroundMap = game.addChild(LK.getAsset('fondodelacueva', {
anchorX: 0,
anchorY: 0,
scaleX: 19.5,
scaleY: 26.0,
x: 0,
y: 0
}));
// Send background to the back but use a less extreme z-index
backgroundMap.zIndex = -100;
// Hide background initially during menu
backgroundMap.visible = false;
backgroundMap.alpha = 1.0;
// Create wizard
var wizard = game.addChild(new Wizard());
wizard.x = knightX;
wizard.y = 2732 - 600; // Position wizard higher on screen
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,
font: "monospace"
});
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,
font: "monospace"
});
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,
font: "monospace"
});
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,
font: "monospace"
});
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;
}
// Change music to epic battle theme at 10 enemies killed
if (enemyKillCounter === 10) {
LK.playMusic('epicBattle', {
volume: 0.8,
fade: {
start: 0,
end: 0.8,
duration: 1500
}
});
}
// Change to mystical ambient music at 25 enemies killed
if (enemyKillCounter === 25) {
LK.playMusic('mysticalAmbient', {
volume: 0.6,
fade: {
start: 0,
end: 0.6,
duration: 2000
}
});
}
// Show upgrade menu after 12 enemies are killed
if (enemyKillCounter >= 12 && !upgradeMenuShown) {
upgradeMenuShown = true;
upgradeMenu.visible = true;
upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown
gameStarted = false; // Pause game while menu is open
LK.stopMusic(); // Pause music
// Clear all enemies on screen when upgrade menu is shown
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
enemies.splice(i, 1);
enemy.destroy();
}
// Clear all ogres on screen when upgrade menu is shown
for (var i = ogres.length - 1; i >= 0; i--) {
var ogre = ogres[i];
ogres.splice(i, 1);
ogre.destroy();
}
// Clear all knights on screen when upgrade menu is shown
for (var i = knights.length - 1; i >= 0; i--) {
var knight = knights[i];
knights.splice(i, 1);
knight.destroy();
}
}
// Show upgrade menu again after 35 enemies are killed
if (enemyKillCounter >= 35 && upgradeMenuShown && !secondUpgradeMenuShown) {
secondUpgradeMenuShown = true;
upgradeMenu.visible = true;
upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown
gameStarted = false; // Pause game while menu is open
LK.stopMusic(); // Pause music
// Clear all enemies on screen when upgrade menu is shown
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
enemies.splice(i, 1);
enemy.destroy();
}
// Clear all ogres on screen when upgrade menu is shown
for (var i = ogres.length - 1; i >= 0; i--) {
var ogre = ogres[i];
ogres.splice(i, 1);
ogre.destroy();
}
// Clear all knights on screen when upgrade menu is shown
for (var i = knights.length - 1; i >= 0; i--) {
var knight = knights[i];
knights.splice(i, 1);
knight.destroy();
}
}
// 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
var enemyStartPos = pathStartPositions[randomPathIndex];
enemy.x = enemyStartPos.x + Math.cos(pathAngle) * spawnDistance;
enemy.y = enemyStartPos.y + 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;
var ogreStartPos = pathStartPositions[ogrePathIndex];
ogre.x = ogreStartPos.x + Math.cos(ogrePathAngle) * ogreSpawnDistance;
ogre.y = ogreStartPos.y + 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);
}
// Spawn knights after 30 enemies killed
if (enemyKillCounter >= 30 && LK.ticks % 300 === 0) {
// Every 5 seconds after 30th enemy
var knight = game.addChild(new Knight());
// Apply difficulty scaling to knight stats
knight.health = Math.floor(200 * enemyHealthMultiplier); // Knights have highest base health
knight.maxHealth = knight.health;
knight.speed = 2 * enemySpeedMultiplier; // Knights are slowest
// Spawn knight at a random path entrance
var knightPathIndex = Math.floor(Math.random() * 5);
var knightPathAngle = pathAngles[knightPathIndex];
// Store the path information on the knight
knight.pathIndex = knightPathIndex;
knight.pathAngle = knightPathAngle;
// Calculate spawn position at the far end of the path (screen edge)
var knightPathLength = knightPathIndex === 0 ? 3000 : 1800;
var knightSpawnDistance = knightPathLength * 0.8;
var knightStartPos = pathStartPositions[knightPathIndex];
knight.x = knightStartPos.x + Math.cos(knightPathAngle) * knightSpawnDistance;
knight.y = knightStartPos.y + Math.sin(knightPathAngle) * knightSpawnDistance;
// Make sure knights spawn within screen bounds
knight.x = Math.max(50, Math.min(1998, knight.x));
knight.y = Math.max(-200, Math.min(2732 + 100, knight.y));
knight.lastX = knight.x;
knights.push(knight);
}
// 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 30 damage
// Remove ogre after dealing damage
ogres.splice(i, 1);
ogre.destroy();
continue;
}
// Update last intersecting state
ogre.lastIntersecting = currentOgreIntersecting;
}
// Check knight-wizard collisions and cleanup off-screen knights
for (var i = knights.length - 1; i >= 0; i--) {
var knight = knights[i];
// Remove knights that went off-screen at bottom
if (knight.y > 2732 + 100) {
knights.splice(i, 1);
knight.destroy();
continue;
}
// Initialize lastIntersecting if not set
if (knight.lastIntersecting === undefined) {
knight.lastIntersecting = false;
}
// Check for collision transition
var currentKnightIntersecting = knight.intersects(wizard);
if (!knight.lastIntersecting && currentKnightIntersecting) {
// Damage wizard when knight touches for the first time
wizard.takeDamage(40); // Knights deal 40 damage
// Remove knight after dealing damage
knights.splice(i, 1);
knight.destroy();
continue;
}
// Update last intersecting state
knight.lastIntersecting = currentKnightIntersecting;
}
// 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();
}
}
});