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ahora crea una opcion en la tienda que sea una tienda
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arreglalo
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haz que el menu de configuracion se cierre completeamente cuando le des a volver
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cuando se abre el menu de mejora y se presiona volver el boton volver queda en el menu principal
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'includes')' in or related to this line: 'if (child.setText && (child.text.includes('CONFIGURACION') || child.text.includes('VOLUMEN') || child.text.includes('DIFICULTAD') || child.text.includes('VOLVER'))) {' Line Number: 912
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haz que la configuracion se cierre completamente cuando le das a volver
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cuando sales del menu se quedan las opciones de configuracion en el menu principal
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Please fix the bug: 'Uncaught TypeError: storage.get is not a function' in or related to this line: 'var musicVolumeText = new Text2('VOLUMEN MUSICA: ' + Math.round(storage.get('musicVolume', 0.7) * 100) + '%', {' Line Number: 835 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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haz una opcion en el menu del juego que sea configuracion
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quita las revival testing
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ahora que todos los enemigos mueran cuando se activa la reanimacion
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haz que todos los enemigos cerca se mueran cuando se activa la reanimacion
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activa la reanimacion para testing
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cuando se active la reanimacion los enemigos cerca desapareceran ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que la reanimacion siempre aprezca para probarla
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cuando se active la reanimacion haz que los enemigos aparescan desde atras otra vez
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haz que la probabilidad de la reanimacion sea un 10%
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activa la reanimacion para probarla
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haz que cuando mueras tengas un 20% de probabilidad de revivir
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Add **daily login bonuses** with increasing rewards (coins, upgrades, special abilities) ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Add particle effects for spell impacts, enemy deaths, and upgrade activations - Include screen shake when taking damage or defeating powerful enemies - Add ambient sound effects (footsteps, spell casting, enemy growls) - Create visual feedback for different spell types (ice crystals for freeze, fire trails for fireballs) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que el mago haga 100 de damage
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haz que los esqueletos tengan 100 de vida
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agrega improvements
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agrega las gameplays improvements ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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 = 1; self.maxHealth = 1; self.speed = 7; // Note: health, maxHealth and speed will be overridden by difficulty system self.lastX = 0; self.frozen = false; self.frozenTimer = 0; self.update = function () { // Skip all movement and collision if enemy is dying if (self.isDying) { return; } // 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 }); } // Handle frozen state if (self.frozen) { self.frozenTimer--; if (self.frozenTimer <= 0) { self.frozen = false; } return; // Skip movement when frozen } // Always move directly toward the wizard to ensure enemies reach the player if (wizard) { // Calculate direction from enemy to wizard 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 based on wizard position if (dx < 0) { // Wizard is to the left - flip to face left for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) { self.skeletonFrames[frameIdx].scaleX = -2.0; // Flip to face left } } else { // Wizard is to the right - face right 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 wizard 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); // Create main impact effect var impactEffect = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 0.5, scaleY: 0.5 })); impactEffect.tint = 0xFFFFFF; impactEffect.alpha = 0.9; // Animate impact effect tween(impactEffect, { scaleX: 2.5, scaleY: 2.5, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { impactEffect.destroy(); } }); // Create spell impact particles for (var particleIdx = 0; particleIdx < 8; particleIdx++) { var particle = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 0.3, scaleY: 0.3 })); particle.tint = 0x44aaff; particle.alpha = 0.8; // Random particle direction var angle = particleIdx / 8 * Math.PI * 2; var speed = 20 + Math.random() * 30; var targetX = self.x + Math.cos(angle) * speed; var targetY = self.y + Math.sin(angle) * speed; // Animate particle tween(particle, { x: targetX, y: targetY, scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 200 + Math.random() * 200, easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } // Return to walking animation after brief attacking animation tween({}, {}, { duration: 300, onFinish: function onFinish() { if (self.animationState === 'attacking') { self.animationState = 'walking'; } } }); // Check if enemy should die based on health if (self.health <= 0) { self.die(); } }; self.down = function (x, y, obj) { // Set this enemy as the selected target selectedEnemy = self; // Visual feedback for selection LK.effects.flashObject(self, 0xFFFF00, 500); // Yellow flash to indicate selection // 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; } projectile.targetEnemy = self; // Set the target for this projectile 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(); // Add screen shake for enemy death var shakeIntensity = 8; var originalX = game.x; var originalY = game.y; tween(game, { x: originalX + shakeIntensity, y: originalY + shakeIntensity * 0.5 }, { duration: 30, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: originalX - shakeIntensity * 0.6, y: originalY - shakeIntensity * 0.3 }, { duration: 25, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { x: originalX, y: originalY }, { duration: 20, easing: tween.easeIn }); } }); } }); // Start death animation sequence self.isDying = true; // Animate enemy death with fade out and scale down tween(self, { alpha: 0, scaleX: 0.3, scaleY: 0.3, rotation: Math.PI * 0.5 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { // After death animation completes, execute all death logic // 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 - 20% chance to give 20 HP if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) { var drainChance = Math.random(); if (drainChance < 0.20) { // 20% chance wizard.health = Math.min(wizard.health + 20, wizard.maxHealth); // Always give 20 HP updateHealthBar(); // Visual feedback for life drain LK.effects.flashObject(wizard, 0x00FF00, 300); } } // Clear selected enemy if this was the target if (selectedEnemy === self) { selectedEnemy = null; } // 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 EnergyBeam = Container.expand(function () { var self = Container.call(this); // Create beam visual using projectile glow var beamGraphics = self.attachAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); beamGraphics.tint = 0x00ffff; // Cyan color beamGraphics.alpha = 0.9; self.speed = 60; self.direction = { x: 0, y: 0 }; self.targetEnemy = null; self.lastIntersecting = false; self.update = function () { // Move toward target self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Rotate beam to point toward movement direction var angle = Math.atan2(self.direction.y, self.direction.x); beamGraphics.rotation = angle; // Remove if off screen if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.destroy(); return; } // Check collision with target enemy (but never with wizard) if (self.targetEnemy && self.targetEnemy.parent && self.targetEnemy !== wizard) { var currentIntersecting = self.intersects(self.targetEnemy); if (!self.lastIntersecting && currentIntersecting) { // Hit the target enemy // Calculate damage based on spell power upgrade var damage = 100; if (wizard && wizard.spellPowerLevel && wizard.spellPowerLevel > 0) { // Check if target is an ogre and we're before enemy 35 if (self.targetEnemy && self.targetEnemy.ogreFrames && enemyKillCounter < 35) { // Always kill ogres in one hit until enemy 35 damage = self.targetEnemy.health + 1; // Ensure one-hit kill } else { damage = 200; // Double damage when spell power is active } } self.targetEnemy.takeDamage(damage); self.destroy(); return; } self.lastIntersecting = currentIntersecting; } else { // Target destroyed, remove beam self.destroy(); } }; return self; }); var EnergyOrb = Container.expand(function () { var self = Container.call(this); // Create energy sphere visual var sphereGraphics = self.attachAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Add glowing effect sphereGraphics.alpha = 0.8; self.attackTimer = 0; self.attackInterval = 180; // 3 seconds at 60fps self.orbitalAngle = 0; self.orbitalRadius = 120; self.update = function () { // Pause energy orb when upgrade menu is visible if (upgradeMenu && upgradeMenu.visible) { return; } // Keep sphere at wizard's position (stationary relative to wizard) if (wizard) { self.x = wizard.x + 140; // Position further to the right side of wizard self.y = wizard.y - 20; // Position slightly lower relative to wizard } // Pulsing glow effect var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3; sphereGraphics.scaleX = 1.5 * pulse; sphereGraphics.scaleY = 1.5 * pulse; // Attack timer - keep original interval regardless of upgrades self.attackTimer++; if (self.attackTimer >= 180) { // Fixed at 3 seconds self.attackTimer = 0; self.attackClosestEnemy(); } }; self.attackClosestEnemy = function () { var closestEnemy = null; var closestDistance = Infinity; // Check all enemy types for closest one var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } // Attack closest enemy if found if (closestEnemy) { // Create energy beam projectile var energyBeam = game.addChild(new EnergyBeam()); energyBeam.x = self.x; energyBeam.y = self.y; energyBeam.targetEnemy = closestEnemy; // Calculate direction to target var dx = closestEnemy.x - self.x; var dy = closestEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { energyBeam.direction.x = dx / distance; energyBeam.direction.y = dy / distance; } // Flash effect on sphere when attacking tween(sphereGraphics, { scaleX: 2.5, scaleY: 2.5, alpha: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(sphereGraphics, { scaleX: 1.5, scaleY: 1.5, alpha: 0.8 }, { duration: 200, easing: tween.easeIn }); } }); LK.getSound('spellCast').play(); } }; return self; }); var FireBall = Container.expand(function () { var self = Container.call(this); // Create fire ball visual using projectile glow with fire colors var fireBallGraphics = self.attachAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); fireBallGraphics.tint = 0xFF4500; // Orange-red fire color fireBallGraphics.alpha = 0.9; self.speed = 40; self.direction = { x: 0, y: 0 }; self.lastIntersecting = {}; self.update = function () { // Move fire ball self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Add fire flickering effect var flicker = 1 + Math.sin(LK.ticks * 0.4) * 0.3; fireBallGraphics.scaleX = 1.5 * flicker; fireBallGraphics.scaleY = 1.5 * flicker; // Rotate fire ball fireBallGraphics.rotation += 0.2; // Remove if off screen if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.destroy(); return; } // Check collision with all enemy types (but never with wizard) var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; // Skip collision check with wizard if (enemy === wizard) { continue; } if (!self.lastIntersecting[i]) { self.lastIntersecting[i] = false; } var currentIntersecting = self.intersects(enemy); if (!self.lastIntersecting[i] && currentIntersecting) { // Hit enemy - deal fire damage var damage = 150; // High damage for fire ball enemy.takeDamage(damage); // Create fire explosion effect LK.effects.flashObject(enemy, 0xFF4500, 400); // Create additional fire visual effect var fireEffect = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 3, scaleY: 3 })); fireEffect.tint = 0xFF6600; fireEffect.alpha = 0.8; // Animate fire effect tween(fireEffect, { scaleX: 6, scaleY: 6, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { fireEffect.destroy(); } }); // Create fire trail particles for (var fireIdx = 0; fireIdx < 12; fireIdx++) { var fireParticle = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.4, scaleY: 0.4 })); fireParticle.tint = 0xFF4500; fireParticle.alpha = 0.9; // Random fire particle direction var fireAngle = fireIdx / 12 * Math.PI * 2; var fireSpeed = 40 + Math.random() * 60; var fireTargetX = enemy.x + Math.cos(fireAngle) * fireSpeed; var fireTargetY = enemy.y + Math.sin(fireAngle) * fireSpeed; // Animate fire particle tween(fireParticle, { x: fireTargetX, y: fireTargetY, scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 300 + Math.random() * 300, easing: tween.easeOut, onFinish: function onFinish() { fireParticle.destroy(); } }); } self.destroy(); return; } self.lastIntersecting[i] = currentIntersecting; } }; 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 and make them visible 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; // Check if it's a stone path segment or path number if (child.alpha !== undefined && child.setText === undefined) { child.alpha = 0; // Keep stone 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 = 3; self.maxHealth = 3; self.speed = 7; // Note: health, maxHealth and speed will be overridden by difficulty system self.lastX = 0; self.frozen = false; self.frozenTimer = 0; self.update = function () { // Skip all movement and collision if knight is dying if (self.isDying) { return; } // 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 }); } // Handle frozen state if (self.frozen) { self.frozenTimer--; if (self.frozenTimer <= 0) { self.frozen = false; } return; // Skip movement when frozen } // Always move directly toward the wizard to ensure knights reach the player if (wizard) { // Calculate direction from knight to wizard 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 based on wizard position if (dx < 0) { // Wizard is to the left - flip to face left for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) { self.knightFrames[frameIdx].scaleX = -2.0; // Flip to face left } } else { // Wizard is to the right - face right 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 wizard 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); // Create impact effect var impactEffect = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 0.8, scaleY: 0.8 })); impactEffect.tint = 0xFFD700; impactEffect.alpha = 0.9; // Animate impact effect with sparks tween(impactEffect, { scaleX: 3.0, scaleY: 3.0, alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { impactEffect.destroy(); } }); // Return to walking animation after brief attacking animation tween({}, {}, { duration: 500, onFinish: function onFinish() { if (self.animationState === 'attacking') { self.animationState = 'walking'; } } }); // Check if knight should die based on health if (self.health <= 0) { self.die(); } }; self.down = function (x, y, obj) { // Set this knight as the selected target selectedEnemy = self; // Visual feedback for selection LK.effects.flashObject(self, 0xFFFF00, 500); // Yellow flash to indicate selection // 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; } projectile.targetEnemy = self; // Set the target for this projectile 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(); // Start death animation sequence self.isDying = true; // Animate knight death with dramatic fall effect tween(self, { alpha: 0, scaleX: 0.2, scaleY: 0.2, rotation: Math.PI * 0.8, y: self.y + 50 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // After death animation completes, execute all death logic // 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 - 20% chance to give 20 HP if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) { var drainChance = Math.random(); if (drainChance < 0.20) { // 20% chance wizard.health = Math.min(wizard.health + 20, wizard.maxHealth); // Always give 20 HP updateHealthBar(); // Visual feedback for life drain LK.effects.flashObject(wizard, 0x00FF00, 300); } } // Clear selected enemy if this was the target if (selectedEnemy === self) { selectedEnemy = null; } // 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 MiniBoss = Container.expand(function () { var self = Container.call(this); // Animation system for mini boss self.currentFrame = 1; self.animationTimer = 0; self.animationSpeed = 12; // Faster animation for menacing effect self.animationState = 'walking'; // walking, attacking, dying, idle // Create all mini boss graphics frames using knight frames but larger self.bossFrames = []; for (var i = 1; i <= 4; i++) { var frameGraphics = self.attachAsset('knight' + i, { anchorX: 0.5, anchorY: 1.0, scaleX: 4.0, scaleY: 4.0 }); frameGraphics.visible = i === 1; // Only show first frame initially frameGraphics.tint = 0x8B0000; // Dark red tint for mini boss self.bossFrames.push(frameGraphics); } // Create invisible hitbox with large size var hitbox = self.attachAsset('knight1', { anchorX: 0.5, anchorY: 1.0, scaleX: 8, scaleY: 8 }); hitbox.alpha = 0; // Make hitbox invisible self.health = 1000; // Very high health for mini boss self.maxHealth = 1000; self.speed = 4; self.lastX = 0; self.frozen = false; self.frozenTimer = 0; self.specialAttackTimer = 0; self.update = function () { // Skip all movement and collision if mini boss is dying if (self.isDying) { return; } // Animation system - cycle through boss frames based on state self.animationTimer++; var frameSpeed = self.animationSpeed; if (self.animationState === 'attacking') { frameSpeed = 6; // Very fast animation for attacking } else if (self.animationState === 'dying') { frameSpeed = 30; // Slower animation for dying } if (self.animationTimer >= frameSpeed) { self.animationTimer = 0; // Hide current frame self.bossFrames[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++; } } // Show new frame self.bossFrames[self.currentFrame - 1].visible = true; } // Handle frozen state if (self.frozen) { self.frozenTimer--; if (self.frozenTimer <= 0) { self.frozen = false; } return; // Skip movement when frozen } // No special attacks for mini boss // Move toward wizard with steady pace if (wizard) { // Calculate direction from mini boss to wizard 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 based on wizard position if (dx < 0) { // Wizard is to the left - flip to face left for (var frameIdx = 0; frameIdx < self.bossFrames.length; frameIdx++) { self.bossFrames[frameIdx].scaleX = -4.0; // Flip to face left } } else { // Wizard is to the right - face right for (var frameIdx = 0; frameIdx < self.bossFrames.length; frameIdx++) { self.bossFrames[frameIdx].scaleX = 4.0; // Normal orientation to face right } } } else { // Fallback: move down if wizard doesn't exist self.y += self.speed; } }; self.performSpecialAttack = function () { // Create shockwave effect that damages wizard if close var dx = wizard.x - self.x; var dy = wizard.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 400) { // Shockwave range wizard.takeDamage(50); // Heavy damage from shockwave // Visual shockwave effect LK.effects.flashScreen(0xFF4500, 400); } // Create visual shockwave var shockwave = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 1, scaleY: 1 })); shockwave.tint = 0xFF4500; shockwave.alpha = 0.8; // Animate shockwave expansion tween(shockwave, { scaleX: 8, scaleY: 8, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { shockwave.destroy(); } }); }; 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); // Create massive impact effect var impactEffect = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 2.0, scaleY: 2.0 })); impactEffect.tint = 0xFF8C00; impactEffect.alpha = 1.0; // Animate impact effect tween(impactEffect, { scaleX: 6.0, scaleY: 6.0, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { impactEffect.destroy(); } }); // Return to walking animation after brief attacking animation tween({}, {}, { duration: 400, onFinish: function onFinish() { if (self.animationState === 'attacking') { self.animationState = 'walking'; } } }); // Check if mini boss should die based on health if (self.health <= 0) { self.die(); } }; self.down = function (x, y, obj) { // Set this mini boss as the selected target selectedEnemy = self; // Visual feedback for selection LK.effects.flashObject(self, 0xFFFF00, 500); // Yellow flash to indicate selection // Create projectile from wizard to mini boss when 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 mini boss 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; } projectile.targetEnemy = self; // Set the target for this projectile 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 mini boss dies LK.getSound('painSound').play(); // Start death animation sequence self.isDying = true; // Massive death explosion effect LK.effects.flashScreen(0xFFD700, 1000); // Golden flash for mini boss death // Animate mini boss death with dramatic effect tween(self, { alpha: 0, scaleX: 0.1, scaleY: 0.1, rotation: Math.PI * 2, y: self.y + 100 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { // After death animation completes, execute all death logic // Drop multiple coins for (var coinIdx = 0; coinIdx < 5; coinIdx++) { var coin = game.addChild(new Coin()); coin.x = self.x + (Math.random() - 0.5) * 200; coin.y = self.y - 50 + (Math.random() - 0.5) * 100; 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 + coinIdx * 200, easing: tween.easeOut, onFinish: function onFinish() { // Increment coin counter after animation coinCounter += 10; // Mini boss gives 10 coins per coin drop 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 += 10; // Mini boss counts as 10 kills killCountText.setText('Puntuacion: ' + enemyKillCounter); // Add massive experience to wizard wizard.gainExperience(250); // Clear selected enemy if this was the target if (selectedEnemy === self) { selectedEnemy = null; } // Remove from mini bosses array for (var i = miniBosses.length - 1; i >= 0; i--) { if (miniBosses[i] === self) { miniBosses.splice(i, 1); break; } } self.destroy(); LK.setScore(LK.getScore() + 100); // Massive score bonus } }); }; 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 = 2; self.maxHealth = 2; self.speed = 7; // Note: health, maxHealth and speed will be overridden by difficulty system self.lastX = 0; self.frozen = false; self.frozenTimer = 0; self.update = function () { // Skip all movement and collision if ogre is dying if (self.isDying) { return; } // 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 }); } // Handle frozen state if (self.frozen) { self.frozenTimer--; if (self.frozenTimer <= 0) { self.frozen = false; } return; // Skip movement when frozen } // Always move directly toward the wizard to ensure ogres reach the player if (wizard) { // Calculate direction from ogre to wizard 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 based on wizard position if (dx < 0) { // Wizard is to the left - flip to face left for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) { self.ogreFrames[frameIdx].scaleX = -2.0; // Flip to face left } } else { // Wizard is to the right - face right 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 wizard 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); // Create impact effect var impactEffect = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 1.0, scaleY: 1.0 })); impactEffect.tint = 0xFF4500; impactEffect.alpha = 1.0; // Animate impact effect with explosion tween(impactEffect, { scaleX: 4.0, scaleY: 4.0, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { impactEffect.destroy(); } }); // Return to walking animation after brief attacking animation tween({}, {}, { duration: 400, onFinish: function onFinish() { if (self.animationState === 'attacking') { self.animationState = 'walking'; } } }); // Check if ogre should die based on health if (self.health <= 0) { self.die(); } }; self.down = function (x, y, obj) { // Set this ogre as the selected target selectedEnemy = self; // Visual feedback for selection LK.effects.flashObject(self, 0xFFFF00, 500); // Yellow flash to indicate selection // 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; } projectile.targetEnemy = self; // Set the target for this projectile 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(); // Start death animation sequence self.isDying = true; // Animate ogre death with heavy collapse effect tween(self, { alpha: 0, scaleX: 0.1, scaleY: 0.1, rotation: Math.PI * 1.2, y: self.y + 80 }, { duration: 1200, easing: tween.easeOut, onFinish: function onFinish() { // After death animation completes, execute all death logic // 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 - 20% chance to give 20 HP if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) { var drainChance = Math.random(); if (drainChance < 0.20) { // 20% chance wizard.health = Math.min(wizard.health + 20, wizard.maxHealth); // Always give 20 HP updateHealthBar(); // Visual feedback for life drain LK.effects.flashObject(wizard, 0x00FF00, 300); } } // Clear selected enemy if this was the target if (selectedEnemy === self) { selectedEnemy = null; } // 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 Orb = Container.expand(function () { var self = Container.call(this); // Create orb visual using energy sphere var orbGraphics = self.attachAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4 }); orbGraphics.tint = 0xFFD700; // Golden color for orbs orbGraphics.alpha = 0.9; self.orbitalAngle = 0; // Starting angle for this orb self.orbitalRadius = 880; // Distance from wizard - doubled again for even more separation self.rotationSpeed = 0.025; // How fast orbs rotate - halved for slower movement self.update = function () { // Pause orb when upgrade menu is visible if (upgradeMenu && upgradeMenu.visible) { return; } // Rotate around wizard if (wizard) { self.orbitalAngle += self.rotationSpeed; self.x = wizard.x + Math.cos(self.orbitalAngle) * self.orbitalRadius; self.y = wizard.y + Math.sin(self.orbitalAngle) * self.orbitalRadius - 240; // Position orb much higher up } // Add pulsing effect var pulse = 1 + Math.sin(LK.ticks * 0.3) * 0.2; orbGraphics.scaleX = 0.4 * pulse; orbGraphics.scaleY = 0.4 * pulse; // Check collision with enemies using collision state tracking (but never with wizard) var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; // Skip collision check with wizard if (enemy === wizard) { continue; } // Initialize collision tracking for this enemy if not exists if (!self.lastIntersecting) { self.lastIntersecting = {}; } if (self.lastIntersecting[i] === undefined) { self.lastIntersecting[i] = false; } var currentIntersecting = self.intersects(enemy); if (!self.lastIntersecting[i] && currentIntersecting) { // Deal damage to enemy on contact transition (first contact only) enemy.takeDamage(50); // Visual effect for orb hit LK.effects.flashObject(self, 0xFFFFFF, 200); // Create orb impact effect var orbImpact = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.3, scaleY: 0.3 })); orbImpact.tint = 0xFFD700; orbImpact.alpha = 0.8; // Animate orb impact tween(orbImpact, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { orbImpact.destroy(); } }); } // Update collision state for this enemy self.lastIntersecting[i] = currentIntersecting; } }; return self; }); var Projectile = Container.expand(function () { var self = Container.call(this); // Create glowing light effect behind projectile var lightGlow = self.attachAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); lightGlow.alpha = 0.15; lightGlow.tint = 0x44aaff; // Blue-white glow // Animate the glow effect tween(lightGlow, { scaleX: 3.5, scaleY: 3.5, alpha: 0.05 }, { duration: 800, easing: tween.easeInOut }); tween(lightGlow, { rotation: Math.PI * 4 }, { duration: 1000, easing: tween.linear }); var projectileGraphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.0, scaleY: 3.0 }); // Create spell trail array self.trailSegments = []; self.maxTrailSegments = 8; self.trailTimer = 0; self.speed = 50; self.direction = { x: 0, y: 0 }; self.lastIntersecting = {}; self.targetEnemy = null; // The specific enemy this projectile should damage 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 // Create spell trail segments self.trailTimer++; if (self.trailTimer >= 3) { // Create trail segment every 3 frames self.trailTimer = 0; // Create new trail segment at current position var trailSegment = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 0.6, scaleY: 0.6 })); trailSegment.tint = 0x44aaff; // Blue tint for trail trailSegment.alpha = 0.8; // Add sparkle effect to trail var sparkle = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: self.x + (Math.random() - 0.5) * 20, y: self.y + (Math.random() - 0.5) * 20, scaleX: 0.3, scaleY: 0.3 })); sparkle.tint = 0xFFFFFF; sparkle.alpha = 0.6; // Animate sparkle tween(sparkle, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { sparkle.destroy(); } }); // Animate trail segment to fade out and shrink tween(trailSegment, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { trailSegment.destroy(); } }); // Add trail segment to array self.trailSegments.push(trailSegment); // Remove old trail segments if too many if (self.trailSegments.length > self.maxTrailSegments) { var oldSegment = self.trailSegments.shift(); if (oldSegment && oldSegment.parent) { oldSegment.destroy(); } } } // Add pulsing light effect if (lightGlow && lightGlow.parent) { var pulse = 1 + Math.sin(LK.ticks * 0.3) * 0.4; lightGlow.scaleX = 2.0 * pulse; lightGlow.scaleY = 2.0 * pulse; var alphaFlicker = 0.1 + Math.sin(LK.ticks * 0.5) * 0.08; lightGlow.alpha = alphaFlicker; } // Remove if off screen if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) { self.removeFromGame(); return; } // Only check collision with the target enemy if one is set if (self.targetEnemy && self.targetEnemy.parent) { if (!self.lastIntersecting.target) { self.lastIntersecting.target = false; } var currentTargetIntersecting = self.intersects(self.targetEnemy); if (!self.lastIntersecting.target && currentTargetIntersecting) { // Hit the target enemy // Calculate damage based on spell power upgrade var damage = 100; if (wizard && wizard.spellPowerLevel && wizard.spellPowerLevel > 0) { // Check if target is an ogre and we're before enemy 35 if (self.targetEnemy && self.targetEnemy.ogreFrames && enemyKillCounter < 35) { // Always kill ogres in one hit until enemy 35 damage = self.targetEnemy.health + 1; // Ensure one-hit kill } else { damage = 200; // Double damage when spell power is active } } self.targetEnemy.takeDamage(damage); self.removeFromGame(); return; } self.lastIntersecting.target = currentTargetIntersecting; } }; self.removeFromGame = function () { // Clean up trail segments for (var i = 0; i < self.trailSegments.length; i++) { var segment = self.trailSegments[i]; if (segment && segment.parent) { segment.destroy(); } } self.trailSegments = []; // 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); // Initialize upgrade cost self.upgradeCost = 5; // Store references to upgrade text elements for updates self.upgradeTextElements = []; // Upgrade options - expanded to 10 upgrades var upgradeOptions = [{ name: 'SHIELD', description: 'Block 1 attack' }, { name: 'HEALTH BOOST', description: 'More health' }, { name: 'LIFE DRAIN', description: '5% chance +10 HP' }, { name: 'ENERGY SPHERE', description: 'Auto-attack every 3s' }, { name: 'FORCE PUSH', description: 'Push enemies back' }, { name: 'SPELL POWER', description: 'Double damage' }, { name: 'THORNS', description: 'Spikes on all paths' }, { name: 'FIRE BALL', description: 'Launch fire ball every 3s' }, { name: 'FREEZE PULSE', description: 'Freeze all enemies' }, { name: 'ORBS', description: 'Orbs rotate around player' }]; // Select 3 random upgrades from the available options var selectedUpgrades = []; var availableIndices = []; for (var i = 0; i < upgradeOptions.length; i++) { availableIndices.push(i); } // Randomly select 3 unique upgrades for (var selection = 0; selection < 3; selection++) { var randomIndex = Math.floor(Math.random() * availableIndices.length); selectedUpgrades.push(availableIndices[randomIndex]); availableIndices.splice(randomIndex, 1); } self.selectedUpgradeIndices = selectedUpgrades; // Store for reference // Create upgrade buttons in single row layout for 3 upgrades for (var i = 0; i < selectedUpgrades.length; i++) { var upgradeIndex = selectedUpgrades[i]; var upgrade = upgradeOptions[upgradeIndex]; // Calculate position in single row, 3-column grid var xPos = 2048 / 2 - 500 + i * 500; // Space 3 upgrades across screen width with more separation var yPos = 1400; // Single row positioned lower // Upgrade button background var upgradeBtn = self.attachAsset('pathSelector', { anchorX: 0.5, anchorY: 0.5, x: xPos, y: yPos, scaleX: 6, scaleY: 4.5 }); upgradeBtn.upgradeIndex = upgradeIndex; upgradeBtn.displayIndex = i; // Store display index for touch detection upgradeBtn.tint = 0x8B008B; // Upgrade text var upgradeText = new Text2(upgrade.name + '\n' + upgrade.description + '\nCost: ' + self.upgradeCost + ' coins', { size: 40, fill: 0xFFFFFF, font: "monospace" }); upgradeText.anchor.set(0.5, 0.5); upgradeText.x = xPos; upgradeText.y = yPos; upgradeText.upgradeIndex = upgradeIndex; // Store actual upgrade index for reference upgradeText.displayIndex = i; // Store display index for touch detection upgradeText.upgradeName = upgrade.name; upgradeText.upgradeDescription = upgrade.description; self.addChild(upgradeText); self.upgradeTextElements.push(upgradeText); // Store reference for updates } // Close button var closeBtn = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1900, 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 = 1900; self.addChild(closeText); // Method to update upgrade text with new costs and show improved versions self.updateUpgradeCosts = function () { var upgradeOptions = [{ name: 'SHIELD', key: 'shield', baseDesc: 'Block 1 attack', improvedDesc: 'Block 2 attacks + regen' }, { name: 'HEALTH BOOST', key: 'healthBoost', baseDesc: 'More health', improvedDesc: 'Much more health' }, { name: 'LIFE DRAIN', key: 'lifeDrain', baseDesc: '20% chance +20 HP', improvedDesc: '20% chance +20 HP' }, { name: 'ENERGY SPHERE', key: 'energySphere', baseDesc: 'Auto-attack every 3s', improvedDesc: 'Auto-attack every 2s' }, { name: 'FORCE PUSH', key: 'forcePush', baseDesc: 'Push enemies back', improvedDesc: 'Stronger push + damage' }, { name: 'SPELL POWER', key: 'spellPower', baseDesc: 'Double damage', improvedDesc: 'Triple damage' }, { name: 'THORNS', key: 'thorns', baseDesc: 'Spikes on all paths', improvedDesc: 'Stronger spikes + faster' }, { name: 'FIRE BALL', key: 'fireBall', baseDesc: 'Launch fire ball every 3s', improvedDesc: 'Launch fire ball every 2s' }, { name: 'FREEZE PULSE', key: 'freezePulse', baseDesc: 'Freeze all enemies', improvedDesc: 'Freeze longer + damage' }, { name: 'ORBS', key: 'orbs', baseDesc: 'Orbs rotate around player', improvedDesc: 'More orbs + faster rotation' }]; // Randomly select one upgrade to have modified cost (20% chance) var hasModifiedCost = Math.random() < 0.20; // 20% probability var modifiedCostIndex = hasModifiedCost ? Math.floor(Math.random() * 3) : -1; // Random upgrade among the 3 for (var i = 0; i < self.upgradeTextElements.length; i++) { var textElement = self.upgradeTextElements[i]; var upgradeIndex = textElement.upgradeIndex; // Use stored upgrade index var upgrade = upgradeOptions[upgradeIndex]; var currentLevel = upgradeLevels[upgrade.key]; // Calculate cost for this upgrade var upgradeCost = self.upgradeCost; if (i === modifiedCostIndex) { upgradeCost = Math.floor(self.upgradeCost * 0.95); // 5% decrease, rounded down } // Show improved version if already purchased var description = currentLevel > 0 ? upgrade.improvedDesc : upgrade.baseDesc; var levelText = currentLevel > 0 ? ' (LV' + (currentLevel + 1) + ')' : ''; textElement.setText(upgrade.name + levelText + '\n' + description + '\nCost: ' + upgradeCost + ' coins'); textElement.upgradeName = upgrade.name; textElement.upgradeDescription = description; textElement.actualCost = upgradeCost; // Store the actual cost for purchase logic } }; // 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 3-upgrade layout var upgradeIndex = -1; // Check which upgrade cell was clicked (single row, 3 columns) for (var i = 0; i < 3; i++) { var cellX = 2048 / 2 - 500 + i * 500; // Calculate cell center X for 3-upgrade layout with more separation var cellY = 1400; // Single row Y position var cellWidth = 400; // Touch area width - increased to match new spacing var cellHeight = 250; // Touch area height // Check if click is within this cell if (x >= cellX - cellWidth / 2 && x <= cellX + cellWidth / 2 && y >= cellY - cellHeight / 2 && y <= cellY + cellHeight / 2) { upgradeIndex = self.selectedUpgradeIndices[i]; // Get actual upgrade index from selected list break; } } // Check if upgrade button was clicked if (upgradeIndex !== -1) { // Close menu immediately when any upgrade option is selected self.closeMenu(); // Get the actual cost from the text element var actualCost = self.upgradeTextElements[0].actualCost || self.upgradeCost || 5; // Default fallback for (var textIdx = 0; textIdx < self.upgradeTextElements.length; textIdx++) { if (self.upgradeTextElements[textIdx].displayIndex === Math.floor(upgradeIndex / 1)) { actualCost = self.upgradeTextElements[textIdx].actualCost || self.upgradeCost || 5; break; } } // Find the correct text element by matching the upgrade selection for (var cellIdx = 0; cellIdx < 3; cellIdx++) { var cellX = 2048 / 2 - 500 + cellIdx * 500; var cellY = 1400; var cellWidth = 400; var cellHeight = 250; if (x >= cellX - cellWidth / 2 && x <= cellX + cellWidth / 2 && y >= cellY - cellHeight / 2 && y <= cellY + cellHeight / 2) { actualCost = self.upgradeTextElements[cellIdx].actualCost || self.upgradeCost || 5; break; } } if (coinCounter >= actualCost) { coinCounter -= actualCost; coinText.setText('Coins: ' + coinCounter); // Apply upgrade based on index switch (upgradeIndex) { case 0: // Shield upgrade upgradeLevels.shield++; if (upgradeLevels.shield === 1) { // First level: Basic shield wizard.shieldActive = true; wizard.maxShieldHits = 1; wizard.currentShieldHits = 0; } else { // Improved level: Double shield + regeneration wizard.shieldActive = true; wizard.maxShieldHits = 2; wizard.currentShieldHits = 0; wizard.shieldRegen = true; // Enable shield regeneration } // Visual feedback for shield activation LK.effects.flashObject(wizard, 0x00BFFF, 500); // Create shield activation particles for (var shieldIdx = 0; shieldIdx < 10; shieldIdx++) { var shieldParticle = game.addChild(LK.getAsset('shield', { anchorX: 0.5, anchorY: 0.5, x: wizard.x + (Math.random() - 0.5) * 200, y: wizard.y + (Math.random() - 0.5) * 200, scaleX: 0.5, scaleY: 0.5 })); shieldParticle.tint = 0x00BFFF; shieldParticle.alpha = 0.8; // Animate shield particles tween(shieldParticle, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 500 + Math.random() * 300, easing: tween.easeOut, onFinish: function onFinish() { shieldParticle.destroy(); } }); } // 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 upgrade upgradeLevels.healthBoost++; var healthIncrease = 40; wizard.maxHealth += healthIncrease; wizard.health = Math.min(wizard.health + healthIncrease, wizard.maxHealth); updateHealthBar(); break; case 2: // Life Drain upgrade upgradeLevels.lifeDrain++; if (!wizard.lifeDrainLevel) { wizard.lifeDrainLevel = 0; } wizard.lifeDrainLevel = upgradeLevels.lifeDrain; break; case 3: // Energy Sphere upgrade upgradeLevels.energySphere++; if (upgradeLevels.energySphere === 1) { // First level: Create energy sphere if (!wizard.energySphere) { wizard.energySphere = game.addChild(new EnergyOrb()); } } // Visual feedback for energy sphere activation LK.effects.flashObject(wizard, 0x00FFFF, 500); break; case 4: // Force Push upgrade upgradeLevels.forcePush++; if (!wizard.forcePushLevel) { wizard.forcePushLevel = 0; wizard.forcePushTimer = 0; } wizard.forcePushLevel = upgradeLevels.forcePush; // Visual feedback for force push LK.effects.flashObject(wizard, 0xFFFF00, 500); break; case 5: // Spell Power upgrade upgradeLevels.spellPower++; if (!wizard.spellPowerLevel) { wizard.spellPowerLevel = 0; } wizard.spellPowerLevel = upgradeLevels.spellPower; // Visual feedback for spell power LK.effects.flashObject(wizard, 0xFF4500, 500); break; case 6: // Thorns upgrade upgradeLevels.thorns++; if (!wizard.thornsLevel) { wizard.thornsLevel = 0; wizard.thornsTimer = 0; } wizard.thornsLevel = upgradeLevels.thorns; // Visual feedback for thorns LK.effects.flashObject(wizard, 0x8B4513, 500); break; case 7: // Fire Ball upgrade upgradeLevels.fireBall++; if (!wizard.fireBallLevel) { wizard.fireBallLevel = 0; wizard.fireBallTimer = 0; } wizard.fireBallLevel = upgradeLevels.fireBall; // Visual feedback for fire ball LK.effects.flashObject(wizard, 0xFF4500, 500); break; case 8: // Freeze Pulse upgrade upgradeLevels.freezePulse++; if (!wizard.freezePulseLevel) { wizard.freezePulseLevel = 0; wizard.freezePulseTimer = 0; } wizard.freezePulseLevel = upgradeLevels.freezePulse; // Visual feedback for freeze pulse LK.effects.flashObject(wizard, 0x87CEEB, 500); break; case 9: // Orbs upgrade upgradeLevels.orbs++; if (!wizard.orbLevel) { wizard.orbLevel = 0; wizard.orbs = []; // Array to store orb instances } wizard.orbLevel++; // Create new orb var newOrb = game.addChild(new Orb()); // Set starting angle based on number of orbs for even distribution newOrb.orbitalAngle = wizard.orbs.length * (Math.PI * 2) / (wizard.orbLevel + 1); wizard.orbs.push(newOrb); // Redistribute existing orbs evenly for (var orbIdx = 0; orbIdx < wizard.orbs.length; orbIdx++) { wizard.orbs[orbIdx].orbitalAngle = orbIdx * (Math.PI * 2) / wizard.orbs.length; } // Visual feedback for orb upgrade LK.effects.flashObject(wizard, 0xFFD700, 500); 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 >= 1750 && y <= 2050) { // 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 invisible hitbox with much smaller size for more precise collision var hitbox = self.attachAsset('wizard1', { anchorX: 0.3, anchorY: 1.0, scaleX: 0.25, // Much smaller size for very precise collision scaleY: 0.3 // Much smaller size for very precise collision }); hitbox.alpha = 0; // Make hitbox invisible // Position hitbox slightly to the right to reduce left side hitbox.x = 15; // Offset hitbox to the right // 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.orbLevel = 0; // Track orb upgrades self.orbs = []; // Array to store orb instances // Override intersects method to use smaller hitbox self.intersects = function (other) { return hitbox.intersects(other); }; self.update = function () { // Pause all upgrades when upgrade menu is visible if (upgradeMenu && upgradeMenu.visible) { return; } 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; } // Force Push upgrade - push all enemies backward every 4 seconds if (self.forcePushLevel && self.forcePushLevel > 0) { if (!self.forcePushTimer) { self.forcePushTimer = 0; } self.forcePushTimer++; if (self.forcePushTimer >= 240) { // 4 seconds at 60fps self.forcePushTimer = 0; self.activateForcePush(); } } // Freeze Pulse upgrade - freeze all enemies every 4 seconds if (self.freezePulseLevel && self.freezePulseLevel > 0) { if (!self.freezePulseTimer) { self.freezePulseTimer = 0; } self.freezePulseTimer++; if (self.freezePulseTimer >= 240) { // 4 seconds at 60fps self.freezePulseTimer = 0; self.activateFreezePulse(); } } // Fire Ball upgrade - launch fire ball with improved timing if (self.fireBallLevel && self.fireBallLevel > 0) { if (!self.fireBallTimer) { self.fireBallTimer = 0; } self.fireBallTimer++; var fireBallInterval = upgradeLevels.fireBall > 1 ? 120 : 180; // 2s vs 3s if (self.fireBallTimer >= fireBallInterval) { self.fireBallTimer = 0; self.launchFireBall(); } } // Thorns upgrade - spawn spikes along all paths every 3 seconds if (self.thornsLevel && self.thornsLevel > 0) { if (!self.thornsTimer) { self.thornsTimer = 0; } self.thornsTimer++; if (self.thornsTimer >= 180) { // Always 3 seconds (180 ticks at 60fps) self.thornsTimer = 0; self.activateThorns(); } } // 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 = 1; // 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) { // Initialize shield properties if not set if (self.maxShieldHits === undefined) { self.maxShieldHits = 1; self.currentShieldHits = 0; } // Increment shield hits self.currentShieldHits++; // Visual feedback for shield use LK.effects.flashObject(self, 0x00BFFF, 300); // Check if shield is depleted if (self.currentShieldHits >= self.maxShieldHits) { self.shieldActive = false; // Start shield regeneration timer var regenTime = self.shieldRegen ? 5000 : 10000; // Faster regen if improved tween({}, {}, { duration: regenTime, onFinish: function onFinish() { // Regenerate shield self.shieldActive = true; self.currentShieldHits = 0; // 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; // 10% chance to revive when dying var reviveChance = Math.random(); if (reviveChance < 0.10) { // Revival successful! self.health = Math.floor(self.maxHealth * 0.5); // Revive with 50% health // Destroy ALL enemies when revival activates (no distance restriction) var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var enemyIdx = allEnemies.length - 1; enemyIdx >= 0; enemyIdx--) { var enemy = allEnemies[enemyIdx]; // Create destruction effect for each enemy LK.effects.flashObject(enemy, 0xFFD700, 500); // Create golden explosion particles for (var particleIdx = 0; particleIdx < 8; particleIdx++) { var destructionParticle = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.5, scaleY: 0.5 })); destructionParticle.tint = 0xFFD700; destructionParticle.alpha = 0.9; // Random explosion direction var explosionAngle = particleIdx / 8 * Math.PI * 2; var explosionSpeed = 60 + Math.random() * 40; var explosionTargetX = enemy.x + Math.cos(explosionAngle) * explosionSpeed; var explosionTargetY = enemy.y + Math.sin(explosionAngle) * explosionSpeed; // Animate explosion particle tween(destructionParticle, { x: explosionTargetX, y: explosionTargetY, scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 400 + Math.random() * 200, easing: tween.easeOut, onFinish: function onFinish() { destructionParticle.destroy(); } }); } // Kill ALL enemies instantly by calling die() method enemy.die(); } // Visual effects for revival LK.effects.flashScreen(0x00FF00, 1500); // Green flash for revival LK.effects.flashObject(self, 0xFFD700, 1000); // Golden flash on wizard // Create revival particles for (var reviveIdx = 0; reviveIdx < 20; reviveIdx++) { var reviveParticle = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: self.x + (Math.random() - 0.5) * 300, y: self.y + (Math.random() - 0.5) * 300, scaleX: 0.8, scaleY: 0.8 })); reviveParticle.tint = 0x00FF00; reviveParticle.alpha = 0.9; // Animate revival particles toward wizard tween(reviveParticle, { x: self.x, y: self.y, scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: 800 + Math.random() * 400, easing: tween.easeOut, onFinish: function onFinish() { reviveParticle.destroy(); } }); } // Create healing aura effect var healingAura = game.addChild(LK.getAsset('shield', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 1, scaleY: 1 })); healingAura.tint = 0x00FF00; healingAura.alpha = 0.8; // Animate healing aura expansion tween(healingAura, { scaleX: 8, scaleY: 8, alpha: 0 }, { duration: 1200, easing: tween.easeOut, onFinish: function onFinish() { healingAura.destroy(); } }); // Play spell cast sound for revival LK.getSound('spellCast').play(); // Update health bar to show revival updateHealthBar(); } else { // Game over when health reaches 0 and no revival LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } } // Update health bar updateHealthBar(); // Add significant screen shake when taking damage var shakeIntensity = 30; // Strong shake for taking damage var originalX = game.x; var originalY = game.y; // Create aggressive screen shake sequence tween(game, { x: originalX + shakeIntensity, y: originalY + shakeIntensity * 0.5 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: originalX - shakeIntensity * 0.8, y: originalY - shakeIntensity * 0.3 }, { duration: 70, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { x: originalX + shakeIntensity * 0.6, y: originalY + shakeIntensity * 0.4 }, { duration: 60, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { x: originalX - shakeIntensity * 0.3, y: originalY - shakeIntensity * 0.2 }, { duration: 50, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { x: originalX, y: originalY }, { duration: 40, easing: tween.easeIn }); } }); } }); } }); } }); // Flash red when hit LK.effects.flashObject(self, 0xFF0000, 200); }; self.activateForcePush = function () { // Visual effect for force push activation LK.effects.flashScreen(0x8A2BE2, 300); // Purple flash LK.effects.flashObject(self, 0x8A2BE2, 500); // Purple flash on wizard // Push back all enemies with improved effects var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; // Calculate direction from wizard to enemy var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { // Improved force push: stronger push and damage var pushDistance = upgradeLevels.forcePush > 1 ? 300 : 200; // Stronger push var pushX = dx / distance * pushDistance; var pushY = dy / distance * pushDistance; // Calculate new position var newX = enemy.x + pushX; var newY = enemy.y + pushY; // Ensure enemies don't go off screen newX = Math.max(50, Math.min(1998, newX)); newY = Math.max(-100, Math.min(2732, newY)); // Animate the push effect tween(enemy, { x: newX, y: newY }, { duration: 300, easing: tween.easeOut }); // Improved force push: deal damage if (upgradeLevels.forcePush > 1) { enemy.takeDamage(50); } // Visual effect on each enemy LK.effects.flashObject(enemy, 0x8A2BE2, 200); } } }; self.activateFreezePulse = function () { // Visual effect for freeze pulse activation LK.effects.flashScreen(0x87CEEB, 500); // Light blue flash LK.effects.flashObject(self, 0x87CEEB, 700); // Light blue flash on wizard // Play freeze sound effect LK.getSound('iceFreeze').play(); // Freeze all enemies with improved effects var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; // Improved freeze: longer duration and damage var freezeDuration = upgradeLevels.freezePulse > 1 ? 120 : 60; // 2s vs 1s enemy.frozen = true; enemy.frozenTimer = freezeDuration; // Improved freeze: deal damage if (upgradeLevels.freezePulse > 1) { enemy.takeDamage(30); } // Visual freeze effect - tint enemy light blue tween(enemy, { tint: 0x87CEEB }, { duration: 100, easing: tween.easeOut }); // Create ice crystal particles around enemy for (var iceIdx = 0; iceIdx < 6; iceIdx++) { var iceCrystal = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: enemy.x + (Math.random() - 0.5) * 80, y: enemy.y + (Math.random() - 0.5) * 80, scaleX: 0.8, scaleY: 0.8 })); iceCrystal.tint = 0x87CEEB; iceCrystal.alpha = 0.9; // Create floating ice effect tween(iceCrystal, { y: iceCrystal.y - 30, scaleX: 0.3, scaleY: 0.3, alpha: 0 }, { duration: 800 + Math.random() * 400, easing: tween.easeOut, onFinish: function onFinish() { iceCrystal.destroy(); } }); } // Remove freeze tint after frozen state ends var visualDuration = upgradeLevels.freezePulse > 1 ? 2000 : 1000; tween({}, {}, { duration: visualDuration, onFinish: function onFinish() { if (enemy && enemy.parent) { // Remove freeze tint after frozen effect ends tween(enemy, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeIn }); } } }); } }; self.activateThorns = function () { // Visual effect for thorns activation LK.effects.flashScreen(0x8B4513, 300); // Brown flash LK.effects.flashObject(self, 0x8B4513, 500); // Brown flash on wizard // Find the closest enemy to the wizard var closestEnemy = null; var closestDistance = Infinity; var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } // Only create spikes if there is a closest enemy if (!closestEnemy) { LK.getSound('spellCast').play(); return; } // Create spikes only along the closest enemy's path var pathIdx = closestEnemy.pathIndex; var pathAngle = pathAngles[pathIdx]; // Calculate spawn position for this path (same as enemy spawning) var spawnX, spawnY; if (pathIdx === 0) { // Center path - spawn at top edge spawnX = 2048 / 2; spawnY = -100; } else if (pathIdx === 1) { // Path 2 - spawn at top right edge spawnX = 2048 + 50; spawnY = -50; } else if (pathIdx === 2) { // Path 3 - spawn at top left edge spawnX = -50; spawnY = -50; } else if (pathIdx === 3) { // Path 4 - spawn at left edge spawnX = -100; spawnY = 2732 / 2 + 400; } else if (pathIdx === 4) { // Path 5 - spawn at right edge spawnX = 2048 + 100; spawnY = 2732 / 2 + 400; } // Calculate wizard position (same as enemy targeting) var wizardX = self.x; var wizardY = self.y; // Calculate path distance and divide into 3 sections with gaps var pathDistance = Math.sqrt((spawnX - wizardX) * (spawnX - wizardX) + (spawnY - wizardY) * (spawnY - wizardY)); var sectionLength = pathDistance / 5; // Each section is 1/5 of total path var gapLength = pathDistance / 10; // Gaps are 1/10 of total path // Define 3 sections along the path with gaps between them var sections = [{ start: 0.1, end: 0.3 }, // First section: 10% to 30% along path { start: 0.45, end: 0.65 }, // Second section: 45% to 65% along path { start: 0.8, end: 1.0 } // Third section: 80% to 100% along path ]; // Create spikes in reverse sequential order: last section, then middle, then first var sectionOrder = [2, 1, 0]; // Create sections starting from farthest outward toward wizard for (var orderIdx = 0; orderIdx < sectionOrder.length; orderIdx++) { var sectionIdx = sectionOrder[orderIdx]; var section = sections[sectionIdx]; var sectionStartDistance = pathDistance * section.start; var sectionEndDistance = pathDistance * section.end; var spikeSpacing = 150; // Distance between spikes within each section // Calculate number of spikes in this section var sectionLength = sectionEndDistance - sectionStartDistance; var numSpikesInSection = Math.floor(sectionLength / spikeSpacing); // Calculate delay for sequential appearance var baseDelay = orderIdx * 300; // 300ms delay between sections // Create spikes within this section with sequential timing for (var s = 0; s < numSpikesInSection; s++) { var spikeDistanceInSection = s * spikeSpacing + spikeSpacing / 2; var totalSpikeDistance = sectionStartDistance + spikeDistanceInSection; var progress = totalSpikeDistance / pathDistance; var spikeX = spawnX + (wizardX - spawnX) * progress; var spikeY = spawnY + (wizardY - spawnY) * progress; // Only create spike if position is within game bounds if (spikeX >= 0 && spikeX <= 2048 && spikeY >= 0 && spikeY <= 2732) { // Create spike with delay (function (delayTime, spikeX, spikeY, pathIdx) { tween({}, {}, { duration: delayTime, onFinish: function onFinish() { var spike = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: spikeX, y: spikeY, scaleX: 0.1, scaleY: 0.1 })); spike.tint = 0x8B4513; // Brown color for thorns spike.pathIndex = pathIdx; // Initialize hit tracking for this spike spike.hitEnemies = []; // Set spike to be visible immediately spike.alpha = 1.0; spike.scaleX = 1.5; spike.scaleY = 1.5; // Animate spike emerging from ground tween(spike, { scaleX: 2.5, scaleY: 2.5, alpha: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Spike stays for a moment then disappears tween(spike, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { spike.destroy(); } }); } }); } }); })(baseDelay + s * 50, spikeX, spikeY, pathIdx); // 50ms delay between spikes in same section } } } LK.getSound('spellCast').play(); }; self.launchFireBall = function () { // Visual effect for fire ball launch LK.effects.flashScreen(0xFF4500, 300); // Orange flash LK.effects.flashObject(self, 0xFF4500, 500); // Orange flash on wizard // Create fire ball projectile at wizard position var fireBall = game.addChild(new FireBall()); fireBall.x = self.x; fireBall.y = self.y; // Find closest enemy to target var closestEnemy = null; var closestDistance = Infinity; var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } // Set fire ball direction toward closest enemy or default direction if (closestEnemy) { var dx = closestEnemy.x - self.x; var dy = closestEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { fireBall.direction.x = dx / distance; fireBall.direction.y = dy / distance; } } else { // Default direction upward if no enemies fireBall.direction.x = 0; fireBall.direction.y = -1; } LK.getSound('spellCast').play(); LK.getSound('fireWhoosh').play(); }; 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; var thirdUpgradeMenuShown = false; var fourthUpgradeMenuShown = false; var selectedEnemy = null; // Track currently selected enemy for projectile targeting var energySphere = null; // Track energy sphere instance // Upgrade level tracking system var upgradeLevels = { shield: 0, healthBoost: 0, lifeDrain: 0, energySphere: 0, forcePush: 0, spellPower: 0, thorns: 0, fireBall: 0, freezePulse: 0, orbs: 0 }; // Game arrays to track objects var enemies = []; var ogres = []; var knights = []; var miniBosses = []; 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, // Path 4: opposite to path 2 (diagonal left) 5 * Math.PI / 6 // Path 5: opposite to path 3 (diagonal right) ]; // 5 paths: all directed toward wizard position // Create multiple stone segments for each path to form visible stone roads for (var p = 0; p < 5; p++) { var angle = pathAngles[p]; // Calculate distance from spawn point to wizard position var wizardX = knightX; var wizardY = 2732 - 600; // Wizard position var spawnDistance = p === 0 ? 2000 : p === 3 || p === 4 ? 1200 : 1800; // Distance from wizard to spawn point // Set spawn points to screen edges for all paths var spawnX, spawnY; if (p === 0) { // Center path - spawn at top edge spawnX = 2048 / 2; spawnY = -100; } else if (p === 1) { // Path 2 - spawn at top right edge spawnX = 2048 + 50; spawnY = -50; } else if (p === 2) { // Path 3 - spawn at top left edge spawnX = -50; spawnY = -50; } else if (p === 3) { // Path 4 - spawn at left edge spawnX = -100; spawnY = 2732 / 2 + 400; } else if (p === 4) { // Path 5 - spawn at right edge spawnX = 2048 + 100; spawnY = 2732 / 2 + 400; } // Calculate actual path length from spawn point to wizard var actualPathLength = Math.sqrt((spawnX - wizardX) * (spawnX - wizardX) + (spawnY - wizardY) * (spawnY - wizardY)); var segmentSize = 120; // Size of each stone segment var numSegments = Math.floor(actualPathLength / segmentSize); // Create individual stone segments along the path from spawn point toward wizard for (var s = 0; s < numSegments; s++) { var segmentDistance = s * segmentSize + segmentSize / 2; var segmentX = spawnX - Math.cos(angle) * segmentDistance; var segmentY = spawnY - Math.sin(angle) * segmentDistance; // Only create segments that are within the visible game area if (segmentX >= -100 && segmentX <= 2148 && segmentY >= -100 && segmentY <= 2832) { // 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 stone paths completely invisible stoneSegment.alpha = 0; // Make completely invisible stoneSegment.visible = false; // Initially hidden, will be shown when game starts stoneSegment.pathIndex = p; } } } // Create invisible path collision areas for touch detection for (var p = 0; p < 5; p++) { var angle = pathAngles[p]; // Calculate distance from spawn point to wizard position var wizardX = knightX; var wizardY = 2732 - 600; // Wizard position var spawnDistance = p === 0 ? 3000 : p === 3 || p === 4 ? 1200 : 1800; // Distance from wizard to spawn point var spawnX = wizardX + Math.cos(angle) * spawnDistance; var spawnY = wizardY + Math.sin(angle) * spawnDistance; // Move all spawn points to screen edges if (p === 0) { // Center path - spawn at top edge spawnX = 2048 / 2; spawnY = -100; } else if (p === 1) { // Path 2 - spawn at top right edge spawnX = 2048 + 50; spawnY = -50; } else if (p === 2) { // Path 3 - spawn at top left edge spawnX = -50; spawnY = -50; } else if (p === 3) { // Path 4 - spawn at left edge spawnX = -100; spawnY = 2732 / 2 + 400; } else if (p === 4) { // Path 5 - spawn at right edge spawnX = 2048 + 100; spawnY = 2732 / 2 + 400; } // Calculate actual path length from spawn point to wizard var actualPathLength = Math.sqrt((spawnX - wizardX) * (spawnX - wizardX) + (spawnY - wizardY) * (spawnY - wizardY)); var centerX = (spawnX + wizardX) / 2; var centerY = (spawnY + wizardY) / 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: actualPathLength / 60, rotation: angle + Math.PI / 2 })); // Make collision path completely invisible path.alpha = 0; path.visible = false; path.pathIndex = p; // Add numbered text label for each path var pathNumber = new Text2((p + 1).toString(), { size: 120, fill: 0xFFD700, font: "monospace" }); pathNumber.anchor.set(0.5, 0.5); // Position number directly at spawn point pathNumber.x = spawnX; pathNumber.y = spawnY - 80; // Position slightly above spawn point pathNumber.visible = false; // Initially hidden, will be shown when game starts pathNumber.pathIndex = p; game.addChild(pathNumber); // 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; // Increase upgrade costs by 5 coins when menu is shown if (!upgradeMenu.upgradeCost) { upgradeMenu.upgradeCost = 5; // Initial cost } upgradeMenu.upgradeCost += 5; // Increase by 5 coins each time // Update all upgrade text to show new costs upgradeMenu.updateUpgradeCosts(); upgradeMenu.visible = true; upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown gameStarted = false; // Pause game while menu is open // Keep music playing during upgrade menu // 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; // Increase upgrade costs by 5 coins when menu is shown if (!upgradeMenu.upgradeCost) { upgradeMenu.upgradeCost = 5; // Initial cost } upgradeMenu.upgradeCost += 5; // Increase by 5 coins each time // Update all upgrade text to show new costs upgradeMenu.updateUpgradeCosts(); upgradeMenu.visible = true; upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown gameStarted = false; // Pause game while menu is open // Keep music playing during upgrade menu // 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 third upgrade menu after 50 enemies are killed if (enemyKillCounter >= 50 && secondUpgradeMenuShown && !thirdUpgradeMenuShown) { thirdUpgradeMenuShown = true; // Increase upgrade costs by 5 coins when menu is shown if (!upgradeMenu.upgradeCost) { upgradeMenu.upgradeCost = 5; // Initial cost } upgradeMenu.upgradeCost += 5; // Increase by 5 coins each time // Update all upgrade text to show new costs upgradeMenu.updateUpgradeCosts(); upgradeMenu.visible = true; upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown gameStarted = false; // Pause game while menu is open // Keep music playing during upgrade menu // 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 fourth upgrade menu after 70 enemies are killed if (enemyKillCounter >= 70 && thirdUpgradeMenuShown && !fourthUpgradeMenuShown) { fourthUpgradeMenuShown = true; // Increase upgrade costs by 5 coins when menu is shown if (!upgradeMenu.upgradeCost) { upgradeMenu.upgradeCost = 5; // Initial cost } upgradeMenu.upgradeCost += 5; // Increase by 5 coins each time // Update all upgrade text to show new costs upgradeMenu.updateUpgradeCosts(); upgradeMenu.visible = true; upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown gameStarted = false; // Pause game while menu is open // Keep music playing during upgrade menu // 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 (but not when mini boss is present) enemySpawnTimer++; if (enemySpawnTimer >= currentSpawnRate && miniBosses.length === 0) { enemySpawnTimer = 0; var enemy = game.addChild(new Enemy()); // Apply difficulty scaling to enemy stats enemy.health = 100; 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 screen edges if (randomPathIndex === 0) { // Center path - spawn at top edge enemy.x = 2048 / 2; enemy.y = -100; } else if (randomPathIndex === 1) { // Path 2 - spawn at top right edge enemy.x = 2048 + 50; enemy.y = -50; } else if (randomPathIndex === 2) { // Path 3 - spawn at top left edge enemy.x = -50; enemy.y = -50; } else if (randomPathIndex === 3) { // Path 4 - spawn at left edge enemy.x = -100; enemy.y = 2732 / 2 + 400; } else if (randomPathIndex === 4) { // Path 5 - spawn at right edge enemy.x = 2048 + 100; enemy.y = 2732 / 2 + 400; } // 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); // Play ambient enemy growl sound if (Math.random() < 0.3) { LK.getSound('enemyGrowl').play(); } } // Spawn ogres after 15 seconds (900 ticks at 60fps) but not when mini boss is present if (LK.ticks >= 900 && LK.ticks % 180 === 0 && miniBosses.length === 0) { // Every 3 seconds after 15 seconds var ogre = game.addChild(new Ogre()); // Apply difficulty scaling to ogre stats ogre.health = 200; // 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 screen edges if (ogrePathIndex === 0) { // Center path - spawn at top edge ogre.x = 2048 / 2; ogre.y = -100; } else if (ogrePathIndex === 1) { // Path 2 - spawn at top right edge ogre.x = 2048 + 50; ogre.y = -50; } else if (ogrePathIndex === 2) { // Path 3 - spawn at top left edge ogre.x = -50; ogre.y = -50; } else if (ogrePathIndex === 3) { // Path 4 - spawn at left edge ogre.x = -100; ogre.y = 2732 / 2 + 400; } else if (ogrePathIndex === 4) { // Path 5 - spawn at right edge ogre.x = 2048 + 100; ogre.y = 2732 / 2 + 400; } // 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 but not when mini boss is present if (enemyKillCounter >= 30 && LK.ticks % 300 === 0 && miniBosses.length === 0) { // Every 5 seconds after 30th enemy var knight = game.addChild(new Knight()); // Apply difficulty scaling to knight stats knight.health = 300; // 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 screen edges if (knightPathIndex === 0) { // Center path - spawn at top edge knight.x = 2048 / 2; knight.y = -100; } else if (knightPathIndex === 1) { // Path 2 - spawn at top right edge knight.x = 2048 + 50; knight.y = -50; } else if (knightPathIndex === 2) { // Path 3 - spawn at top left edge knight.x = -50; knight.y = -50; } else if (knightPathIndex === 3) { // Path 4 - spawn at left edge knight.x = -100; knight.y = 2732 / 2 + 400; } else if (knightPathIndex === 4) { // Path 5 - spawn at right edge knight.x = 2048 + 100; knight.y = 2732 / 2 + 400; } // 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); } // Spawn mini boss after 100 enemies killed if (enemyKillCounter >= 100 && miniBosses.length === 0) { var miniBoss = game.addChild(new MiniBoss()); // Mini boss spawns from center path miniBoss.x = 2048 / 2; miniBoss.y = -200; // Spawn slightly higher up miniBoss.pathIndex = 0; // Center path miniBoss.pathAngle = pathAngles[0]; miniBoss.lastX = miniBoss.x; miniBosses.push(miniBoss); // Visual announcement for mini boss arrival LK.effects.flashScreen(0x8B0000, 1000); // Dark red flash } // 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 (only if enemy is not dying) var currentIntersecting = wizard.intersects(enemy); if (!enemy.lastIntersecting && currentIntersecting && !enemy.isDying) { // 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 (only if ogre is not dying) var currentOgreIntersecting = wizard.intersects(ogre); if (!ogre.lastIntersecting && currentOgreIntersecting && !ogre.isDying) { // 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 (only if knight is not dying) var currentKnightIntersecting = wizard.intersects(knight); if (!knight.lastIntersecting && currentKnightIntersecting && !knight.isDying) { // 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; } // Check mini boss-wizard collisions and cleanup off-screen mini bosses for (var i = miniBosses.length - 1; i >= 0; i--) { var miniBoss = miniBosses[i]; // Remove mini bosses that went off-screen at bottom if (miniBoss.y > 2732 + 100) { miniBosses.splice(i, 1); miniBoss.destroy(); continue; } // Initialize lastIntersecting if not set if (miniBoss.lastIntersecting === undefined) { miniBoss.lastIntersecting = false; } // Check for collision transition (only if mini boss is not dying) var currentMiniBossIntersecting = wizard.intersects(miniBoss); if (!miniBoss.lastIntersecting && currentMiniBossIntersecting && !miniBoss.isDying) { // Damage wizard when mini boss touches for the first time wizard.takeDamage(75); // Mini boss deals massive damage // Don't remove mini boss after dealing damage - it stays alive } // Update last intersecting state miniBoss.lastIntersecting = currentMiniBossIntersecting; } // Check thorns spike collisions with all enemies continuously var allSpikes = []; for (var childIdx = 0; childIdx < game.children.length; childIdx++) { var child = game.children[childIdx]; // Check if this child is a spike (has hitEnemies array and brown tint) if (child.hitEnemies && child.tint === 0x8B4513) { allSpikes.push(child); } } for (var spikeIdx = 0; spikeIdx < allSpikes.length; spikeIdx++) { var spike = allSpikes[spikeIdx]; var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var enemyIdx = 0; enemyIdx < allEnemies.length; enemyIdx++) { var enemy = allEnemies[enemyIdx]; // Only hit enemies that haven't been hit by this spike yet and are not dying if (spike.intersects(enemy) && spike.hitEnemies.indexOf(enemy) === -1 && !enemy.isDying) { var thornDamage = 100; // Always deal 100 damage enemy.takeDamage(thornDamage); LK.effects.flashObject(enemy, 0x8B4513, 300); // Mark this enemy as hit by this spike spike.hitEnemies.push(enemy); } } } // Make tap text pulse var pulse = 1 + Math.sin(LK.ticks * 0.1) * 0.2; tapText.scale.set(pulse, pulse); }; // Remove tap text after 5 seconds tween({}, {}, { duration: 5000, onFinish: function onFinish() { if (tapText && tapText.parent) { tapText.destroy(); } } });
===================================================================
--- original.js
+++ change.js
@@ -2575,11 +2575,11 @@
}
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
- // 100% chance to revive when dying (testing mode)
+ // 10% chance to revive when dying
var reviveChance = Math.random();
- if (reviveChance < 1.00) {
+ if (reviveChance < 0.10) {
// Revival successful!
self.health = Math.floor(self.maxHealth * 0.5); // Revive with 50% health
// Destroy ALL enemies when revival activates (no distance restriction)
var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses);