User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'speed')' in or related to this line: 'self.speed = config.speed;' Line Number: 1699
User prompt
Please fix the bug: 'ReferenceError: ENEMY_SPAWN_CONFIG is not defined' in or related to this line: 'var config = ENEMY_SPAWN_CONFIG[enemyType];' Line Number: 4101
User prompt
si empieza con la consolidacion de configuraciones
User prompt
haz que la creacion de paths sean considerados un solo paths para reducir codigo
User prompt
haz que el menu backgronf=d cubra toda la pantalla
User prompt
haz que el orb quite 200 puntos de vida
User prompt
elimina las clases separadas de enemigos y crea una clase base mas simple
User prompt
elimina el sistema de medallas
User prompt
haz una sola funcion de colision para todos los enemigos
User prompt
haz que el el proyectil, fire ball, energybeam esten en una sola clase con comportamientos diferentes
User prompt
haz que el tutorial solo tenga 3 pasos
User prompt
haz que los primeros 5 enemigos salgan del camino del centro
User prompt
haz que la barra de vida sea la que estaba antes
User prompt
haz que la barra de vida sea mas bonta
User prompt
Please fix the bug: 'TypeError: self.createHealthBar is not a function' in or related to this line: 'self.createHealthBar();' Line Number: 196
User prompt
haz que los enemigos se vean mas grandes
User prompt
haz que el proyectil sea mas pequeno
User prompt
haz que los proyectiles siempre tengan la parte de arriba mirando hacia el enemigo
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var frameIdx = 0; frameIdx < demoEnemy.skeletonFrames.length; frameIdx++) {' Line Number: 2160
User prompt
consolida el sistema de assets
User prompt
optimiza el lopp principal, haz la logica de spawn menos repetitiva y unificala para todos los enemigos
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'thorns')' in or related to this line: 'var effectFunction = UPGRADE_EFFECTS[upgradeKey];' Line Number: 2638
User prompt
puedes refactorizar el upgrademenu para reducir lineas de codigo
User prompt
unifica el createimpacteffect para que el mismo en todos los enemigos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
arregla el problema con las animaciones de muerte de los enemigos ↪💡 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 (type, config) {
var self = Container.call(this);
// Default configuration if none provided
if (!config) config = {};
var enemyType = type || 'skeleton';
// Animation system
self.currentFrame = 1;
self.animationTimer = 0;
self.animationSpeed = config.animationSpeed || 15;
self.animationState = 'walking';
// Unified enemy type configurations
var typeConfigs = {
skeleton: {
assetPrefix: 'esqueleto',
scale: 3.0,
health: config.health || 100,
speed: config.speed || 3,
vibration: 50,
damageTextSize: 120,
damageTextColor: 0xFF4444,
impactScale: 1.5,
deathRotation: Math.PI * 0.5,
scoreReward: 10
},
ogre: {
assetPrefix: 'ogre',
scale: 3.0,
health: config.health || 200,
speed: config.speed || 2.5,
vibration: 75,
damageTextSize: 130,
damageTextColor: 0xFF6600,
impactScale: 2.0,
deathRotation: Math.PI * 1.2,
scoreReward: 15
},
knight: {
assetPrefix: 'knight',
scale: 3.0,
health: config.health || 300,
speed: config.speed || 2,
vibration: 100,
damageTextSize: 140,
damageTextColor: 0xFFD700,
impactScale: 1.8,
deathRotation: Math.PI * 0.8,
scoreReward: 20
},
miniBoss: {
assetPrefix: 'knight',
scale: 5.0,
health: config.health || 3000,
speed: config.speed || 4,
vibration: [100, 50, 100],
damageTextSize: 160,
damageTextColor: 0xFF0000,
impactScale: 2.5,
deathRotation: Math.PI * 2,
scoreReward: 100,
tint: 0x8B0000
}
};
self.typeConfig = typeConfigs[enemyType];
self.enemyType = enemyType;
// Create animation frames
self.animationFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset(self.typeConfig.assetPrefix + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: self.typeConfig.scale,
scaleY: self.typeConfig.scale
});
frameGraphics.visible = i === 1;
if (self.typeConfig.tint) frameGraphics.tint = self.typeConfig.tint;
self.animationFrames.push(frameGraphics);
}
// Create hitbox
var hitbox = self.attachAsset(self.typeConfig.assetPrefix + '1', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: self.typeConfig.scale * 2,
scaleY: self.typeConfig.scale * 2
});
hitbox.alpha = 0;
// Initialize stats
self.health = self.typeConfig.health;
self.maxHealth = self.typeConfig.health;
self.speed = self.typeConfig.speed;
self.lastX = 0;
self.frozen = false;
self.frozenTimer = 0;
// Define createHealthBar method before it's used
self.createHealthBar = function () {
if (enemyType !== 'miniBoss') return;
self.healthBarBg = game.addChild(LK.getAsset('miniBossHealthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 200,
scaleX: 1.0,
scaleY: 1.0
}));
self.healthBarFg = game.addChild(LK.getAsset('miniBossHealthBar', {
anchorX: 0.0,
anchorY: 0.5,
x: 2048 / 2 - 200,
y: 200,
scaleX: 1.0,
scaleY: 1.0
}));
self.healthText = new Text2('Boss Health: ' + self.health + '/' + self.maxHealth, {
size: 40,
fill: 0xFFFFFF,
font: "monospace"
});
self.healthText.anchor.set(0.5, 0.5);
self.healthText.x = 2048 / 2;
self.healthText.y = 150;
game.addChild(self.healthText);
};
// Special properties for mini boss
if (enemyType === 'miniBoss') {
self.createHealthBar();
}
self.updateHealthBar = function () {
if (enemyType !== 'miniBoss' || !self.healthBarFg) return;
var healthPercent = self.health / self.maxHealth;
self.healthBarFg.scaleX = healthPercent;
self.healthText.setText('Boss Health: ' + self.health + '/' + self.maxHealth);
if (healthPercent > 0.6) {
self.healthBarFg.tint = 0xff0000;
} else if (healthPercent > 0.3) {
self.healthBarFg.tint = 0xff4500;
} else {
self.healthBarFg.tint = 0x8B0000;
}
};
self.update = function () {
if (tutorial && tutorial.isActive) {
return;
}
if (self.isDying) {
return;
}
var speedMultiplier = 1.0;
if (upgradeMenu && upgradeMenu.visible) {
speedMultiplier = 0.3;
}
// Animation system
self.animationTimer++;
var frameSpeed = self.animationSpeed;
if (self.animationState === 'attacking') {
frameSpeed = Math.floor(frameSpeed * 0.5);
} else if (self.animationState === 'dying') {
frameSpeed = Math.floor(frameSpeed * 1.3);
} else if (self.animationState === 'idle') {
frameSpeed = Math.floor(frameSpeed * 1.7);
}
if (self.animationTimer >= frameSpeed) {
self.animationTimer = 0;
self.animationFrames[self.currentFrame - 1].visible = false;
if (self.animationState === 'walking') {
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 1;
}
} else if (self.animationState === 'attacking') {
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 2;
}
} else if (self.animationState === 'dying') {
if (self.currentFrame < 4) {
self.currentFrame++;
}
} else if (self.animationState === 'idle') {
self.currentFrame = self.currentFrame === 1 ? 2 : 1;
}
self.animationFrames[self.currentFrame - 1].visible = true;
}
// Speed progression
if (!self.speedTweenStarted) {
self.speedTweenStarted = true;
var targetSpeed = self.speed * 1.5;
tween(self, {
speed: targetSpeed
}, {
duration: 10000,
easing: tween.easeOut
});
}
// Handle frozen state
if (self.frozen) {
self.frozenTimer--;
if (self.frozenTimer <= 0) {
self.frozen = false;
}
return;
}
// Movement toward wizard
if (wizard) {
var dx = wizard.x - self.x;
var dy = wizard.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed * speedMultiplier;
self.y += dy / distance * self.speed * speedMultiplier;
}
// Face direction
var flipScale = dx < 0 ? -self.typeConfig.scale : self.typeConfig.scale;
for (var frameIdx = 0; frameIdx < self.animationFrames.length; frameIdx++) {
self.animationFrames[frameIdx].scaleX = flipScale;
}
} else {
self.y += self.speed * speedMultiplier;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
self.animationState = 'attacking';
LK.effects.flashObject(self, 0xFF0000, 50);
// Update health bar for mini boss
if (enemyType === 'miniBoss') {
self.updateHealthBar();
}
// Create damage text
var damageText = new Text2('-' + damage, {
size: self.typeConfig.damageTextSize,
fill: self.typeConfig.damageTextColor,
font: "monospace"
});
damageText.anchor.set(0.5, 0.5);
damageText.x = self.x + (Math.random() - 0.5) * 60;
damageText.y = self.y - 40;
game.addChild(damageText);
tween(damageText, {
y: damageText.y - 120,
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
damageText.destroy();
}
});
// Create impact effect using unified function
createImpactEffect(self);
// Return to walking after attack animation
tween({}, {}, {
duration: 300,
onFinish: function onFinish() {
if (self.animationState === 'attacking') {
self.animationState = 'walking';
}
}
});
if (self.health <= 0) {
self.die();
}
};
self.down = function (x, y, obj) {
if (typeof LK.vibrate === 'function') {
if (Array.isArray(self.typeConfig.vibration)) {
LK.vibrate(self.typeConfig.vibration);
} else {
LK.vibrate(self.typeConfig.vibration);
}
}
selectedEnemy = self;
LK.effects.flashObject(self, 0xFFFF00, 500);
if (wizard && projectiles.length < 10) {
var projectile = game.addChild(new UnifiedProjectile('projectile'));
projectile.x = wizard.x;
projectile.y = wizard.y;
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;
projectiles.push(projectile);
LK.getSound('spellCast').play();
}
};
self.die = function () {
// Determine appropriate enemy array based on type
var arrayToUpdate = null;
if (enemyType === 'skeleton') arrayToUpdate = enemies;else if (enemyType === 'ogre') arrayToUpdate = ogres;else if (enemyType === 'knight') arrayToUpdate = knights;else if (enemyType === 'miniBoss') arrayToUpdate = miniBosses;
// Call unified death animation function
createEnemyDeathAnimation(self, enemyType, arrayToUpdate);
};
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 tutorial is active
if (tutorial && tutorial.isActive) {
return;
}
// 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 UnifiedProjectile('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 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: 25.0,
scaleY: 35.0
});
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: 1500,
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 = 1600;
self.addChild(startButtonText);
// Configuration button
var configButton = self.attachAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1800,
scaleX: 4,
scaleY: 2
});
configButton.tint = 0x4169E1;
var configButtonText = new Text2('CONFIGURACION', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
configButtonText.anchor.set(0.5, 0.5);
configButtonText.x = 2048 / 2;
configButtonText.y = 1800;
self.addChild(configButtonText);
// Shop button
var shopButton = self.attachAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2000,
scaleX: 4,
scaleY: 2
});
shopButton.tint = 0xFF6B35;
var shopButtonText = new Text2('TIENDA', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
shopButtonText.anchor.set(0.5, 0.5);
shopButtonText.x = 2048 / 2;
shopButtonText.y = 2000;
self.addChild(shopButtonText);
// Tutorial button (only show if tutorial was completed before)
if (storage.tutorialCompleted) {
var tutorialButton = self.attachAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2200,
scaleX: 4,
scaleY: 2
});
tutorialButton.tint = 0x2E8B57;
var tutorialButtonText = new Text2('TUTORIAL', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
tutorialButtonText.anchor.set(0.5, 0.5);
tutorialButtonText.x = 2048 / 2;
tutorialButtonText.y = 2200;
self.addChild(tutorialButtonText);
}
// Button interaction
self.down = function (x, y, obj) {
// Handle configuration menu interactions
if (self.configMode) {
// Music volume adjustment
if (y >= 1150 && y <= 1250) {
var currentMusicVolume = storage.musicVolume || 0.7;
var newMusicVolume = Math.min(1.0, currentMusicVolume + 0.1);
if (newMusicVolume > 1.0) newMusicVolume = 0.0;
storage.musicVolume = newMusicVolume;
self.musicVolumeText.setText('VOLUMEN MUSICA: ' + Math.round(newMusicVolume * 100) + '%');
return;
}
// Sound volume adjustment
if (y >= 1350 && y <= 1450) {
var currentSoundVolume = storage.soundVolume || 1.0;
var newSoundVolume = Math.min(1.0, currentSoundVolume + 0.1);
if (newSoundVolume > 1.0) newSoundVolume = 0.0;
storage.soundVolume = newSoundVolume;
self.soundVolumeText.setText('VOLUMEN SONIDO: ' + Math.round(newSoundVolume * 100) + '%');
return;
}
// Difficulty adjustment
if (y >= 1550 && y <= 1650) {
var currentDifficulty = storage.difficulty || 'NORMAL';
var difficulties = ['FACIL', 'NORMAL', 'DIFICIL'];
var currentIndex = difficulties.indexOf(currentDifficulty);
var newIndex = (currentIndex + 1) % difficulties.length;
var newDifficulty = difficulties[newIndex];
storage.difficulty = newDifficulty;
self.difficultyText.setText('DIFICULTAD: ' + newDifficulty);
return;
}
// Back button
if (y >= 1950 && y <= 2050) {
self.hideConfigMenu();
return;
}
// Block all other interactions when config menu is active
return;
}
// Handle shop menu interactions
if (self.shopMode) {
// Shop item purchase buttons
for (var i = 0; i < 3; i++) {
var itemY = 1100 + i * 200;
if (y >= itemY - 50 && y <= itemY + 50 && x >= 2048 / 2 + 200 && x <= 2048 / 2 + 400) {
// Purchase item logic
var shopItems = [{
name: 'POCION SALUD',
cost: 10
}, {
name: 'ESCUDO MAGICO',
cost: 15
}, {
name: 'ESPADA MALDITA',
cost: 20
}];
var item = shopItems[i];
if (coinCounter >= item.cost) {
coinCounter -= item.cost;
// Apply item effect based on type
if (i === 0) {
// Health potion
if (wizard) {
wizard.health = Math.min(wizard.health + 50, wizard.maxHealth);
updateHealthBar();
}
} else if (i === 1) {
// Magic shield
if (wizard) {
wizard.shieldActive = true;
wizard.maxShieldHits = 3;
wizard.currentShieldHits = 0;
}
} else if (i === 2) {
// Cursed sword - temporary damage boost
if (wizard) {
wizard.tempDamageBoost = true;
wizard.tempDamageTimer = 1800; // 30 seconds at 60fps
}
}
LK.effects.flashScreen(0x00FF00, 300);
} else {
LK.effects.flashScreen(0xFF0000, 300);
}
return;
}
}
// Shop back button
if (y >= 1950 && y <= 2050) {
self.hideShop();
return;
}
// Block all other interactions when shop menu is active
return;
}
// Check if configuration button was clicked
if (y >= 1700 && y <= 1900 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) {
// Show configuration menu
self.showConfigMenu();
} else if (y >= 1900 && y <= 2100 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) {
// Show shop menu
self.showShop();
} else if (storage.tutorialCompleted && y >= 2100 && y <= 2300 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) {
// Show tutorial again
if (tutorial) {
self.visible = false;
tutorial.startTutorial();
}
} else if (y >= 1450 && y <= 1650) {
// Start the game by hiding menu
self.startGame();
}
};
self.showConfigMenu = function () {
// Create configuration overlay
if (!self.configOverlay) {
self.configOverlay = self.addChild(LK.getAsset('startMenuBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 1.0,
scaleY: 1.0
}));
self.configOverlay.alpha = 1.0;
self.configOverlay.tint = 0x000000;
// Config title
var configTitle = new Text2('CONFIGURACION', {
size: 120,
fill: 0xFFD700,
font: "monospace"
});
configTitle.anchor.set(0.5, 0.5);
configTitle.x = 2048 / 2;
configTitle.y = 800;
self.addChild(configTitle);
self.configTitle = configTitle;
// Music volume setting
var musicVolumeText = new Text2('VOLUMEN MUSICA: ' + Math.round((storage.musicVolume || 0.7) * 100) + '%', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
musicVolumeText.anchor.set(0.5, 0.5);
musicVolumeText.x = 2048 / 2;
musicVolumeText.y = 1200;
self.addChild(musicVolumeText);
self.musicVolumeText = musicVolumeText;
// Sound volume setting
var soundVolumeText = new Text2('VOLUMEN SONIDO: ' + Math.round((storage.soundVolume || 1.0) * 100) + '%', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
soundVolumeText.anchor.set(0.5, 0.5);
soundVolumeText.x = 2048 / 2;
soundVolumeText.y = 1400;
self.addChild(soundVolumeText);
self.soundVolumeText = soundVolumeText;
// Difficulty setting
var difficultyText = new Text2('DIFICULTAD: ' + (storage.difficulty || 'NORMAL'), {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
difficultyText.anchor.set(0.5, 0.5);
difficultyText.x = 2048 / 2;
difficultyText.y = 1600;
self.addChild(difficultyText);
self.difficultyText = difficultyText;
// Back button
var backButton = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2000,
scaleX: 2,
scaleY: 2
});
backButton.tint = 0x00FF00;
self.backButton = backButton;
var backText = new Text2('VOLVER', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
backText.anchor.set(0.5, 0.5);
backText.x = 2048 / 2;
backText.y = 2000;
self.addChild(backText);
self.backText = backText;
}
self.configOverlay.visible = true;
self.configMode = true;
};
self.hideConfigMenu = function () {
if (self.configOverlay) {
self.configOverlay.destroy();
self.configOverlay = null;
}
// Remove all configuration text elements
if (self.musicVolumeText) {
self.musicVolumeText.destroy();
self.musicVolumeText = null;
}
if (self.soundVolumeText) {
self.soundVolumeText.destroy();
self.soundVolumeText = null;
}
if (self.difficultyText) {
self.difficultyText.destroy();
self.difficultyText = null;
}
// Remove back button elements
if (self.backButton) {
self.backButton.destroy();
self.backButton = null;
}
if (self.backText) {
self.backText.destroy();
self.backText = null;
}
// Remove configuration title
if (self.configTitle) {
self.configTitle.destroy();
self.configTitle = null;
}
// Remove all configuration children that were added
for (var i = self.children.length - 1; i >= 0; i--) {
var child = self.children[i];
// Remove config-related elements (title, texts, buttons created in showConfigMenu)
if (child.setText && child.text && (child.text.includes('CONFIGURACION') || child.text.includes('VOLUMEN') || child.text.includes('DIFICULTAD') || child.text.includes('VOLVER'))) {
child.destroy();
}
}
self.configMode = false;
// Reset to show main menu elements
self.visible = true;
};
self.showShop = function () {
// Create shop overlay
if (!self.shopOverlay) {
self.shopOverlay = self.addChild(LK.getAsset('startMenuBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 1.0,
scaleY: 1.0
}));
self.shopOverlay.alpha = 1.0;
self.shopOverlay.tint = 0x000033;
// Shop title
var shopTitle = new Text2('TIENDA', {
size: 120,
fill: 0xFFD700,
font: "monospace"
});
shopTitle.anchor.set(0.5, 0.5);
shopTitle.x = 2048 / 2;
shopTitle.y = 800;
self.addChild(shopTitle);
self.shopTitle = shopTitle;
// Shop items
var shopItems = [{
name: 'POCION SALUD',
description: 'Restaura 50 HP',
cost: 10,
icon: 'energySphere'
}, {
name: 'ESCUDO MAGICO',
description: 'Bloquea 3 ataques',
cost: 15,
icon: 'shield'
}, {
name: 'ESPADA MALDITA',
description: 'Daño x2 por 30s',
cost: 20,
icon: 'spell'
}];
// Initialize shop elements arrays if not exists
if (!self.shopIcons) self.shopIcons = [];
if (!self.shopTexts) self.shopTexts = [];
if (!self.shopBuyButtons) self.shopBuyButtons = [];
if (!self.shopBuyTexts) self.shopBuyTexts = [];
// Display shop items
for (var i = 0; i < shopItems.length; i++) {
var item = shopItems[i];
var yPos = 1100 + i * 200;
// Item icon
var itemIcon = self.attachAsset(item.icon, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 300,
y: yPos,
scaleX: 2,
scaleY: 2
});
itemIcon.tint = 0xFFD700;
self.shopIcons.push(itemIcon);
// Item text
var itemText = new Text2(item.name + '\n' + item.description + '\nCosto: ' + item.cost + ' monedas', {
size: 60,
fill: 0xFFFFFF,
font: "monospace"
});
itemText.anchor.set(0, 0.5);
itemText.x = 2048 / 2 - 200;
itemText.y = yPos;
self.addChild(itemText);
self.shopTexts.push(itemText);
// Buy button
var buyButton = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 300,
y: yPos,
scaleX: 2,
scaleY: 2
});
buyButton.tint = 0x00FF00;
buyButton.itemIndex = i;
self.shopBuyButtons.push(buyButton);
var buyText = new Text2('COMPRAR', {
size: 50,
fill: 0xFFFFFF,
font: "monospace"
});
buyText.anchor.set(0.5, 0.5);
buyText.x = 2048 / 2 + 300;
buyText.y = yPos;
self.addChild(buyText);
self.shopBuyTexts.push(buyText);
}
// Back button
var shopBackButton = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2000,
scaleX: 2,
scaleY: 2
});
shopBackButton.tint = 0x00FF00;
self.shopBackButton = shopBackButton;
var shopBackText = new Text2('VOLVER', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
shopBackText.anchor.set(0.5, 0.5);
shopBackText.x = 2048 / 2;
shopBackText.y = 2000;
self.addChild(shopBackText);
self.shopBackText = shopBackText;
}
self.shopOverlay.visible = true;
self.shopMode = true;
};
self.hideShop = function () {
if (self.shopOverlay) {
self.shopOverlay.destroy();
self.shopOverlay = null;
}
// Remove shop title
if (self.shopTitle) {
self.shopTitle.destroy();
self.shopTitle = null;
}
// Remove shop back button elements
if (self.shopBackButton) {
self.shopBackButton.destroy();
self.shopBackButton = null;
}
if (self.shopBackText) {
self.shopBackText.destroy();
self.shopBackText = null;
}
// Remove all shop icons
if (self.shopIcons) {
for (var i = 0; i < self.shopIcons.length; i++) {
if (self.shopIcons[i]) {
self.shopIcons[i].destroy();
}
}
self.shopIcons = [];
}
// Remove all shop texts
if (self.shopTexts) {
for (var i = 0; i < self.shopTexts.length; i++) {
if (self.shopTexts[i]) {
self.shopTexts[i].destroy();
}
}
self.shopTexts = [];
}
// Remove all shop buy buttons
if (self.shopBuyButtons) {
for (var i = 0; i < self.shopBuyButtons.length; i++) {
if (self.shopBuyButtons[i]) {
self.shopBuyButtons[i].destroy();
}
}
self.shopBuyButtons = [];
}
// Remove all shop buy texts
if (self.shopBuyTexts) {
for (var i = 0; i < self.shopBuyTexts.length; i++) {
if (self.shopBuyTexts[i]) {
self.shopBuyTexts[i].destroy();
}
}
self.shopBuyTexts = [];
}
// Remove all shop children that were added
for (var i = self.children.length - 1; i >= 0; i--) {
var child = self.children[i];
// Remove shop-related elements
if (child.setText && child.text && (child.text.includes('TIENDA') || child.text.includes('POCION') || child.text.includes('ESCUDO') || child.text.includes('ESPADA') || child.text.includes('COMPRAR'))) {
child.destroy();
}
}
self.shopMode = false;
// Reset to show main menu elements
self.visible = true;
};
self.startGame = function () {
// Check if this is a new player (no tutorial completed)
if (!storage.tutorialCompleted && tutorial) {
// Show tutorial for new players
self.visible = false;
// Small delay to ensure menu is hidden before tutorial starts
tween({}, {}, {
duration: 100,
onFinish: function onFinish() {
tutorial.startTutorial();
}
});
// Tutorial started successfully
return;
}
// Hide menu and start game normally
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 with user's volume setting
var musicVolume = storage.musicVolume || 0.7;
LK.playMusic('medievalTheme', {
volume: musicVolume,
fade: {
start: 0,
end: musicVolume,
duration: 2000
}
});
};
return self;
});
// All enemy types now use the unified Enemy class with type parameter
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 tutorial is active
if (tutorial && tutorial.isActive) {
return;
}
// 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(200);
// 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 Tutorial = Container.expand(function () {
var self = Container.call(this);
// Tutorial state variables
self.currentStep = 0;
self.isActive = false;
self.skipped = false; // Track if tutorial was skipped
self.tutorialSteps = [];
self.highlightElements = [];
self.tutorialTexts = [];
self.arrows = [];
// Tutorial overlay background
var tutorialOverlay = self.attachAsset('startMenuBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 1.0,
scaleY: 1.0
});
tutorialOverlay.alpha = 0.8;
tutorialOverlay.tint = 0x000000;
tutorialOverlay.visible = false; // Initially hidden
tutorialOverlay.zIndex = 1999; // Ensure proper layering
tutorialOverlay.interactive = true; // Always interactive to block clicks
// Define tutorial steps
self.initializeTutorialSteps = function () {
self.tutorialSteps = [{
id: 'welcome',
title: 'BIENVENIDO A WIZARD DEFENDER!',
description: 'Eres un poderoso mago que debe defender su castillo. Toca cualquier parte de la pantalla para lanzar hechizos hacia los enemigos.',
duration: 3000,
showSkip: true,
highlightElement: 'screen',
waitForTap: true
}, {
id: 'enemies_approach',
title: 'ENEMIGOS Y MEJORAS',
description: 'Los esqueletos vienen por 5 caminos diferentes. Elimina enemigos para ganar monedas y desbloquear mejoras poderosas cada 12 enemigos.',
duration: 3000,
spawnDemoEnemy: true,
highlightElement: 'coinCounter'
}, {
id: 'tutorial_complete',
title: 'TUTORIAL COMPLETADO!',
description: 'Cuida tu salud y sobrevive el mayor tiempo posible. ¡Buena suerte, valiente mago!',
duration: 3000,
startGame: true,
highlightElement: 'healthBar'
}];
};
// Start the tutorial
self.startTutorial = function () {
// Always show tutorial when explicitly called
self.isActive = true;
self.currentStep = 0;
// Initialize tutorial steps first
self.initializeTutorialSteps();
// Make tutorial visible and properly layered
self.visible = true;
self.zIndex = 2000;
// Configure tutorial overlay properly
tutorialOverlay.visible = true;
tutorialOverlay.alpha = 0.8;
tutorialOverlay.tint = 0x000000;
tutorialOverlay.interactive = true; // Block clicks to game below
tutorialOverlay.zIndex = 1999; // Ensure proper layering
// Hide game menu while tutorial is active
if (gameMenu) {
gameMenu.visible = false;
}
// Hide all game elements during tutorial
if (wizard) wizard.visible = false;
if (backgroundMap) backgroundMap.visible = false;
coinText.visible = false;
killCountText.visible = false;
tapText.visible = false;
healthBarBg.visible = false;
healthBar.visible = false;
healthText.visible = false;
for (var i = 0; i < paths.length; i++) {
paths[i].visible = false;
}
// Start first step
self.showStep(0);
return true; // Tutorial started
};
// Show a specific tutorial step
self.showStep = function (stepIndex) {
if (stepIndex >= self.tutorialSteps.length) {
self.completeTutorial();
return;
}
// Clear previous step elements
self.clearStepElements();
var step = self.tutorialSteps[stepIndex];
self.currentStep = stepIndex;
// Ensure tutorial is visible and on top
self.visible = true;
tutorialOverlay.visible = true;
self.zIndex = 2000;
// Create step title with proper sizing
var titleText = new Text2(step.title, {
size: 80,
fill: 0xFFD700,
font: "monospace",
wordWrap: true,
wordWrapWidth: 1600
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 900;
self.addChild(titleText);
self.tutorialTexts.push(titleText);
// Create step description with proper text wrapping
var descText = new Text2(step.description, {
size: 60,
fill: 0xFFFFFF,
font: "monospace",
wordWrap: true,
wordWrapWidth: 1800
});
descText.anchor.set(0.5, 0.5);
descText.x = 2048 / 2;
descText.y = 1300;
self.addChild(descText);
self.tutorialTexts.push(descText);
// Handle special step behaviors
if (step.spawnDemoEnemy) {
self.spawnDemoEnemy();
}
if (step.highlightElement) {
self.highlightElement(step.highlightElement);
}
// Show continue button or wait for specific action
if (step.waitForTap) {
var tapPrompt = new Text2('TOCA LA PANTALLA PARA CONTINUAR', {
size: 50,
fill: 0x00FF00,
font: "monospace",
wordWrap: true,
wordWrapWidth: 1400
});
tapPrompt.anchor.set(0.5, 0.5);
tapPrompt.x = 2048 / 2;
tapPrompt.y = 1800;
self.addChild(tapPrompt);
self.tutorialTexts.push(tapPrompt);
// Add pulsing effect to tap prompt
tween(tapPrompt, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(tapPrompt, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.easeInOut
});
}
});
} else {
// Always show continue prompt - no auto-advance
var continuePrompt = new Text2('TOCA LA PANTALLA PARA CONTINUAR', {
size: 50,
fill: 0x00FF00,
font: "monospace",
wordWrap: true,
wordWrapWidth: 1400
});
continuePrompt.anchor.set(0.5, 0.5);
continuePrompt.x = 2048 / 2;
continuePrompt.y = 1800;
self.addChild(continuePrompt);
self.tutorialTexts.push(continuePrompt);
// Add pulsing effect to continue prompt
tween(continuePrompt, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(continuePrompt, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.easeInOut
});
}
});
}
// Show skip button on first step
if (step.showSkip) {
var skipBtn = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 200,
y: 200,
scaleX: 1.5,
scaleY: 1.5
});
skipBtn.tint = 0xFF4444;
self.highlightElements.push(skipBtn);
var skipText = new Text2('OMITIR', {
size: 50,
fill: 0xFFFFFF,
font: "monospace"
});
skipText.anchor.set(0.5, 0.5);
skipText.x = 2048 - 200;
skipText.y = 200;
self.addChild(skipText);
self.tutorialTexts.push(skipText);
}
};
// Highlight specific game elements
self.highlightElement = function (elementType) {
switch (elementType) {
case 'healthBar':
if (healthBarBg && healthBar) {
// Show health UI temporarily
healthBarBg.visible = true;
healthBar.visible = true;
healthText.visible = true;
// Create highlight glow around health bar
var healthGlow = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: 270,
y: 110,
scaleX: 3,
scaleY: 1.5
}));
healthGlow.tint = 0x00FF00;
healthGlow.alpha = 0.6;
self.highlightElements.push(healthGlow);
// Animate glow
tween(healthGlow, {
alpha: 0.3
}, {
duration: 1000,
easing: tween.easeInOut
});
}
break;
case 'coinCounter':
if (coinText) {
// Show coin UI temporarily
coinText.visible = true;
coinText.setText('Coins: 15'); // Show example coins
// Create highlight glow around coin counter
var coinGlow = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: 270,
y: 150,
scaleX: 3,
scaleY: 1.5
}));
coinGlow.tint = 0xFFD700;
coinGlow.alpha = 0.6;
self.highlightElements.push(coinGlow);
// Animate glow
tween(coinGlow, {
alpha: 0.3
}, {
duration: 1000,
easing: tween.easeInOut
});
}
break;
case 'screen':
// Create large highlight overlay
var screenGlow = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 20,
scaleY: 25
}));
screenGlow.tint = 0x00FFFF;
screenGlow.alpha = 0.2;
self.highlightElements.push(screenGlow);
// Animate screen glow
tween(screenGlow, {
alpha: 0.1
}, {
duration: 1500,
easing: tween.easeInOut
});
// Create arrow pointing to center
self.createArrow(2048 / 2, 2732 / 2 - 400, 2048 / 2, 2732 / 2);
break;
}
};
// Create pointing arrow
self.createArrow = function (fromX, fromY, toX, toY) {
var arrow = game.addChild(LK.getAsset('spell', {
anchorX: 0.5,
anchorY: 0.5,
x: fromX,
y: fromY,
scaleX: 3,
scaleY: 3
}));
arrow.tint = 0xFFD700;
arrow.alpha = 0.8;
// Calculate arrow direction
var dx = toX - fromX;
var dy = toY - fromY;
var angle = Math.atan2(dy, dx);
arrow.rotation = angle;
// Animate arrow bouncing
tween(arrow, {
x: toX,
y: toY
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(arrow, {
x: fromX,
y: fromY
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
self.arrows.push(arrow);
};
// Spawn a demo enemy for tutorial
self.spawnDemoEnemy = function () {
// Create a slow-moving demo enemy
var demoEnemy = game.addChild(new Enemy());
demoEnemy.x = 2048 / 2;
demoEnemy.y = -100;
demoEnemy.speed = 1; // Very slow for demo
demoEnemy.health = 1;
demoEnemy.maxHealth = 1;
demoEnemy.pathIndex = 0; // Center path
// Make demo enemy more visible
for (var frameIdx = 0; frameIdx < demoEnemy.animationFrames.length; frameIdx++) {
demoEnemy.animationFrames[frameIdx].tint = 0xFF6600; // Orange tint
}
enemies.push(demoEnemy);
// Create highlight around demo enemy
var enemyGlow = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: demoEnemy.x,
y: demoEnemy.y,
scaleX: 4,
scaleY: 4
}));
enemyGlow.tint = 0xFF0000;
enemyGlow.alpha = 0.5;
// Make glow follow enemy
var _glowFollower = function glowFollower() {
if (demoEnemy && demoEnemy.parent && enemyGlow && enemyGlow.parent) {
enemyGlow.x = demoEnemy.x;
enemyGlow.y = demoEnemy.y;
// Continue following
tween({}, {}, {
duration: 60,
onFinish: _glowFollower
});
} else if (enemyGlow && enemyGlow.parent) {
enemyGlow.destroy();
}
};
_glowFollower();
self.highlightElements.push(enemyGlow);
};
// Clear all tutorial step elements
self.clearStepElements = function () {
// Clear tutorial texts
for (var i = 0; i < self.tutorialTexts.length; i++) {
if (self.tutorialTexts[i] && self.tutorialTexts[i].parent) {
self.tutorialTexts[i].destroy();
}
}
self.tutorialTexts = [];
// Clear highlight elements
for (var i = 0; i < self.highlightElements.length; i++) {
if (self.highlightElements[i] && self.highlightElements[i].parent) {
self.highlightElements[i].destroy();
}
}
self.highlightElements = [];
// Clear arrows
for (var i = 0; i < self.arrows.length; i++) {
if (self.arrows[i] && self.arrows[i].parent) {
self.arrows[i].destroy();
}
}
self.arrows = [];
};
// Advance to next tutorial step
self.nextStep = function () {
self.currentStep++;
if (self.currentStep < self.tutorialSteps.length) {
self.showStep(self.currentStep);
} else {
// Tutorial completed naturally (not skipped)
self.skipped = false;
self.completeTutorial();
}
};
// Complete the tutorial
self.completeTutorial = function () {
// Mark tutorial as completed
storage.tutorialCompleted = true;
// Clear all tutorial elements
self.clearStepElements();
// Hide tutorial completely
tutorialOverlay.visible = false;
tutorialOverlay.interactive = false; // Remove interactivity
self.visible = false;
self.isActive = false;
// Only auto-start game if tutorial was completed naturally (not skipped)
if (!self.skipped) {
// Start game immediately without showing menu
if (gameMenu) {
gameMenu.startGame();
}
} else {
// If skipped, show the menu
if (gameMenu) {
gameMenu.visible = true;
}
}
// Reset skipped flag for next time
self.skipped = false;
};
// Handle tutorial interactions
self.down = function (x, y, obj) {
if (!self.isActive) return;
var step = self.tutorialSteps[self.currentStep];
// Handle skip button (top-right corner)
if (step.showSkip && x >= 2048 - 300 && x <= 2048 - 100 && y >= 100 && y <= 300) {
self.skipped = true; // Mark as skipped
self.completeTutorial();
return;
}
// For any tap anywhere on screen, advance to next step
if (step.id === 'tap_to_attack') {
// Simulate spell casting for demo
if (wizard) {
wizard.attack(0); // Attack center path
}
// Wait a moment then advance
tween({}, {}, {
duration: 1000,
onFinish: function onFinish() {
self.nextStep();
}
});
} else {
// For all other steps, advance immediately on any tap
self.nextStep();
}
};
return self;
});
var UnifiedProjectile = Container.expand(function (type) {
var self = Container.call(this);
// Default type
self.projectileType = type || 'projectile';
// Common properties
self.speed = 50;
self.direction = {
x: 0,
y: 0
};
self.lastIntersecting = {};
self.targetEnemy = null;
self.trailSegments = [];
// Type-specific configurations
var typeConfig = {
projectile: {
assetId: 'projectile',
glowAsset: 'projectileGlow',
scale: 1.5,
speed: 50,
damage: 100,
tint: 0x44aaff,
glowTint: 0x44aaff,
hasTrail: false,
hasRotation: true
},
energyBeam: {
assetId: 'projectileGlow',
glowAsset: 'projectileGlow',
scale: 1.0,
speed: 60,
damage: 100,
tint: 0x00ffff,
glowTint: 0x00ffff,
hasTrail: false,
hasRotation: true
},
fireBall: {
assetId: 'projectileGlow',
glowAsset: 'projectileGlow',
scale: 1.5,
speed: 40,
damage: 150,
tint: 0xFF4500,
glowTint: 0xFF6600,
hasTrail: true,
hasRotation: true,
hasFlicker: true
}
};
var config = typeConfig[self.projectileType];
self.speed = config.speed;
// Create main projectile graphics
if (self.projectileType === 'projectile') {
self.mainGraphics = self.attachAsset(config.assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: config.scale,
scaleY: config.scale
});
} else {
self.mainGraphics = self.attachAsset(config.glowAsset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: config.scale,
scaleY: config.scale
});
}
self.mainGraphics.tint = config.tint;
self.mainGraphics.alpha = 0.9;
// Create glow effect for projectile type
if (self.projectileType === 'projectile') {
var lightGlow = self.attachAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
});
lightGlow.alpha = 0.15;
lightGlow.tint = config.glowTint;
// 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
});
}
self.update = function () {
// Pause when tutorial is active
if (tutorial && tutorial.isActive) {
return;
}
// Move projectile
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
// Type-specific visual effects
if (config.hasRotation) {
var angle = Math.atan2(self.direction.y, self.direction.x);
self.mainGraphics.rotation = angle + Math.PI / 2;
}
if (config.hasFlicker) {
var flicker = 1 + Math.sin(LK.ticks * 0.4) * 0.3;
self.mainGraphics.scaleX = config.scale * flicker;
self.mainGraphics.scaleY = config.scale * flicker;
self.mainGraphics.rotation += 0.2;
}
// Remove if off screen
if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) {
self.removeFromGame();
return;
}
// Handle collisions based on type
if (self.projectileType === 'fireBall') {
self.handleFireBallCollisions();
} else {
self.handleSingleTargetCollision();
}
};
self.handleSingleTargetCollision = function () {
if (self.targetEnemy && self.targetEnemy.parent && self.targetEnemy !== wizard) {
if (!self.lastIntersecting.target) {
self.lastIntersecting.target = false;
}
var currentIntersecting = self.intersects(self.targetEnemy);
if (!self.lastIntersecting.target && currentIntersecting) {
var damage = config.damage;
if (wizard && wizard.spellPowerLevel && wizard.spellPowerLevel > 0) {
if (self.targetEnemy && self.targetEnemy.ogreFrames && enemyKillCounter < 35) {
damage = self.targetEnemy.health + 1;
} else {
damage = 200;
}
}
// Apply combo damage
if (nextProjectileDoubleDamage) {
damage *= 2;
nextProjectileDoubleDamage = false;
LK.effects.flashObject(self.targetEnemy, 0xFFD700, 300);
var comboDamageText = new Text2('COMBO x2!', {
size: 140,
fill: 0xFFD700,
font: "monospace"
});
comboDamageText.anchor.set(0.5, 0.5);
comboDamageText.x = self.targetEnemy.x;
comboDamageText.y = self.targetEnemy.y - 80;
game.addChild(comboDamageText);
tween(comboDamageText, {
y: comboDamageText.y - 150,
scaleX: 1.8,
scaleY: 1.8,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
comboDamageText.destroy();
}
});
}
self.targetEnemy.takeDamage(damage);
self.removeFromGame();
return;
}
self.lastIntersecting.target = currentIntersecting;
} else {
self.removeFromGame();
}
};
self.handleFireBallCollisions = function () {
var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses);
for (var i = 0; i < allEnemies.length; i++) {
var enemy = allEnemies[i];
if (enemy === wizard) {
continue;
}
if (!self.lastIntersecting[i]) {
self.lastIntersecting[i] = false;
}
var currentIntersecting = self.intersects(enemy);
if (!self.lastIntersecting[i] && currentIntersecting) {
enemy.takeDamage(config.damage);
LK.effects.flashObject(enemy, 0xFF4500, 400);
// Create fire explosion 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;
tween(fireEffect, {
scaleX: 6,
scaleY: 6,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
fireEffect.destroy();
}
});
// Fire particles
for (var fireIdx = 0; fireIdx < 6; fireIdx++) {
var fireParticle = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: enemy.x,
y: enemy.y,
scaleX: 0.6,
scaleY: 0.6
}));
fireParticle.tint = 0xFF4500;
fireParticle.alpha = 0.9;
var fireAngle = fireIdx / 6 * Math.PI * 2;
var fireSpeed = 50;
var fireTargetX = enemy.x + Math.cos(fireAngle) * fireSpeed;
var fireTargetY = enemy.y + Math.sin(fireAngle) * fireSpeed;
tween(fireParticle, {
x: fireTargetX,
y: fireTargetY,
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
fireParticle.destroy();
}
});
}
self.removeFromGame();
return;
}
self.lastIntersecting[i] = currentIntersecting;
}
};
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 = [];
// Unified upgrade configuration data
var UPGRADE_CONFIG = {
shield: {
name: 'SHIELD',
baseDesc: 'Block 1 attack',
improvedDesc: 'Block 2 attacks + regen',
index: 0
},
healthBoost: {
name: 'HEALTH BOOST',
baseDesc: 'More health',
improvedDesc: 'Much more health',
index: 1
},
lifeDrain: {
name: 'LIFE DRAIN',
baseDesc: '20% chance +20 HP',
improvedDesc: '20% chance +20 HP',
index: 2
},
energySphere: {
name: 'ENERGY SPHERE',
baseDesc: 'Auto-attack every 3s',
improvedDesc: 'Auto-attack every 2s',
index: 3
},
forcePush: {
name: 'FORCE PUSH',
baseDesc: 'Push enemies back',
improvedDesc: 'Stronger push + damage',
index: 4
},
spellPower: {
name: 'SPELL POWER',
baseDesc: 'Double damage',
improvedDesc: 'Triple damage',
index: 5
},
thorns: {
name: 'THORNS',
baseDesc: 'Spikes on all paths',
improvedDesc: 'Stronger spikes + faster',
index: 6
},
fireBall: {
name: 'FIRE BALL',
baseDesc: 'Launch fire ball every 3s',
improvedDesc: 'Launch fire ball every 2s',
index: 7
},
freezePulse: {
name: 'FREEZE PULSE',
baseDesc: 'Freeze all enemies',
improvedDesc: 'Freeze longer + damage',
index: 8
},
orbs: {
name: 'ORBS',
baseDesc: 'Orbs rotate around player',
improvedDesc: 'More orbs + faster rotation',
index: 9
}
};
// Convert to array format for compatibility
var upgradeOptions = Object.keys(UPGRADE_CONFIG).map(function (key) {
var config = UPGRADE_CONFIG[key];
return {
name: config.name,
description: config.baseDesc,
key: key
};
});
// Select 3 alternating upgrades from the available options
var selectedUpgrades = [];
var availableIndices = [];
for (var i = 0; i < upgradeOptions.length; i++) {
availableIndices.push(i);
}
// Track which upgrades were shown last time
if (!self.lastShownUpgrades) {
self.lastShownUpgrades = [];
}
// Remove previously shown upgrades from available options if possible
if (self.lastShownUpgrades.length > 0 && availableIndices.length > 3) {
for (var lastIdx = 0; lastIdx < self.lastShownUpgrades.length; lastIdx++) {
var indexToRemove = availableIndices.indexOf(self.lastShownUpgrades[lastIdx]);
if (indexToRemove !== -1) {
availableIndices.splice(indexToRemove, 1);
}
}
}
// If we don't have enough unique options, add back some previously shown ones
if (availableIndices.length < 3) {
availableIndices = [];
for (var i = 0; i < upgradeOptions.length; i++) {
availableIndices.push(i);
}
}
// Randomly select 3 unique upgrades from available options
for (var selection = 0; selection < 3; selection++) {
var randomIndex = Math.floor(Math.random() * availableIndices.length);
selectedUpgrades.push(availableIndices[randomIndex]);
availableIndices.splice(randomIndex, 1);
}
// Store current selection for next time
self.lastShownUpgrades = selectedUpgrades.slice(); // Copy array
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 refresh upgrade selection for alternating
self.refreshUpgradeSelection = function () {
// Convert UPGRADE_CONFIG to array format
var upgradeOptions = Object.keys(UPGRADE_CONFIG).map(function (key) {
var config = UPGRADE_CONFIG[key];
return {
name: config.name,
key: key,
baseDesc: config.baseDesc,
improvedDesc: config.improvedDesc,
index: config.index
};
});
// Select new alternating upgrades using existing logic
var selectedUpgrades = [];
var availableIndices = [];
for (var i = 0; i < upgradeOptions.length; i++) {
availableIndices.push(i);
}
// Remove previously shown upgrades from available options if possible
if (self.lastShownUpgrades && self.lastShownUpgrades.length > 0 && availableIndices.length > 3) {
for (var lastIdx = 0; lastIdx < self.lastShownUpgrades.length; lastIdx++) {
var indexToRemove = availableIndices.indexOf(self.lastShownUpgrades[lastIdx]);
if (indexToRemove !== -1) {
availableIndices.splice(indexToRemove, 1);
}
}
}
// If we don't have enough unique options, add back some previously shown ones
if (availableIndices.length < 3) {
availableIndices = [];
for (var i = 0; i < upgradeOptions.length; i++) {
availableIndices.push(i);
}
}
// Select 3 unique upgrades from available options
for (var selection = 0; selection < 3; selection++) {
var randomIndex = Math.floor(Math.random() * availableIndices.length);
selectedUpgrades.push(availableIndices[randomIndex]);
availableIndices.splice(randomIndex, 1);
}
// Store current selection for next time
self.lastShownUpgrades = selectedUpgrades.slice();
self.selectedUpgradeIndices = selectedUpgrades;
// Update upgrade text elements with new selections
for (var i = 0; i < self.upgradeTextElements.length && i < selectedUpgrades.length; i++) {
var upgradeIndex = selectedUpgrades[i];
var upgrade = upgradeOptions[upgradeIndex];
var textElement = self.upgradeTextElements[i];
// Update the text element properties
textElement.upgradeIndex = upgradeIndex;
textElement.displayIndex = i;
textElement.upgradeName = upgrade.name;
textElement.upgradeDescription = upgrade.baseDesc;
}
};
// Method to update upgrade text with new costs and show improved versions
self.updateUpgradeCosts = function () {
// First refresh the upgrade selection to ensure alternating upgrades
self.refreshUpgradeSelection();
// Randomly select one upgrade to have modified cost (20% chance)
var hasModifiedCost = Math.random() < 0.20;
var modifiedCostIndex = hasModifiedCost ? Math.floor(Math.random() * 3) : -1;
for (var i = 0; i < self.upgradeTextElements.length; i++) {
var textElement = self.upgradeTextElements[i];
var upgradeIndex = textElement.upgradeIndex;
var upgradeKey = Object.keys(UPGRADE_CONFIG)[upgradeIndex];
var config = UPGRADE_CONFIG[upgradeKey];
var currentLevel = upgradeLevels[upgradeKey];
// 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 ? config.improvedDesc : config.baseDesc;
var levelText = currentLevel > 0 ? ' (LV' + (currentLevel + 1) + ')' : '';
textElement.setText(config.name + levelText + '\n' + description + '\nCost: ' + upgradeCost + ' coins');
textElement.upgradeName = config.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) {
var applyUpgradeEffect = function applyUpgradeEffect(upgradeKey, config) {
var currentLevel = upgradeLevels[upgradeKey] || 0;
var effectFunction = UPGRADE_EFFECTS[upgradeKey];
if (effectFunction) {
effectFunction(currentLevel + 1);
}
};
var createUpgradeVisualEffect = function createUpgradeVisualEffect(upgradeType, color) {
LK.effects.flashObject(wizard, color, 500);
};
var animateShieldActivation = function animateShieldActivation() {
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;
tween(shieldParticle, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 500 + Math.random() * 300,
easing: tween.easeOut,
onFinish: function onFinish() {
shieldParticle.destroy();
}
});
}
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
});
}
});
}; // Update medal statistics
coinCounter -= actualCost;
coinText.setText('Coins: ' + coinCounter);
// Apply upgrade using unified system
var upgradeKey = Object.keys(UPGRADE_CONFIG)[upgradeIndex];
var config = UPGRADE_CONFIG[upgradeKey];
// Apply upgrade effect
applyUpgradeEffect(upgradeKey, config);
// Visual feedback - flash the upgrade area green
LK.effects.flashScreen(0x00FF00, 300);
// Visual effects for upgrades
createUpgradeVisualEffect(upgradeKey, 0x00FF00);
// Add visual effects based on upgrade type
if (upgradeKey === 'shield') {
createUpgradeVisualEffect('shield', 0x00BFFF);
animateShieldActivation();
} else if (upgradeKey === 'healthBoost') {
createUpgradeVisualEffect('healthBoost', 0x00FF00);
} else if (upgradeKey === 'lifeDrain') {
createUpgradeVisualEffect('lifeDrain', 0xFF69B4);
} else if (upgradeKey === 'energySphere') {
createUpgradeVisualEffect('energySphere', 0x00FFFF);
} else if (upgradeKey === 'forcePush') {
createUpgradeVisualEffect('forcePush', 0xFFFF00);
} else if (upgradeKey === 'spellPower') {
createUpgradeVisualEffect('spellPower', 0xFF4500);
} else if (upgradeKey === 'thorns') {
createUpgradeVisualEffect('thorns', 0x8B4513);
} else if (upgradeKey === 'fireBall') {
createUpgradeVisualEffect('fireBall', 0xFF4500);
} else if (upgradeKey === 'freezePulse') {
createUpgradeVisualEffect('freezePulse', 0x87CEEB);
} else if (upgradeKey === 'orbs') {
createUpgradeVisualEffect('orbs', 0xFFD700);
}
} 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 wizard when tutorial is active
if (tutorial && tutorial.isActive) {
return;
}
// 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
// Reduced revival particles for better performance
for (var reviveIdx = 0; reviveIdx < 8; reviveIdx++) {
var reviveParticle = game.addChild(LK.getAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x + (Math.random() - 0.5) * 200,
y: self.y + (Math.random() - 0.5) * 200,
scaleX: 1.0,
scaleY: 1.0
}));
reviveParticle.tint = 0x00FF00;
reviveParticle.alpha = 0.9;
// Animate revival particles toward wizard
tween(reviveParticle, {
x: self.x,
y: self.y,
scaleX: 0.3,
scaleY: 0.3,
alpha: 0
}, {
duration: 600,
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();
// Simplified screen shake for better performance
var shakeIntensity = 8;
var originalX = game.x;
var originalY = game.y;
// Simple single shake effect
tween(game, {
x: originalX + shakeIntensity,
y: originalY + shakeIntensity * 0.5
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
x: originalX,
y: originalY
}, {
duration: 100,
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
});
// Reduced ice crystal particles for better performance
if (i % 2 === 0) {
// Only create effects for every other enemy
for (var iceIdx = 0; iceIdx < 3; iceIdx++) {
var iceCrystal = game.addChild(LK.getAsset('spell', {
anchorX: 0.5,
anchorY: 0.5,
x: enemy.x + (Math.random() - 0.5) * 60,
y: enemy.y + (Math.random() - 0.5) * 60,
scaleX: 1.0,
scaleY: 1.0
}));
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: 600,
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 UnifiedProjectile('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
};
// Upgrade effects system - moved to global scope
var UPGRADE_EFFECTS = {
shield: function shield(level) {
upgradeLevels.shield++;
if (level === 1) {
wizard.shieldActive = true;
wizard.maxShieldHits = 1;
wizard.currentShieldHits = 0;
} else {
wizard.shieldActive = true;
wizard.maxShieldHits = 2;
wizard.currentShieldHits = 0;
wizard.shieldRegen = true;
}
},
healthBoost: function healthBoost(level) {
upgradeLevels.healthBoost++;
var healthIncrease = 40;
wizard.maxHealth += healthIncrease;
wizard.health = Math.min(wizard.health + healthIncrease, wizard.maxHealth);
updateHealthBar();
},
lifeDrain: function lifeDrain(level) {
upgradeLevels.lifeDrain++;
if (!wizard.lifeDrainLevel) wizard.lifeDrainLevel = 0;
wizard.lifeDrainLevel = upgradeLevels.lifeDrain;
},
energySphere: function energySphere(level) {
upgradeLevels.energySphere++;
if (level === 1 && !wizard.energySphere) {
wizard.energySphere = game.addChild(new EnergyOrb());
}
},
forcePush: function forcePush(level) {
upgradeLevels.forcePush++;
if (!wizard.forcePushLevel) {
wizard.forcePushLevel = 0;
wizard.forcePushTimer = 0;
}
wizard.forcePushLevel = upgradeLevels.forcePush;
},
spellPower: function spellPower(level) {
upgradeLevels.spellPower++;
if (!wizard.spellPowerLevel) wizard.spellPowerLevel = 0;
wizard.spellPowerLevel = upgradeLevels.spellPower;
},
thorns: function thorns(level) {
upgradeLevels.thorns++;
if (!wizard.thornsLevel) {
wizard.thornsLevel = 0;
wizard.thornsTimer = 0;
}
wizard.thornsLevel = upgradeLevels.thorns;
},
fireBall: function fireBall(level) {
upgradeLevels.fireBall++;
if (!wizard.fireBallLevel) {
wizard.fireBallLevel = 0;
wizard.fireBallTimer = 0;
}
wizard.fireBallLevel = upgradeLevels.fireBall;
},
freezePulse: function freezePulse(level) {
upgradeLevels.freezePulse++;
if (!wizard.freezePulseLevel) {
wizard.freezePulseLevel = 0;
wizard.freezePulseTimer = 0;
}
wizard.freezePulseLevel = upgradeLevels.freezePulse;
},
orbs: function orbs(level) {
upgradeLevels.orbs++;
if (!wizard.orbLevel) {
wizard.orbLevel = 0;
wizard.orbs = [];
}
wizard.orbLevel++;
var newOrb = game.addChild(new Orb());
newOrb.orbitalAngle = wizard.orbs.length * (Math.PI * 2) / (wizard.orbLevel + 1);
wizard.orbs.push(newOrb);
for (var orbIdx = 0; orbIdx < wizard.orbs.length; orbIdx++) {
wizard.orbs[orbIdx].orbitalAngle = orbIdx * (Math.PI * 2) / wizard.orbs.length;
}
}
};
// Game arrays to track objects
var enemies = [];
var ogres = [];
var knights = [];
var miniBosses = [];
var coins = [];
var projectiles = [];
// Path combo system variables
var pathKillCounts = [0, 0, 0, 0, 0]; // Track kills per path (5 paths)
var nextProjectileDoubleDamage = false; // Flag for double damage on next projectile
// Create tutorial system first (initially hidden)
var tutorial = game.addChild(new Tutorial());
tutorial.visible = false;
// 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
// Unified enemy spawning configuration
var ENEMY_SPAWN_CONFIG = {
skeleton: {
baseHealth: 100,
baseSpeed: 3,
animationSpeed: 15,
startThreshold: 0,
spawnInterval: function spawnInterval(difficulty, difficultyLevel) {
var baseRate = difficulty === 'FACIL' ? 120 : difficulty === 'DIFICIL' ? 90 : 90;
return Math.max(difficulty === 'FACIL' ? 60 : 40, baseRate - difficultyLevel * (difficulty === 'DIFICIL' ? 4 : 6));
},
checkSpawn: function checkSpawn(spawnTimer, interval) {
return spawnTimer >= interval;
},
arrayName: 'enemies'
},
ogre: {
baseHealth: 200,
baseSpeed: 2.5,
animationSpeed: 20,
startThreshold: 900,
// 15 seconds
spawnInterval: function spawnInterval(difficulty) {
return difficulty === 'FACIL' ? 240 : difficulty === 'DIFICIL' ? 120 : 180;
},
checkSpawn: function checkSpawn(spawnTimer, interval) {
return LK.ticks >= 900 && LK.ticks % interval === 0;
},
arrayName: 'ogres'
},
knight: {
baseHealth: 300,
baseSpeed: 2,
animationSpeed: 22,
startThreshold: function startThreshold(difficulty) {
return difficulty === 'FACIL' ? 40 : difficulty === 'DIFICIL' ? 20 : 30;
},
spawnInterval: function spawnInterval(difficulty) {
return difficulty === 'FACIL' ? 420 : difficulty === 'DIFICIL' ? 240 : 300;
},
checkSpawn: function checkSpawn(spawnTimer, interval, threshold) {
return enemyKillCounter >= threshold && LK.ticks % interval === 0;
},
arrayName: 'knights'
},
miniBoss: {
baseHealth: 3000,
baseSpeed: 4,
animationSpeed: 12,
startThreshold: 80,
endThreshold: 85,
spawnChance: 0.02,
checkSpawn: function checkSpawn() {
return enemyKillCounter >= 80 && enemyKillCounter <= 85 && miniBosses.length === 0 && Math.random() < 0.02;
},
arrayName: 'miniBosses'
}
};
// 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
};
// Unified impact effect function for all enemy types
function createImpactEffect(enemy, config) {
// Use enemy's type config if no custom config provided
if (!config) config = enemy.typeConfig || {};
// Create impact effect
var impactEffect = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: enemy.x,
y: enemy.y,
scaleX: 0.3,
scaleY: 0.3
}));
impactEffect.tint = 0xFFAA00;
impactEffect.alpha = 1.0;
tween(impactEffect, {
scaleX: config.impactScale || 1.5,
scaleY: config.impactScale || 1.5,
alpha: 0
}, {
duration: 450,
easing: tween.easeOut,
onFinish: function onFinish() {
impactEffect.destroy();
}
});
}
// Unified death animation function for all enemy types
function createEnemyDeathAnimation(enemy, enemyType, enemyArray) {
enemy.animationState = 'dying';
enemy.currentFrame = 3;
LK.getSound('painSound').play();
enemy.isDying = true;
// Get type-specific configuration
var deathRotation = Math.PI * 0.5; // Default rotation
var numCoins = 1; // Default coin count
if (enemyType === 'skeleton') {
deathRotation = Math.PI * 0.5;
numCoins = 1;
} else if (enemyType === 'ogre') {
deathRotation = Math.PI * 1.2;
numCoins = 1;
} else if (enemyType === 'knight') {
deathRotation = Math.PI * 0.8;
numCoins = 1;
} else if (enemyType === 'miniBoss') {
deathRotation = Math.PI * 2;
numCoins = 5;
// Clean up mini boss health bar
if (enemy.healthBarBg && enemy.healthBarBg.parent) {
enemy.healthBarBg.destroy();
}
if (enemy.healthBarFg && enemy.healthBarFg.parent) {
enemy.healthBarFg.destroy();
}
if (enemy.healthText && enemy.healthText.parent) {
enemy.healthText.destroy();
}
}
// Unified death animation
tween(enemy, {
alpha: 0,
scaleX: 0.3,
scaleY: 0.3,
rotation: deathRotation
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
// Handle coin drops
for (var coinIdx = 0; coinIdx < numCoins; coinIdx++) {
var coin = game.addChild(new Coin());
coin.x = enemy.x + (enemyType === 'miniBoss' ? (Math.random() - 0.5) * 200 : 0);
coin.y = enemy.y - 50 + (enemyType === 'miniBoss' ? (Math.random() - 0.5) * 100 : 0);
coin.isAnimating = true;
coins.push(coin);
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 + (enemyType === 'miniBoss' ? coinIdx * 200 : 0),
easing: tween.easeOut,
onFinish: function onFinish() {
var coinReward = enemyType === 'miniBoss' ? 10 : 1;
var selectedDifficulty = storage.difficulty || 'NORMAL';
if (selectedDifficulty === 'FACIL') {
coinReward = Math.floor(coinReward * 1.5);
} else if (selectedDifficulty === 'DIFICIL') {
coinReward = Math.max(1, Math.floor(coinReward * 0.75));
}
coinCounter += coinReward;
coinText.setText('Coins: ' + coinCounter);
if (selectedDifficulty === 'FACIL' && Math.random() < 0.15) {
wizard.health = Math.min(wizard.health + 5, wizard.maxHealth);
updateHealthBar();
LK.effects.flashObject(wizard, 0x00FF00, 200);
}
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i] === coin) {
coins.splice(i, 1);
break;
}
}
coin.destroy();
}
});
}
// Handle kill counter and progression
var killIncrement = enemyType === 'miniBoss' ? 10 : 1;
enemyKillCounter += killIncrement;
killCountText.setText('Puntuacion: ' + enemyKillCounter);
// Path combo system
if (enemy.pathIndex !== undefined) {
pathKillCounts[enemy.pathIndex]++;
if (pathKillCounts[enemy.pathIndex] >= 3) {
pathKillCounts[enemy.pathIndex] = 0;
nextProjectileDoubleDamage = true;
LK.effects.flashScreen(0xFFD700, 500);
var comboText = new Text2('combo', {
size: 120,
fill: 0xFFD700,
font: "monospace"
});
comboText.anchor.set(0.5, 0.5);
comboText.x = 2048 / 2;
comboText.y = 2732 / 2 - 200;
game.addChild(comboText);
tween(comboText, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
comboText.destroy();
}
});
}
}
wizard.gainExperience(enemyType === 'miniBoss' ? 250 : 25);
// Life drain
if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) {
if (Math.random() < 0.20) {
wizard.health = Math.min(wizard.health + 20, wizard.maxHealth);
updateHealthBar();
LK.effects.flashObject(wizard, 0x00FF00, 300);
}
}
if (selectedEnemy === enemy) {
selectedEnemy = null;
}
// Remove from appropriate array
for (var i = enemyArray.length - 1; i >= 0; i--) {
if (enemyArray[i] === enemy) {
enemyArray.splice(i, 1);
break;
}
}
enemy.destroy();
LK.setScore(LK.getScore() + enemy.typeConfig.scoreReward);
}
});
}
// 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);
});
// Pause game when tutorial is active
if (tutorial && tutorial.isActive) {
return;
}
// 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;
}
}
// Get stored difficulty setting
var selectedDifficulty = storage.difficulty || 'NORMAL';
var difficultyLevel = Math.floor(enemyKillCounter / 10); // Every 10 kills increases difficulty
// Apply unique difficulty modifiers
var currentSpawnRate, enemyHealthMultiplier, enemySpeedMultiplier;
var specialMechanics = {};
if (selectedDifficulty === 'FACIL') {
// EASY: Slower enemies, less health, longer spawn intervals
currentSpawnRate = Math.max(60, 120 - difficultyLevel * 5); // Much slower spawning
enemyHealthMultiplier = 1; // No health scaling over time
enemySpeedMultiplier = 1 + difficultyLevel * 0.20; // 20% speed increase per level
specialMechanics.bonusCoins = true; // 50% more coins
specialMechanics.healingChance = 0.15; // 15% chance to heal 5 HP on enemy kill
} else if (selectedDifficulty === 'NORMAL') {
// NORMAL: Balanced progression
currentSpawnRate = Math.max(40, 90 - difficultyLevel * 6); // Standard spawning
enemyHealthMultiplier = 1; // No health scaling over time
enemySpeedMultiplier = 1 + difficultyLevel * 0.30; // 30% speed increase per level
specialMechanics.standardRewards = true;
} else if (selectedDifficulty === 'DIFICIL') {
// HARD: Faster enemies, more health, shorter spawn intervals, special enemy abilities
currentSpawnRate = Math.max(20, 60 - difficultyLevel * 4); // Much faster spawning
enemyHealthMultiplier = 1; // No health scaling over time
enemySpeedMultiplier = 1 + difficultyLevel * 0.50; // 50% speed increase per level
specialMechanics.eliteEnemies = true; // 20% chance for elite enemies with double stats
specialMechanics.aggressiveAI = true; // Enemies move more directly toward wizard
specialMechanics.reducedCoins = true; // 25% fewer coins
}
// Helper function to spawn enemy at position
function spawnEnemyAtPath(enemyType, pathIndex, config) {
var enemy = game.addChild(new Enemy(enemyType, config));
enemy.pathIndex = pathIndex;
enemy.pathAngle = pathAngles[pathIndex];
// Calculate spawn position at screen edges
if (pathIndex === 0) {
enemy.x = 2048 / 2;
enemy.y = -100;
} else if (pathIndex === 1) {
enemy.x = 2048 + 50;
enemy.y = -50;
} else if (pathIndex === 2) {
enemy.x = -50;
enemy.y = -50;
} else if (pathIndex === 3) {
enemy.x = -100;
enemy.y = 2732 / 2 + 400;
} else if (pathIndex === 4) {
enemy.x = 2048 + 100;
enemy.y = 2732 / 2 + 400;
}
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;
return enemy;
}
// Unified enemy spawning function
function spawnEnemyByType(enemyType, difficulty, difficultyLevel, enemyHealthMultiplier, enemySpeedMultiplier) {
var config = ENEMY_SPAWN_CONFIG[enemyType];
if (!config) return null;
// Calculate stats based on difficulty
var enemyConfig = {
animationSpeed: config.animationSpeed
};
if (difficulty === 'FACIL') {
enemyConfig.health = Math.floor(config.baseHealth * 0.8 * enemyHealthMultiplier);
enemyConfig.speed = config.baseSpeed * 0.9 * enemySpeedMultiplier;
} else if (difficulty === 'NORMAL') {
enemyConfig.health = Math.floor(config.baseHealth * enemyHealthMultiplier);
enemyConfig.speed = config.baseSpeed * enemySpeedMultiplier;
} else if (difficulty === 'DIFICIL') {
enemyConfig.health = config.baseHealth;
enemyConfig.speed = config.baseSpeed * 1.1 * enemySpeedMultiplier;
}
// Special handling for miniBoss
if (enemyType === 'miniBoss') {
enemyConfig.health = config.baseHealth;
enemyConfig.speed = config.baseSpeed;
}
// Path selection
var pathIndex;
if (enemyType === 'skeleton' && enemyKillCounter < 5) {
pathIndex = 0; // Center path only
} else if (enemyType === 'miniBoss') {
pathIndex = 0; // Center path for miniBoss
} else {
pathIndex = Math.floor(Math.random() * 5);
}
var enemy = spawnEnemyAtPath(enemyType, pathIndex, enemyConfig);
// Apply elite enhancements
if (difficulty === 'DIFICIL' && enemyKillCounter >= 20) {
var eliteChance = enemyType === 'skeleton' ? 0.20 : enemyType === 'ogre' ? 0.15 : enemyType === 'knight' ? 0.10 : 0;
if (Math.random() < eliteChance) {
enemy.health *= enemyType === 'ogre' ? 1.5 : 2;
enemy.speed *= enemyType === 'ogre' ? 1.4 : enemyType === 'knight' ? 1.5 : 1.3;
enemy.maxHealth = enemy.health;
var eliteColor = enemyType === 'ogre' ? 0xFF0000 : enemyType === 'knight' ? 0xFFD700 : 0xFF6600;
for (var frameIdx = 0; frameIdx < enemy.animationFrames.length; frameIdx++) {
enemy.animationFrames[frameIdx].tint = eliteColor;
}
}
}
return enemy;
}
// Unified enemy spawning system
enemySpawnTimer++;
var totalEnemies = enemies.length + ogres.length + knights.length + miniBosses.length;
// Process each enemy type with unified spawning logic
var enemyTypes = ['skeleton', 'ogre', 'knight', 'miniBoss'];
for (var typeIdx = 0; typeIdx < enemyTypes.length; typeIdx++) {
var enemyType = enemyTypes[typeIdx];
var config = ENEMY_SPAWN_CONFIG[enemyType];
var shouldSpawn = false;
// Check spawn conditions for each enemy type
if (enemyType === 'skeleton') {
var skeletonInterval = config.spawnInterval(selectedDifficulty, difficultyLevel);
shouldSpawn = config.checkSpawn(enemySpawnTimer, skeletonInterval) && miniBosses.length === 0 && totalEnemies < 15;
if (shouldSpawn) {
enemySpawnTimer = 0;
// Handle path selection for skeletons
var randomPathIndex;
if (enemyKillCounter < 5) {
randomPathIndex = 0;
} else {
var availablePaths = [];
for (var pathIdx = 0; pathIdx < 5; pathIdx++) {
if (pathConsecutiveSpawns[pathIdx] < 2) {
availablePaths.push(pathIdx);
}
}
if (availablePaths.length === 0) {
for (var pathIdx = 0; pathIdx < 5; pathIdx++) {
pathConsecutiveSpawns[pathIdx] = 0;
availablePaths.push(pathIdx);
}
}
randomPathIndex = availablePaths[Math.floor(Math.random() * availablePaths.length)];
}
// Update tracking
pathConsecutiveSpawns[randomPathIndex]++;
pathLastSpawnTime[randomPathIndex] = LK.ticks;
lastSpawnedPath = randomPathIndex;
consecutiveSpawns = pathConsecutiveSpawns[randomPathIndex];
}
} else if (enemyType === 'ogre') {
var ogreInterval = config.spawnInterval(selectedDifficulty);
shouldSpawn = config.checkSpawn(enemySpawnTimer, ogreInterval) && miniBosses.length === 0;
} else if (enemyType === 'knight') {
var knightInterval = config.spawnInterval(selectedDifficulty);
var knightThreshold = typeof config.startThreshold === 'function' ? config.startThreshold(selectedDifficulty) : config.startThreshold;
shouldSpawn = config.checkSpawn(enemySpawnTimer, knightInterval, knightThreshold) && miniBosses.length === 0;
} else if (enemyType === 'miniBoss') {
shouldSpawn = config.checkSpawn();
}
// Spawn enemy if conditions are met
if (shouldSpawn) {
var enemy = spawnEnemyByType(enemyType, selectedDifficulty, difficultyLevel, enemyHealthMultiplier, enemySpeedMultiplier);
if (enemy) {
// Add to appropriate array
if (enemyType === 'skeleton') {
enemies.push(enemy);
if (Math.random() < 0.3) {
LK.getSound('enemyGrowl').play();
}
} else if (enemyType === 'ogre') {
ogres.push(enemy);
} else if (enemyType === 'knight') {
knights.push(enemy);
} else if (enemyType === 'miniBoss') {
enemy.y = -200;
enemy.createHealthBar();
enemy.updateHealthBar();
miniBosses.push(enemy);
LK.effects.flashScreen(0x8B0000, 1000);
}
}
}
}
// Unified collision detection function for all enemy types
function checkAllEnemyCollisions() {
// Combine all enemy arrays into one unified array with type information
var allEnemies = [];
// Add all enemies with their respective damage and behavior
enemies.forEach(function (enemy) {
allEnemies.push({
enemy: enemy,
damage: 20,
removeOnHit: true,
name: 'skeleton',
array: enemies
});
});
ogres.forEach(function (enemy) {
allEnemies.push({
enemy: enemy,
damage: 30,
removeOnHit: true,
name: 'ogre',
array: ogres
});
});
knights.forEach(function (enemy) {
allEnemies.push({
enemy: enemy,
damage: 40,
removeOnHit: true,
name: 'knight',
array: knights
});
});
miniBosses.forEach(function (enemy) {
allEnemies.push({
enemy: enemy,
damage: 75,
removeOnHit: false,
name: 'miniBoss',
array: miniBosses
});
});
// Process all enemies in a single loop
for (var i = allEnemies.length - 1; i >= 0; i--) {
var enemyData = allEnemies[i];
var enemy = enemyData.enemy;
var config = enemyData;
// Remove enemies that went off-screen at bottom
if (enemy.y > 2732 + 100) {
// Find and remove from appropriate array
var arrayIndex = config.array.indexOf(enemy);
if (arrayIndex !== -1) {
config.array.splice(arrayIndex, 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(config.damage);
// Remove enemy after dealing damage (except mini bosses)
if (config.removeOnHit) {
var arrayIndex = config.array.indexOf(enemy);
if (arrayIndex !== -1) {
config.array.splice(arrayIndex, 1);
}
enemy.destroy();
continue;
}
}
// Update last intersecting state
enemy.lastIntersecting = currentIntersecting;
}
}
// Call the unified collision detection function
checkAllEnemyCollisions();
// 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
@@ -446,10 +446,10 @@
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
- scaleX: 4.0,
- scaleY: 4.0
+ scaleX: 25.0,
+ scaleY: 35.0
});
menuBg.alpha = 1.0;
// Title text
var titleText = new Text2('WIZARD DEFENDER', {