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pero despues del enemigo 8 no salen mas enemigos como lo puedo arreglar?
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ahora haz 5A
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ahora haz el 4d ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ahora haz el 4C
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ahora haz el 4B ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'damageText.style.fill = color || 0xFF4444;' Line Number: 229
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Please fix the bug: 'Cannot read properties of undefined (reading 'projectiles')' in or related to this line: 'var config = GAME_CONFIG.projectiles ? GAME_CONFIG.projectiles[self.type] : null;' Line Number: 2069
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Please fix the bug: 'Cannot read properties of undefined (reading 'projectiles')' in or related to this line: 'var config = GAME_CONFIG.projectiles[self.type];' Line Number: 2069
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haz la 4A
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Please fix the bug: 'Error: Invalid end type for property scaleX: undefined' in or related to this line: 'tween(effect, {' Line Number: 180 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ahora haz el paso 3F
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ahora haz el paso 3E
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Please fix the bug: 'ReferenceError: EnemyFactory is not defined' in or related to this line: 'var enemy = EnemyFactory.createEnemy(type, difficulty, level);' Line Number: 4409
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Please fix the bug: 'ReferenceError: EnemyFactory is not defined' in or related to this line: 'var enemy = EnemyFactory.createEnemy(type, difficulty, level);' Line Number: 4409
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arregla el prolema
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si procede con la parte 3D
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procede con 3D
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procede con el 3C
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procede con 3C
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procede con 3B
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procede con el 3A
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Please fix the bug: 'Uncaught ReferenceError: ProjectileFactory is not defined' in or related to this line: 'var projectile = ProjectileFactory.createBasicAttack(wizard, self);' Line Number: 414
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Please fix the bug: 'Uncaught ReferenceError: ProjectileFactory is not defined' in or related to this line: 'var projectile = ProjectileFactory.createBasicAttack(wizard, self);' Line Number: 414
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Ahora divide en partes la fase 3
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procede con el paso 2F
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Unified damage and visual effects handler for all entities
var BaseDamageHandler = Container.expand(function () {
var self = Container.call(this);
// Apply damage to target with unified visual effects
self.applyDamage = function (target, amount, damageType) {
if (!target || target.health === undefined) return false;
target.health -= amount;
target.animationState = 'attacking';
// Create unified damage effects
self.createFlashEffect(target, 0xFF0000, 50);
self.createDamageText(target.x, target.y, amount, target.typeConfig ? target.typeConfig.damageTextColor : 0xFF4444);
self.createVisualEffect('impact', target, target.typeConfig || {});
// Return to walking after attack animation
tween({}, {}, {
duration: 300,
onFinish: function onFinish() {
if (target.animationState === 'attacking') {
target.animationState = 'walking';
}
}
});
return true;
};
// Create damage text with unified animation
self.createDamageText = function (x, y, damage, color) {
var damageText = new Text2('-' + damage, {
size: 120,
fill: color || 0xFF4444,
font: "monospace"
});
damageText.anchor.set(0.5, 0.5);
damageText.x = x + (Math.random() - 0.5) * 60;
damageText.y = 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 flash effect on target
self.createFlashEffect = function (target, color, duration) {
LK.effects.flashObject(target, color, duration);
};
// Create visual effect based on type
self.createVisualEffect = function (type, target, config) {
switch (type) {
case 'impact':
self.createImpactEffect(target, config);
break;
case 'explosion':
self.createExplosionEffect(target, config);
break;
}
};
// Create impact effect with configuration
self.createImpactEffect = function (target, config) {
var impactEffect = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: target.x,
y: target.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();
}
});
};
// Create explosion effect for area damage
self.createExplosionEffect = function (target, config) {
var explosionEffect = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: target.x,
y: target.y,
scaleX: 1.0,
scaleY: 1.0
}));
explosionEffect.tint = config.explosionColor || 0xFF6600;
explosionEffect.alpha = 0.8;
tween(explosionEffect, {
scaleX: config.explosionScale || 4.0,
scaleY: config.explosionScale || 4.0,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
explosionEffect.destroy();
}
});
};
return self;
});
// Create global damage handler instance
var BaseEnemy = Container.expand(function (enemyType, config) {
var self = Container.call(this);
// Initialize common properties
self.enemyType = enemyType || 'skeleton';
self.currentFrame = 1;
self.animationTimer = 0;
self.animationState = 'walking';
self.frozen = false;
self.frozenTimer = 0;
self.isDying = false;
self.lastX = 0;
self.speedTweenStarted = false;
// Get unified configuration
var enemyConfig = GAME_CONFIG.enemies[self.enemyType];
if (!enemyConfig) {
console.error('Unknown enemy type:', self.enemyType);
enemyConfig = GAME_CONFIG.enemies.skeleton;
}
// Apply configuration with overrides
self.typeConfig = GAME_CONFIG.createEnemyConfig(self.enemyType, config || {});
self.animationSpeed = self.typeConfig.animationSpeed || 15;
self.health = self.typeConfig.health || self.typeConfig.baseHealth;
self.maxHealth = self.health;
self.speed = self.typeConfig.speed || self.typeConfig.baseSpeed;
// Create animation system
self.createAnimationFrames = function () {
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
self.createHitbox = function () {
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;
return hitbox;
};
// Initialize visual components
self.createAnimationFrames();
self.createHitbox();
return self;
});
// Game arrays to track objects
var Enemy = BaseEnemy.expand(function (type, config) {
var self = BaseEnemy.call(this, type, config);
// Define createHealthBar method before it's used
self.createHealthBar = function () {
if (self.enemyType !== 'miniBoss') return;
self.healthBarBg = game.addChild(LK.getAsset('miniBossHealthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
x: GAME_CONFIG.ui.miniBossHealthBar.x,
y: GAME_CONFIG.ui.miniBossHealthBar.y,
scaleX: GAME_CONFIG.ui.miniBossHealthBar.bgScaleX,
scaleY: GAME_CONFIG.ui.miniBossHealthBar.bgScaleY
}));
self.healthBarFg = game.addChild(LK.getAsset('miniBossHealthBar', {
anchorX: 0.0,
anchorY: 0.5,
x: GAME_CONFIG.ui.miniBossHealthBar.x - 200,
y: GAME_CONFIG.ui.miniBossHealthBar.y,
scaleX: GAME_CONFIG.ui.miniBossHealthBar.fgScaleX,
scaleY: GAME_CONFIG.ui.miniBossHealthBar.fgScaleY
}));
self.healthText = new Text2('Boss Health: ' + self.health + '/' + self.maxHealth, {
size: GAME_CONFIG.ui.miniBossHealthBar.textSize,
fill: 0xFFFFFF,
font: "monospace"
});
self.healthText.anchor.set(0.5, 0.5);
self.healthText.x = GAME_CONFIG.ui.miniBossHealthBar.x;
self.healthText.y = GAME_CONFIG.ui.miniBossHealthBar.textY;
game.addChild(self.healthText);
};
// Special properties for mini boss
if (self.enemyType === 'miniBoss') {
self.createHealthBar();
}
self.updateHealthBar = function () {
if (self.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;
}
};
// Unified animation system for all enemy types
self.updateAnimation = function () {
self.animationTimer++;
var frameSpeed = self.animationSpeed;
// Adjust frame speed based on animation state
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;
// Update frame based on animation state
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;
}
};
self.update = function () {
if (tutorial && tutorial.isActive) {
return;
}
if (self.isDying) {
return;
}
var speedMultiplier = 1.0;
// Use unified animation system
self.updateAnimation();
// 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) {
var finalSpeedMultiplier = speedMultiplier;
// Apply time slow effect
if (self.timeSlowed) {
finalSpeedMultiplier *= self.timeSlowAmount;
}
self.x += dx / distance * self.speed * finalSpeedMultiplier;
self.y += dy / distance * self.speed * finalSpeedMultiplier;
}
// 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) {
// Use unified damage handler
globalDamageHandler.applyDamage(self, damage, 'physical');
// Update health bar for mini boss
if (self.enemyType === 'miniBoss') {
self.updateHealthBar();
}
if (self.health <= 0) {
self.die();
}
};
self.down = function (x, y, obj) {
// Don't allow attacking during tutorial
if (tutorial && tutorial.isActive) {
return;
}
// Upgrade menu removed - no attack blocking needed
// Don't allow attacking dying enemies
if (self.isDying) {
return;
}
// Check wizard's attack cooldown
if (wizard && wizard.attackCooldown > 0) {
// Flash red to indicate cooldown
LK.effects.flashObject(self, 0xFF0000, 200);
return;
}
// Vibration feedback
if (typeof LK.vibrate === 'function') {
if (Array.isArray(self.typeConfig.vibration)) {
LK.vibrate(self.typeConfig.vibration);
} else {
LK.vibrate(self.typeConfig.vibration);
}
}
// Visual feedback for successful tap
selectedEnemy = self;
LK.effects.flashObject(self, 0xFFFF00, 500);
// Create projectile from wizard to this enemy using unified factory
if (wizard && projectiles.length < 10) {
var projectile = ProjectileFactory.createBasicAttack(wizard, self);
projectile.targetEnemy = self;
projectiles.push(projectile);
LK.getSound('spellCast').play();
// Set wizard's attack cooldown
wizard.attackCooldown = 30; // 0.5 seconds at 60fps
}
};
self.die = function () {
// Determine appropriate enemy array based on type
var arrayToUpdate = null;
if (self.enemyType === 'skeleton') arrayToUpdate = enemies;else if (self.enemyType === 'ogre') arrayToUpdate = ogres;else if (self.enemyType === 'knight') arrayToUpdate = knights;else if (self.enemyType === 'miniBoss') arrayToUpdate = miniBosses;
// Call simplified unified death animation function
createEnemyDeathAnimation(self, self.enemyType, arrayToUpdate);
};
return self;
});
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;
});
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;
}
// Upgrade menu removed - no pause needed
// 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 using unified factory
var energyBeam = ProjectileFactory.createProjectile('energyBeam', self.x, self.y, closestEnemy.x, closestEnemy.y, {
targetEnemy: closestEnemy
});
// 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 ENEMIES TO ATTACK\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: 1950,
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 = 1950;
self.addChild(shopButtonText);
// Deck button
var deckButton = self.attachAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2150,
scaleX: 4,
scaleY: 2
});
deckButton.tint = 0x8A2BE2;
var deckButtonText = new Text2('DECK HECHIZOS', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
deckButtonText.anchor.set(0.5, 0.5);
deckButtonText.x = 2048 / 2;
deckButtonText.y = 2150;
self.addChild(deckButtonText);
// 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: 2350,
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 = 2350;
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 deck menu interactions
if (self.deckMode) {
// Check deck card clicks with better hit detection
for (var i = 0; i < self.deckElements.length; i++) {
var element = self.deckElements[i];
if (element.spellId && element.isDeckCard) {
var cardX = element.x;
var cardY = element.y;
if (x >= cardX - 175 && x <= cardX + 175 && y >= cardY - 225 && y <= cardY + 225) {
// Visual feedback before removal
LK.effects.flashObject(element, 0xFF0000, 300);
// Remove from deck
if (self.spellDeck.removeFromDeck(element.spellId)) {
self.refreshDeckDisplay();
LK.effects.flashScreen(0xFF8800, 200);
// Show removal message
var removeText = new Text2('HECHIZO REMOVIDO', {
size: 60,
fill: 0xFF6666,
font: "monospace"
});
removeText.anchor.set(0.5, 0.5);
removeText.x = 2048 / 2;
removeText.y = 2200;
self.addChild(removeText);
// Animate and remove message
tween(removeText, {
alpha: 0,
y: removeText.y - 100
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (removeText.parent) removeText.destroy();
}
});
} else {
LK.effects.flashScreen(0xFF0000, 200);
}
return;
}
}
}
// Check available card clicks with better hit detection
for (var i = 0; i < self.availableElements.length; i++) {
var element = self.availableElements[i];
if (element.spellId && !element.isDeckCard) {
var cardX = element.x;
var cardY = element.y;
if (x >= cardX - 175 && x <= cardX + 175 && y >= cardY - 225 && y <= cardY + 225) {
// Visual feedback before addition
LK.effects.flashObject(element, 0x00FF00, 300);
// Add to deck
if (self.spellDeck.addToDeck(element.spellId)) {
self.refreshDeckDisplay();
LK.effects.flashScreen(0x00FF00, 200);
// Show addition message
var addText = new Text2('HECHIZO AÑADIDO', {
size: 60,
fill: 0x66FF66,
font: "monospace"
});
addText.anchor.set(0.5, 0.5);
addText.x = 2048 / 2;
addText.y = 2200;
self.addChild(addText);
// Animate and remove message
tween(addText, {
alpha: 0,
y: addText.y - 100
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (addText.parent) addText.destroy();
}
});
} else {
LK.effects.flashScreen(0xFF0000, 200);
// Show error message
var errorText = new Text2('DECK LLENO (MAX 5)', {
size: 50,
fill: 0xFF6666,
font: "monospace"
});
errorText.anchor.set(0.5, 0.5);
errorText.x = 2048 / 2;
errorText.y = 2200;
self.addChild(errorText);
// Animate and remove message
tween(errorText, {
alpha: 0,
y: errorText.y - 100
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
if (errorText.parent) errorText.destroy();
}
});
}
return;
}
}
}
// Deck back button
if (y >= 2350 && y <= 2650) {
self.hideDeck();
}
// Block all other interactions when deck 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 >= 1850 && y <= 2050 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) {
// Show shop menu
self.showShop();
} else if (y >= 2050 && y <= 2250 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) {
// Show deck menu
self.showDeck();
} else if (storage.tutorialCompleted && y >= 2250 && y <= 2450 && 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.showDeck = function () {
// Create deck overlay
if (!self.deckOverlay) {
self.deckOverlay = self.addChild(LK.getAsset('startMenuBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 1.0,
scaleY: 1.0
}));
self.deckOverlay.alpha = 1.0;
self.deckOverlay.tint = 0x1a0a2e;
// Deck title
var deckTitle = new Text2('DECK DE HECHIZOS', {
size: 100,
fill: 0xFFD700,
font: "monospace"
});
deckTitle.anchor.set(0.5, 0.5);
deckTitle.x = 2048 / 2;
deckTitle.y = 600;
self.addChild(deckTitle);
self.deckTitle = deckTitle;
// Initialize deck arrays
if (!self.deckElements) self.deckElements = [];
if (!self.availableElements) self.availableElements = [];
// Create spell deck instance
if (!self.spellDeck) self.spellDeck = new SpellDeck();
self.refreshDeckDisplay();
// Deck back button
var deckBackButton = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2500,
scaleX: 2,
scaleY: 2
});
deckBackButton.tint = 0x00FF00;
self.deckBackButton = deckBackButton;
var deckBackText = new Text2('VOLVER', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
deckBackText.anchor.set(0.5, 0.5);
deckBackText.x = 2048 / 2;
deckBackText.y = 2500;
self.addChild(deckBackText);
self.deckBackText = deckBackText;
}
self.deckOverlay.visible = true;
self.deckMode = true;
self.refreshDeckDisplay();
};
self.refreshDeckDisplay = function () {
if (!self.spellDeck) return;
// Clear existing deck elements
for (var i = 0; i < self.deckElements.length; i++) {
if (self.deckElements[i] && self.deckElements[i].parent) {
self.deckElements[i].destroy();
}
}
self.deckElements = [];
// Clear existing available elements
for (var i = 0; i < self.availableElements.length; i++) {
if (self.availableElements[i] && self.availableElements[i].parent) {
self.availableElements[i].destroy();
}
}
self.availableElements = [];
// Add helpful instructions at the top
var instructionText = new Text2('TOCA CARTAS PARA AÑADIR/QUITAR DEL DECK', {
size: 50,
fill: 0x00FF00,
font: "monospace"
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 2048 / 2;
instructionText.y = 700;
self.addChild(instructionText);
self.deckElements.push(instructionText);
// Display current deck (top section)
var deckLabel = new Text2('MI DECK ACTUAL (' + self.spellDeck.currentDeck.length + '/5):', {
size: 70,
fill: 0xFFD700,
font: "monospace"
});
deckLabel.anchor.set(0.5, 0.5);
deckLabel.x = 2048 / 2;
deckLabel.y = 800;
self.addChild(deckLabel);
self.deckElements.push(deckLabel);
// Add deck instruction
var deckInstruction = new Text2('TOCA PARA QUITAR', {
size: 40,
fill: 0xFF6666,
font: "monospace"
});
deckInstruction.anchor.set(0.5, 0.5);
deckInstruction.x = 2048 / 2;
deckInstruction.y = 850;
self.addChild(deckInstruction);
self.deckElements.push(deckInstruction);
// Display deck cards with better spacing
for (var i = 0; i < 5; i++) {
var cardX = 200 + i * 350;
var cardY = 1050;
if (i < self.spellDeck.currentDeck.length) {
var spell = self.spellDeck.getSpell(self.spellDeck.currentDeck[i]);
if (spell) {
// Card background with glow effect
var cardBg = self.attachAsset('spellCard', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.5,
scaleY: 4.5
});
cardBg.tint = self.spellDeck.getRarityColor(spell.rarity);
cardBg.spellId = spell.id;
cardBg.isDeckCard = true;
cardBg.alpha = 0.9;
self.deckElements.push(cardBg);
// Add border glow
var glowBorder = self.attachAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 4,
scaleY: 5
});
glowBorder.tint = 0x00FF00;
glowBorder.alpha = 0.3;
self.deckElements.push(glowBorder);
// Card name
var cardName = new Text2(spell.name, {
size: 35,
fill: 0xFFFFFF,
font: "monospace"
});
cardName.anchor.set(0.5, 0.5);
cardName.x = cardX;
cardName.y = cardY - 60;
self.addChild(cardName);
self.deckElements.push(cardName);
// Card description
var cardDesc = new Text2(spell.description, {
size: 25,
fill: 0xCCCCCC,
font: "monospace",
wordWrap: true,
wordWrapWidth: 250
});
cardDesc.anchor.set(0.5, 0.5);
cardDesc.x = cardX;
cardDesc.y = cardY + 20;
self.addChild(cardDesc);
self.deckElements.push(cardDesc);
// Card stats
var statsText = '';
if (spell.damage) statsText += 'Daño: ' + spell.damage + '\n';
if (spell.healing) statsText += 'Cura: ' + spell.healing + '\n';
if (spell.manaCost) statsText += 'Mana: ' + spell.manaCost;
if (statsText) {
var cardStats = new Text2(statsText, {
size: 20,
fill: 0xFFD700,
font: "monospace"
});
cardStats.anchor.set(0.5, 0.5);
cardStats.x = cardX;
cardStats.y = cardY + 80;
self.addChild(cardStats);
self.deckElements.push(cardStats);
}
}
} else {
// Empty slot
var emptySlot = self.attachAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.5,
scaleY: 4.5
});
emptySlot.tint = 0x444444;
emptySlot.alpha = 0.5;
self.deckElements.push(emptySlot);
var emptyText = new Text2('VACIO', {
size: 40,
fill: 0x666666,
font: "monospace"
});
emptyText.anchor.set(0.5, 0.5);
emptyText.x = cardX;
emptyText.y = cardY;
self.addChild(emptyText);
self.deckElements.push(emptyText);
}
}
// Display available spells (bottom section)
var availableLabel = new Text2('HECHIZOS DISPONIBLES PARA AÑADIR:', {
size: 60,
fill: 0xFFD700,
font: "monospace"
});
availableLabel.anchor.set(0.5, 0.5);
availableLabel.x = 2048 / 2;
availableLabel.y = 1350;
self.addChild(availableLabel);
self.availableElements.push(availableLabel);
// Add available instruction
var availableInstruction = new Text2('TOCA PARA AÑADIR A TU DECK', {
size: 40,
fill: 0x66FF66,
font: "monospace"
});
availableInstruction.anchor.set(0.5, 0.5);
availableInstruction.x = 2048 / 2;
availableInstruction.y = 1400;
self.addChild(availableInstruction);
self.availableElements.push(availableInstruction);
// Display available spell cards
var availableSpells = [];
for (var i = 0; i < self.spellDeck.availableSpells.length; i++) {
var spell = self.spellDeck.availableSpells[i];
if (spell.unlocked && self.spellDeck.currentDeck.indexOf(spell.id) === -1) {
availableSpells.push(spell);
}
}
if (availableSpells.length === 0) {
var noSpellsText = new Text2('NO HAY HECHIZOS DISPONIBLES\nDESBLOQUEA MAS JUGANDO', {
size: 50,
fill: 0x888888,
font: "monospace"
});
noSpellsText.anchor.set(0.5, 0.5);
noSpellsText.x = 2048 / 2;
noSpellsText.y = 1600;
self.addChild(noSpellsText);
self.availableElements.push(noSpellsText);
}
for (var i = 0; i < availableSpells.length && i < 8; i++) {
var spell = availableSpells[i];
var cardX = 150 + i % 4 * 450;
var cardY = 1550 + Math.floor(i / 4) * 400;
// Card background with hover effect
var cardBg = self.attachAsset('spellCard', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.2,
scaleY: 4.2
});
cardBg.tint = self.spellDeck.getRarityColor(spell.rarity);
cardBg.spellId = spell.id;
cardBg.isDeckCard = false;
cardBg.alpha = 0.8;
self.availableElements.push(cardBg);
// Add selection glow
var selectionGlow = self.attachAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.7,
scaleY: 4.7
});
selectionGlow.tint = 0x00FFFF;
selectionGlow.alpha = 0.2;
self.availableElements.push(selectionGlow);
// Card name
var cardName = new Text2(spell.name, {
size: 32,
fill: 0xFFFFFF,
font: "monospace"
});
cardName.anchor.set(0.5, 0.5);
cardName.x = cardX;
cardName.y = cardY - 60;
self.addChild(cardName);
self.availableElements.push(cardName);
// Card description
var cardDesc = new Text2(spell.description, {
size: 22,
fill: 0xCCCCCC,
font: "monospace",
wordWrap: true,
wordWrapWidth: 280
});
cardDesc.anchor.set(0.5, 0.5);
cardDesc.x = cardX;
cardDesc.y = cardY + 10;
self.addChild(cardDesc);
self.availableElements.push(cardDesc);
// Card stats
var statsText = '';
if (spell.damage) statsText += 'Daño: ' + spell.damage + '\n';
if (spell.healing) statsText += 'Cura: ' + spell.healing + '\n';
if (spell.manaCost) statsText += 'Mana: ' + spell.manaCost;
if (statsText) {
var cardStats = new Text2(statsText, {
size: 18,
fill: 0xFFD700,
font: "monospace"
});
cardStats.anchor.set(0.5, 0.5);
cardStats.x = cardX;
cardStats.y = cardY + 70;
self.addChild(cardStats);
self.availableElements.push(cardStats);
}
// Rarity indicator
var rarityText = new Text2(spell.rarity.toUpperCase(), {
size: 20,
fill: self.spellDeck.getRarityColor(spell.rarity),
font: "monospace"
});
rarityText.anchor.set(0.5, 0.5);
rarityText.x = cardX;
rarityText.y = cardY + 100;
self.addChild(rarityText);
self.availableElements.push(rarityText);
}
};
self.hideDeck = function () {
if (self.deckOverlay) {
self.deckOverlay.destroy();
self.deckOverlay = null;
}
// Remove deck title
if (self.deckTitle) {
self.deckTitle.destroy();
self.deckTitle = null;
}
// Remove deck back button elements
if (self.deckBackButton) {
self.deckBackButton.destroy();
self.deckBackButton = null;
}
if (self.deckBackText) {
self.deckBackText.destroy();
self.deckBackText = null;
}
// Clear deck elements
for (var i = 0; i < self.deckElements.length; i++) {
if (self.deckElements[i] && self.deckElements[i].parent) {
self.deckElements[i].destroy();
}
}
self.deckElements = [];
// Clear available elements
for (var i = 0; i < self.availableElements.length; i++) {
if (self.availableElements[i] && self.availableElements[i].parent) {
self.availableElements[i].destroy();
}
}
self.availableElements = [];
// Remove all deck-related children
for (var i = self.children.length - 1; i >= 0; i--) {
var child = self.children[i];
if (child.setText && child.text && (child.text.includes('DECK') || child.text.includes('HECHIZOS') || child.text.includes('ACTUAL') || child.text.includes('DISPONIBLES'))) {
child.destroy();
}
}
self.deckMode = false;
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;
// Show spell UI
if (manaBarBg) manaBarBg.visible = true;
if (manaBar) manaBar.visible = true;
if (manaText) manaText.visible = true;
for (var i = 0; i < spellSlots.length; i++) {
spellSlots[i].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;
}
// Upgrade menu removed - no pause needed
// 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 SpellDeck = Container.expand(function () {
var self = Container.call(this);
// Available spells in the game with enhanced mechanics
self.availableSpells = [{
id: 'fireball',
name: 'FIREBALL',
description: 'Launches a burning projectile',
damage: 150,
cooldown: 3000,
manaCost: 30,
unlocked: true,
rarity: 'common',
element: 'fire',
chainTargets: 0,
areaRadius: 0
}, {
id: 'iceShard',
name: 'ICE SHARD',
description: 'Freezes and damages enemies',
damage: 100,
cooldown: 2000,
manaCost: 20,
unlocked: true,
rarity: 'common',
element: 'ice',
freezeDuration: 2000,
slowAmount: 0.5
}, {
id: 'lightning',
name: 'LIGHTNING',
description: 'Chain lightning between enemies',
damage: 200,
cooldown: 4000,
manaCost: 40,
unlocked: false,
rarity: 'rare',
element: 'lightning',
chainTargets: 3,
chainRange: 200
}, {
id: 'heal',
name: 'HEAL',
description: 'Restores wizard health',
healing: 50,
cooldown: 5000,
manaCost: 25,
unlocked: true,
rarity: 'common',
element: 'light',
healOverTime: 10,
healDuration: 3000
}, {
id: 'shield',
name: 'MAGIC SHIELD',
description: 'Temporary damage immunity',
duration: 3000,
cooldown: 8000,
manaCost: 50,
unlocked: false,
rarity: 'epic',
element: 'arcane',
shieldStrength: 3,
reflectDamage: true
}, {
id: 'meteor',
name: 'METEOR',
description: 'Massive area damage',
damage: 500,
cooldown: 10000,
manaCost: 80,
unlocked: false,
rarity: 'legendary',
element: 'fire',
areaRadius: 300,
stunDuration: 1000
}, {
id: 'teleport',
name: 'TELEPORT',
description: 'Instantly move wizard',
cooldown: 6000,
manaCost: 35,
unlocked: false,
rarity: 'rare',
element: 'arcane',
teleportRange: 400,
invulnDuration: 500
}, {
id: 'timeSlow',
name: 'TIME SLOW',
description: 'Slows all enemies',
duration: 4000,
cooldown: 12000,
manaCost: 60,
unlocked: false,
rarity: 'epic',
element: 'time',
slowAmount: 0.3,
damageBonus: 1.5
}];
// Current deck (max 5 spells)
self.currentDeck = storage.spellDeck || ['fireball', 'iceShard', 'heal'];
// Active spell cooldowns
self.spellCooldowns = {};
// Mana system
self.maxMana = 100;
self.currentMana = self.maxMana;
self.manaRegenRate = 2; // Mana per second
self.manaRegenTimer = 0;
// Combo system
self.lastSpellCast = 0;
self.comboMultiplier = 1.0;
self.comboTimer = 0;
// Spell evolution system
self.spellEvolutions = {};
// Enhanced spell mechanics
self.canCastSpell = function (spellId) {
var spell = self.getSpell(spellId);
if (!spell) return false;
// Check mana
if (self.currentMana < spell.manaCost) return false;
// Check cooldown
if (self.spellCooldowns[spellId] && self.spellCooldowns[spellId] > LK.ticks) return false;
return true;
};
// Cast spell with enhanced mechanics
self.castSpell = function (spellId, targetX, targetY) {
if (!self.canCastSpell(spellId)) return false;
var spell = self.getSpell(spellId);
if (!spell) return false;
// Consume mana
self.currentMana -= spell.manaCost;
// Set cooldown
self.spellCooldowns[spellId] = LK.ticks + spell.cooldown / 1000 * 60; // Convert to ticks
// Update combo system
self.updateCombo();
// Apply spell effects
self.applySpellEffect(spell, targetX, targetY);
// Update spell evolution
self.updateSpellEvolution(spellId);
return true;
};
// Update combo system
self.updateCombo = function () {
var currentTime = LK.ticks;
if (currentTime - self.lastSpellCast < 180) {
// Within 3 seconds
self.comboMultiplier = Math.min(self.comboMultiplier + 0.2, 3.0);
self.comboTimer = 180; // Reset combo timer
} else {
self.comboMultiplier = 1.0;
}
self.lastSpellCast = currentTime;
};
// Apply spell effects
self.applySpellEffect = function (spell, targetX, targetY) {
switch (spell.id) {
case 'fireball':
self.castFireball(spell, targetX, targetY);
break;
case 'iceShard':
self.castIceShard(spell, targetX, targetY);
break;
case 'lightning':
self.castLightning(spell, targetX, targetY);
break;
case 'heal':
self.castHeal(spell);
break;
case 'shield':
self.castShield(spell);
break;
case 'meteor':
self.castMeteor(spell, targetX, targetY);
break;
case 'teleport':
self.castTeleport(spell, targetX, targetY);
break;
case 'timeSlow':
self.castTimeSlow(spell);
break;
}
};
// Individual spell implementations
self.castFireball = function (spell, targetX, targetY) {
var projectile = ProjectileFactory.createSpellProjectile('fireball', wizard, targetX, targetY);
projectiles.push(projectile);
LK.getSound('fireWhoosh').play();
};
self.castIceShard = function (spell, targetX, targetY) {
var projectile = ProjectileFactory.createSpellProjectile('iceShard', wizard, targetX, targetY);
projectiles.push(projectile);
LK.getSound('iceFreeze').play();
};
self.castLightning = function (spell, targetX, targetY) {
var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses);
var hitEnemies = [];
var damage = spell.damage * self.comboMultiplier;
// Find closest enemy to target point
var closestEnemy = null;
var closestDistance = Infinity;
for (var i = 0; i < allEnemies.length; i++) {
var enemy = allEnemies[i];
var dx = enemy.x - targetX;
var dy = enemy.y - targetY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestEnemy = enemy;
}
}
// Chain lightning
var currentTarget = closestEnemy;
for (var chain = 0; chain < spell.chainTargets && currentTarget; chain++) {
currentTarget.takeDamage(damage);
hitEnemies.push(currentTarget);
LK.effects.flashObject(currentTarget, 0x00FFFF, 300);
// Create lightning effect
var lightning = game.addChild(LK.getAsset('spell', {
anchorX: 0.5,
anchorY: 0.5,
x: currentTarget.x,
y: currentTarget.y,
scaleX: 2,
scaleY: 2
}));
lightning.tint = 0x00FFFF;
tween(lightning, {
alpha: 0,
scaleX: 4,
scaleY: 4
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
lightning.destroy();
}
});
// Find next target
var nextTarget = null;
var nextDistance = Infinity;
for (var i = 0; i < allEnemies.length; i++) {
var enemy = allEnemies[i];
if (hitEnemies.indexOf(enemy) === -1) {
var dx = enemy.x - currentTarget.x;
var dy = enemy.y - currentTarget.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < spell.chainRange && distance < nextDistance) {
nextDistance = distance;
nextTarget = enemy;
}
}
}
currentTarget = nextTarget;
}
};
self.castHeal = function (spell) {
var healing = spell.healing * self.comboMultiplier;
wizard.health = Math.min(wizard.health + healing, wizard.maxHealth);
updateHealthBar();
LK.effects.flashObject(wizard, 0x00FF00, 500);
};
self.castShield = function (spell) {
wizard.shieldActive = true;
wizard.maxShieldHits = spell.shieldStrength;
wizard.currentShieldHits = 0;
wizard.shieldReflect = spell.reflectDamage;
LK.effects.flashObject(wizard, 0x0080FF, 500);
};
self.castMeteor = function (spell, targetX, targetY) {
var meteor = game.addChild(LK.getAsset('spell', {
anchorX: 0.5,
anchorY: 0.5,
x: targetX,
y: targetY - 500,
scaleX: 3,
scaleY: 3
}));
meteor.tint = 0xFF4500;
tween(meteor, {
y: targetY,
scaleX: 5,
scaleY: 5
}, {
duration: 1000,
easing: tween.easeIn,
onFinish: function onFinish() {
// Area damage
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 - targetX;
var dy = enemy.y - targetY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= spell.areaRadius) {
enemy.takeDamage(spell.damage * self.comboMultiplier);
enemy.frozen = true;
enemy.frozenTimer = spell.stunDuration / 1000 * 60;
}
}
LK.effects.flashScreen(0xFF4500, 500);
meteor.destroy();
}
});
};
self.castTeleport = function (spell, targetX, targetY) {
var oldX = wizard.x;
var oldY = wizard.y;
wizard.x = targetX;
wizard.y = targetY;
// Teleport effects
LK.effects.flashObject(wizard, 0x8000FF, 300);
// Invulnerability
wizard.teleportInvuln = true;
tween({}, {}, {
duration: spell.invulnDuration,
onFinish: function onFinish() {
wizard.teleportInvuln = false;
}
});
};
self.castTimeSlow = function (spell) {
// Apply time slow to all enemies
var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses);
for (var i = 0; i < allEnemies.length; i++) {
var enemy = allEnemies[i];
enemy.timeSlowed = true;
enemy.timeSlowAmount = spell.slowAmount;
enemy.timeSlowTimer = spell.duration / 1000 * 60;
}
LK.effects.flashScreen(0x8000FF, 300);
};
// Update mana regeneration
self.updateMana = function () {
self.manaRegenTimer++;
if (self.manaRegenTimer >= 60) {
// Every second
self.manaRegenTimer = 0;
self.currentMana = Math.min(self.currentMana + self.manaRegenRate, self.maxMana);
}
};
// Update combo timer
self.updateCombo = function () {
if (self.comboTimer > 0) {
self.comboTimer--;
if (self.comboTimer <= 0) {
self.comboMultiplier = 1.0;
}
}
};
// Update spell evolution
self.updateSpellEvolution = function (spellId) {
if (!self.spellEvolutions[spellId]) {
self.spellEvolutions[spellId] = 0;
}
self.spellEvolutions[spellId]++;
// Check for evolution milestones
if (self.spellEvolutions[spellId] % 10 === 0) {
self.evolveSpell(spellId);
}
};
// Evolve spell
self.evolveSpell = function (spellId) {
var spell = self.getSpell(spellId);
if (!spell) return;
// Enhance spell based on usage
switch (spellId) {
case 'fireball':
spell.damage += 25;
spell.areaRadius += 20;
break;
case 'iceShard':
spell.damage += 15;
spell.freezeDuration += 500;
break;
case 'lightning':
spell.chainTargets += 1;
spell.chainRange += 50;
break;
case 'heal':
spell.healing += 10;
break;
}
};
// Get spell evolution level
self.getEvolutionLevel = function (spellId) {
return Math.floor((self.spellEvolutions[spellId] || 0) / 10);
};
// Unlock spell based on achievements
self.unlockSpell = function (spellId) {
for (var i = 0; i < self.availableSpells.length; i++) {
if (self.availableSpells[i].id === spellId) {
self.availableSpells[i].unlocked = true;
storage.unlockedSpells = storage.unlockedSpells || [];
if (storage.unlockedSpells.indexOf(spellId) === -1) {
storage.unlockedSpells.push(spellId);
}
break;
}
}
};
// Load unlocked spells from storage
self.loadUnlockedSpells = function () {
var unlockedSpells = storage.unlockedSpells || [];
for (var i = 0; i < unlockedSpells.length; i++) {
var spellId = unlockedSpells[i];
for (var j = 0; j < self.availableSpells.length; j++) {
if (self.availableSpells[j].id === spellId) {
self.availableSpells[j].unlocked = true;
break;
}
}
}
};
// Add spell to deck
self.addToDeck = function (spellId) {
if (self.currentDeck.length >= 5) return false;
if (self.currentDeck.indexOf(spellId) !== -1) return false;
var spell = self.getSpell(spellId);
if (spell && spell.unlocked) {
self.currentDeck.push(spellId);
storage.spellDeck = self.currentDeck;
return true;
}
return false;
};
// Remove spell from deck
self.removeFromDeck = function (spellId) {
var index = self.currentDeck.indexOf(spellId);
if (index !== -1) {
self.currentDeck.splice(index, 1);
storage.spellDeck = self.currentDeck;
return true;
}
return false;
};
// Get spell data by ID
self.getSpell = function (spellId) {
for (var i = 0; i < self.availableSpells.length; i++) {
if (self.availableSpells[i].id === spellId) {
return self.availableSpells[i];
}
}
return null;
};
// Get rarity color
self.getRarityColor = function (rarity) {
switch (rarity) {
case 'common':
return 0xFFFFFF;
case 'rare':
return 0x0080FF;
case 'epic':
return 0x8000FF;
case 'legendary':
return 0xFF8000;
default:
return 0xFFFFFF;
}
};
// Initialize unlocked spells
self.loadUnlockedSpells();
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 directamente sobre los enemigos para atacarlos con hechizos.',
duration: 3000,
showSkip: true,
highlightElement: 'screen',
waitForTap: true
}, {
id: 'enemies_approach',
title: 'ENEMIGOS Y MEJORAS',
description: 'Los esqueletos vienen por 5 caminos diferentes. Toca directamente sobre cada enemigo para atacarlo. Gana monedas y desbloquea mejoras cada 12 enemigos.',
duration: 3000,
spawnDemoEnemy: true,
highlightElement: 'coinCounter'
}, {
id: 'tutorial_complete',
title: 'TUTORIAL COMPLETADO!',
description: 'Recuerda: toca directamente sobre los enemigos para atacarlos. Cuida tu salud y sobrevive el mayor tiempo posible. ¡Buena suerte!',
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;
});
// Impact effect function now handled by BaseDamageHandler
// Unified death handler for all enemy types using enemy configuration
var UnifiedDeathHandler = Container.expand(function () {
var self = Container.call(this);
// Execute enemy death with consolidated coin and reward logic
self.executeEnemyDeath = function (enemy, enemyArray) {
enemy.animationState = 'dying';
enemy.currentFrame = 3;
LK.getSound('painSound').play();
enemy.isDying = true;
// Use enemy's own type configuration for death properties
var config = enemy.typeConfig;
var deathRotation = config.deathRotation || Math.PI * 0.5;
var numCoins = config.coinReward || 1;
// Special cleanup for mini boss UI elements
if (enemy.enemyType === 'miniBoss') {
self.cleanupMiniBossUI(enemy);
}
// Execute unified death animation
tween(enemy, {
alpha: 0,
scaleX: 0.3,
scaleY: 0.3,
rotation: deathRotation
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
self.handleDeathRewards(enemy, numCoins);
self.updateProgression(enemy);
self.cleanupEnemy(enemy, enemyArray);
}
});
};
// Clean up mini boss UI elements
self.cleanupMiniBossUI = function (enemy) {
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();
}
};
// Handle coin drops and difficulty-based rewards
self.handleDeathRewards = function (enemy, numCoins) {
var selectedDifficulty = storage.difficulty || 'NORMAL';
for (var coinIdx = 0; coinIdx < numCoins; coinIdx++) {
var coin = game.addChild(new Coin());
coin.x = enemy.x + (enemy.enemyType === 'miniBoss' ? (Math.random() - 0.5) * 200 : 0);
coin.y = enemy.y - 50 + (enemy.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 + (enemy.enemyType === 'miniBoss' ? coinIdx * 200 : 0),
easing: tween.easeOut,
onFinish: function onFinish() {
self.processCoinReward(enemy, selectedDifficulty, coin);
}
});
}
};
// Process coin rewards with difficulty modifiers
self.processCoinReward = function (enemy, selectedDifficulty, coin) {
var coinReward = enemy.enemyType === 'miniBoss' ? 10 : 1;
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);
// Easy difficulty healing bonus
if (selectedDifficulty === 'FACIL' && Math.random() < 0.15) {
wizard.health = Math.min(wizard.health + 5, wizard.maxHealth);
updateHealthBar();
LK.effects.flashObject(wizard, 0x00FF00, 200);
}
// Remove coin from tracking array
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i] === coin) {
coins.splice(i, 1);
break;
}
}
coin.destroy();
};
// Update kill counter and experience progression
self.updateProgression = function (enemy) {
var killIncrement = enemy.enemyType === 'miniBoss' ? 10 : 1;
enemyKillCounter += killIncrement;
killCountText.setText('Puntuacion: ' + enemyKillCounter);
wizard.gainExperience(enemy.enemyType === 'miniBoss' ? 250 : 25);
if (selectedEnemy === enemy) {
selectedEnemy = null;
}
};
// Clean up enemy from arrays and game
self.cleanupEnemy = function (enemy, enemyArray) {
// 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);
};
return self;
});
// Create global death handler instance
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 = [];
// Get projectile configuration from unified config
var config = GAME_CONFIG.projectiles[self.projectileType];
if (!config) {
console.error('Unknown projectile type:', self.projectileType);
config = GAME_CONFIG.projectiles.projectile; // fallback
}
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 using unified system
self.handleCollisions();
};
// Unified collision handling for all projectile types
self.handleCollisions = function () {
if (self.projectileType === 'fireBall') {
// Area collision for fireball
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);
self.createFireEffects(enemy);
self.removeFromGame();
return;
}
self.lastIntersecting[i] = currentIntersecting;
}
} else {
// Single target collision for regular projectiles
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;
self.targetEnemy.takeDamage(damage);
self.removeFromGame();
return;
}
self.lastIntersecting.target = currentIntersecting;
} else {
self.removeFromGame();
}
}
};
// Create fire explosion effects for fireball projectiles
self.createFireEffects = function (enemy) {
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 = 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;
});
// UpgradeMenu class removed - using spell deck system instead
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.shieldActive = false; // Track shield status
// Upgrade system removed - simplified wizard properties
// 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;
}
// Upgrade menu removed - no pause needed
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;
}
// Upgrade-based abilities removed - using spell deck system instead
// Use unified animation system similar to enemies
self.animationTimer++;
if (self.animationTimer >= self.animationSpeed) {
self.animationTimer = 0;
// Hide current frame
self.wizardFrames[self.currentFrame - 1].visible = false;
// Move to next frame (walking state)
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 for wizard attack
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 teleport invulnerability is active
if (self.teleportInvuln) {
globalDamageHandler.createFlashEffect(self, 0x8000FF, 200);
return;
}
// 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
globalDamageHandler.createFlashEffect(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
globalDamageHandler.createFlashEffect(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;
}
// Use unified damage handler for core damage logic
self.health -= damage;
globalDamageHandler.createFlashEffect(self, 0xFF0000, 200);
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
globalDamageHandler.createFlashEffect(enemy, 0xFFD700, 500);
// Create golden explosion particles
globalDamageHandler.createVisualEffect('explosion', enemy, {
explosionColor: 0xFFD700,
explosionScale: 4.0
});
// Kill ALL enemies instantly by calling die() method
enemy.die();
}
// Visual effects for revival
LK.effects.flashScreen(0x00FF00, 1500); // Green flash for revival
globalDamageHandler.createFlashEffect(self, 0xFFD700, 1000); // Golden flash on wizard
// Create healing aura effect
globalDamageHandler.createVisualEffect('explosion', self, {
explosionColor: 0x00FF00,
explosionScale: 8.0
});
// 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
});
}
});
};
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
// Unified Projectile Factory using consolidated GAME_CONFIG.projectiles
var ProjectileFactory = {
createProjectile: function createProjectile(type, startX, startY, targetX, targetY, overrides) {
var config = GAME_CONFIG.projectiles[type];
if (!config) {
console.error('Unknown projectile type:', type);
config = GAME_CONFIG.projectiles.projectile; // fallback
}
var projectile = game.addChild(new UnifiedProjectile(type));
projectile.x = startX;
projectile.y = startY;
// Apply configuration overrides
if (overrides) {
for (var key in overrides) {
projectile[key] = overrides[key];
}
}
// Calculate direction if target provided
if (targetX !== undefined && targetY !== undefined) {
var dx = targetX - startX;
var dy = targetY - startY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
projectile.direction.x = dx / distance;
projectile.direction.y = dy / distance;
}
}
return projectile;
},
createSpellProjectile: function createSpellProjectile(spellId, wizard, targetX, targetY) {
switch (spellId) {
case 'fireball':
return this.createProjectile('fireBall', wizard.x, wizard.y, targetX, targetY, {
damage: 150 * (activeSpellDeck.comboMultiplier || 1)
});
case 'iceShard':
return this.createProjectile('projectile', wizard.x, wizard.y, targetX, targetY, {
damage: 100 * (activeSpellDeck.comboMultiplier || 1),
freezeEffect: true,
freezeDuration: 2000
});
case 'energyBeam':
return this.createProjectile('energyBeam', wizard.x, wizard.y, targetX, targetY, {
damage: 100
});
default:
return this.createProjectile('projectile', wizard.x, wizard.y, targetX, targetY);
}
},
createBasicAttack: function createBasicAttack(wizard, enemy) {
return this.createProjectile('projectile', wizard.x, wizard.y, enemy.x, enemy.y, {
targetEnemy: enemy,
damage: 100
});
}
};
}
}
}
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
// 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;
}
}
// Create fire ball projectile using unified factory
var targetX = closestEnemy ? closestEnemy.x : self.x;
var targetY = closestEnemy ? closestEnemy.y : self.y - 100;
var fireBall = ProjectileFactory.createProjectile('fireBall', self.x, self.y, targetX, targetY);
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
****/
// Create global damage handler instance
var globalDamageHandler = new BaseDamageHandler();
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
// Unified GAME_CONFIG with centralized enemy configurations and factory systems
var GAME_CONFIG = {
// Core enemy configurations with all types consolidated
enemies: {
skeleton: {
assetPrefix: 'esqueleto',
scale: 3.0,
baseHealth: 100,
baseSpeed: 3,
animationSpeed: 15,
vibration: 50,
damageTextSize: 120,
damageTextColor: 0xFF4444,
impactScale: 1.5,
deathRotation: Math.PI * 0.5,
scoreReward: 10,
startThreshold: 0,
coinReward: 1,
damage: 20,
spawnInterval: {
FACIL: {
base: 120,
min: 60,
scaling: 5
},
NORMAL: {
base: 90,
min: 40,
scaling: 6
},
DIFICIL: {
base: 90,
min: 40,
scaling: 6
}
},
arrayName: 'enemies',
maxOnScreen: 8,
pathPreference: 'center',
eliteChance: 0.20,
soundOnSpawn: 0.3
},
ogre: {
assetPrefix: 'ogre',
scale: 3.0,
baseHealth: 200,
baseSpeed: 2.5,
animationSpeed: 20,
vibration: 75,
damageTextSize: 130,
damageTextColor: 0xFF6600,
impactScale: 2.0,
deathRotation: Math.PI * 1.2,
scoreReward: 15,
startThreshold: 15,
coinReward: 1,
damage: 30,
spawnInterval: {
FACIL: 240,
NORMAL: 180,
DIFICIL: 120
},
arrayName: 'ogres',
maxOnScreen: 4,
pathPreference: 'outer',
eliteChance: 0.15,
resistances: ['ice'],
specialAbilities: ['charge']
},
knight: {
assetPrefix: 'knight',
scale: 3.0,
baseHealth: 300,
baseSpeed: 2,
animationSpeed: 22,
vibration: 100,
damageTextSize: 140,
damageTextColor: 0xFFD700,
impactScale: 1.8,
deathRotation: Math.PI * 0.8,
scoreReward: 20,
startThreshold: {
FACIL: 40,
NORMAL: 30,
DIFICIL: 20
},
coinReward: 1,
damage: 40,
spawnInterval: {
FACIL: 420,
NORMAL: 300,
DIFICIL: 240
},
arrayName: 'knights',
maxOnScreen: 3,
pathPreference: 'any',
eliteChance: 0.10,
armor: 50,
resistances: ['physical'],
specialAbilities: ['block', 'counter']
},
miniBoss: {
assetPrefix: 'knight',
scale: 5.0,
baseHealth: 3000,
baseSpeed: 4,
animationSpeed: 12,
vibration: [100, 50, 100],
damageTextSize: 160,
damageTextColor: 0xFF0000,
impactScale: 2.5,
deathRotation: Math.PI * 2,
scoreReward: 100,
tint: 0x8B0000,
startThreshold: 80,
endThreshold: 85,
spawnChance: 0.02,
coinReward: 5,
damage: 75,
arrayName: 'miniBosses',
maxOnScreen: 1,
pathPreference: 'center',
phases: [{
healthThreshold: 0.66,
speedBoost: 1.5,
abilities: ['rage']
}, {
healthThreshold: 0.33,
speedBoost: 2.0,
abilities: ['rage', 'summon']
}],
immunities: ['freeze', 'slow'],
specialAbilities: ['regeneration', 'aoe_attack']
}
},
// Unified enemy configuration factory
createEnemyConfig: function createEnemyConfig(type, overrides) {
var base = this.enemies[type];
if (!base) {
console.error('Enemy type not found:', type);
return this.enemies.skeleton; // fallback to skeleton
}
var config = {};
// Deep copy base configuration
for (var key in base) {
if (_typeof(base[key]) === 'object' && base[key] !== null && !Array.isArray(base[key])) {
config[key] = {};
for (var subKey in base[key]) {
config[key][subKey] = base[key][subKey];
}
} else {
config[key] = base[key];
}
}
// Apply overrides
if (overrides) {
for (var key in overrides) {
if (_typeof(overrides[key]) === 'object' && overrides[key] !== null && !Array.isArray(overrides[key])) {
if (!config[key]) config[key] = {};
for (var subKey in overrides[key]) {
config[key][subKey] = overrides[key][subKey];
}
} else {
config[key] = overrides[key];
}
}
}
return config;
},
// Path configurations
paths: {
count: 5,
angles: [-Math.PI / 2, -Math.PI / 3, -2 * Math.PI / 3, Math.PI / 6, 5 * Math.PI / 6],
spawnPositions: [{
x: 2048 / 2,
y: -100
},
// Center path
{
x: 2048 + 50,
y: -50
},
// Top right
{
x: -50,
y: -50
},
// Top left
{
x: -100,
y: 2732 / 2 + 400
},
// Left edge
{
x: 2048 + 100,
y: 2732 / 2 + 400
} // Right edge
]
},
// Gameplay configurations with difficulty scaling
gameplay: {
maxEnemiesOnScreen: 15,
pathCooldown: 300,
upgradeMenuTriggers: [12, 35, 50, 70],
baseUpgradeCost: 5,
upgradeCostIncrease: 5,
attackCooldown: 30,
projectileSpeed: 50,
wizardAnimationSpeed: 18,
segmentSize: 120,
difficultyScaling: {
FACIL: {
healthMult: 0.8,
speedMult: 0.9,
bonusCoins: true,
healingChance: 0.15
},
NORMAL: {
healthMult: 1.0,
speedMult: 1.0,
standardRewards: true
},
DIFICIL: {
healthMult: 1.2,
speedMult: 1.1,
eliteEnemies: true,
reducedCoins: true
}
}
},
// Projectile configurations
projectiles: {
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
}
},
// UI management
ui: {
healthBar: {
x: 120,
y: 20,
scaleX: 1.0,
scaleY: 1.0
},
healthBarBg: {
x: 120,
y: 20,
scaleX: 1.0,
scaleY: 1.0
},
coinText: {
x: 120,
y: 90,
size: 60,
fill: 0xFFD700,
font: "monospace"
},
killText: {
x: 120,
y: 150,
size: 60,
fill: 0xFF6B6B,
font: "monospace"
},
healthText: {
x: 120,
y: 50,
size: 50,
fill: 0xFFFFFF,
font: "monospace"
},
tapText: {
size: 100,
yOffset: -200,
fill: 0xFF6B6B,
font: "monospace"
},
manaBar: {
x: -300,
y: 20,
scaleX: 2,
scaleY: 0.5
},
manaBarBg: {
x: -300,
y: 20,
scaleX: 2,
scaleY: 0.5
},
manaText: {
x: -300,
y: 50,
size: 40,
fill: 0x4169E1,
font: "monospace"
},
spellSlots: {
startX: -200,
spacing: 100,
y: -100,
scaleX: 1.5,
scaleY: 1.5,
count: 5
},
miniBossHealthBar: {
x: 2048 / 2,
y: 200,
bgScaleX: 1.0,
bgScaleY: 1.0,
fgScaleX: 1.0,
fgScaleY: 1.0,
textSize: 40,
textY: 150
}
}
};
// Game state variables
var gameStarted = false;
var gameMenu;
// Upgrade menu variables removed
var selectedEnemy = null; // Track currently selected enemy for projectile targeting
var energySphere = null; // Track energy sphere instance
// Upgrade system removed - using spell deck system instead
// Upgrade system removed - using spell deck system instead
// Game arrays to track objects
var enemies = [];
var ogres = [];
var knights = [];
var miniBosses = [];
var coins = [];
var projectiles = [];
// Removed combo system variables
// 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 active spell deck system
var activeSpellDeck = new SpellDeck();
var spellSlots = [];
var manaBar, manaBarBg, manaText;
// Create spell UI
function createSpellUI() {
// Mana bar
manaBarBg = LK.getAsset('manaBarBg', {
anchorX: 0,
anchorY: 0,
scaleX: GAME_CONFIG.ui.manaBarBg.scaleX,
scaleY: GAME_CONFIG.ui.manaBarBg.scaleY
});
LK.gui.topRight.addChild(manaBarBg);
manaBarBg.x = GAME_CONFIG.ui.manaBarBg.x;
manaBarBg.y = GAME_CONFIG.ui.manaBarBg.y;
manaBarBg.visible = false;
manaBar = LK.getAsset('manaBar', {
anchorX: 0,
anchorY: 0,
scaleX: GAME_CONFIG.ui.manaBar.scaleX,
scaleY: GAME_CONFIG.ui.manaBar.scaleY
});
LK.gui.topRight.addChild(manaBar);
manaBar.x = GAME_CONFIG.ui.manaBar.x;
manaBar.y = GAME_CONFIG.ui.manaBar.y;
manaBar.visible = false;
manaText = new Text2('Mana: 100/100', {
size: GAME_CONFIG.ui.manaText.size,
fill: GAME_CONFIG.ui.manaText.fill,
font: GAME_CONFIG.ui.manaText.font
});
manaText.anchor.set(0, 0);
LK.gui.topRight.addChild(manaText);
manaText.x = GAME_CONFIG.ui.manaText.x;
manaText.y = GAME_CONFIG.ui.manaText.y;
manaText.visible = false;
// Spell slots
for (var i = 0; i < GAME_CONFIG.ui.spellSlots.count; i++) {
var slot = LK.getAsset('spellSlot', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: GAME_CONFIG.ui.spellSlots.scaleX,
scaleY: GAME_CONFIG.ui.spellSlots.scaleY
});
LK.gui.bottom.addChild(slot);
slot.x = GAME_CONFIG.ui.spellSlots.startX + i * GAME_CONFIG.ui.spellSlots.spacing;
slot.y = GAME_CONFIG.ui.spellSlots.y;
slot.visible = false;
slot.slotIndex = i;
// Add spell icon if spell exists
if (i < activeSpellDeck.currentDeck.length) {
var spellId = activeSpellDeck.currentDeck[i];
var spell = activeSpellDeck.getSpell(spellId);
if (spell) {
var spellIcon = LK.getAsset('spell', {
anchorX: 0.5,
anchorY: 0.5
});
slot.addChild(spellIcon);
spellIcon.tint = activeSpellDeck.getRarityColor(spell.rarity);
spellIcon.scaleX = 0.8;
spellIcon.scaleY = 0.8;
slot.spellId = spellId;
slot.spellIcon = spellIcon;
}
}
// Add click handler for spell casting
slot.down = function (x, y, obj) {
if (obj.spellId && activeSpellDeck.canCastSpell(obj.spellId)) {
// Cast spell at wizard position or target
var spell = activeSpellDeck.getSpell(obj.spellId);
if (spell) {
var targetX = wizard.x;
var targetY = wizard.y - 100;
// Find nearest enemy for targeted spells
if (spell.id === 'fireball' || spell.id === 'iceShard' || spell.id === 'lightning') {
var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses);
var nearestEnemy = null;
var nearestDistance = Infinity;
for (var e = 0; e < allEnemies.length; e++) {
var enemy = allEnemies[e];
var dx = enemy.x - wizard.x;
var dy = enemy.y - wizard.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = enemy;
}
}
if (nearestEnemy) {
targetX = nearestEnemy.x;
targetY = nearestEnemy.y;
}
}
activeSpellDeck.castSpell(obj.spellId, targetX, targetY);
LK.effects.flashObject(obj, 0x00FF00, 200);
}
} else {
LK.effects.flashObject(obj, 0xFF0000, 200);
}
};
spellSlots.push(slot);
}
}
// Update mana bar
function updateManaBar() {
if (!manaBar || !manaText) return;
var manaPercent = activeSpellDeck.currentMana / activeSpellDeck.maxMana;
manaBar.scaleX = manaPercent * 2;
manaText.setText('Mana: ' + Math.floor(activeSpellDeck.currentMana) + '/' + activeSpellDeck.maxMana);
}
// Update spell slot cooldowns
function updateSpellSlots() {
for (var i = 0; i < spellSlots.length; i++) {
var slot = spellSlots[i];
if (slot.spellId) {
var spell = activeSpellDeck.getSpell(slot.spellId);
if (spell) {
var cooldownEnd = activeSpellDeck.spellCooldowns[slot.spellId] || 0;
var isOnCooldown = cooldownEnd > LK.ticks;
// Update visual state
if (isOnCooldown) {
slot.alpha = 0.5;
// Show cooldown overlay
if (!slot.cooldownOverlay) {
slot.cooldownOverlay = LK.getAsset('cooldownOverlay', {
anchorX: 0.5,
anchorY: 0.5
});
slot.addChild(slot.cooldownOverlay);
slot.cooldownOverlay.alpha = 0.7;
}
// Update cooldown progress
var remaining = cooldownEnd - LK.ticks;
var total = spell.cooldown / 1000 * 60;
var progress = 1 - remaining / total;
slot.cooldownOverlay.scaleY = 1 - progress;
} else {
slot.alpha = 1.0;
if (slot.cooldownOverlay) {
slot.cooldownOverlay.destroy();
slot.cooldownOverlay = null;
}
}
}
}
}
}
// Initialize spell UI
createSpellUI();
// Initialize spell unlocking system
var lastUnlockCheck = 0;
function checkSpellUnlocks() {
if (!gameMenu.spellDeck) {
gameMenu.spellDeck = new SpellDeck();
}
// Only check unlocks when kill counter changes
if (enemyKillCounter === lastUnlockCheck) return;
lastUnlockCheck = enemyKillCounter;
// Unlock spells based on achievements with messages
if (enemyKillCounter >= 10 && !storage.lightningUnlocked) {
storage.lightningUnlocked = true;
gameMenu.spellDeck.unlockSpell('lightning');
LK.effects.flashScreen(0x00FFFF, 500);
showSpellUnlockMessage('LIGHTNING', 'Cadena de rayos entre enemigos');
}
if (enemyKillCounter >= 25 && !storage.shieldUnlocked) {
storage.shieldUnlocked = true;
gameMenu.spellDeck.unlockSpell('shield');
LK.effects.flashScreen(0x0080FF, 500);
showSpellUnlockMessage('MAGIC SHIELD', 'Inmunidad temporal al daño');
}
if (enemyKillCounter >= 50 && !storage.teleportUnlocked) {
storage.teleportUnlocked = true;
gameMenu.spellDeck.unlockSpell('teleport');
LK.effects.flashScreen(0x8000FF, 500);
showSpellUnlockMessage('TELEPORT', 'Mueve instantáneamente al mago');
}
if (enemyKillCounter >= 75 && !storage.timeSlowUnlocked) {
storage.timeSlowUnlocked = true;
gameMenu.spellDeck.unlockSpell('timeSlow');
LK.effects.flashScreen(0xFF8000, 500);
showSpellUnlockMessage('TIME SLOW', 'Ralentiza todos los enemigos');
}
if (enemyKillCounter >= 100 && !storage.meteorUnlocked) {
storage.meteorUnlocked = true;
gameMenu.spellDeck.unlockSpell('meteor');
LK.effects.flashScreen(0xFF0000, 500);
showSpellUnlockMessage('METEOR', 'Daño masivo en área');
}
}
function showSpellUnlockMessage(spellName, description) {
var unlockText = new Text2('NUEVO HECHIZO DESBLOQUEADO!\n' + spellName + '\n' + description, {
size: 60,
fill: 0xFFD700,
font: "monospace"
});
unlockText.anchor.set(0.5, 0.5);
unlockText.x = 2048 / 2;
unlockText.y = 2732 / 2;
game.addChild(unlockText);
// Animate unlock message
tween(unlockText, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 0.8
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(unlockText, {
alpha: 0,
y: unlockText.y - 200
}, {
duration: 1000,
easing: tween.easeIn,
onFinish: function onFinish() {
if (unlockText.parent) unlockText.destroy();
}
});
}
});
}
// Upgrade system removed - using spell deck system instead
// Create unified path system - all 5 paths at once
var paths = [];
var knightX = 2048 / 2;
var knightY = 2732 - 250;
var pathAngles = [-Math.PI / 2, -Math.PI / 3, -2 * Math.PI / 3, Math.PI / 6, 5 * Math.PI / 6];
var wizardX = knightX;
var wizardY = 2732 - 600;
// Unified path creation function
function createUnifiedPaths() {
var spawnPositions = GAME_CONFIG.paths.spawnPositions;
for (var p = 0; p < GAME_CONFIG.paths.count; p++) {
var angle = GAME_CONFIG.paths.angles[p];
var spawnPos = spawnPositions[p];
var actualPathLength = Math.sqrt((spawnPos.x - wizardX) * (spawnPos.x - wizardX) + (spawnPos.y - wizardY) * (spawnPos.y - wizardY));
// Create stone segments
var segmentSize = GAME_CONFIG.gameplay.segmentSize;
var numSegments = Math.floor(actualPathLength / segmentSize);
for (var s = 0; s < numSegments; s++) {
var segmentDistance = s * segmentSize + segmentSize / 2;
var segmentX = spawnPos.x - Math.cos(angle) * segmentDistance;
var segmentY = spawnPos.y - Math.sin(angle) * segmentDistance;
if (segmentX >= -100 && segmentX <= 2148 && segmentY >= -100 && segmentY <= 2832) {
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
}));
stoneSegment.alpha = 0;
stoneSegment.visible = false;
stoneSegment.pathIndex = p;
}
}
// Create collision area
var centerX = (spawnPos.x + wizardX) / 2;
var centerY = (spawnPos.y + wizardY) / 2;
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
}));
path.alpha = 0;
path.visible = false;
path.pathIndex = p;
// Add path number
var pathNumber = new Text2((p + 1).toString(), {
size: 120,
fill: 0xFFD700,
font: "monospace"
});
pathNumber.anchor.set(0.5, 0.5);
pathNumber.x = spawnPos.x;
pathNumber.y = spawnPos.y - 80;
pathNumber.visible = false;
pathNumber.pathIndex = p;
game.addChild(pathNumber);
// Add touch handler
path.down = function (x, y, obj) {
wizard.attack(obj.pathIndex);
};
paths.push(path);
}
}
// Create all paths
createUnifiedPaths();
// 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: GAME_CONFIG.ui.coinText.size,
fill: GAME_CONFIG.ui.coinText.fill,
font: GAME_CONFIG.ui.coinText.font
});
coinText.anchor.set(0, 0);
LK.gui.topLeft.addChild(coinText);
coinText.x = GAME_CONFIG.ui.coinText.x;
coinText.y = GAME_CONFIG.ui.coinText.y;
coinText.visible = false;
var killCountText = new Text2('Puntuacion: 0', {
size: GAME_CONFIG.ui.killText.size,
fill: GAME_CONFIG.ui.killText.fill,
font: GAME_CONFIG.ui.killText.font
});
killCountText.anchor.set(0, 0);
LK.gui.topLeft.addChild(killCountText);
killCountText.x = GAME_CONFIG.ui.killText.x;
killCountText.y = GAME_CONFIG.ui.killText.y;
killCountText.visible = false;
var tapText = new Text2('TAP ENEMIES TO ATTACK!', {
size: GAME_CONFIG.ui.tapText.size,
fill: GAME_CONFIG.ui.tapText.fill,
font: GAME_CONFIG.ui.tapText.font
});
tapText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(tapText);
tapText.y = GAME_CONFIG.ui.tapText.yOffset;
tapText.visible = false;
// Health bar UI
var healthBarBg = LK.getAsset('healthBarBg', {
anchorX: 0,
anchorY: 0,
scaleX: GAME_CONFIG.ui.healthBarBg.scaleX,
scaleY: GAME_CONFIG.ui.healthBarBg.scaleY
});
LK.gui.topLeft.addChild(healthBarBg);
healthBarBg.x = GAME_CONFIG.ui.healthBarBg.x;
healthBarBg.y = GAME_CONFIG.ui.healthBarBg.y;
healthBarBg.visible = false;
var healthBar = LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 0,
scaleX: GAME_CONFIG.ui.healthBar.scaleX,
scaleY: GAME_CONFIG.ui.healthBar.scaleY
});
LK.gui.topLeft.addChild(healthBar);
healthBar.x = GAME_CONFIG.ui.healthBar.x;
healthBar.y = GAME_CONFIG.ui.healthBar.y;
healthBar.visible = false;
var healthText = new Text2('Health: 100/100', {
size: GAME_CONFIG.ui.healthText.size,
fill: GAME_CONFIG.ui.healthText.fill,
font: GAME_CONFIG.ui.healthText.font
});
healthText.anchor.set(0, 0);
LK.gui.topLeft.addChild(healthText);
healthText.x = GAME_CONFIG.ui.healthText.x;
healthText.y = GAME_CONFIG.ui.healthText.y;
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 spawn system using centralized configuration and arrays
var SPAWN_SYSTEM = {
timers: {
skeleton: 0,
ogre: 0,
knight: 0,
miniBoss: 0
},
intervals: {},
arrays: {
skeleton: function skeleton() {
return enemies;
},
ogre: function ogre() {
return ogres;
},
knight: function knight() {
return knights;
},
miniBoss: function miniBoss() {
return miniBosses;
}
},
updateIntervals: function updateIntervals(difficulty, difficultyLevel) {
var skeletonConfig = GAME_CONFIG.enemies.skeleton.spawnInterval[difficulty];
var ogreConfig = GAME_CONFIG.enemies.ogre.spawnInterval[difficulty];
var knightConfig = GAME_CONFIG.enemies.knight.spawnInterval[difficulty];
// Calculate skeleton spawn interval with scaling
this.intervals.skeleton = Math.max(skeletonConfig.min, skeletonConfig.base - difficultyLevel * skeletonConfig.scaling);
// Static intervals for other enemy types
this.intervals.ogre = ogreConfig;
this.intervals.knight = knightConfig;
this.intervals.miniBoss = 60; // Check every second for miniboss
},
canSpawn: function canSpawn(type, totalEnemies) {
var config = GAME_CONFIG.enemies[type];
if (!config) return false;
var currentArray = this.arrays[type]();
var maxOnScreen = config.maxOnScreen || 15;
var difficulty = storage.difficulty || 'NORMAL';
switch (type) {
case 'skeleton':
return this.timers.skeleton >= this.intervals.skeleton && miniBosses.length === 0 && totalEnemies < GAME_CONFIG.gameplay.maxEnemiesOnScreen && currentArray.length < maxOnScreen;
case 'ogre':
return this.timers.ogre >= this.intervals.ogre && enemyKillCounter >= config.startThreshold && miniBosses.length === 0 && currentArray.length < maxOnScreen;
case 'knight':
var threshold = _typeof(config.startThreshold) === 'object' ? config.startThreshold[difficulty] : config.startThreshold;
return this.timers.knight >= this.intervals.knight && enemyKillCounter >= threshold && miniBosses.length === 0 && currentArray.length < maxOnScreen;
case 'miniBoss':
return this.timers.miniBoss >= this.intervals.miniBoss && enemyKillCounter >= config.startThreshold && enemyKillCounter <= config.endThreshold && currentArray.length === 0 && Math.random() < config.spawnChance;
}
return false;
},
resetTimer: function resetTimer(type) {
this.timers[type] = 0;
},
incrementTimers: function incrementTimers() {
for (var type in this.timers) {
this.timers[type]++;
}
}
};
// Game input handling
game.down = function (x, y, obj) {
// Tap-to-attack is now handled directly by individual enemies
// No need for path-based attacks since enemies handle their own tap events
};
// Create global death handler instance
var globalDeathHandler = new UnifiedDeathHandler();
// Unified death animation function for all enemy types
function createEnemyDeathAnimation(enemy, enemyType, enemyArray) {
globalDeathHandler.executeEnemyDeath(enemy, enemyArray);
}
// 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
}
});
}
// Upgrade menus removed - using spell deck system instead
// 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
}
// Unified Enemy Factory using consolidated GAME_CONFIG
var EnemyFactory = {
createEnemy: function createEnemy(type, difficulty, level, pathOverride) {
var baseConfig = GAME_CONFIG.enemies[type];
if (!baseConfig) {
console.error('Unknown enemy type:', type);
return null;
}
// Create enemy with unified configuration
var config = this.calculateEnemyStats(baseConfig, difficulty, level);
var enemy = new Enemy(type, config);
this.setupEnemyPosition(enemy, pathOverride || this.selectOptimalPath(type));
// Apply special enhancements
this.applyDifficultyModifications(enemy, type, difficulty, level);
return enemy;
},
calculateEnemyStats: function calculateEnemyStats(baseConfig, difficulty, level) {
var diffMultipliers = GAME_CONFIG.gameplay.difficultyScaling[difficulty] || GAME_CONFIG.gameplay.difficultyScaling.NORMAL;
return GAME_CONFIG.createEnemyConfig(baseConfig.assetPrefix.replace(/\d+$/, ''), {
health: Math.floor(baseConfig.baseHealth * (diffMultipliers.healthMult || 1.0)),
speed: baseConfig.baseSpeed * (diffMultipliers.speedMult || 1.0) * (1 + level * (difficulty === 'DIFICIL' ? 0.5 : difficulty === 'NORMAL' ? 0.3 : 0.2))
});
},
setupEnemyPosition: function setupEnemyPosition(enemy, pathIndex) {
enemy.pathIndex = pathIndex;
enemy.pathAngle = pathAngles[pathIndex];
var spawnPos = GAME_CONFIG.paths.spawnPositions[pathIndex];
if (spawnPos) {
enemy.x = Math.max(50, Math.min(1998, spawnPos.x));
enemy.y = Math.max(-200, Math.min(2732 + 100, spawnPos.y));
enemy.lastX = enemy.x;
}
},
selectOptimalPath: function selectOptimalPath(enemyType) {
if (enemyType === 'skeleton' && enemyKillCounter < 5) return 0;
if (enemyType === 'miniBoss') return 0;
var availablePaths = [];
for (var i = 0; i < 5; i++) {
if (pathConsecutiveSpawns[i] < 2) availablePaths.push(i);
}
if (availablePaths.length === 0) {
for (var i = 0; i < 5; i++) pathConsecutiveSpawns[i] = 0;
availablePaths = [0, 1, 2, 3, 4];
}
return availablePaths[Math.floor(Math.random() * availablePaths.length)];
},
applyDifficultyModifications: function applyDifficultyModifications(enemy, type, difficulty, level) {
var config = GAME_CONFIG.enemies[type];
if (type === 'miniBoss') {
enemy.y = -200;
enemy.createHealthBar();
enemy.updateHealthBar();
LK.effects.flashScreen(0x8B0000, 1000);
} else if (type === 'skeleton' && Math.random() < (config.soundOnSpawn || 0.3)) {
LK.getSound('enemyGrowl').play();
}
// Elite enhancement system
if (difficulty === 'DIFICIL' && enemyKillCounter >= 20 && Math.random() < (config.eliteChance || 0.1)) {
this.createEliteEnemy(enemy, type);
}
},
createEliteEnemy: function createEliteEnemy(enemy, type) {
var eliteConfigs = {
skeleton: {
health: 2.0,
speed: 1.3,
color: 0xFF6600
},
ogre: {
health: 1.5,
speed: 1.4,
color: 0xFF0000
},
knight: {
health: 2.0,
speed: 1.5,
color: 0xFFD700
},
miniBoss: {
health: 1.2,
speed: 1.2,
color: 0x8B0000
}
};
var eliteConfig = eliteConfigs[type] || eliteConfigs.skeleton;
enemy.health *= eliteConfig.health;
enemy.speed *= eliteConfig.speed;
enemy.maxHealth = enemy.health;
enemy.isElite = true;
for (var i = 0; i < enemy.animationFrames.length; i++) {
enemy.animationFrames[i].tint = eliteConfig.color;
}
},
createAndSpawn: function createAndSpawn(type, difficulty, level) {
var enemy = this.createEnemy(type, difficulty, level);
if (!enemy) return null;
game.addChild(enemy);
// Add to appropriate array using SPAWN_SYSTEM arrays
var targetArray = SPAWN_SYSTEM.arrays[type]();
targetArray.push(enemy);
return enemy;
}
};
// Helper functions now integrated into EnemyFactory
// Efficient unified enemy spawning system
var totalEnemies = enemies.length + ogres.length + knights.length + miniBosses.length;
// Update spawn intervals only when difficulty changes
SPAWN_SYSTEM.updateIntervals(selectedDifficulty, difficultyLevel);
SPAWN_SYSTEM.incrementTimers();
// Reset path cooldowns efficiently
for (var pathIdx = 0; pathIdx < 5; pathIdx++) {
if (pathLastSpawnTime[pathIdx] !== -1 && LK.ticks - pathLastSpawnTime[pathIdx] > pathCooldownDuration) {
pathConsecutiveSpawns[pathIdx] = 0;
}
}
// Spawn enemies using unified system
var enemyTypes = ['skeleton', 'ogre', 'knight', 'miniBoss'];
for (var i = 0; i < enemyTypes.length; i++) {
var enemyType = enemyTypes[i];
if (SPAWN_SYSTEM.canSpawn(enemyType, totalEnemies)) {
var enemy = EnemyFactory.createAndSpawn(enemyType, selectedDifficulty, difficultyLevel);
if (enemy) {
SPAWN_SYSTEM.resetTimer(enemyType);
// Update path tracking for skeleton spawns
if (enemyType === 'skeleton') {
var pathIndex = enemy.pathIndex;
pathConsecutiveSpawns[pathIndex]++;
pathLastSpawnTime[pathIndex] = LK.ticks;
lastSpawnedPath = pathIndex;
consecutiveSpawns = pathConsecutiveSpawns[pathIndex];
}
}
}
}
// 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);
}
}
}
// Update spell deck system
if (activeSpellDeck && gameStarted) {
activeSpellDeck.updateMana();
activeSpellDeck.updateCombo();
updateManaBar();
updateSpellSlots();
}
// Update time slow effects on enemies
var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses);
for (var i = 0; i < allEnemies.length; i++) {
var enemy = allEnemies[i];
if (enemy.timeSlowed) {
enemy.timeSlowTimer--;
if (enemy.timeSlowTimer <= 0) {
enemy.timeSlowed = false;
enemy.timeSlowAmount = 1.0;
}
}
}
// Make tap text pulse
var pulse = 1 + Math.sin(LK.ticks * 0.1) * 0.2;
tapText.scale.set(pulse, pulse);
// Check for spell unlocks
checkSpellUnlocks();
};
// Remove tap text after 5 seconds
tween({}, {}, {
duration: 5000,
onFinish: function onFinish() {
if (tapText && tapText.parent) {
tapText.destroy();
}
}
}); ===================================================================
--- original.js
+++ change.js
@@ -3487,8 +3487,64 @@
});
}
});
})(baseDelay + s * 50, spikeX, spikeY, pathIdx); // 50ms delay between spikes in same section
+ // Unified Projectile Factory using consolidated GAME_CONFIG.projectiles
+ var ProjectileFactory = {
+ createProjectile: function createProjectile(type, startX, startY, targetX, targetY, overrides) {
+ var config = GAME_CONFIG.projectiles[type];
+ if (!config) {
+ console.error('Unknown projectile type:', type);
+ config = GAME_CONFIG.projectiles.projectile; // fallback
+ }
+ var projectile = game.addChild(new UnifiedProjectile(type));
+ projectile.x = startX;
+ projectile.y = startY;
+ // Apply configuration overrides
+ if (overrides) {
+ for (var key in overrides) {
+ projectile[key] = overrides[key];
+ }
+ }
+ // Calculate direction if target provided
+ if (targetX !== undefined && targetY !== undefined) {
+ var dx = targetX - startX;
+ var dy = targetY - startY;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 0) {
+ projectile.direction.x = dx / distance;
+ projectile.direction.y = dy / distance;
+ }
+ }
+ return projectile;
+ },
+ createSpellProjectile: function createSpellProjectile(spellId, wizard, targetX, targetY) {
+ switch (spellId) {
+ case 'fireball':
+ return this.createProjectile('fireBall', wizard.x, wizard.y, targetX, targetY, {
+ damage: 150 * (activeSpellDeck.comboMultiplier || 1)
+ });
+ case 'iceShard':
+ return this.createProjectile('projectile', wizard.x, wizard.y, targetX, targetY, {
+ damage: 100 * (activeSpellDeck.comboMultiplier || 1),
+ freezeEffect: true,
+ freezeDuration: 2000
+ });
+ case 'energyBeam':
+ return this.createProjectile('energyBeam', wizard.x, wizard.y, targetX, targetY, {
+ damage: 100
+ });
+ default:
+ return this.createProjectile('projectile', wizard.x, wizard.y, targetX, targetY);
+ }
+ },
+ createBasicAttack: function createBasicAttack(wizard, enemy) {
+ return this.createProjectile('projectile', wizard.x, wizard.y, enemy.x, enemy.y, {
+ targetEnemy: enemy,
+ damage: 100
+ });
+ }
+ };
}
}
}
LK.getSound('spellCast').play();
@@ -4456,64 +4512,8 @@
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
}
- // Unified Projectile Factory using consolidated GAME_CONFIG.projectiles
- var ProjectileFactory = {
- createProjectile: function createProjectile(type, startX, startY, targetX, targetY, overrides) {
- var config = GAME_CONFIG.projectiles[type];
- if (!config) {
- console.error('Unknown projectile type:', type);
- config = GAME_CONFIG.projectiles.projectile; // fallback
- }
- var projectile = game.addChild(new UnifiedProjectile(type));
- projectile.x = startX;
- projectile.y = startY;
- // Apply configuration overrides
- if (overrides) {
- for (var key in overrides) {
- projectile[key] = overrides[key];
- }
- }
- // Calculate direction if target provided
- if (targetX !== undefined && targetY !== undefined) {
- var dx = targetX - startX;
- var dy = targetY - startY;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 0) {
- projectile.direction.x = dx / distance;
- projectile.direction.y = dy / distance;
- }
- }
- return projectile;
- },
- createSpellProjectile: function createSpellProjectile(spellId, wizard, targetX, targetY) {
- switch (spellId) {
- case 'fireball':
- return this.createProjectile('fireBall', wizard.x, wizard.y, targetX, targetY, {
- damage: 150 * (activeSpellDeck.comboMultiplier || 1)
- });
- case 'iceShard':
- return this.createProjectile('projectile', wizard.x, wizard.y, targetX, targetY, {
- damage: 100 * (activeSpellDeck.comboMultiplier || 1),
- freezeEffect: true,
- freezeDuration: 2000
- });
- case 'energyBeam':
- return this.createProjectile('energyBeam', wizard.x, wizard.y, targetX, targetY, {
- damage: 100
- });
- default:
- return this.createProjectile('projectile', wizard.x, wizard.y, targetX, targetY);
- }
- },
- createBasicAttack: function createBasicAttack(wizard, enemy) {
- return this.createProjectile('projectile', wizard.x, wizard.y, enemy.x, enemy.y, {
- targetEnemy: enemy,
- damage: 100
- });
- }
- };
// Unified Enemy Factory using consolidated GAME_CONFIG
var EnemyFactory = {
createEnemy: function createEnemy(type, difficulty, level, pathOverride) {
var baseConfig = GAME_CONFIG.enemies[type];
@@ -4776,43 +4776,8 @@
tapText.scale.set(pulse, pulse);
// Check for spell unlocks
checkSpellUnlocks();
};
-/****
-* FASE 3: OPTIMIZACIÓN DE RENDIMIENTO
-*
-* Esta fase se divide en 6 pasos específicos:
-*
-* Paso 3A: Optimizar Sistema de Animaciones
-* - Consolidar timers de animación duplicados
-* - Implementar animation pooling para frames
-* - Reducir cálculos de animación redundantes
-*
-* Paso 3B: Optimizar Gestión de Arrays y Loops
-* - Implementar object pooling para enemigos y proyectiles
-* - Optimizar loops de colisión con spatial partitioning básico
-* - Reducir creación/destrucción constante de objetos
-*
-* Paso 3C: Optimizar Sistema de Efectos Visuales
-* - Limitar número máximo de efectos simultáneos
-* - Implementar effect pooling para reutilización
-* - Reducir creación de tweens redundantes
-*
-* Paso 3D: Optimizar Sistema de UI y Texto
-* - Cachear cálculos de UI que no cambian
-* - Reducir actualizaciones de texto innecesarias
-* - Optimizar rendering de elementos GUI
-*
-* Paso 3E: Optimizar Detección de Colisiones
-* - Implementar collision culling por distancia
-* - Reducir checks de intersección redundantes
-* - Optimizar collision state tracking
-*
-* Paso 3F: Optimizar Gestión de Memoria y Cleanup
-* - Implementar garbage collection manual
-* - Optimizar destroy/cleanup de objetos
-* - Reducir memory leaks en referencias
-****/
// Remove tap text after 5 seconds
tween({}, {}, {
duration: 5000,
onFinish: function onFinish() {