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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 () {
		if (!self.configOverlay) {
			self.configOverlay = self.createMenuOverlay(0x000000);
			self.configTitle = self.createMenuText('CONFIGURACION', 2048 / 2, 800, 120, 0xFFD700);
			self.musicVolumeText = self.createMenuText('VOLUMEN MUSICA: ' + Math.round((storage.musicVolume || 0.7) * 100) + '%', 2048 / 2, 1200, 80, 0xFFFFFF);
			self.soundVolumeText = self.createMenuText('VOLUMEN SONIDO: ' + Math.round((storage.soundVolume || 1.0) * 100) + '%', 2048 / 2, 1400, 80, 0xFFFFFF);
			self.difficultyText = self.createMenuText('DIFICULTAD: ' + (storage.difficulty || 'NORMAL'), 2048 / 2, 1600, 80, 0xFFFFFF);
			self.backButton = self.createMenuButton('coin', 2048 / 2, 2000, 0x00FF00);
			self.backText = self.createMenuText('VOLVER', 2048 / 2, 2000, 80, 0xFFFFFF);
		}
		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 () {
		if (!self.shopOverlay) {
			self.shopOverlay = self.createMenuOverlay(0x000033);
			self.shopTitle = self.createMenuText('TIENDA', 2048 / 2, 800, 120, 0xFFD700);
			var shopItems = self.getShopItemsData();
			self.initializeShopArrays();
			self.createShopItems(shopItems);
			self.shopBackButton = self.createMenuButton('coin', 2048 / 2, 2000, 0x00FF00);
			self.shopBackText = self.createMenuText('VOLVER', 2048 / 2, 2000, 80, 0xFFFFFF);
		}
		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 () {
		if (!self.deckOverlay) {
			self.deckOverlay = self.createMenuOverlay(0x1a0a2e);
			self.deckTitle = self.createMenuText('DECK DE HECHIZOS', 2048 / 2, 600, 100, 0xFFD700);
			self.initializeDeckArrays();
			if (!self.spellDeck) self.spellDeck = new SpellDeck();
			self.refreshDeckDisplay();
			self.deckBackButton = self.createMenuButton('coin', 2048 / 2, 2500, 0x00FF00);
			self.deckBackText = self.createMenuText('VOLVER', 2048 / 2, 2500, 80, 0xFFFFFF);
		}
		self.deckOverlay.visible = true;
		self.deckMode = true;
		self.refreshDeckDisplay();
	};
	self.initializeDeckArrays = function () {
		if (!self.deckElements) self.deckElements = [];
		if (!self.availableElements) self.availableElements = [];
	};
	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;
	};
	// Unified menu element factory methods
	self.createMenuOverlay = function (tintColor) {
		var overlay = self.addChild(LK.getAsset('startMenuBackground', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: 2048 / 2,
			y: 2732 / 2,
			scaleX: 1.0,
			scaleY: 1.0
		}));
		overlay.alpha = 1.0;
		overlay.tint = tintColor;
		return overlay;
	};
	self.createMenuText = function (text, x, y, size, fill) {
		var textElement = new Text2(text, {
			size: size,
			fill: fill,
			font: "monospace"
		});
		textElement.anchor.set(0.5, 0.5);
		textElement.x = x;
		textElement.y = y;
		self.addChild(textElement);
		return textElement;
	};
	self.createMenuButton = function (asset, x, y, tintColor) {
		var button = self.attachAsset(asset, {
			anchorX: 0.5,
			anchorY: 0.5,
			x: x,
			y: y,
			scaleX: 2,
			scaleY: 2
		});
		button.tint = tintColor;
		return button;
	};
	self.getShopItemsData = function () {
		return [{
			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'
		}];
	};
	self.initializeShopArrays = function () {
		if (!self.shopIcons) self.shopIcons = [];
		if (!self.shopTexts) self.shopTexts = [];
		if (!self.shopBuyButtons) self.shopBuyButtons = [];
		if (!self.shopBuyTexts) self.shopBuyTexts = [];
	};
	self.createShopItems = function (shopItems) {
		for (var i = 0; i < shopItems.length; i++) {
			var item = shopItems[i];
			var yPos = 1100 + i * 200;
			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);
			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);
			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);
		}
	};
	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
// Unified Projectile Factory using consolidated GAME_CONFIG.projectiles
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
				}
			}
		}
		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
****/ 
// Unified Projectile Factory using consolidated GAME_CONFIG.projectiles
// UpgradeMenu class removed - using spell deck system instead
// Create global damage handler instance
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
		});
	}
};
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
@@ -848,85 +848,16 @@
 			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 = self.createMenuOverlay(0x000000);
+			self.configTitle = self.createMenuText('CONFIGURACION', 2048 / 2, 800, 120, 0xFFD700);
+			self.musicVolumeText = self.createMenuText('VOLUMEN MUSICA: ' + Math.round((storage.musicVolume || 0.7) * 100) + '%', 2048 / 2, 1200, 80, 0xFFFFFF);
+			self.soundVolumeText = self.createMenuText('VOLUMEN SONIDO: ' + Math.round((storage.soundVolume || 1.0) * 100) + '%', 2048 / 2, 1400, 80, 0xFFFFFF);
+			self.difficultyText = self.createMenuText('DIFICULTAD: ' + (storage.difficulty || 'NORMAL'), 2048 / 2, 1600, 80, 0xFFFFFF);
+			self.backButton = self.createMenuButton('coin', 2048 / 2, 2000, 0x00FF00);
+			self.backText = self.createMenuText('VOLVER', 2048 / 2, 2000, 80, 0xFFFFFF);
 		}
 		self.configOverlay.visible = true;
 		self.configMode = true;
 	};
@@ -974,123 +905,16 @@
 		// 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 = self.createMenuOverlay(0x000033);
+			self.shopTitle = self.createMenuText('TIENDA', 2048 / 2, 800, 120, 0xFFD700);
+			var shopItems = self.getShopItemsData();
+			self.initializeShopArrays();
+			self.createShopItems(shopItems);
+			self.shopBackButton = self.createMenuButton('coin', 2048 / 2, 2000, 0x00FF00);
+			self.shopBackText = self.createMenuText('VOLVER', 2048 / 2, 2000, 80, 0xFFFFFF);
 		}
 		self.shopOverlay.visible = true;
 		self.shopMode = true;
 	};
@@ -1161,63 +985,25 @@
 		// 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
+			self.deckOverlay = self.createMenuOverlay(0x1a0a2e);
+			self.deckTitle = self.createMenuText('DECK DE HECHIZOS', 2048 / 2, 600, 100, 0xFFD700);
+			self.initializeDeckArrays();
 			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.deckBackButton = self.createMenuButton('coin', 2048 / 2, 2500, 0x00FF00);
+			self.deckBackText = self.createMenuText('VOLVER', 2048 / 2, 2500, 80, 0xFFFFFF);
 		}
 		self.deckOverlay.visible = true;
 		self.deckMode = true;
 		self.refreshDeckDisplay();
 	};
+	self.initializeDeckArrays = function () {
+		if (!self.deckElements) self.deckElements = [];
+		if (!self.availableElements) self.availableElements = [];
+	};
 	self.refreshDeckDisplay = function () {
 		if (!self.spellDeck) return;
 		// Clear existing deck elements
 		for (var i = 0; i < self.deckElements.length; i++) {
@@ -1534,8 +1320,117 @@
 		}
 		self.deckMode = false;
 		self.visible = true;
 	};
+	// Unified menu element factory methods
+	self.createMenuOverlay = function (tintColor) {
+		var overlay = self.addChild(LK.getAsset('startMenuBackground', {
+			anchorX: 0.5,
+			anchorY: 0.5,
+			x: 2048 / 2,
+			y: 2732 / 2,
+			scaleX: 1.0,
+			scaleY: 1.0
+		}));
+		overlay.alpha = 1.0;
+		overlay.tint = tintColor;
+		return overlay;
+	};
+	self.createMenuText = function (text, x, y, size, fill) {
+		var textElement = new Text2(text, {
+			size: size,
+			fill: fill,
+			font: "monospace"
+		});
+		textElement.anchor.set(0.5, 0.5);
+		textElement.x = x;
+		textElement.y = y;
+		self.addChild(textElement);
+		return textElement;
+	};
+	self.createMenuButton = function (asset, x, y, tintColor) {
+		var button = self.attachAsset(asset, {
+			anchorX: 0.5,
+			anchorY: 0.5,
+			x: x,
+			y: y,
+			scaleX: 2,
+			scaleY: 2
+		});
+		button.tint = tintColor;
+		return button;
+	};
+	self.getShopItemsData = function () {
+		return [{
+			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'
+		}];
+	};
+	self.initializeShopArrays = function () {
+		if (!self.shopIcons) self.shopIcons = [];
+		if (!self.shopTexts) self.shopTexts = [];
+		if (!self.shopBuyButtons) self.shopBuyButtons = [];
+		if (!self.shopBuyTexts) self.shopBuyTexts = [];
+	};
+	self.createShopItems = function (shopItems) {
+		for (var i = 0; i < shopItems.length; i++) {
+			var item = shopItems[i];
+			var yPos = 1100 + i * 200;
+			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);
+			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);
+			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);
+		}
+	};
 	self.startGame = function () {
 		// Check if this is a new player (no tutorial completed)
 		if (!storage.tutorialCompleted && tutorial) {
 			// Show tutorial for new players