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quita la rotacion de los enemigos
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'scoreReward')' in or related to this line: 'LK.setScore(LK.getScore() + enemy.typeConfig.scoreReward);' Line Number: 2901
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'deathRotation')' in or related to this line: 'var deathRotation = config.deathRotation || Math.PI * 0.5;' Line Number: 2779
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Please fix the bug: 'EnemyManager is not defined' in or related to this line: 'function createEnemyDeathAnimation(enemy, enemyType, enemyArray) {' Line Number: 4755
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Please fix the bug: 'EnemyManager is not defined' in or related to this line: 'var globalEnemyManager = new EnemyManager();' Line Number: 4755
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simplificar el sistemas de clases
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haz el 1c
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haz el 1b
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haz el paso 1a
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separa la parte 1 en pasos para hacerlo mas facil de hacer
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ahora haz que las cartas se activen cuando las toquen y no de manera automatica
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ahora haz que los hechizos se activen de manera manual
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puedes arreglar los problemas de sincronizacion
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puedes decirme como se arregla?
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arreglalo
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quita el sistema de hechixos bloqueados
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haz que las cartas sean utlizables tocandolas
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ahora haz que los hechizos que dejste por ultima vez quede guardado ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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puedes arreglarlo?
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haz que el deck sea visible en la partida
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Haz que las cartas sean utilizables en la partida
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Please fix the bug: 'TypeError: activeSpellDeck.updateCombo is not a function' in or related to this line: 'activeSpellDeck.updateCombo();' Line Number: 4817
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Puedes acomodar la interfaz del deck de hechizos
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Limpia el storage existente y dime cómo salió ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Quita las 2 cartas que se llenan por default y deja que Las 5 cartas se puedan quitar y poner
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.bobOffset = Math.random() * Math.PI * 2; self.initialY = 0; self.update = function () { if (self.initialY === 0) { self.initialY = self.y; } // Only do bobbing animation and collection if not animating to coin counter if (!self.isAnimating) { // Bobbing animation self.y = self.initialY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 10; // Check collection by wizard if (wizard && self.intersects(wizard)) { 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; } } // Destroy coin directly without object pool self.destroy(); }; return self; }); // Simple effects helper for basic visual feedback // Unified Enemy class - handles all enemy types with streamlined configuration var Enemy = Container.expand(function (type, config) { var self = Container.call(this); // Initialize basic properties self.enemyType = type || '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; // Unified type configuration using external config self.typeConfig = ENEMY_CONFIGS[self.enemyType] || ENEMY_CONFIGS.skeleton; if (config) { for (var key in config) { self.typeConfig[key] = config[key]; } } // Apply configuration self.health = self.typeConfig.health; self.maxHealth = self.health; self.speed = self.typeConfig.speed; self.damage = self.typeConfig.damage; // Determine asset prefix and visual properties var assetPrefix = 'esqueleto'; var scale = 3.0; var animationSpeed = 15; var vibration = [100]; var tint = null; if (self.enemyType === 'ogre') { assetPrefix = 'ogre'; scale = 3.5; animationSpeed = 18; vibration = [200]; } else if (self.enemyType === 'knight') { assetPrefix = 'knight'; scale = 3.0; animationSpeed = 20; vibration = [150]; } else if (self.enemyType === 'miniBoss') { assetPrefix = 'ogre'; scale = 5.0; animationSpeed = 12; vibration = [300, 100, 300]; tint = 0x8B0000; } self.animationSpeed = animationSpeed; // Create animation frames self.animationFrames = []; for (var i = 1; i <= 4; i++) { var frameGraphics = self.attachAsset(assetPrefix + i, { anchorX: 0.5, anchorY: 1.0, scaleX: scale, scaleY: scale }); frameGraphics.visible = i === 1; if (tint) frameGraphics.tint = tint; self.animationFrames.push(frameGraphics); } // Create health bar for mini boss if (self.enemyType === 'miniBoss') { self.healthBarBg = game.addChild(LK.getAsset('miniBossHealthBarBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 300, scaleX: 8, scaleY: 2 })); self.healthBarFg = game.addChild(LK.getAsset('miniBossHealthBar', { anchorX: 0.0, anchorY: 0.5, x: 2048 / 2 - 200, y: 300, scaleX: 8, scaleY: 2 })); self.healthText = new Text2('Boss Health: ' + self.health + '/' + self.maxHealth, { size: 80, fill: 0xFFFFFF, font: "monospace" }); self.healthText.anchor.set(0.5, 0.5); self.healthText.x = 2048 / 2; self.healthText.y = 250; game.addChild(self.healthText); } // Update health bar for mini boss self.updateHealthBar = function () { if (self.enemyType !== 'miniBoss' || !self.healthBarFg) return; var healthPercent = self.health / self.maxHealth; self.healthBarFg.scaleX = healthPercent * 8; 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; } }; // Optimized animation system self.updateAnimation = function () { self.animationTimer++; var frameSpeed = self.animationSpeed; if (self.animationState === 'attacking') frameSpeed = Math.floor(frameSpeed * 0.5);else if (self.animationState === 'dying') frameSpeed = Math.floor(frameSpeed * 1.3);else if (self.animationState === 'idle') frameSpeed = Math.floor(frameSpeed * 1.7); if (self.animationTimer >= frameSpeed) { self.animationTimer = 0; self.animationFrames[self.currentFrame - 1].visible = false; if (self.animationState === 'walking') { self.currentFrame++; if (self.currentFrame > 4) self.currentFrame = 1; } else if (self.animationState === 'attacking') { self.currentFrame++; if (self.currentFrame > 4) self.currentFrame = 2; } else if (self.animationState === 'dying') { if (self.currentFrame < 4) self.currentFrame++; } else if (self.animationState === 'idle') { self.currentFrame = self.currentFrame === 1 ? 2 : 1; } self.animationFrames[self.currentFrame - 1].visible = true; } }; self.update = function () { if (tutorial && tutorial.isActive || self.isDying) return; // Animation and speed progression self.updateAnimation(); if (!self.speedTweenStarted) { self.speedTweenStarted = true; tween(self, { speed: self.speed * 1.5 }, { duration: 10000, easing: tween.easeOut }); } // Handle frozen state if (self.frozen) { self.frozenTimer--; if (self.frozenTimer <= 0) self.frozen = false; return; } // Enhanced 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 speedMult = self.timeSlowed ? self.timeSlowAmount : 1.0; self.x += dx / distance * self.speed * speedMult; self.y += dy / distance * self.speed * speedMult; var flipScale = dx < 0 ? -scale : scale; for (var frameIdx = 0; frameIdx < self.animationFrames.length; frameIdx++) { self.animationFrames[frameIdx].scaleX = flipScale; } } else { self.y += self.speed; } } }; self.takeDamage = function (damage) { self.health -= damage; self.animationState = 'attacking'; // Create damage text var damageText = new Text2('-' + damage, { size: 120, fill: 0xFF4444, font: "monospace" }); damageText.anchor.set(0.5, 0.5); damageText.x = self.x + (Math.random() - 0.5) * 60; damageText.y = self.y - 40; game.addChild(damageText); var startY = damageText.y; tween(damageText, { y: startY - 120, alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { damageText.destroy(); } }); // Flash effect LK.effects.flashObject(self, 0xFF0000, 300); // Return to walking state after brief animation tween({}, {}, { duration: 300, onFinish: function onFinish() { if (self.animationState === 'attacking') self.animationState = 'walking'; } }); if (self.enemyType === 'miniBoss') self.updateHealthBar(); if (self.health <= 0) self.die(); }; self.down = function (x, y, obj) { if (tutorial && tutorial.isActive || self.isDying) return; if (wizard && wizard.attackCooldown > 0) { LK.effects.flashObject(self, 0xFF0000, 200); return; } // Vibration feedback if (typeof LK.vibrate === 'function') { if (Array.isArray(vibration)) { LK.vibrate(vibration); } else { LK.vibrate(vibration); } } selectedEnemy = self; LK.effects.flashObject(self, 0xFFFF00, 500); if (wizard && projectiles.length < 10) { var projectile = ProjectileFactory.createBasicAttack(wizard, self); projectile.targetEnemy = self; projectiles.push(projectile); LK.getSound('spellCast').play(); wizard.attackCooldown = 30; } }; self.die = function () { 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; if (globalDeathHandler) { globalDeathHandler.executeEnemyDeath(self, arrayToUpdate); } }; return self; }); // Unified EnemyManager for streamlined enemy lifecycle management var EnemyManager = Container.expand(function () { var self = Container.call(this); // Consolidated enemy arrays for efficient management self.enemyCollections = { skeleton: [], ogre: [], knight: [], miniBoss: [] }; // Unified enemy configuration templates self.enemyTemplates = { skeleton: { baseHealth: 100, baseSpeed: 3, damage: 20, coinReward: 1 }, ogre: { baseHealth: 200, baseSpeed: 2.5, damage: 30, coinReward: 1 }, knight: { baseHealth: 300, baseSpeed: 2, damage: 40, coinReward: 1 }, miniBoss: { baseHealth: 3000, baseSpeed: 4, damage: 75, coinReward: 5 } }; // Streamlined enemy creation with unified configuration self.createEnemy = function (type, difficulty, level, pathOverride) { var template = self.enemyTemplates[type]; if (!template) return null; var config = GAME_CONFIG.createEnemyConfig(type, { health: template.baseHealth, speed: template.baseSpeed * (1 + level * 0.3) }); var enemy = new Enemy(type, config); enemy.pathIndex = pathOverride || self.selectOptimalPath(type); self.positionEnemy(enemy, type); self.applyDifficultyModifications(enemy, type, difficulty); return enemy; }; // Unified enemy positioning system self.positionEnemy = function (enemy, type) { var spawnPos = GAME_CONFIG.paths.spawnPositions[enemy.pathIndex]; if (spawnPos) { enemy.x = Math.max(50, Math.min(1998, spawnPos.x)); enemy.y = type === 'miniBoss' ? -200 : Math.max(-200, Math.min(2732 + 100, spawnPos.y)); enemy.lastX = enemy.x; } }; // Streamlined difficulty modifications self.applyDifficultyModifications = function (enemy, type, difficulty) { if (type === 'miniBoss') { enemy.updateHealthBar(); LK.effects.flashScreen(0x8B0000, 1000); } else if (type === 'skeleton' && Math.random() < 0.3) { LK.getSound('enemyGrowl').play(); } // Elite enemy system for hard difficulty if (difficulty === 'DIFICIL' && enemyKillCounter >= 20 && Math.random() < 0.15) { self.createEliteEnemy(enemy, type); } }; // Unified elite enemy creation self.createEliteEnemy = function (enemy, type) { var eliteMultipliers = { health: 1.8, speed: 1.3, color: 0xFF6600 }; if (type === 'ogre') eliteMultipliers.color = 0xFF0000; if (type === 'knight') eliteMultipliers.color = 0xFFD700; if (type === 'miniBoss') eliteMultipliers.color = 0x8B0000; enemy.health *= eliteMultipliers.health; enemy.speed *= eliteMultipliers.speed; enemy.maxHealth = enemy.health; enemy.isElite = true; for (var i = 0; i < enemy.animationFrames.length; i++) { enemy.animationFrames[i].tint = eliteMultipliers.color; } }; // Optimized path selection system self.selectOptimalPath = function (type) { if (type === 'skeleton' && enemyKillCounter < 5) return 0; if (type === 'miniBoss') return 0; var available = []; for (var i = 0; i < 5; i++) { if (pathConsecutiveSpawns[i] < 2) available.push(i); } if (available.length === 0) { for (var i = 0; i < 5; i++) pathConsecutiveSpawns[i] = 0; available = [0, 1, 2, 3, 4]; } return available[Math.floor(Math.random() * available.length)]; }; // Unified enemy collection management self.addToCollection = function (enemy, type) { if (self.enemyCollections[type]) { self.enemyCollections[type].push(enemy); } }; // Streamlined enemy removal system self.removeFromCollection = function (enemy, type) { var collection = self.enemyCollections[type]; if (collection) { for (var i = collection.length - 1; i >= 0; i--) { if (collection[i] === enemy) { collection.splice(i, 1); break; } } } }; // Get all enemies as unified array self.getAllEnemies = function () { var allEnemies = []; for (var type in self.enemyCollections) { allEnemies = allEnemies.concat(self.enemyCollections[type]); } return allEnemies; }; 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 = collisionArrayPool.getAllEnemies(); 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); // Initialize spell deck system and sync with activeSpellDeck self.spellDeck = new SpellDeck(); // Always load deck from storage and sync with activeSpellDeck if (storage.spellDeck && storage.spellDeck.length > 0) { self.spellDeck.currentDeck = storage.spellDeck.slice(); // Copy array } else { // Initialize with default spells if no deck exists self.spellDeck.currentDeck = ['fireball', 'heal', 'lightning']; storage.spellDeck = self.spellDeck.currentDeck.slice(); } // Ensure activeSpellDeck is synchronized with menu deck if (activeSpellDeck) { activeSpellDeck.currentDeck = self.spellDeck.currentDeck.slice(); // Also sync the storage to ensure persistence storage.spellDeck = activeSpellDeck.currentDeck.slice(); } // 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) { // Ensure spellDeck exists before creating overlay if (!self.spellDeck) self.spellDeck = new SpellDeck(); self.deckOverlay = self.createMenuOverlay(0x1a0a2e); self.deckTitle = self.createMenuText('DECK DE HECHIZOS', 2048 / 2, 600, 100, 0xFFD700); self.initializeDeckArrays(); 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) { self.spellDeck = new SpellDeck(); } // 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 description = spell.description || 'Hechizo magico'; var cardDesc = new Text2(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 spells var availableSpells = []; for (var i = 0; i < self.spellDeck.availableSpells.length; i++) { var spell = self.spellDeck.availableSpells[i]; if (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 UI factory for all menu elements // Menu overlay creation function self.createMenuOverlay = function (color) { var overlay = self.attachAsset('startMenuBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 25.0, scaleY: 35.0 }); overlay.alpha = 0.9; overlay.tint = color || 0x000000; overlay.interactive = true; overlay.zIndex = 1000; return overlay; }; // Menu text creation function self.createMenuText = function (text, x, y, size, color) { var textElement = new Text2(text, { size: size, fill: color, font: "monospace" }); textElement.anchor.set(0.5, 0.5); textElement.x = x; textElement.y = y; self.addChild(textElement); return textElement; }; // Menu button creation function self.createMenuButton = function (asset, x, y, color) { var button = self.attachAsset(asset, { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: 2, scaleY: 2 }); button.tint = color; return button; }; self.createUIElement = function (type, config) { if (type === 'overlay') { var overlay = self.addChild(LK.getAsset('startMenuBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 1.0, scaleY: 1.0 })); overlay.alpha = 1.0; overlay.tint = config.tint || 0x000000; return overlay; } else if (type === 'text') { var text = new Text2(config.text, { size: config.size, fill: config.fill, font: "monospace" }); text.anchor.set(0.5, 0.5); text.x = config.x; text.y = config.y; self.addChild(text); return text; } else if (type === 'button') { var button = self.attachAsset(config.asset, { anchorX: 0.5, anchorY: 0.5, x: config.x, y: config.y, scaleX: 2, scaleY: 2 }); button.tint = config.tint; 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; } // SYNC DECK SYSTEMS: Ensure activeSpellDeck uses the current deck from menu if (self.spellDeck && self.spellDeck.currentDeck) { // Sync the current deck from menu to active gameplay activeSpellDeck.currentDeck = self.spellDeck.currentDeck.slice(); // Copy array // Update storage to ensure persistence storage.spellDeck = activeSpellDeck.currentDeck; } else { // If no deck exists, ensure we have default spells if (activeSpellDeck.currentDeck.length === 0) { activeSpellDeck.currentDeck = ['fireball', 'heal', 'lightning']; storage.spellDeck = activeSpellDeck.currentDeck.slice(); } } // 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; // Show spell slots and update their content based on current deck for (var i = 0; i < spellSlots.length; i++) { var slot = spellSlots[i]; slot.visible = true; // Make slot interactive for touch/click slot.interactive = true; // Update slot content based on current deck if (i < activeSpellDeck.currentDeck.length) { var spellId = activeSpellDeck.currentDeck[i]; var spell = activeSpellDeck.getSpell(spellId); if (spell) { slot.spellId = spellId; slot.alpha = 1.0; slot.tint = 0xFFFFFF; // Debug: Verify spell ID is assigned correctly console.log('Assigned spell to slot', i, ':', spellId, spell.name); // Create or update spell icon if (slot.children.length === 0) { var spellIcon = LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5 }); slot.addChild(spellIcon); } // Update spell icon if it exists if (slot.children.length > 0) { var spellIcon = slot.children[0]; spellIcon.tint = activeSpellDeck.getRarityColor(spell.rarity); } } else { // Debug: Spell not found in availableSpells console.log('Spell not found for ID:', spellId, 'Available:', activeSpellDeck.availableSpells.map(function (s) { return s.id; })); slot.spellId = null; slot.alpha = 0.5; slot.tint = 0x666666; } } else { // Empty slot slot.spellId = null; slot.alpha = 0.5; slot.tint = 0x666666; } } // Force update spell slots to ensure proper synchronization updateSpellSlots(); // Initialize spell slots with default spells if deck is empty if (activeSpellDeck.currentDeck.length === 0) { // Add default spells to deck activeSpellDeck.currentDeck = ['fireball', 'heal', 'lightning']; storage.spellDeck = activeSpellDeck.currentDeck.slice(); // Update spell slots with default spells for (var i = 0; i < Math.min(3, activeSpellDeck.currentDeck.length); i++) { var slot = spellSlots[i]; var spellId = activeSpellDeck.currentDeck[i]; var spell = activeSpellDeck.getSpell(spellId); if (spell) { slot.spellId = spellId; slot.alpha = 1.0; slot.tint = 0xFFFFFF; // Create spell icon if (slot.children.length === 0) { var spellIcon = LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5 }); slot.addChild(spellIcon); } // Update spell icon if (slot.children.length > 0) { var spellIcon = slot.children[0]; spellIcon.tint = activeSpellDeck.getRarityColor(spell.rarity); } } } } // 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; }); // Simple object creation - no pooling needed for this game scope // All enemy types now use the unified Enemy class with type parameter // Ogre, Knight, and MiniBoss classes removed - now handled by Enemy(type) constructor 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 // Category 3: Orb-enemy collisions (separate from projectile-enemy and enemy-wizard) self.processOrbEnemyCollisions = function () { var allEnemies = collisionArrayPool.getAllEnemies(); 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; } // 1.1 Distance Culling: Quick distance check before expensive collision detection var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var maxOrbRange = 80; // Orb collision range var currentIntersecting = false; if (distance <= maxOrbRange) { // Only perform expensive intersection test if enemy is close enough 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; } }; 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; // Category 3: Orb-enemy collisions (separate from projectile-enemy and enemy-wizard) self.processOrbEnemyCollisions(); }; return self; }); // Create global death handler instance var Projectile = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'projectile'; self.speed = 50; self.direction = { x: 0, y: 0 }; self.targetEnemy = null; self.damage = 100; self.hitEnemy = false; // Define local projectile configurations since GAME_CONFIG is not available yet var projectileConfigs = { projectile: { assetId: 'projectile', scale: 1.5, speed: 50, damage: 100, tint: 0x44aaff, glowTint: 0x44aaff, hasRotation: true }, energyBeam: { assetId: 'projectileGlow', scale: 1.0, speed: 60, damage: 100, tint: 0x00ffff, glowTint: 0x00ffff, hasRotation: true }, fireBall: { assetId: 'projectileGlow', scale: 1.5, speed: 40, damage: 150, tint: 0xFF4500, glowTint: 0xFF6600, hasRotation: true, hasFlicker: true } }; // Get configuration from local configs var config = projectileConfigs[self.type]; if (!config) { // Fallback to projectile config config = projectileConfigs.projectile; } self.speed = config.speed; self.damage = config.damage; // Create graphics based on type var assetId = config.assetId; self.graphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: config.scale, scaleY: config.scale }); self.graphics.tint = config.tint; // Add glow for basic projectiles if (self.type === 'projectile') { var glow = self.attachAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); glow.alpha = 0.3; glow.tint = config.glowTint; } self.update = function () { if (tutorial && tutorial.isActive) return; // Move projectile self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Visual effects if (config.hasRotation) { var angle = Math.atan2(self.direction.y, self.direction.x); self.graphics.rotation = angle + Math.PI / 2; } if (config.hasFlicker) { var flicker = 1 + Math.sin(LK.ticks * 0.4) * 0.3; self.graphics.scaleX = config.scale * flicker; self.graphics.scaleY = config.scale * flicker; } // Remove if off screen if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { // Remove from projectiles array before destroying ProjectileFactory.removeProjectile(self); return; } // Handle collisions self.checkCollisions(); }; self.checkCollisions = function () { if (self.hitEnemy) return; // Category 1: Area damage projectiles (fireball) if (self.type === 'fireBall') { self.processAreaDamageCollisions(); } else { // Category 2: Single target projectiles self.processSingleTargetCollisions(); } }; // Separate collision processing for area damage projectiles self.processAreaDamageCollisions = function () { var allEnemies = collisionArrayPool.getAllEnemies(); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; if (enemy === wizard || enemy.isDying) continue; // 1.1 Distance Culling: Quick distance check before expensive collision detection var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var maxFireballRange = 120; // Fireball collision range including area effect // Only perform expensive intersection test if enemy is within range if (distance <= maxFireballRange) { if (self.intersects(enemy)) { enemy.takeDamage(self.damage); self.createExplosion(enemy); self.hitEnemy = true; // Remove from projectiles array before destroying ProjectileFactory.removeProjectile(self); return; } } } }; // Separate collision processing for single target projectiles self.processSingleTargetCollisions = function () { if (self.targetEnemy && self.targetEnemy.parent && !self.targetEnemy.isDying) { // 1.1 Distance Culling: Quick distance check before expensive collision detection var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var maxProjectileRange = 100; // Standard projectile collision range // Only perform expensive intersection test if target enemy is within range if (distance <= maxProjectileRange) { if (self.intersects(self.targetEnemy)) { self.targetEnemy.takeDamage(self.damage); self.hitEnemy = true; // Remove from projectiles array before destroying ProjectileFactory.removeProjectile(self); return; } } } else { // Target is invalid, remove projectile self.hitEnemy = true; // Remove from projectiles array before destroying ProjectileFactory.removeProjectile(self); return; } }; self.createExplosion = function (enemy) { LK.effects.flashObject(enemy, 0xFF4500, 400); var explosion = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 2, scaleY: 2 })); explosion.tint = 0xFF6600; explosion.alpha = 0.8; tween(explosion, { scaleX: 5, scaleY: 5, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); }; return self; }); var SpellDeck = Container.expand(function () { var self = Container.call(this); // Simplified spell list - all spells available by default self.availableSpells = [{ id: 'fireball', name: 'FIREBALL', description: 'Lanza una bola de fuego que explota al impactar', damage: 150, manaCost: 30, unlocked: true, rarity: 'common' }, { id: 'heal', name: 'HEAL', description: 'Restaura puntos de vida del mago', healing: 50, manaCost: 25, unlocked: true, rarity: 'common' }, { id: 'lightning', name: 'LIGHTNING', description: 'Rayo que salta entre multiples enemigos', damage: 200, manaCost: 40, unlocked: true, rarity: 'rare' }]; // Basic deck system - load from storage or start with empty deck self.currentDeck = storage.spellDeck || []; self.spellCooldowns = {}; self.maxMana = 100; self.currentMana = self.maxMana; self.manaRegenTimer = 0; // Simplified spell casting self.canCastSpell = function (spellId) { // First check if spellId exists and is valid if (!spellId) return false; var spell = self.getSpell(spellId); if (!spell) { // Debug: log what spells are available console.log('Spell not found:', spellId, 'Available spells:', self.availableSpells.map(function (s) { return s.id; })); return false; } if (self.currentMana < spell.manaCost) return false; if (self.spellCooldowns[spellId] && self.spellCooldowns[spellId] > LK.ticks) return false; return true; }; self.castSpell = function (spellId, targetX, targetY) { if (!self.canCastSpell(spellId)) return false; var spell = self.getSpell(spellId); if (!spell) return false; self.currentMana -= spell.manaCost; self.spellCooldowns[spellId] = LK.ticks + 180; // 3 second cooldown // Enhanced spell effects with better visuals if (spell.id === 'fireball') { var projectile = ProjectileFactory.createProjectile('fireBall', wizard.x, wizard.y, targetX, targetY); projectiles.push(projectile); // Create fire spell visual effect var fireEffect = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: wizard.x, y: wizard.y, scaleX: 2, scaleY: 2 })); fireEffect.tint = 0xFF4500; fireEffect.alpha = 0.8; tween(fireEffect, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { fireEffect.destroy(); } }); LK.getSound('fireWhoosh').play(); } else if (spell.id === 'heal') { wizard.health = Math.min(wizard.health + spell.healing, wizard.maxHealth); updateHealthBar(); LK.effects.flashObject(wizard, 0x00FF00, 500); // Create healing visual effect for (var h = 0; h < 6; h++) { var healParticle = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: wizard.x + (Math.random() - 0.5) * 80, y: wizard.y + (Math.random() - 0.5) * 80, scaleX: 0.3, scaleY: 0.3 })); healParticle.tint = 0x00FF00; healParticle.alpha = 0.9; tween(healParticle, { y: healParticle.y - 100, scaleX: 0.8, scaleY: 0.8, alpha: 0 }, { duration: 1200, easing: tween.easeOut, onFinish: function onFinish() { healParticle.destroy(); } }); } } else if (spell.id === 'lightning') { var allEnemies = collisionArrayPool.getAllEnemies(); var targetsHit = Math.min(3, allEnemies.length); for (var i = 0; i < targetsHit; i++) { allEnemies[i].takeDamage(spell.damage); LK.effects.flashObject(allEnemies[i], 0x00FFFF, 300); // Create lightning visual effect var lightning = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: (wizard.x + allEnemies[i].x) / 2, y: (wizard.y + allEnemies[i].y) / 2, scaleX: 1, scaleY: Math.sqrt(Math.pow(allEnemies[i].x - wizard.x, 2) + Math.pow(allEnemies[i].y - wizard.y, 2)) / 50, rotation: Math.atan2(allEnemies[i].y - wizard.y, allEnemies[i].x - wizard.x) + Math.PI / 2 })); lightning.tint = 0x00FFFF; lightning.alpha = 0.9; tween(lightning, { alpha: 0, scaleX: 2 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { lightning.destroy(); } }); } LK.effects.flashScreen(0x00FFFF, 300); LK.getSound('iceFreeze').play(); } LK.getSound('spellCast').play(); return true; }; // Basic mana regeneration self.updateMana = function () { self.manaRegenTimer++; if (self.manaRegenTimer >= 60) { self.manaRegenTimer = 0; self.currentMana = Math.min(self.currentMana + 2, self.maxMana); } }; // Simple deck management 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) { self.currentDeck.push(spellId); // Always save to storage and sync with activeSpellDeck storage.spellDeck = self.currentDeck.slice(); if (activeSpellDeck && activeSpellDeck !== self) { activeSpellDeck.currentDeck = self.currentDeck.slice(); } // Also sync with gameMenu spellDeck if it exists if (gameMenu && gameMenu.spellDeck && gameMenu.spellDeck !== self) { gameMenu.spellDeck.currentDeck = self.currentDeck.slice(); } return true; } return false; }; self.removeFromDeck = function (spellId) { var index = self.currentDeck.indexOf(spellId); if (index !== -1) { self.currentDeck.splice(index, 1); // Always save to storage and sync with activeSpellDeck storage.spellDeck = self.currentDeck.slice(); if (activeSpellDeck && activeSpellDeck !== self) { activeSpellDeck.currentDeck = self.currentDeck.slice(); } // Also sync with gameMenu spellDeck if it exists if (gameMenu && gameMenu.spellDeck && gameMenu.spellDeck !== self) { gameMenu.spellDeck.currentDeck = self.currentDeck.slice(); } return true; } return false; }; 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; }; self.getRarityColor = function (rarity) { return rarity === 'rare' ? 0x0080FF : 0xFFFFFF; }; self.unlockSpell = function (spellId) { for (var i = 0; i < self.availableSpells.length; i++) { if (self.availableSpells[i].id === spellId) { self.availableSpells[i].unlocked = true; break; } } }; self.updateCombo = function () { // Simple combo system - can be expanded later // For now, just track consecutive spell casts if (!self.comboCount) self.comboCount = 0; if (!self.lastCastTime) self.lastCastTime = 0; // Reset combo if too much time has passed if (LK.ticks - self.lastCastTime > 180) { // 3 seconds self.comboCount = 0; } }; 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 // Add interaction handler for spell cards in deck view self.down = function (x, y, obj) { // Only handle interactions if deck is active or if this is tutorial if (self.deckMode) { // Check deck card clicks for spell casting (from current deck) 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) { // Try to cast the spell instead of removing it if (activeSpellDeck && activeSpellDeck.canCastSpell(element.spellId)) { var spell = activeSpellDeck.getSpell(element.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 = collisionArrayPool.getAllEnemies(); 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; } } // Cast the spell activeSpellDeck.castSpell(element.spellId, targetX, targetY); LK.effects.flashObject(element, 0x00FF00, 200); // Show cast message var castText = new Text2('HECHIZO LANZADO!', { size: 60, fill: 0x00FF00, font: "monospace" }); castText.anchor.set(0.5, 0.5); castText.x = 2048 / 2; castText.y = 2200; self.addChild(castText); // Animate and remove message tween(castText, { alpha: 0, y: castText.y - 100 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { if (castText.parent) castText.destroy(); } }); } } else { LK.effects.flashObject(element, 0xFF0000, 200); // Show "cannot cast" message var errorText = new Text2('NO SE PUEDE LANZAR', { 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; } } } // Continue with existing deck menu handling for adding/removing cards // Check deck card clicks with better hit detection for removal 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; // Use different area for removal (bottom part of card) if (x >= cardX - 175 && x <= cardX + 175 && y >= cardY + 100 && 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; } } } // Continue with existing available cards handling... // 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; } // Tutorial handling (moved after deck handling) 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 using pooled coins self.handleDeathRewards = function (enemy, numCoins) { var selectedDifficulty = storage.difficulty || 'NORMAL'; for (var coinIdx = 0; coinIdx < numCoins; coinIdx++) { // Create coin directly without object pool var coin = 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; coin.bobOffset = Math.random() * Math.PI * 2; coin.initialY = 0; coin.visible = true; coin.alpha = 1.0; game.addChild(coin); 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; } } // Destroy coin directly without object pool 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; } } // Also remove from global enemy manager collections globalEnemyManager.removeFromCollection(enemy, enemy.enemyType); // Remove from all legacy arrays to ensure proper cleanup var allArrays = [enemies, ogres, knights, miniBosses]; for (var arrayIdx = 0; arrayIdx < allArrays.length; arrayIdx++) { var array = allArrays[arrayIdx]; for (var i = array.length - 1; i >= 0; i--) { if (array[i] === enemy) { array.splice(i, 1); break; } } } enemy.destroy(); LK.setScore(LK.getScore() + enemy.typeConfig.scoreReward); }; 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 // Optimized animation system with performance awareness self.animationTimer++; var adjustedSpeed = self.animationSpeed; // Simple animation speed adjustment without complex performance management // Skip complex animation manager - use direct speed control if (self.animationTimer >= adjustedSpeed) { self.animationTimer = 0; // Calculate advanced frame transition configuration var transitionConfig = self.calculateFrameTransitionConfig(adjustedSpeed); var currentFrame = self.wizardFrames[self.currentFrame - 1]; var nextFrameIndex = self.currentFrame >= 4 ? 0 : self.currentFrame; var nextFrame = self.wizardFrames[nextFrameIndex]; // Advanced frame transition system with multiple tween effects if (transitionConfig.useAdvancedTransition) { self.performAdvancedFrameTransition(currentFrame, nextFrame, transitionConfig); } else if (transitionConfig.useBasicTransition) { self.performBasicFrameTransition(currentFrame, nextFrame, transitionConfig); } else { // Instant transition for low performance currentFrame.visible = false; nextFrame.visible = true; } // Move to next frame (walking state) self.currentFrame++; if (self.currentFrame > 4) { self.currentFrame = 1; } } }; 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) { GameManager.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 GameManager.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 GameManager.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; GameManager.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 = collisionArrayPool.getAllEnemies(); for (var enemyIdx = allEnemies.length - 1; enemyIdx >= 0; enemyIdx--) { var enemy = allEnemies[enemyIdx]; // Create destruction effect for each enemy GameManager.createFlashEffect(enemy, 0xFFD700, 500); // Create golden explosion particles GameManager.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 GameManager.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 = collisionArrayPool.getAllEnemies(); 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 = collisionArrayPool.getAllEnemies(); 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 = collisionArrayPool.getAllEnemies(); 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 = collisionArrayPool.getAllEnemies(); 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(); }; // Simple frame transition configuration without complex performance management self.calculateFrameTransitionConfig = function (adjustedSpeed) { var config = { useAdvancedTransition: false, useBasicTransition: true, duration: adjustedSpeed * 0.3, easing: tween.easeOut }; return config; }; // Perform advanced frame transition with sophisticated tween effects self.performAdvancedFrameTransition = function (currentFrame, nextFrame, config) { // Phase 1: Current frame fade and scale out tween(currentFrame, { alpha: 0, scaleX: currentFrame.scaleX * 0.95, scaleY: currentFrame.scaleY * 0.95 }, { duration: config.duration * 0.5, easing: tween.easeIn, onFinish: function onFinish() { currentFrame.visible = false; currentFrame.alpha = 1; currentFrame.scaleX = 2.5; // Reset scale currentFrame.scaleY = 2.5; } }); // Phase 2: Next frame scale and fade in nextFrame.visible = true; nextFrame.alpha = 0; nextFrame.scaleX = 2.5 * 1.05; // Start slightly larger nextFrame.scaleY = 2.5 * 1.05; tween(nextFrame, { alpha: 1, scaleX: 2.5, scaleY: 2.5 }, { duration: config.duration * 0.7, easing: tween.bounceOut, delay: config.duration * 0.3 // Start after current frame begins fading }); // Phase 3: Subtle magical sparkle effect for enhanced visual appeal self.createFrameTransitionSparkle(nextFrame, config); }; // Perform basic frame transition with smooth fade effect self.performBasicFrameTransition = function (currentFrame, nextFrame, config) { // Smooth fade out current frame tween(currentFrame, { alpha: 0 }, { duration: config.duration, easing: config.easing, onFinish: function onFinish() { currentFrame.visible = false; currentFrame.alpha = 1; } }); // Smooth fade in next frame nextFrame.visible = true; nextFrame.alpha = 0; tween(nextFrame, { alpha: 1 }, { duration: config.duration, easing: tween.easeIn }); }; // Create subtle sparkle effect for frame transitions self.createFrameTransitionSparkle = function (frame, config) { var sparkleCount = 3; for (var i = 0; i < sparkleCount; i++) { var sparkle = globalObjectPool ? globalObjectPool.getObject('effect', { x: frame.x + (Math.random() - 0.5) * 40, y: frame.y + (Math.random() - 0.5) * 40, scaleX: 0.1, scaleY: 0.1, anchorX: 0.5, anchorY: 0.5 }) : null; if (!sparkle) { sparkle = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: frame.x + (Math.random() - 0.5) * 40, y: frame.y + (Math.random() - 0.5) * 40, scaleX: 0.1, scaleY: 0.1 })); } else { game.addChild(sparkle); } sparkle.tint = 0xFFD700; sparkle.alpha = 0.8; // Animate sparkle with delayed start var delay = i * 100; tween({}, {}, { duration: delay, onFinish: function (sparkleRef) { return function () { tween(sparkleRef, { scaleX: 0.5, scaleY: 0.5, alpha: 1.0, rotation: Math.PI * 2 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { tween(sparkleRef, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { if (sparkleRef.pooled && globalObjectPool) { globalObjectPool.returnObject(sparkleRef); } else if (sparkleRef.parent) { sparkleRef.destroy(); } } }); } }); }; }(sparkle) }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background for pixel art }); /**** * Game Code ****/ /**** * Constants & Configuration ****/ // Unified Game Manager for all simple operations var GameManager = { updateEntity: function updateEntity(entity) { if (entity && entity.update && typeof entity.update === 'function') { entity.update(); } }, createDamageText: function createDamageText(x, y, damage) { var damageText = new Text2('-' + damage, { size: 120, fill: 0xFF4444, font: "monospace" }); damageText.anchor.set(0.5, 0.5); damageText.x = x; damageText.y = y - 40; game.addChild(damageText); tween(damageText, { y: y - 120, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { damageText.destroy(); } }); }, createFlashEffect: function createFlashEffect(target, color, duration) { LK.effects.flashObject(target, color, duration); }, createObject: function createObject(type, config) { if (type === 'coin') return new Coin(); if (type === 'enemy') return new Enemy(config); if (type === 'projectile') return new Projectile(config); return null; }, createVisualEffect: function createVisualEffect(type, target, config) { // Simple visual effect creation if (type === 'explosion') { var explosion = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: target.x, y: target.y, scaleX: config.explosionScale || 2, scaleY: config.explosionScale || 2 })); explosion.tint = config.explosionColor || 0xFFFFFF; explosion.alpha = 0.8; tween(explosion, { scaleX: (config.explosionScale || 2) * 1.5, scaleY: (config.explosionScale || 2) * 1.5, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); } } }; 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); } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var GAME_CONSTANTS = { SCREEN_WIDTH: 2048, SCREEN_HEIGHT: 2732, MAX_ENEMIES: 25, SEGMENT_SIZE: 80, PATH_COUNT: 5, COOLDOWN_DURATION: 300 }; // Simple Enemy Configuration var ENEMY_CONFIGS = { skeleton: { health: 100, speed: 3, damage: 20, spawnInterval: { FACIL: { base: 120, min: 60, scaling: 5 }, NORMAL: { base: 90, min: 40, scaling: 6 }, DIFICIL: { base: 60, min: 20, scaling: 4 } }, startThreshold: 0 }, ogre: { health: 200, speed: 2.5, damage: 30, spawnInterval: { FACIL: 240, NORMAL: 180, DIFICIL: 120 }, startThreshold: 15 }, knight: { health: 300, speed: 2, damage: 40, spawnInterval: { FACIL: 400, NORMAL: 300, DIFICIL: 200 }, startThreshold: 30 }, miniBoss: { health: 3000, speed: 4, damage: 75, spawnInterval: { FACIL: 80, NORMAL: 60, DIFICIL: 40 }, startThreshold: 80 } }; // Simple UI Positions var UI_POSITIONS = _defineProperty(_defineProperty(_defineProperty(_defineProperty(_defineProperty({ healthBar: { x: 120, y: 20 }, healthBarBg: { x: 120, y: 20, scaleX: 2, scaleY: 1 }, coinText: { x: 120, y: 90 }, killText: { x: 120, y: 50, size: 60, fill: 0xFFFFFF, font: "monospace" }, tapText: { size: 80, fill: 0x00FF00, font: "monospace", yOffset: -400 }, healthText: { x: 120, y: 65, size: 60, fill: 0xFFFFFF, font: "monospace" } }, "coinText", { x: 120, y: 90, size: 60, fill: 0xFFD700, font: "monospace" }), "manaBar", { x: -300, y: 20, scaleX: 2, scaleY: 1 }), "manaBarBg", { x: -300, y: 20, scaleX: 2, scaleY: 1 }), "manaText", { x: -300, y: 65, size: 60, fill: 0x4169E1, font: "monospace" }), "spellSlots", { count: 5, startX: -400, y: -100, spacing: 160, scaleX: 2, scaleY: 2 }); // Path Configuration var PATH_CONFIG = { angles: [-Math.PI / 2, -Math.PI / 3, -2 * Math.PI / 3, Math.PI / 6, 5 * Math.PI / 6], spawnPositions: [{ x: GAME_CONSTANTS.SCREEN_WIDTH / 2, y: -100 }, { x: GAME_CONSTANTS.SCREEN_WIDTH + 50, y: -50 }, { x: -50, y: -50 }, { x: -100, y: GAME_CONSTANTS.SCREEN_HEIGHT / 2 + 400 }, { x: GAME_CONSTANTS.SCREEN_WIDTH + 100, y: GAME_CONSTANTS.SCREEN_HEIGHT / 2 + 400 }] }; /**** * Unified Game Configuration ****/ var GAME_CONFIG = { // Single responsibility: Enemy configuration enemies: ENEMY_CONFIGS, createEnemyConfig: function createEnemyConfig(type, overrides) { // Simplified to return basic config for compatibility var base = ENEMY_CONFIGS[type] || ENEMY_CONFIGS.skeleton; var config = { health: base.health, speed: base.speed, damage: base.damage }; if (overrides) { for (var key in overrides) { config[key] = overrides[key]; } } return config; }, // Single responsibility: UI layout ui: UI_POSITIONS, // Single responsibility: Path system paths: PATH_CONFIG, // Simplified spell effects - removed complex configuration spells: { fireball: { damage: 150 }, heal: { healing: 50 }, lightning: { damage: 200 } } }; /**** * Global State Management ****/ var gameState = { // Game flags gameStarted: false, // Counters coinCounter: 0, enemyKillCounter: 0, // Enemy arrays enemies: [], ogres: [], knights: [], miniBosses: [], coins: [], projectiles: [], // Selected objects selectedEnemy: null, // Path tracking pathLastSpawnTime: [-1, -1, -1, -1, -1], pathConsecutiveSpawns: [0, 0, 0, 0, 0], lastSpawnedPath: -1 }; /**** * Global Systems ****/ // Unified game management system var gameManager = GameManager; // Simple Collision Array Pool var collisionArrayPool = { allEnemies: [], clearArray: function clearArray(arrayName) { if (this[arrayName]) { this[arrayName].length = 0; } return this[arrayName]; }, getAllEnemies: function getAllEnemies() { var array = this.clearArray('allEnemies'); for (var i = 0; i < gameState.enemies.length; i++) { array.push(gameState.enemies[i]); } for (var i = 0; i < gameState.ogres.length; i++) { array.push(gameState.ogres[i]); } for (var i = 0; i < gameState.knights.length; i++) { array.push(gameState.knights[i]); } for (var i = 0; i < gameState.miniBosses.length; i++) { array.push(gameState.miniBosses[i]); } return array; } }; /**** * Unified Projectile Manager ****/ var ProjectileFactory = { // Simplified projectile creation - all types use same Projectile class createProjectile: function createProjectile(type, startX, startY, targetX, targetY, config) { var projectile = new Projectile(type); projectile.x = startX; projectile.y = startY; if (config) { for (var key in config) projectile[key] = config[key]; } 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; } } game.addChild(projectile); projectiles.push(projectile); return projectile; }, createBasicAttack: function createBasicAttack(wizard, enemy) { return this.createProjectile('projectile', wizard.x, wizard.y, enemy.x, enemy.y, { targetEnemy: enemy, damage: 100 }); }, createSpellProjectile: function createSpellProjectile(spellType, wizard, targetX, targetY) { return this.createProjectile(spellType, wizard.x, wizard.y, targetX, targetY, { damage: 150 }); }, removeProjectile: function removeProjectile(projectile) { for (var i = projectiles.length - 1; i >= 0; i--) { if (projectiles[i] === projectile) { projectiles.splice(i, 1); break; } } if (projectile.parent) projectile.destroy(); } }; // Removed globalDamageHandler and globalEffectManager aliases - use GameManager directly /**** * Game Objects (Legacy compatibility) ****/ // Legacy variable aliases for compatibility var gameStarted = false; var selectedEnemy = null; var enemies = gameState.enemies; var ogres = gameState.ogres; var knights = gameState.knights; var miniBosses = gameState.miniBosses; var coins = gameState.coins; var projectiles = gameState.projectiles; var coinCounter = gameState.coinCounter; var enemyKillCounter = gameState.enemyKillCounter; var pathLastSpawnTime = gameState.pathLastSpawnTime; var pathConsecutiveSpawns = gameState.pathConsecutiveSpawns; // Single game menu object var gameMenu; // 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(); // Ensure deck is loaded from storage on initialization if (storage.spellDeck && storage.spellDeck.length > 0) { activeSpellDeck.currentDeck = storage.spellDeck.slice(); // Copy array } else { // Initialize with default spells if no deck exists activeSpellDeck.currentDeck = ['fireball', 'heal', 'lightning']; storage.spellDeck = activeSpellDeck.currentDeck.slice(); } // Debug: Log initial spell deck state console.log('Initial spell deck state:'); console.log('Available spells:', activeSpellDeck.availableSpells.map(function (s) { return s.id + ': ' + s.name; })); console.log('Current deck:', activeSpellDeck.currentDeck); 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; // Simplified spell slots - only 3 slots for (var i = 0; i < 3; i++) { var slot = LK.getAsset('spellSlot', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); LK.gui.bottom.addChild(slot); slot.x = -300 + i * 200; slot.y = -100; slot.visible = false; // Initially hidden, will be shown when game starts slot.slotIndex = i; // Initialize slot with spellId first slot.spellId = null; // Ensure spell ID is properly assigned to slot slot.spellId = null; // Initialize as null // 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); slot.spellId = spellId; } } // Enhanced click handler with proper spell casting slot.down = function (x, y, obj) { // Only allow spell casting during active gameplay if (!gameStarted || tutorial && tutorial.isActive) return; // Debug: Check spell casting conditions console.log('=== SPELL CASTING DEBUG ==='); console.log('Slot clicked:', obj.slotIndex); console.log('Spell ID in slot:', obj.spellId); console.log('Spell exists:', !!activeSpellDeck.getSpell(obj.spellId)); console.log('Current mana:', activeSpellDeck.currentMana); console.log('Available spells:', activeSpellDeck.availableSpells.map(function (s) { return s.id; })); console.log('Current deck:', activeSpellDeck.currentDeck); // Check if spell ID is valid if (!obj.spellId) { console.log('ERROR: No spell ID assigned to slot'); return; } var spell = activeSpellDeck.getSpell(obj.spellId); if (!spell) { console.log('ERROR: Spell not found in available spells'); return; } console.log('Spell found:', spell.name, 'Mana cost:', spell.manaCost); console.log('Can cast spell:', activeSpellDeck.canCastSpell(obj.spellId)); if (obj.spellId && activeSpellDeck.canCastSpell(obj.spellId)) { var spell = activeSpellDeck.getSpell(obj.spellId); if (!spell) return; var targetX = wizard.x; var targetY = wizard.y - 100; // Enhanced targeting for different spell types if (obj.spellId === 'fireball' || obj.spellId === 'lightning') { var allEnemies = collisionArrayPool.getAllEnemies(); if (allEnemies.length > 0) { // Find closest enemy for better targeting var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; var dx = enemy.x - wizard.x; var dy = enemy.y - wizard.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } if (closestEnemy) { targetX = closestEnemy.x; targetY = closestEnemy.y; } } } // Cast the spell with enhanced feedback if (activeSpellDeck.castSpell(obj.spellId, targetX, targetY)) { LK.effects.flashObject(obj, 0x00FF00, 300); // Show spell cast message var castMessage = new Text2('HECHIZO LANZADO!', { size: 50, fill: 0x00FF00, font: "monospace" }); castMessage.anchor.set(0.5, 0.5); castMessage.x = wizard.x; castMessage.y = wizard.y - 150; game.addChild(castMessage); // Animate cast message tween(castMessage, { y: castMessage.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { if (castMessage.parent) castMessage.destroy(); } }); } else { LK.effects.flashObject(obj, 0xFF0000, 200); } } else { LK.effects.flashObject(obj, 0xFF0000, 200); // Show error message for why spell can't be cast var errorMsg = ''; if (!activeSpellDeck.canCastSpell(obj.spellId)) { var spell = activeSpellDeck.getSpell(obj.spellId); if (spell && activeSpellDeck.currentMana < spell.manaCost) { errorMsg = 'SIN MANA'; } else if (activeSpellDeck.spellCooldowns[obj.spellId] && activeSpellDeck.spellCooldowns[obj.spellId] > LK.ticks) { errorMsg = 'RECARGANDO'; } else { errorMsg = 'NO DISPONIBLE'; } } if (errorMsg) { var errorText = new Text2(errorMsg, { size: 40, fill: 0xFF6666, font: "monospace" }); errorText.anchor.set(0.5, 0.5); errorText.x = wizard.x; errorText.y = wizard.y - 100; game.addChild(errorText); tween(errorText, { y: errorText.y - 80, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (errorText.parent) errorText.destroy(); } }); } } }; 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); } // Simplified spell slot cooldown updates function updateSpellSlots() { // Refresh spell slots to match current deck for (var i = 0; i < spellSlots.length; i++) { var slot = spellSlots[i]; // Update slot content based on current deck if (i < activeSpellDeck.currentDeck.length) { var spellId = activeSpellDeck.currentDeck[i]; var spell = activeSpellDeck.getSpell(spellId); if (spell) { slot.spellId = spellId; slot.visible = true; // Update cooldown visual var cooldownEnd = activeSpellDeck.spellCooldowns[spellId] || 0; var isOnCooldown = cooldownEnd > LK.ticks; var hasEnoughMana = activeSpellDeck.currentMana >= spell.manaCost; if (isOnCooldown) { slot.alpha = 0.5; slot.tint = 0x888888; } else if (!hasEnoughMana) { slot.alpha = 0.7; slot.tint = 0x4444FF; // Blue tint for mana shortage } else { slot.alpha = 1.0; slot.tint = 0xFFFFFF; // Normal appearance } // Update spell icon if it exists if (slot.children.length > 0) { var spellIcon = slot.children[0]; spellIcon.tint = activeSpellDeck.getRarityColor(spell.rarity); } } else { slot.spellId = null; slot.visible = true; // Keep slot visible even if empty slot.alpha = 0.3; // Dim empty slots slot.tint = 0x444444; // Gray tint for empty slots } } else { // Empty slot - keep visible but dimmed slot.spellId = null; slot.visible = true; // Always show spell slots during gameplay slot.alpha = 0.3; // Dim empty slots slot.tint = 0x444444; // Gray tint for empty slots } } } // 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; // Create knight reference for backward compatibility var knight = wizard; // 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 early to ensure it's available for other classes 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 SpawnManager for streamlined spawn control and enemy lifecycle var SpawnManager = { // Consolidated spawn configuration spawnConfig: { skeleton: { interval: 90, maxCount: 15, startAt: 0 }, ogre: { interval: 180, maxCount: 4, startAt: 15 }, knight: { interval: 300, maxCount: 3, startAt: 30 }, miniBoss: { interval: 60, maxCount: 1, startAt: 80, endAt: 85, chance: 0.02 } }, // Unified spawn timers spawnTimers: { skeleton: 0, ogre: 0, knight: 0, miniBoss: 0 }, // Streamlined spawn validation canSpawnEnemy: function canSpawnEnemy(type, difficulty, totalEnemies) { var config = this.spawnConfig[type]; if (!config) return false; var collection = globalEnemyManager.enemyCollections[type]; var timer = this.spawnTimers[type]; // Get threshold from GAME_CONFIG instead of local config var gameConfigThreshold = GAME_CONFIG.enemies[type].startThreshold; var threshold = _typeof(gameConfigThreshold) === 'object' ? gameConfigThreshold[difficulty] : gameConfigThreshold; // Universal spawn conditions with type-specific rules var baseConditions = timer >= config.interval && enemyKillCounter >= threshold && collection.length < config.maxCount && totalEnemies < 25; // Special conditions for specific types if (type === 'miniBoss') { return baseConditions && enemyKillCounter <= config.endAt && globalEnemyManager.enemyCollections.miniBoss.length === 0 && Math.random() < config.chance; } return baseConditions && globalEnemyManager.enemyCollections.miniBoss.length === 0; }, // Unified spawn execution executeSpawn: function executeSpawn(type, difficulty, level) { var totalEnemies = globalEnemyManager.getAllEnemies().length; if (!this.canSpawnEnemy(type, difficulty, totalEnemies)) return null; var enemy = globalEnemyManager.createEnemy(type, difficulty, level); if (enemy) { game.addChild(enemy); globalEnemyManager.addToCollection(enemy, type); // Legacy array compatibility if (type === 'skeleton') enemies.push(enemy);else if (type === 'ogre') ogres.push(enemy);else if (type === 'knight') knights.push(enemy);else if (type === 'miniBoss') miniBosses.push(enemy); this.spawnTimers[type] = 0; // Update path tracking for skeleton spawns if (type === 'skeleton') { pathConsecutiveSpawns[enemy.pathIndex]++; pathLastSpawnTime[enemy.pathIndex] = LK.ticks; lastSpawnedPath = enemy.pathIndex; } } return enemy; }, // Streamlined interval updates updateSpawnIntervals: function updateSpawnIntervals(difficulty, level) { var base = GAME_CONFIG.enemies.skeleton.spawnInterval[difficulty]; this.spawnConfig.skeleton.interval = Math.max(base.min, base.base - level * base.scaling); this.spawnConfig.ogre.interval = GAME_CONFIG.enemies.ogre.spawnInterval[difficulty]; this.spawnConfig.knight.interval = GAME_CONFIG.enemies.knight.spawnInterval[difficulty]; }, // Unified timer updates updateTimers: function updateTimers() { for (var type in this.spawnTimers) { this.spawnTimers[type]++; } // Check if all paths are in cooldown and reset if needed var allPathsInCooldown = true; for (var pathIdx = 0; pathIdx < 5; pathIdx++) { if (pathConsecutiveSpawns[pathIdx] < 2) { allPathsInCooldown = false; break; } } if (allPathsInCooldown) { // Reset all path cooldowns to prevent spawn deadlock for (var pathIdx = 0; pathIdx < 5; pathIdx++) { pathConsecutiveSpawns[pathIdx] = 0; pathLastSpawnTime[pathIdx] = -1; } } }, // Streamlined spawn cycle for all enemy types processSpawnCycle: function processSpawnCycle(difficulty, level) { this.updateSpawnIntervals(difficulty, level); this.updateTimers(); // Clean up any null/destroyed enemies from collections first this.cleanupDestroyedEnemies(); var enemyTypes = ['skeleton', 'ogre', 'knight', 'miniBoss']; for (var i = 0; i < enemyTypes.length; i++) { this.executeSpawn(enemyTypes[i], difficulty, level); } }, // Add cleanup method for destroyed enemies cleanupDestroyedEnemies: function cleanupDestroyedEnemies() { // Clean up legacy arrays var allArrays = [enemies, ogres, knights, miniBosses]; for (var arrayIdx = 0; arrayIdx < allArrays.length; arrayIdx++) { var array = allArrays[arrayIdx]; for (var i = array.length - 1; i >= 0; i--) { if (!array[i] || !array[i].parent || array[i].isDying) { array.splice(i, 1); } } } // Clean up manager collections for (var type in globalEnemyManager.enemyCollections) { var collection = globalEnemyManager.enemyCollections[type]; for (var i = collection.length - 1; i >= 0; i--) { if (!collection[i] || !collection[i].parent || collection[i].isDying) { collection.splice(i, 1); } } } } }; // Game input handling with spell casting support game.down = function (x, y, obj) { // Check if player has spells in deck and can quick-cast if (activeSpellDeck && activeSpellDeck.currentDeck.length > 0) { // Quick cast first available spell on double tap or long press var firstSpellId = activeSpellDeck.currentDeck[0]; // Only auto-cast offensive spells when tapping empty areas if (firstSpellId === 'fireball' || firstSpellId === 'lightning') { if (activeSpellDeck.canCastSpell(firstSpellId)) { // Find target near tap location var allEnemies = collisionArrayPool.getAllEnemies(); var targetEnemy = null; var minDistance = 200; // Maximum distance to consider for targeting for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; var dx = enemy.x - x; var dy = enemy.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < minDistance) { minDistance = distance; targetEnemy = enemy; } } if (targetEnemy) { activeSpellDeck.castSpell(firstSpellId, targetEnemy.x, targetEnemy.y); LK.effects.flashScreen(0x00FF00, 200); } } } } // Tap-to-attack is now handled directly by individual enemies // No need for path-based attacks since enemies handle their own tap events }; // Initialize unified management systems for streamlined game architecture var globalEnemyManager = new EnemyManager(); 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 } // Helper functions now integrated into EnemyFactory // Unified spawn management system SpawnManager.processSpawnCycle(selectedDifficulty, difficultyLevel); // Reset path cooldowns for optimized path management for (var pathIdx = 0; pathIdx < 5; pathIdx++) { if (pathLastSpawnTime[pathIdx] !== -1 && LK.ticks - pathLastSpawnTime[pathIdx] > pathCooldownDuration) { pathConsecutiveSpawns[pathIdx] = 0; } } // Unified CollisionManager for streamlined collision detection and response var CollisionManager = { // Consolidated collision configurations collisionConfig: { skeleton: { damage: 20, removeOnHit: true }, ogre: { damage: 30, removeOnHit: true }, knight: { damage: 40, removeOnHit: true }, miniBoss: { damage: 75, removeOnHit: false } }, // Streamlined enemy collision processing with categorized collision types processEnemyCollisions: function processEnemyCollisions() { var allEnemies = globalEnemyManager.getAllEnemies(); // Category 1: Off-screen cleanup (non-collision processing) this.processOffScreenCleanup(allEnemies); // Category 2: Enemy-wizard collisions this.processEnemyWizardCollisions(allEnemies); }, // Separate processing for off-screen enemy cleanup processOffScreenCleanup: function processOffScreenCleanup(allEnemies) { for (var i = allEnemies.length - 1; i >= 0; i--) { var enemy = allEnemies[i]; if (this.isOffScreen(enemy)) { this.removeEnemyFromGame(enemy); } } }, // Separate processing for enemy-wizard collisions processEnemyWizardCollisions: function processEnemyWizardCollisions(allEnemies) { for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; if (!enemy.isDying && enemy.parent) { this.checkWizardCollision(enemy); } } }, // Efficient off-screen detection isOffScreen: function isOffScreen(enemy) { return enemy.y > 2732 + 100; }, // Unified enemy removal system removeEnemyFromGame: function removeEnemyFromGame(enemy) { // Remove from manager collections for (var type in globalEnemyManager.enemyCollections) { globalEnemyManager.removeFromCollection(enemy, type); } // Legacy array cleanup for compatibility this.removeFromLegacyArrays(enemy); enemy.destroy(); }, // Legacy array compatibility cleanup removeFromLegacyArrays: function removeFromLegacyArrays(enemy) { var arrays = [enemies, ogres, knights, miniBosses]; for (var a = 0; a < arrays.length; a++) { var array = arrays[a]; for (var i = array.length - 1; i >= 0; i--) { if (array[i] === enemy) { array.splice(i, 1); break; } } } }, // 1.1 Distance Culling: Enhanced wizard collision detection with optimized distance-based culling checkWizardCollision: function checkWizardCollision(enemy) { // Initialize collision tracking if (enemy.lastIntersecting === undefined) { enemy.lastIntersecting = false; } // 1.1 Distance Culling: Skip expensive intersection test if objects are too far apart var dx = enemy.x - wizard.x; var dy = enemy.y - wizard.y; var distance = Math.sqrt(dx * dx + dy * dy); var maxCollisionDistance = 150; // Approximate maximum collision distance based on sprite sizes var currentIntersecting = false; if (distance <= maxCollisionDistance) { // Only perform expensive intersection test if objects are close enough currentIntersecting = wizard.intersects(enemy); } // Check collision transition if (!enemy.lastIntersecting && currentIntersecting && !enemy.isDying) { var config = this.getEnemyConfig(enemy); wizard.takeDamage(config.damage); // Handle enemy removal based on type if (config.removeOnHit) { this.removeEnemyFromGame(enemy); return; } } // Update collision state enemy.lastIntersecting = currentIntersecting; }, // Get enemy configuration by type getEnemyConfig: function getEnemyConfig(enemy) { return this.collisionConfig[enemy.enemyType] || this.collisionConfig.skeleton; } }; // Replace the old collision function call function checkAllEnemyCollisions() { CollisionManager.processEnemyCollisions(); } // 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 = collisionArrayPool.getAllEnemies(); 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(); } // Simple time slow effects processing var allEnemies = collisionArrayPool.getAllEnemies(); 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(); // Clean up any orphaned projectiles that may not have been properly removed for (var i = projectiles.length - 1; i >= 0; i--) { var projectile = projectiles[i]; if (!projectile || !projectile.parent || projectile.hitEnemy) { projectiles.splice(i, 1); } } // ProjectileFactory uses the global projectiles array, no separate activeProjectiles array needed }; // Remove tap text after 5 seconds tween({}, {}, { duration: 5000, onFinish: function onFinish() { if (tapText && tapText.parent) { tapText.destroy(); } } });
===================================================================
--- original.js
+++ change.js
@@ -3155,9 +3155,9 @@
};
self.takeDamage = function (damage) {
// Check if teleport invulnerability is active
if (self.teleportInvuln) {
- globalDamageHandler.createFlashEffect(self, 0x8000FF, 200);
+ GameManager.createFlashEffect(self, 0x8000FF, 200);
return;
}
// Check if shield is active
if (self.shieldActive) {
@@ -3168,9 +3168,9 @@
}
// Increment shield hits
self.currentShieldHits++;
// Visual feedback for shield use
- globalDamageHandler.createFlashEffect(self, 0x00BFFF, 300);
+ GameManager.createFlashEffect(self, 0x00BFFF, 300);
// Check if shield is depleted
if (self.currentShieldHits >= self.maxShieldHits) {
self.shieldActive = false;
// Start shield regeneration timer
@@ -3181,9 +3181,9 @@
// Regenerate shield
self.shieldActive = true;
self.currentShieldHits = 0;
// Visual feedback for shield regeneration
- globalDamageHandler.createFlashEffect(self, 0x00BFFF, 500);
+ GameManager.createFlashEffect(self, 0x00BFFF, 500);
// Add shield regeneration animation
tween(self.shieldGraphics, {
scaleX: 5,
scaleY: 5,
@@ -3209,9 +3209,9 @@
return;
}
// Use unified damage handler for core damage logic
self.health -= damage;
- globalDamageHandler.createFlashEffect(self, 0xFF0000, 200);
+ GameManager.createFlashEffect(self, 0xFF0000, 200);
if (self.health <= 0) {
self.health = 0;
// 10% chance to revive when dying
var reviveChance = Math.random();
@@ -3222,11 +3222,11 @@
var allEnemies = collisionArrayPool.getAllEnemies();
for (var enemyIdx = allEnemies.length - 1; enemyIdx >= 0; enemyIdx--) {
var enemy = allEnemies[enemyIdx];
// Create destruction effect for each enemy
- globalDamageHandler.createFlashEffect(enemy, 0xFFD700, 500);
+ GameManager.createFlashEffect(enemy, 0xFFD700, 500);
// Create golden explosion particles
- globalDamageHandler.createVisualEffect('explosion', enemy, {
+ GameManager.createVisualEffect('explosion', enemy, {
explosionColor: 0xFFD700,
explosionScale: 4.0
});
// Kill ALL enemies instantly by calling die() method
@@ -3235,9 +3235,9 @@
// 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, {
+ GameManager.createVisualEffect('explosion', self, {
explosionColor: 0x00FF00,
explosionScale: 8.0
});
// Play spell cast sound for revival
@@ -3703,9 +3703,71 @@
/****
* Constants & Configuration
****/
// Unified Game Manager for all simple operations
-// GameManager removed - functions integrated into main gameManager
+var GameManager = {
+ updateEntity: function updateEntity(entity) {
+ if (entity && entity.update && typeof entity.update === 'function') {
+ entity.update();
+ }
+ },
+ createDamageText: function createDamageText(x, y, damage) {
+ var damageText = new Text2('-' + damage, {
+ size: 120,
+ fill: 0xFF4444,
+ font: "monospace"
+ });
+ damageText.anchor.set(0.5, 0.5);
+ damageText.x = x;
+ damageText.y = y - 40;
+ game.addChild(damageText);
+ tween(damageText, {
+ y: y - 120,
+ alpha: 0
+ }, {
+ duration: 1000,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ damageText.destroy();
+ }
+ });
+ },
+ createFlashEffect: function createFlashEffect(target, color, duration) {
+ LK.effects.flashObject(target, color, duration);
+ },
+ createObject: function createObject(type, config) {
+ if (type === 'coin') return new Coin();
+ if (type === 'enemy') return new Enemy(config);
+ if (type === 'projectile') return new Projectile(config);
+ return null;
+ },
+ createVisualEffect: function createVisualEffect(type, target, config) {
+ // Simple visual effect creation
+ if (type === 'explosion') {
+ var explosion = game.addChild(LK.getAsset('projectileGlow', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: target.x,
+ y: target.y,
+ scaleX: config.explosionScale || 2,
+ scaleY: config.explosionScale || 2
+ }));
+ explosion.tint = config.explosionColor || 0xFFFFFF;
+ explosion.alpha = 0.8;
+ tween(explosion, {
+ scaleX: (config.explosionScale || 2) * 1.5,
+ scaleY: (config.explosionScale || 2) * 1.5,
+ alpha: 0
+ }, {
+ duration: 500,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ explosion.destroy();
+ }
+ });
+ }
+ }
+};
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -3952,60 +4014,35 @@
/****
* Global Systems
****/
// Unified game management system
-var gameManager = {
- // Consolidated enemy management
+var gameManager = GameManager;
+// Simple Collision Array Pool
+var collisionArrayPool = {
allEnemies: [],
+ clearArray: function clearArray(arrayName) {
+ if (this[arrayName]) {
+ this[arrayName].length = 0;
+ }
+ return this[arrayName];
+ },
getAllEnemies: function getAllEnemies() {
- this.allEnemies.length = 0;
- for (var i = 0; i < enemies.length; i++) {
- this.allEnemies.push(enemies[i]);
+ var array = this.clearArray('allEnemies');
+ for (var i = 0; i < gameState.enemies.length; i++) {
+ array.push(gameState.enemies[i]);
}
- for (var i = 0; i < ogres.length; i++) {
- this.allEnemies.push(ogres[i]);
+ for (var i = 0; i < gameState.ogres.length; i++) {
+ array.push(gameState.ogres[i]);
}
- for (var i = 0; i < knights.length; i++) {
- this.allEnemies.push(knights[i]);
+ for (var i = 0; i < gameState.knights.length; i++) {
+ array.push(gameState.knights[i]);
}
- for (var i = 0; i < miniBosses.length; i++) {
- this.allEnemies.push(miniBosses[i]);
+ for (var i = 0; i < gameState.miniBosses.length; i++) {
+ array.push(gameState.miniBosses[i]);
}
- return this.allEnemies;
- },
- // Consolidated utility functions
- updateEntity: function updateEntity(entity) {
- if (entity && entity.update && typeof entity.update === 'function') {
- entity.update();
- }
- },
- createDamageText: function createDamageText(x, y, damage) {
- var damageText = new Text2('-' + damage, {
- size: 120,
- fill: 0xFF4444,
- font: "monospace"
- });
- damageText.anchor.set(0.5, 0.5);
- damageText.x = x;
- damageText.y = y - 40;
- game.addChild(damageText);
- tween(damageText, {
- y: y - 120,
- alpha: 0
- }, {
- duration: 1000,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- damageText.destroy();
- }
- });
- },
- createFlashEffect: function createFlashEffect(target, color, duration) {
- LK.effects.flashObject(target, color, duration);
+ return array;
}
};
-// Compatibility aliases
-var collisionArrayPool = gameManager;
/****
* Unified Projectile Manager
****/
var ProjectileFactory = {
@@ -4050,27 +4087,25 @@
}
if (projectile.parent) projectile.destroy();
}
};
-// Removed redundant aliases - using gameManager directly
+// Removed globalDamageHandler and globalEffectManager aliases - use GameManager directly
/****
* Game Objects (Legacy compatibility)
****/
-// Game state variables
+// Legacy variable aliases for compatibility
var gameStarted = false;
var selectedEnemy = null;
-var allEnemies = []; // Single array for all enemies
-var coins = [];
-var projectiles = [];
-var coinCounter = 0;
-var enemyKillCounter = 0;
-var pathLastSpawnTime = [-1, -1, -1, -1, -1];
-var pathConsecutiveSpawns = [0, 0, 0, 0, 0];
-// Legacy compatibility - all point to same array
-var enemies = allEnemies;
-var ogres = allEnemies;
-var knights = allEnemies;
-var miniBosses = allEnemies;
+var enemies = gameState.enemies;
+var ogres = gameState.ogres;
+var knights = gameState.knights;
+var miniBosses = gameState.miniBosses;
+var coins = gameState.coins;
+var projectiles = gameState.projectiles;
+var coinCounter = gameState.coinCounter;
+var enemyKillCounter = gameState.enemyKillCounter;
+var pathLastSpawnTime = gameState.pathLastSpawnTime;
+var pathConsecutiveSpawns = gameState.pathConsecutiveSpawns;
// Single game menu object
var gameMenu;
// Create tutorial system first (initially hidden)
var tutorial = game.addChild(new Tutorial());
@@ -4729,10 +4764,10 @@
var firstSpellId = activeSpellDeck.currentDeck[0];
// Only auto-cast offensive spells when tapping empty areas
if (firstSpellId === 'fireball' || firstSpellId === 'lightning') {
if (activeSpellDeck.canCastSpell(firstSpellId)) {
- // Check all enemy types for closest one
- var allEnemies = gameManager.getAllEnemies();
+ // Find target near tap location
+ var allEnemies = collisionArrayPool.getAllEnemies();
var targetEnemy = null;
var minDistance = 200; // Maximum distance to consider for targeting
for (var i = 0; i < allEnemies.length; i++) {
var enemy = allEnemies[i];