User prompt
si
User prompt
implementa 4A-1
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ahora haz el paso 3
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ahora haz el paso 2
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si comienza a hacer el paso 1
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dame los pasos divididos en partes para poder hacerlos mas faciles
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como puedes arreglar el sistema de mana para que empieze en 100 puntos?
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sigue sin salir el flash verde por que?
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dime como puedo salucionar el probelma
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si te pido que lo arregles lo puedes hacer?
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Haz que cuando se active la fireball vaya al enemigo más cercano ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Muestra la hitbox de las cartas
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Haz que el mana empieze en 100
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Si te pido que lo arregles lo puedes hacer?
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Ahora tradúceme eso a español
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Si, procede con el arreglo
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cuando toco las spell slot no se activan los poderes neceti ponerle funciones especificas?
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haz visible la hit box de las spell slots
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crea la hit box de los hechizos encima de las cartas de los hechizos
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Reposicionar los spell slots** a Y=2500 o menos para que estén completamente visibles
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Actualizar la función `updateSpellSlots()`** para que funcione correctamente
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Please fix the bug: 'ReferenceError: globalDamageHandler is not defined' in or related to this line: 'globalDamageHandler.createFlashEffect(self, 0xFFD700, 1000); // Golden flash on wizard' Line Number: 3775
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posiciona los spell slots en las cartas del juego
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Por favor modifica el sistema de interacción del tutorial para que cuando esté en modo deck, al tocar una carta del deck actual (las que tienen isDeckCard: true) se lance el hechizo correspondiente en lugar de removerlo del deck. Usa la función _castSpell() que ya existe y encuentra automáticamente el enemigo más cercano como target para hechizos de ataque.
User prompt
haz que las cartas del deck lancen hechizos
/****
* 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;
});
// Unified EnemyManager for streamlined enemy lifecycle management
var EnemyManager = Container.expand(function () {
var self = Container.call(this);
// Use global arrays directly - no separate collections needed
// 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 specific enemy classes
self.createEnemy = function (type, difficulty, level, pathOverride) {
var template = self.enemyTemplates[type];
if (!template) return null;
// Create specific enemy class based on type
var enemy = null;
if (type === 'skeleton') {
enemy = new Skeleton();
} else if (type === 'ogre') {
enemy = new Ogre();
} else if (type === 'knight') {
enemy = new Knight();
} else if (type === 'miniBoss') {
enemy = new MiniBoss();
} else {
return null;
}
// Apply difficulty scaling
enemy.speed *= 1 + level * 0.3;
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) {
// Use direct spawn position values
var spawnPositions = [{
x: 2048 / 2,
y: -100
}, {
x: 2048 + 50,
y: -50
}, {
x: -50,
y: -50
}, {
x: -100,
y: 2732 / 2 + 400
}, {
x: 2048 + 100,
y: 2732 / 2 + 400
}];
var spawnPos = 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 (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);
};
// Streamlined enemy removal system
self.removeFromCollection = function (enemy, type) {
var collection = [];
if (type === 'skeleton') collection = enemies;else if (type === 'ogre') collection = ogres;else if (type === 'knight') collection = knights;else if (type === 'miniBoss') collection = miniBosses;
if (collection.length > 0) {
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 = [];
allEnemies = allEnemies.concat(enemies);
allEnemies = allEnemies.concat(ogres);
allEnemies = allEnemies.concat(knights);
allEnemies = allEnemies.concat(miniBosses);
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);
// Simple spell deck - load from storage or use defaults
var currentDeck = storage.spellDeck || ['fireball', 'heal', 'lightning'];
storage.spellDeck = 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 for spell casting (top area) or removal (bottom area)
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) {
// Top area of card (above center) - cast spell
if (y <= cardY) {
// Try to cast the spell
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();
}
});
}
} else {
// Bottom area of card (below center) - remove from deck
// 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;
}
// UNIFIED DECK SYNCHRONIZATION: Fix all deck system inconsistencies
// Create unified deck reference that all systems will use
var unifiedDeck = [];
// Priority 1: Use spellDeck from menu if it exists and has content
if (self.spellDeck && self.spellDeck.currentDeck && self.spellDeck.currentDeck.length > 0) {
unifiedDeck = self.spellDeck.currentDeck.slice();
}
// Priority 2: Use storage deck if available
else if (storage.spellDeck && storage.spellDeck.length > 0) {
unifiedDeck = storage.spellDeck.slice();
}
// Priority 3: Use global currentDeck if available
else if (currentDeck && currentDeck.length > 0) {
unifiedDeck = currentDeck.slice();
}
// Priority 4: Use activeSpellDeck if available
else if (activeSpellDeck && activeSpellDeck.currentDeck && activeSpellDeck.currentDeck.length > 0) {
unifiedDeck = activeSpellDeck.currentDeck.slice();
}
// Priority 5: Default deck as last resort
else {
unifiedDeck = ['fireball', 'heal', 'lightning'];
}
// SYNCHRONIZE ALL DECK SYSTEMS with unified deck
currentDeck = unifiedDeck.slice();
activeSpellDeck.currentDeck = unifiedDeck.slice();
storage.spellDeck = unifiedDeck.slice();
if (self.spellDeck) {
self.spellDeck.currentDeck = unifiedDeck.slice();
}
// Debug: Log deck synchronization
console.log('=== DECK SYNCHRONIZATION ===');
console.log('Unified deck:', unifiedDeck);
console.log('ActiveSpellDeck sync:', activeSpellDeck.currentDeck);
console.log('Storage sync:', storage.spellDeck);
console.log('CurrentDeck sync:', currentDeck);
// 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;
// SPELL SLOT INITIALIZATION AND ASSIGNMENT
for (var i = 0; i < spellSlots.length; i++) {
var slot = spellSlots[i];
slot.visible = true;
slot.interactive = true; // Ensure slot is interactive
// Position spell slots properly in visible game area
slot.x = 400 + i * 400; // Spread across bottom of screen
slot.y = 2400; // Position fully visible within game area
slot.slotIndex = i; // Ensure slot index is set
// CRITICAL: Clear any existing spell assignment first
slot.spellId = null;
// Assign spell from unified current deck
if (i < activeSpellDeck.currentDeck.length) {
var spellId = activeSpellDeck.currentDeck[i];
// VALIDATE SPELL EXISTS before assignment
var spell = null;
for (var s = 0; s < availableSpells.length; s++) {
if (availableSpells[s].id === spellId) {
spell = availableSpells[s];
break;
}
}
if (spell) {
// SUCCESSFUL SPELL ASSIGNMENT
slot.spellId = spellId;
slot.alpha = 1.0;
slot.tint = 0xFFFFFF;
console.log('SUCCESS: Assigned spell to slot', i, ':', spellId, spell.name);
// Clear existing children first
while (slot.children.length > 0) {
slot.children[0].destroy();
}
// Create spell icon
var spellIcon = LK.getAsset('spell', {
anchorX: 0.5,
anchorY: 0.5
});
spellIcon.tint = _getRarityColor(spell.rarity);
slot.addChild(spellIcon);
// Add spell name text
var spellNameText = new Text2(spell.name, {
size: 30,
fill: 0xFFFFFF,
font: "monospace"
});
spellNameText.anchor.set(0.5, 0.5);
spellNameText.y = 40;
slot.addChild(spellNameText);
} else {
// FAILED SPELL ASSIGNMENT
console.log('ERROR: Spell not found for ID:', spellId);
console.log('Available spells:', availableSpells.map(function (s) {
return s.id;
}));
slot.spellId = null;
slot.alpha = 0.5;
slot.tint = 0x666666;
}
} else {
// Empty slot (no spell assigned)
slot.spellId = null;
slot.alpha = 0.5;
slot.tint = 0x666666;
}
}
// SYNCHRONIZE MANA SYSTEMS
currentMana = activeSpellDeck.currentMana;
activeSpellDeck.maxMana = maxMana;
updateManaBar();
// FORCE SPELL SLOT UPDATE with proper synchronization
updateSpellSlots();
// FINAL VALIDATION: Verify all spell slots have proper spell IDs
console.log('=== FINAL SPELL SLOT VALIDATION ===');
for (var i = 0; i < spellSlots.length; i++) {
var slot = spellSlots[i];
console.log('Slot', i, 'spellId:', slot.spellId, 'visible:', slot.visible, 'interactive:', slot.interactive);
if (slot.spellId) {
var spell = _getSpell(slot.spellId);
console.log(' - Spell found:', !!spell, spell ? spell.name : 'null');
}
}
// 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;
});
// Knight class - armored enemy with high health
var Knight = Container.expand(function () {
var self = Container.call(this);
self.enemyType = 'knight';
self.currentFrame = 1;
self.animationTimer = 0;
self.animationState = 'walking';
self.frozen = false;
self.frozenTimer = 0;
self.isDying = false;
self.lastX = 0;
self.speedTweenStarted = false;
self.health = 300;
self.speed = 2;
self.damage = 40;
self.maxHealth = self.health;
self.animationSpeed = 20;
// Create animation frames
self.animationFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('knight' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 3.0,
scaleY: 3.0
});
frameGraphics.visible = i === 1;
self.animationFrames.push(frameGraphics);
}
// 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 ? -3.0 : 3.0;
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.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') {
LK.vibrate([150]);
}
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 () {
if (globalDeathHandler) {
globalDeathHandler.executeEnemyDeath(self, knights);
}
};
return self;
});
// MiniBoss class - powerful boss enemy with health bar
var MiniBoss = Container.expand(function () {
var self = Container.call(this);
self.enemyType = 'miniBoss';
self.currentFrame = 1;
self.animationTimer = 0;
self.animationState = 'walking';
self.frozen = false;
self.frozenTimer = 0;
self.isDying = false;
self.lastX = 0;
self.speedTweenStarted = false;
self.health = 3000;
self.speed = 4;
self.damage = 75;
self.maxHealth = self.health;
self.animationSpeed = 12;
// Create animation frames
self.animationFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('ogre' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 5.0,
scaleY: 5.0
});
frameGraphics.visible = i === 1;
frameGraphics.tint = 0x8B0000;
self.animationFrames.push(frameGraphics);
}
// Create health bar for mini boss
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.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 ? -5.0 : 5.0;
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';
}
});
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') {
LK.vibrate([300, 100, 300]);
}
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 () {
if (globalDeathHandler) {
globalDeathHandler.executeEnemyDeath(self, miniBosses);
}
};
return self;
});
// Ogre class - stronger enemy with more health
var Ogre = Container.expand(function () {
var self = Container.call(this);
self.enemyType = 'ogre';
self.currentFrame = 1;
self.animationTimer = 0;
self.animationState = 'walking';
self.frozen = false;
self.frozenTimer = 0;
self.isDying = false;
self.lastX = 0;
self.speedTweenStarted = false;
self.health = 200;
self.speed = 2.5;
self.damage = 30;
self.maxHealth = self.health;
self.animationSpeed = 18;
// Create animation frames
self.animationFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('ogre' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 3.5,
scaleY: 3.5
});
frameGraphics.visible = i === 1;
self.animationFrames.push(frameGraphics);
}
// 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 ? -3.5 : 3.5;
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.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') {
LK.vibrate([200]);
}
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 () {
if (globalDeathHandler) {
globalDeathHandler.executeEnemyDeath(self, ogres);
}
};
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;
});
// Simple effects helper for basic visual feedback
// Skeleton class - basic enemy with simple properties
var Skeleton = Container.expand(function () {
var self = Container.call(this);
self.enemyType = 'skeleton';
self.currentFrame = 1;
self.animationTimer = 0;
self.animationState = 'walking';
self.frozen = false;
self.frozenTimer = 0;
self.isDying = false;
self.lastX = 0;
self.speedTweenStarted = false;
self.health = 100;
self.speed = 3;
self.damage = 20;
self.maxHealth = self.health;
self.animationSpeed = 15;
// Create animation frames
self.animationFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('esqueleto' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 3.0,
scaleY: 3.0
});
frameGraphics.visible = i === 1;
self.animationFrames.push(frameGraphics);
}
// 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 ? -3.0 : 3.0;
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.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') {
LK.vibrate([100]);
}
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 () {
if (globalDeathHandler) {
globalDeathHandler.executeEnemyDeath(self, enemies);
}
};
return self;
});
// Simple SpellDeck class to replace the complex system
var SpellDeck = Container.expand(function () {
var self = Container.call(this);
// Use the existing simple spell system
self.currentDeck = storage.spellDeck || ['fireball', 'heal', 'lightning'];
self.availableSpells = availableSpells; // Reference to global availableSpells
// Simple methods to match the interface expected by GameMenu
self.addToDeck = function (spellId) {
if (self.currentDeck.length >= 5) return false;
if (self.currentDeck.indexOf(spellId) !== -1) return false;
self.currentDeck.push(spellId);
storage.spellDeck = self.currentDeck.slice();
return true;
};
self.removeFromDeck = function (spellId) {
var index = self.currentDeck.indexOf(spellId);
if (index === -1) return false;
self.currentDeck.splice(index, 1);
storage.spellDeck = self.currentDeck.slice();
return true;
};
self.getSpell = function (spellId) {
return _getSpell(spellId);
};
self.getRarityColor = function (rarity) {
return _getRarityColor(rarity);
};
self.unlockSpell = function (spellId) {
// Simple unlock system - spells are always available
return true;
};
return self;
});
// Simple spell system - no complex classes needed
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 Skeleton());
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) {
// 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 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 direct enemy configuration values based on type
var deathRotation = Math.PI * 0.5;
var numCoins = 1;
// Set specific values based on enemy type
if (enemy.enemyType === 'miniBoss') {
deathRotation = Math.PI * 0.8;
numCoins = 5;
} else if (enemy.enemyType === 'ogre') {
deathRotation = Math.PI * 0.6;
numCoins = 1;
} else if (enemy.enemyType === 'knight') {
deathRotation = Math.PI * 0.7;
numCoins = 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();
// Set score reward based on enemy type
var scoreReward = 10;
if (enemy.enemyType === 'miniBoss') {
scoreReward = 100;
} else if (enemy.enemyType === 'ogre') {
scoreReward = 20;
} else if (enemy.enemyType === 'knight') {
scoreReward = 30;
}
LK.setScore(LK.getScore() + 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
GameManager.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 = 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
}));
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.parent) {
sparkleRef.destroy();
}
}
});
}
});
};
}(sparkle)
});
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Black background for pixel art
});
/****
* Game Code
****/
// Unified Game Manager for all simple operations
/****
* Constants & Configuration
****/
// Simple spell system - no complex classes needed
var availableSpells = [{
id: 'fireball',
name: 'FIREBALL',
damage: 150,
manaCost: 30,
rarity: 'common',
description: 'Lanza bola de fuego explosiva'
}, {
id: 'heal',
name: 'HEAL',
healing: 50,
manaCost: 25,
rarity: 'common',
description: 'Restaura puntos de salud'
}, {
id: 'lightning',
name: 'LIGHTNING',
damage: 200,
manaCost: 40,
rarity: 'rare',
description: 'Cadena de rayos entre enemigos'
}];
// Simple spell casting functions
function _canCastSpell(spellId) {
if (!spellId) {
console.log('_canCastSpell: No spell ID provided');
return false;
}
var spell = _getSpell(spellId);
if (!spell) {
console.log('_canCastSpell: Spell not found for ID:', spellId);
return false;
}
// Use unified mana system - check both currentMana and activeSpellDeck.currentMana
var availableMana = Math.max(currentMana, activeSpellDeck.currentMana);
if (availableMana < spell.manaCost) {
console.log('_canCastSpell: Not enough mana. Required:', spell.manaCost, 'Available:', availableMana);
return false;
}
if (spellCooldowns[spellId] && spellCooldowns[spellId] > LK.ticks) {
console.log('_canCastSpell: Spell on cooldown');
return false;
}
return true;
}
function _castSpell(spellId, targetX, targetY) {
if (!_canCastSpell(spellId)) {
console.log('_castSpell: Cannot cast spell', spellId);
return false;
}
var spell = _getSpell(spellId);
if (!spell) {
console.log('_castSpell: Spell not found during casting:', spellId);
return false;
}
// SYNCHRONIZED MANA DEDUCTION: Update both mana systems
currentMana -= spell.manaCost;
activeSpellDeck.currentMana = currentMana; // Keep systems in sync
if (currentMana < 0) currentMana = 0; // Prevent negative mana
if (activeSpellDeck.currentMana < 0) activeSpellDeck.currentMana = 0;
spellCooldowns[spellId] = LK.ticks + 180; // 3 second cooldown
console.log('_castSpell: Successfully cast', spell.name, 'Remaining mana:', currentMana);
// Spell effects
if (spell.id === 'fireball') {
var projectile = ProjectileFactory.createProjectile('fireBall', wizard.x, wizard.y, targetX, targetY);
projectiles.push(projectile);
LK.getSound('fireWhoosh').play();
// Show spell description
showSpellDescription('FIREBALL', 'Lanza bola de fuego explosiva', 0xFF4500);
} else if (spell.id === 'heal') {
wizard.health = Math.min(wizard.health + spell.healing, wizard.maxHealth);
updateHealthBar();
LK.effects.flashObject(wizard, 0x00FF00, 500);
// Show spell description
showSpellDescription('HEAL', 'Restaura ' + spell.healing + ' puntos de salud', 0x00FF00);
} 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);
}
LK.effects.flashScreen(0x00FFFF, 300);
LK.getSound('iceFreeze').play();
// Show spell description
showSpellDescription('LIGHTNING', 'Cadena de rayos a ' + targetsHit + ' enemigos', 0x00FFFF);
}
LK.getSound('spellCast').play();
return true;
}
function _getSpell(spellId) {
for (var i = 0; i < availableSpells.length; i++) {
if (availableSpells[i].id === spellId) {
return availableSpells[i];
}
}
return null;
}
function _getRarityColor(rarity) {
return rarity === 'rare' ? 0x0080FF : 0xFFFFFF;
}
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);
}
// Usar valores directos en lugar de configuraciones
// Usar valores directos en lugar de configuraciones complejas
// Usar valores directos en lugar de configuraciones complejas
// Usar valores directos en lugar de configuraciones complejas
// Usar valores directos en lugar de configuraciones complejas
/****
* Global State Management
****/
// Simplified global state - no gameState object needed
var gameStarted = false;
var selectedEnemy = null;
var coinCounter = 0;
var enemyKillCounter = 0;
var pathLastSpawnTime = [-1, -1, -1, -1, -1];
var pathConsecutiveSpawns = [0, 0, 0, 0, 0];
var 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 < enemies.length; i++) {
array.push(enemies[i]);
}
for (var i = 0; i < ogres.length; i++) {
array.push(ogres[i]);
}
for (var i = 0; i < knights.length; i++) {
array.push(knights[i]);
}
for (var i = 0; i < miniBosses.length; i++) {
array.push(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)
****/
// Direct global arrays - no gameState needed
var enemies = [];
var ogres = [];
var knights = [];
var miniBosses = [];
var coins = [];
var projectiles = [];
// 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());
// Simple spell system variables
var currentDeck = storage.spellDeck || ['fireball', 'heal', 'lightning'];
var maxMana = 100;
var currentMana = maxMana;
var manaRegenTimer = 0;
var spellCooldowns = {};
storage.spellDeck = currentDeck.slice();
var spellSlots = [];
var manaBar, manaBarBg, manaText;
// Initialize activeSpellDeck with simple spell system
var activeSpellDeck = {
currentDeck: currentDeck.slice(),
currentMana: maxMana,
maxMana: maxMana,
availableSpells: availableSpells,
getSpell: function getSpell(spellId) {
return _getSpell(spellId);
},
canCastSpell: function canCastSpell(spellId) {
return _canCastSpell(spellId);
},
castSpell: function castSpell(spellId, targetX, targetY) {
return _castSpell(spellId, targetX, targetY);
},
getRarityColor: function getRarityColor(rarity) {
return _getRarityColor(rarity);
}
};
// Create spell UI
function createSpellUI() {
// Mana bar
manaBarBg = LK.getAsset('manaBarBg', {
anchorX: 0,
anchorY: 0,
scaleX: 2,
scaleY: 1
});
LK.gui.topRight.addChild(manaBarBg);
manaBarBg.x = -300;
manaBarBg.y = 20;
manaBarBg.visible = false;
manaBar = LK.getAsset('manaBar', {
anchorX: 0,
anchorY: 0,
scaleX: 2,
scaleY: 1
});
LK.gui.topRight.addChild(manaBar);
manaBar.x = -300;
manaBar.y = 20;
manaBar.visible = false;
manaText = new Text2('Mana: 100/100', {
size: 60,
fill: 0x4169E1,
font: "monospace"
});
manaText.anchor.set(0, 0);
LK.gui.topRight.addChild(manaText);
manaText.x = -300;
manaText.y = 65;
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
});
game.addChild(slot);
// Position spell slots in visible game area at bottom
slot.x = 400 + i * 400; // Spread across bottom of screen
slot.y = 2400; // Position fully visible within game area
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 < currentDeck.length) {
var spellId = currentDeck[i];
var spell = _getSpell(spellId);
if (spell) {
var spellIcon = LK.getAsset('spell', {
anchorX: 0.5,
anchorY: 0.5
});
slot.addChild(spellIcon);
spellIcon.tint = _getRarityColor(spell.rarity);
slot.spellId = spellId;
// Add spell name text below the icon
var spellNameText = new Text2(spell.name, {
size: 30,
fill: 0xFFFFFF,
font: "monospace"
});
spellNameText.anchor.set(0.5, 0.5);
spellNameText.y = 40; // Position below the icon
slot.addChild(spellNameText);
}
}
// Add visible hit box indicator for debugging
var hitboxIndicator = LK.getAsset('spellSlotActive', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 2.2
});
hitboxIndicator.alpha = 0.3; // Semi-transparent
hitboxIndicator.tint = 0x00FF00; // Green color for hit box
slot.addChild(hitboxIndicator);
// Enhanced click handler with proper spell casting
slot.down = function (x, y, obj) {
// Flash hit box indicator when clicked
LK.effects.flashObject(hitboxIndicator, 0xFFFF00, 200);
// 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:', availableSpells.map(function (s) {
return s.id;
}));
console.log('Current deck:', currentDeck);
// ENHANCED SPELL VALIDATION
if (!obj.spellId) {
console.log('ERROR: No spell ID assigned to slot', obj.slotIndex);
LK.effects.flashObject(obj, 0xFF0000, 300);
return;
}
// Use direct spell lookup instead of activeSpellDeck method
var spell = _getSpell(obj.spellId);
if (!spell) {
console.log('ERROR: Spell not found for ID:', obj.spellId);
console.log('Available spells:', availableSpells.map(function (s) {
return s.id + ':' + s.name;
}));
LK.effects.flashObject(obj, 0xFF0000, 300);
return;
}
console.log('Spell found:', spell.name, 'Mana cost:', spell.manaCost);
console.log('Current mana:', currentMana, 'Can cast:', _canCastSpell(obj.spellId));
if (obj.spellId && _canCastSpell(obj.spellId)) {
var spell = _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 (_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 (!_canCastSpell(obj.spellId)) {
var spell = _getSpell(obj.spellId);
if (spell && currentMana < spell.manaCost) {
errorMsg = 'SIN MANA';
} else if (spellCooldowns[obj.spellId] && 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 = currentMana / maxMana;
manaBar.scaleX = manaPercent * 2;
manaText.setText('Mana: ' + Math.floor(currentMana) + '/' + maxMana);
}
// Simplified spell slot cooldown updates
function updateSpellSlots() {
// Ensure we have activeSpellDeck reference
if (!activeSpellDeck) return;
// Use activeSpellDeck.currentDeck for sync
var currentActiveDeck = activeSpellDeck.currentDeck || [];
// 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 active deck
if (i < currentActiveDeck.length) {
var spellId = currentActiveDeck[i];
var spell = _getSpell(spellId);
if (spell) {
slot.spellId = spellId;
slot.visible = true;
slot.interactive = true; // Ensure slot is interactive
// Update cooldown visual
var cooldownEnd = spellCooldowns[spellId] || 0;
var isOnCooldown = cooldownEnd > LK.ticks;
var hasEnoughMana = 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
}
// Create or update spell icon
if (slot.children.length === 0) {
// Create new spell icon
var spellIcon = LK.getAsset('spell', {
anchorX: 0.5,
anchorY: 0.5
});
slot.addChild(spellIcon);
// Create spell name text
var spellNameText = new Text2(spell.name, {
size: 30,
fill: 0xFFFFFF,
font: "monospace"
});
spellNameText.anchor.set(0.5, 0.5);
spellNameText.y = 40;
slot.addChild(spellNameText);
}
// Update existing spell icon
if (slot.children.length > 0) {
var spellIcon = slot.children[0];
spellIcon.tint = _getRarityColor(spell.rarity);
}
// Update spell name text if it exists
if (slot.children.length > 1) {
var spellNameText = slot.children[1];
// Ensure it's a Text2 object before calling setText
if (spellNameText && typeof spellNameText.setText === 'function') {
spellNameText.setText(spell.name);
spellNameText.tint = _getRarityColor(spell.rarity);
}
}
} else {
slot.spellId = null;
slot.visible = true;
slot.alpha = 0.3;
slot.tint = 0x444444;
}
} else {
// Empty slot - keep visible but dimmed
slot.spellId = null;
slot.visible = true;
slot.alpha = 0.3;
slot.tint = 0x444444;
}
}
}
// 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();
}
});
}
});
}
// Function to show spell description when cast
function showSpellDescription(spellName, description, color) {
var descText = new Text2(spellName + '\n' + description, {
size: 50,
fill: color,
font: "monospace"
});
descText.anchor.set(0.5, 0.5);
descText.x = wizard.x;
descText.y = wizard.y - 200;
game.addChild(descText);
// Animate description
tween(descText, {
y: descText.y - 80,
alpha: 0
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (descText.parent) descText.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 = [{
x: 2048 / 2,
y: -100
}, {
x: 2048 + 50,
y: -50
}, {
x: -50,
y: -50
}, {
x: -100,
y: 2732 / 2 + 400
}, {
x: 2048 + 100,
y: 2732 / 2 + 400
}];
var pathAngles = [-Math.PI / 2, -Math.PI / 3, -2 * Math.PI / 3, Math.PI / 6, 5 * Math.PI / 6];
for (var p = 0; p < 5; p++) {
var angle = pathAngles[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 = 80;
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: 60,
fill: 0xFFD700,
font: "monospace"
});
coinText.anchor.set(0, 0);
LK.gui.topLeft.addChild(coinText);
coinText.x = 120;
coinText.y = 90;
coinText.visible = false;
var killCountText = new Text2('Puntuacion: 0', {
size: 60,
fill: 0xFFFFFF,
font: "monospace"
});
killCountText.anchor.set(0, 0);
LK.gui.topLeft.addChild(killCountText);
killCountText.x = 120;
killCountText.y = 50;
killCountText.visible = false;
var tapText = new Text2('TAP ENEMIES TO ATTACK!', {
size: 80,
fill: 0x00FF00,
font: "monospace"
});
tapText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(tapText);
tapText.y = -400;
tapText.visible = false;
// Health bar UI
var healthBarBg = LK.getAsset('healthBarBg', {
anchorX: 0,
anchorY: 0,
scaleX: 2,
scaleY: 1
});
LK.gui.topLeft.addChild(healthBarBg);
healthBarBg.x = 120;
healthBarBg.y = 20;
healthBarBg.visible = false;
var healthBar = LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 0,
scaleX: 2,
scaleY: 1
});
LK.gui.topLeft.addChild(healthBar);
healthBar.x = 120;
healthBar.y = 20;
healthBar.visible = false;
var healthText = new Text2('Health: 100/100', {
size: 60,
fill: 0xFFFFFF,
font: "monospace"
});
healthText.anchor.set(0, 0);
LK.gui.topLeft.addChild(healthText);
healthText.x = 120;
healthText.y = 65;
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 = [];
if (type === 'skeleton') collection = enemies;else if (type === 'ogre') collection = ogres;else if (type === 'knight') collection = knights;else if (type === 'miniBoss') collection = miniBosses;
var timer = this.spawnTimers[type];
// Usar valores directos para thresholds
var threshold = 0;
if (type === 'ogre') threshold = 15;else if (type === 'knight') threshold = 30;else if (type === 'miniBoss') threshold = 80;
// 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 && miniBosses.length === 0 && Math.random() < config.chance;
}
return baseConditions && miniBosses.length === 0;
},
// Unified spawn execution with specific enemy classes
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);
// Add directly to global arrays
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) {
// Usar valores directos para skeleton
if (difficulty === 'FACIL') {
this.spawnConfig.skeleton.interval = Math.max(60, 120 - level * 5);
this.spawnConfig.ogre.interval = 240;
this.spawnConfig.knight.interval = 400;
} else if (difficulty === 'NORMAL') {
this.spawnConfig.skeleton.interval = Math.max(40, 90 - level * 6);
this.spawnConfig.ogre.interval = 180;
this.spawnConfig.knight.interval = 300;
} else {
// DIFICIL
this.spawnConfig.skeleton.interval = Math.max(20, 60 - level * 4);
this.spawnConfig.ogre.interval = 120;
this.spawnConfig.knight.interval = 200;
}
},
// 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 global arrays directly
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);
}
}
}
}
};
// Game input handling with spell casting support
game.down = function (x, y, obj) {
// Removed automatic fireball casting - spells are now manual only through spell slots
// 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 global arrays directly
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 system
if (gameStarted) {
// Simple mana regeneration
manaRegenTimer++;
if (manaRegenTimer >= 60) {
manaRegenTimer = 0;
currentMana = Math.min(currentMana + 2, maxMana);
}
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
@@ -1366,21 +1366,44 @@
});
// 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();
- }
+ // UNIFIED DECK SYNCHRONIZATION: Fix all deck system inconsistencies
+ // Create unified deck reference that all systems will use
+ var unifiedDeck = [];
+ // Priority 1: Use spellDeck from menu if it exists and has content
+ if (self.spellDeck && self.spellDeck.currentDeck && self.spellDeck.currentDeck.length > 0) {
+ unifiedDeck = self.spellDeck.currentDeck.slice();
}
+ // Priority 2: Use storage deck if available
+ else if (storage.spellDeck && storage.spellDeck.length > 0) {
+ unifiedDeck = storage.spellDeck.slice();
+ }
+ // Priority 3: Use global currentDeck if available
+ else if (currentDeck && currentDeck.length > 0) {
+ unifiedDeck = currentDeck.slice();
+ }
+ // Priority 4: Use activeSpellDeck if available
+ else if (activeSpellDeck && activeSpellDeck.currentDeck && activeSpellDeck.currentDeck.length > 0) {
+ unifiedDeck = activeSpellDeck.currentDeck.slice();
+ }
+ // Priority 5: Default deck as last resort
+ else {
+ unifiedDeck = ['fireball', 'heal', 'lightning'];
+ }
+ // SYNCHRONIZE ALL DECK SYSTEMS with unified deck
+ currentDeck = unifiedDeck.slice();
+ activeSpellDeck.currentDeck = unifiedDeck.slice();
+ storage.spellDeck = unifiedDeck.slice();
+ if (self.spellDeck) {
+ self.spellDeck.currentDeck = unifiedDeck.slice();
+ }
+ // Debug: Log deck synchronization
+ console.log('=== DECK SYNCHRONIZATION ===');
+ console.log('Unified deck:', unifiedDeck);
+ console.log('ActiveSpellDeck sync:', activeSpellDeck.currentDeck);
+ console.log('Storage sync:', storage.spellDeck);
+ console.log('CurrentDeck sync:', currentDeck);
// Hide menu and start game normally
self.visible = false;
gameStarted = true;
// Show cave background when game starts
@@ -1412,169 +1435,89 @@
// 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
+ // SPELL SLOT INITIALIZATION AND ASSIGNMENT
for (var i = 0; i < spellSlots.length; i++) {
var slot = spellSlots[i];
slot.visible = true;
- // Make slot interactive for touch/click
- slot.interactive = true;
+ slot.interactive = true; // Ensure slot is interactive
// Position spell slots properly in visible game area
slot.x = 400 + i * 400; // Spread across bottom of screen
slot.y = 2400; // Position fully visible within game area
- // Update slot content based on current deck
+ slot.slotIndex = i; // Ensure slot index is set
+ // CRITICAL: Clear any existing spell assignment first
+ slot.spellId = null;
+ // Assign spell from unified current deck
if (i < activeSpellDeck.currentDeck.length) {
var spellId = activeSpellDeck.currentDeck[i];
- var spell = activeSpellDeck.getSpell(spellId);
+ // VALIDATE SPELL EXISTS before assignment
+ var spell = null;
+ for (var s = 0; s < availableSpells.length; s++) {
+ if (availableSpells[s].id === spellId) {
+ spell = availableSpells[s];
+ break;
+ }
+ }
if (spell) {
+ // SUCCESSFUL SPELL ASSIGNMENT
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);
+ console.log('SUCCESS: Assigned spell to slot', i, ':', spellId, spell.name);
+ // Clear existing children first
+ while (slot.children.length > 0) {
+ slot.children[0].destroy();
}
- // Update spell icon if it exists
- if (slot.children.length > 0) {
- var spellIcon = slot.children[0];
- spellIcon.tint = activeSpellDeck.getRarityColor(spell.rarity);
- }
- // Fix spell slot activation by adding proper down handler
- slot.down = function (x, y, obj) {
- // Only allow spell casting during active gameplay
- if (!gameStarted || tutorial && tutorial.isActive) return;
- // Debug spell casting
- console.log('=== SPELL SLOT CLICKED ===');
- console.log('Slot index:', obj.slotIndex);
- console.log('Spell ID:', obj.spellId);
- console.log('Current mana:', currentMana);
- console.log('Active deck:', activeSpellDeck.currentDeck);
- // Check if slot has a valid spell
- if (!obj.spellId) {
- console.log('ERROR: No spell ID in slot');
- LK.effects.flashObject(obj, 0xFF0000, 200);
- return;
- }
- var spell = _getSpell(obj.spellId);
- if (!spell) {
- console.log('ERROR: Spell not found:', obj.spellId);
- LK.effects.flashObject(obj, 0xFF0000, 200);
- return;
- }
- console.log('Spell found:', spell.name, 'Cost:', spell.manaCost);
- // Check if spell can be cast
- if (!_canCastSpell(obj.spellId)) {
- console.log('ERROR: Cannot cast spell');
- LK.effects.flashObject(obj, 0xFF0000, 200);
- // Show error message
- var errorMsg = '';
- if (currentMana < spell.manaCost) {
- errorMsg = 'SIN MANA';
- } else if (spellCooldowns[obj.spellId] && spellCooldowns[obj.spellId] > LK.ticks) {
- errorMsg = 'RECARGANDO';
- } else {
- errorMsg = 'NO DISPONIBLE';
- }
- 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();
- }
- });
- return;
- }
- // Cast the spell successfully
- var targetX = wizard.x;
- var targetY = wizard.y - 100;
- // Enhanced targeting for offensive spells
- if (obj.spellId === 'fireball' || obj.spellId === 'lightning') {
- var allEnemies = collisionArrayPool.getAllEnemies();
- if (allEnemies.length > 0) {
- 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;
- }
- }
- }
- // Execute spell casting
- if (_castSpell(obj.spellId, targetX, targetY)) {
- console.log('SUCCESS: Spell cast successfully');
- LK.effects.flashObject(obj, 0x00FF00, 300);
- // Show success message
- var successText = new Text2('HECHIZO LANZADO!', {
- size: 50,
- fill: 0x00FF00,
- font: "monospace"
- });
- successText.anchor.set(0.5, 0.5);
- successText.x = wizard.x;
- successText.y = wizard.y - 150;
- game.addChild(successText);
- tween(successText, {
- y: successText.y - 100,
- alpha: 0
- }, {
- duration: 1500,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- if (successText.parent) successText.destroy();
- }
- });
- } else {
- console.log('ERROR: Spell casting failed');
- LK.effects.flashObject(obj, 0xFF0000, 200);
- }
- };
+ // Create spell icon
+ var spellIcon = LK.getAsset('spell', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ spellIcon.tint = _getRarityColor(spell.rarity);
+ slot.addChild(spellIcon);
+ // Add spell name text
+ var spellNameText = new Text2(spell.name, {
+ size: 30,
+ fill: 0xFFFFFF,
+ font: "monospace"
+ });
+ spellNameText.anchor.set(0.5, 0.5);
+ spellNameText.y = 40;
+ slot.addChild(spellNameText);
} else {
- // Debug: Spell not found in availableSpells
- console.log('Spell not found for ID:', spellId, 'Available:', activeSpellDeck.availableSpells.map(function (s) {
+ // FAILED SPELL ASSIGNMENT
+ console.log('ERROR: Spell not found for ID:', spellId);
+ console.log('Available spells:', availableSpells.map(function (s) {
return s.id;
}));
slot.spellId = null;
slot.alpha = 0.5;
slot.tint = 0x666666;
}
} else {
- // Empty slot
+ // Empty slot (no spell assigned)
slot.spellId = null;
slot.alpha = 0.5;
slot.tint = 0x666666;
}
}
- // Force update spell slots to ensure proper synchronization
+ // SYNCHRONIZE MANA SYSTEMS
+ currentMana = activeSpellDeck.currentMana;
+ activeSpellDeck.maxMana = maxMana;
+ updateManaBar();
+ // FORCE SPELL SLOT UPDATE with proper synchronization
updateSpellSlots();
+ // FINAL VALIDATION: Verify all spell slots have proper spell IDs
+ console.log('=== FINAL SPELL SLOT VALIDATION ===');
+ for (var i = 0; i < spellSlots.length; i++) {
+ var slot = spellSlots[i];
+ console.log('Slot', i, 'spellId:', slot.spellId, 'visible:', slot.visible, 'interactive:', slot.interactive);
+ if (slot.spellId) {
+ var spell = _getSpell(slot.spellId);
+ console.log(' - Spell found:', !!spell, spell ? spell.name : 'null');
+ }
+ }
// 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'];
@@ -4089,13 +4032,13 @@
/****
* Game Code
****/
-// Simple spell system - no complex classes needed
+// Unified Game Manager for all simple operations
/****
* Constants & Configuration
****/
-// Unified Game Manager for all simple operations
+// Simple spell system - no complex classes needed
var availableSpells = [{
id: 'fireball',
name: 'FIREBALL',
damage: 150,
@@ -4127,53 +4070,51 @@
if (!spell) {
console.log('_canCastSpell: Spell not found for ID:', spellId);
return false;
}
- if (currentMana < spell.manaCost) {
- console.log('_canCastSpell: Not enough mana. Required:', spell.manaCost, 'Available:', currentMana);
+ // Use unified mana system - check both currentMana and activeSpellDeck.currentMana
+ var availableMana = Math.max(currentMana, activeSpellDeck.currentMana);
+ if (availableMana < spell.manaCost) {
+ console.log('_canCastSpell: Not enough mana. Required:', spell.manaCost, 'Available:', availableMana);
return false;
}
if (spellCooldowns[spellId] && spellCooldowns[spellId] > LK.ticks) {
- console.log('_canCastSpell: Spell on cooldown. Remaining:', spellCooldowns[spellId] - LK.ticks);
+ console.log('_canCastSpell: Spell on cooldown');
return false;
}
- console.log('_canCastSpell: Spell can be cast:', spellId);
return true;
}
function _castSpell(spellId, targetX, targetY) {
- console.log('_castSpell: Attempting to cast:', spellId, 'at', targetX, targetY);
if (!_canCastSpell(spellId)) {
- console.log('_castSpell: Cannot cast spell');
+ console.log('_castSpell: Cannot cast spell', spellId);
return false;
}
var spell = _getSpell(spellId);
if (!spell) {
- console.log('_castSpell: Spell not found');
+ console.log('_castSpell: Spell not found during casting:', spellId);
return false;
}
- // Deduct mana and set cooldown
+ // SYNCHRONIZED MANA DEDUCTION: Update both mana systems
currentMana -= spell.manaCost;
+ activeSpellDeck.currentMana = currentMana; // Keep systems in sync
+ if (currentMana < 0) currentMana = 0; // Prevent negative mana
+ if (activeSpellDeck.currentMana < 0) activeSpellDeck.currentMana = 0;
spellCooldowns[spellId] = LK.ticks + 180; // 3 second cooldown
- console.log('_castSpell: Mana deducted. Remaining:', currentMana);
- // Update mana display immediately
- updateManaBar();
+ console.log('_castSpell: Successfully cast', spell.name, 'Remaining mana:', currentMana);
// Spell effects
if (spell.id === 'fireball') {
- console.log('_castSpell: Casting fireball');
var projectile = ProjectileFactory.createProjectile('fireBall', wizard.x, wizard.y, targetX, targetY);
projectiles.push(projectile);
LK.getSound('fireWhoosh').play();
// Show spell description
showSpellDescription('FIREBALL', 'Lanza bola de fuego explosiva', 0xFF4500);
} else if (spell.id === 'heal') {
- console.log('_castSpell: Casting heal');
wizard.health = Math.min(wizard.health + spell.healing, wizard.maxHealth);
updateHealthBar();
LK.effects.flashObject(wizard, 0x00FF00, 500);
// Show spell description
showSpellDescription('HEAL', 'Restaura ' + spell.healing + ' puntos de salud', 0x00FF00);
} else if (spell.id === 'lightning') {
- console.log('_castSpell: Casting lightning');
var allEnemies = collisionArrayPool.getAllEnemies();
var targetsHit = Math.min(3, allEnemies.length);
for (var i = 0; i < targetsHit; i++) {
allEnemies[i].takeDamage(spell.damage);
@@ -4184,9 +4125,8 @@
// Show spell description
showSpellDescription('LIGHTNING', 'Cadena de rayos a ' + targetsHit + ' enemigos', 0x00FFFF);
}
LK.getSound('spellCast').play();
- console.log('_castSpell: Spell cast successfully');
return true;
}
function _getSpell(spellId) {
for (var i = 0; i < availableSpells.length; i++) {
@@ -4525,25 +4465,31 @@
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:', currentMana);
+ console.log('Current mana:', activeSpellDeck.currentMana);
console.log('Available spells:', availableSpells.map(function (s) {
return s.id;
}));
console.log('Current deck:', currentDeck);
- // Check if spell ID is valid
+ // ENHANCED SPELL VALIDATION
if (!obj.spellId) {
- console.log('ERROR: No spell ID assigned to slot');
+ console.log('ERROR: No spell ID assigned to slot', obj.slotIndex);
+ LK.effects.flashObject(obj, 0xFF0000, 300);
return;
}
- var spell = activeSpellDeck.getSpell(obj.spellId);
+ // Use direct spell lookup instead of activeSpellDeck method
+ var spell = _getSpell(obj.spellId);
if (!spell) {
- console.log('ERROR: Spell not found in available spells');
+ console.log('ERROR: Spell not found for ID:', obj.spellId);
+ console.log('Available spells:', availableSpells.map(function (s) {
+ return s.id + ':' + s.name;
+ }));
+ LK.effects.flashObject(obj, 0xFF0000, 300);
return;
}
console.log('Spell found:', spell.name, 'Mana cost:', spell.manaCost);
- console.log('Can cast spell:', _canCastSpell(obj.spellId));
+ console.log('Current mana:', currentMana, 'Can cast:', _canCastSpell(obj.spellId));
if (obj.spellId && _canCastSpell(obj.spellId)) {
var spell = _getSpell(obj.spellId);
if (!spell) return;
var targetX = wizard.x;