User prompt
haz el 2.1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz el 1.2 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz el 1.1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
dame una lista de pasos con soluciones para el tween ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
si estructura la solucion del tween en pasos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Script error.' in or related to this line: 'tween(readyAura, {' Line Number: 5612 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
implementa el 3
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implementa el 2C
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implementa 2B
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implementa 2B
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implementa 2A
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implementa 1B
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implementa 1A
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unifica efectos visuales de hechizos
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consolida clases de enemigos
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Please fix the bug: 'Script error.' in or related to this line: 'tween(readyAura, {' Line Number: 6781 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
implementa el paso 1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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puedes solucionar el problema si te lo pido?
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procede con el paso 8 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ahora implementa el paso 7 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ahora implementa el paso 6 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ahora implementa el paso 5 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ahora implementa el paso 4 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ahora aplica el paso 3 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ahora aplica el paso 2 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.bobOffset = Math.random() * Math.PI * 2;
self.initialY = 0;
self.update = function () {
if (self.initialY === 0) {
self.initialY = self.y;
}
// Only do bobbing animation and collection if not animating to coin counter
if (!self.isAnimating) {
// Bobbing animation
self.y = self.initialY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 10;
// Check collection by 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 Enemy class that handles all enemy types
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
// Set enemy type and configure based on it
self.enemyType = type || 'skeleton';
self.currentFrame = 1;
self.animationTimer = 0;
self.animationState = 'walking';
self.frozen = false;
self.frozenTimer = 0;
self.isDying = false;
self.lastX = 0;
self.speedTweenStarted = false;
self.lastIntersecting = false;
// Configure enemy based on type
var config = {
skeleton: {
health: 100,
speed: 3,
damage: 20,
animationSpeed: 15,
assetPrefix: 'esqueleto',
scale: 3.0,
vibration: [100],
tint: null
},
ogre: {
health: 200,
speed: 2.5,
damage: 30,
animationSpeed: 18,
assetPrefix: 'ogre',
scale: 3.5,
vibration: [200],
tint: null
},
knight: {
health: 300,
speed: 2,
damage: 40,
animationSpeed: 20,
assetPrefix: 'knight',
scale: 3.0,
vibration: [150],
tint: null
},
miniBoss: {
health: 3000,
speed: 4,
damage: 75,
animationSpeed: 12,
assetPrefix: 'ogre',
scale: 5.0,
vibration: [300, 100, 300],
tint: 0x8B0000
}
};
var enemyConfig = config[self.enemyType] || config.skeleton;
self.health = enemyConfig.health;
self.maxHealth = self.health;
self.speed = enemyConfig.speed;
self.damage = enemyConfig.damage;
self.animationSpeed = enemyConfig.animationSpeed;
// Create animation frames
self.animationFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset(enemyConfig.assetPrefix + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: enemyConfig.scale,
scaleY: enemyConfig.scale
});
frameGraphics.visible = i === 1;
if (enemyConfig.tint) {
frameGraphics.tint = enemyConfig.tint;
}
self.animationFrames.push(frameGraphics);
}
// Create health bar for mini boss
if (self.enemyType === 'miniBoss') {
self.healthBarBg = game.addChild(LK.getAsset('miniBossHealthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 300,
scaleX: 8,
scaleY: 2
}));
self.healthBarFg = game.addChild(LK.getAsset('miniBossHealthBar', {
anchorX: 0.0,
anchorY: 0.5,
x: 2048 / 2 - 200,
y: 300,
scaleX: 8,
scaleY: 2
}));
self.healthText = new Text2('Boss Health: ' + self.health + '/' + self.maxHealth, {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
self.healthText.anchor.set(0.5, 0.5);
self.healthText.x = 2048 / 2;
self.healthText.y = 250;
game.addChild(self.healthText);
}
// Update health bar for mini boss
self.updateHealthBar = function () {
if (self.enemyType !== 'miniBoss' || !self.healthBarFg) return;
var healthPercent = self.health / self.maxHealth;
self.healthBarFg.scaleX = healthPercent * 8;
self.healthText.setText('Boss Health: ' + self.health + '/' + self.maxHealth);
if (healthPercent > 0.6) {
self.healthBarFg.tint = 0xff0000;
} else if (healthPercent > 0.3) {
self.healthBarFg.tint = 0xff4500;
} else {
self.healthBarFg.tint = 0x8B0000;
}
};
// Optimized animation system
self.updateAnimation = function () {
self.animationTimer++;
var frameSpeed = self.animationSpeed;
if (self.animationState === 'attacking') frameSpeed = Math.floor(frameSpeed * 0.5);else if (self.animationState === 'dying') frameSpeed = Math.floor(frameSpeed * 1.3);else if (self.animationState === 'idle') frameSpeed = Math.floor(frameSpeed * 1.7);
if (self.animationTimer >= frameSpeed) {
self.animationTimer = 0;
self.animationFrames[self.currentFrame - 1].visible = false;
if (self.animationState === 'walking') {
self.currentFrame++;
if (self.currentFrame > 4) self.currentFrame = 1;
} else if (self.animationState === 'attacking') {
self.currentFrame++;
if (self.currentFrame > 4) self.currentFrame = 2;
} else if (self.animationState === 'dying') {
if (self.currentFrame < 4) self.currentFrame++;
} else if (self.animationState === 'idle') {
self.currentFrame = self.currentFrame === 1 ? 2 : 1;
}
self.animationFrames[self.currentFrame - 1].visible = true;
}
};
self.update = function () {
if (tutorial && tutorial.isActive || self.isDying) return;
// Animation and speed progression
self.updateAnimation();
if (!self.speedTweenStarted) {
self.speedTweenStarted = true;
tween(self, {
speed: self.speed * 1.5
}, {
duration: 10000,
easing: tween.easeOut
});
}
// Handle frozen state
if (self.frozen) {
self.frozenTimer--;
if (self.frozenTimer <= 0) self.frozen = false;
return;
}
// Enhanced movement toward wizard
if (wizard) {
var dx = wizard.x - self.x;
var dy = wizard.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
var speedMult = self.timeSlowed ? self.timeSlowAmount : 1.0;
self.x += dx / distance * self.speed * speedMult;
self.y += dy / distance * self.speed * speedMult;
var flipScale = dx < 0 ? -enemyConfig.scale : enemyConfig.scale;
for (var frameIdx = 0; frameIdx < self.animationFrames.length; frameIdx++) {
self.animationFrames[frameIdx].scaleX = flipScale;
}
} else {
self.y += self.speed;
}
}
};
self.takeDamage = function (damage) {
self.health -= damage;
self.animationState = 'attacking';
// Create damage text
var damageText = new Text2('-' + damage, {
size: 120,
fill: 0xFF4444,
font: "monospace"
});
damageText.anchor.set(0.5, 0.5);
damageText.x = self.x + (Math.random() - 0.5) * 60;
damageText.y = self.y - 40;
game.addChild(damageText);
var startY = damageText.y;
tween(damageText, {
y: startY - 120,
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
damageText.destroy();
}
});
// Flash effect
LK.effects.flashObject(self, 0xFF0000, 300);
// Return to walking state after brief animation
tween({}, {}, {
duration: 300,
onFinish: function onFinish() {
if (self.animationState === 'attacking') self.animationState = 'walking';
}
});
if (self.enemyType === 'miniBoss') {
self.updateHealthBar();
}
if (self.health <= 0) self.die();
};
self.down = function (x, y, obj) {
if (tutorial && tutorial.isActive || self.isDying) return;
if (wizard && wizard.attackCooldown > 0) {
LK.effects.flashObject(self, 0xFF0000, 200);
return;
}
// Vibration feedback
if (typeof LK.vibrate === 'function') {
LK.vibrate(enemyConfig.vibration);
}
selectedEnemy = self;
LK.effects.flashObject(self, 0xFFFF00, 500);
if (wizard && projectiles.length < 10) {
var projectile = ProjectileFactory.createBasicAttack(wizard, self);
projectile.targetEnemy = self;
projectiles.push(projectile);
LK.getSound('spellCast').play();
wizard.attackCooldown = 30;
}
};
self.die = function () {
if (globalDeathHandler) {
// Get appropriate array based on type
var enemyArray = enemies;
if (self.enemyType === 'ogre') enemyArray = ogres;else if (self.enemyType === 'knight') enemyArray = knights;else if (self.enemyType === 'miniBoss') enemyArray = miniBosses;
globalDeathHandler.executeEnemyDeath(self, enemyArray);
}
};
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 unified Enemy class
self.createEnemy = function (type, difficulty, level, pathOverride) {
var template = self.enemyTemplates[type];
if (!template) return null;
// Create enemy using unified Enemy class
var enemy = new Enemy(type);
// 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;
}
// 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) {
// PASO 1.1: Enhanced tween availability validation with context checking
if (typeof tween === 'function' && tween.easeOut && tween.bounceOut) {
tween(element, {
scaleX: element.scaleX * 0.95,
scaleY: element.scaleY * 0.95
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(element, {
scaleX: element.scaleX / 0.95,
scaleY: element.scaleY / 0.95
}, {
duration: 120,
easing: tween.bounceOut
});
}
});
} else {
// Fallback: use LK.effects for basic feedback when tween is unavailable
LK.effects.flashObject(element, 0x00FF00, 200);
}
// Create ripple effect at touch point
var ripple = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
scaleX: 0.3,
scaleY: 0.3
}));
ripple.tint = 0x00FFFF;
ripple.alpha = 0.8;
ripple.zIndex = 2000;
tween(ripple, {
scaleX: 3.0,
scaleY: 3.0,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
if (ripple.parent) ripple.destroy();
}
});
// Top area of card (above center) - cast spell
if (y <= cardY) {
// Enhanced validation with visual feedback
var canCast = activeSpellDeck && _canCastSpell(element.spellId);
var spell = activeSpellDeck ? activeSpellDeck.getSpell(element.spellId) : null;
// Check mana requirement with visual feedback
if (!canCast && spell && currentMana < spell.manaCost) {
// Enhanced mana insufficient feedback with shake and urgent pulsing
var originalX = element.x;
var shakeIntensity = 8;
// Create urgent shake effect
tween(element, {
x: originalX - shakeIntensity,
scaleX: element.scaleX * 1.3,
scaleY: element.scaleY * 1.3,
tint: 0xFF0000,
alpha: 0.8
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(element, {
x: originalX + shakeIntensity
}, {
duration: 80,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(element, {
x: originalX,
scaleX: element.scaleX / 1.3,
scaleY: element.scaleY / 1.3,
tint: 0xFF6666,
alpha: 0.6
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
// Return to normal with fade
tween(element, {
tint: self.spellDeck.getRarityColor(spell.rarity),
alpha: 0.9
}, {
duration: 400,
easing: tween.easeIn
});
}
});
}
});
}
});
// Create warning pulse ring around card
var warningRing = game.addChild(LK.getAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: element.x,
y: element.y,
scaleX: 4.5,
scaleY: 5.5
}));
warningRing.tint = 0xFF0000;
warningRing.alpha = 0.8;
warningRing.zIndex = 1999;
tween(warningRing, {
scaleX: 6.0,
scaleY: 7.0,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
if (warningRing.parent) warningRing.destroy();
}
});
// Show insufficient mana message
var manaError = new Text2('MANA INSUFICIENTE!\nRequiere: ' + spell.manaCost + ' Actual: ' + Math.floor(currentMana), {
size: 50,
fill: 0xFF4444,
font: "monospace"
});
manaError.anchor.set(0.5, 0.5);
manaError.x = 2048 / 2;
manaError.y = 2200;
self.addChild(manaError);
tween(manaError, {
alpha: 0,
y: manaError.y - 150,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 2500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (manaError.parent) manaError.destroy();
}
});
return;
}
// Check cooldown with visual feedback
var currentTick = LK.ticks || 0;
if (cardCooldowns[element.spellId] && currentTick < cardCooldowns[element.spellId]) {
// Enhanced cooldown feedback with multi-stage bounce and rotation
tween(element, {
scaleX: element.scaleX * 0.7,
scaleY: element.scaleY * 1.2,
tint: 0x4169E1,
rotation: -Math.PI / 8
}, {
duration: 120,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(element, {
scaleX: element.scaleX / 0.7 * 1.1,
scaleY: element.scaleY / 1.2 * 0.9,
rotation: Math.PI / 8
}, {
duration: 140,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(element, {
scaleX: element.scaleX / 1.1,
scaleY: element.scaleY / 0.9,
tint: self.spellDeck.getRarityColor(spell.rarity),
rotation: 0
}, {
duration: 200,
easing: tween.bounceOut
});
}
});
}
});
// Create cooldown wave effect
var cooldownWave = game.addChild(LK.getAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
x: element.x,
y: element.y,
scaleX: 0.5,
scaleY: 0.5
}));
cooldownWave.tint = 0x4169E1;
cooldownWave.alpha = 0.7;
cooldownWave.zIndex = 2000;
tween(cooldownWave, {
scaleX: 4.0,
scaleY: 4.0,
alpha: 0,
rotation: Math.PI * 2
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
if (cooldownWave.parent) cooldownWave.destroy();
}
});
// Show cooldown message
var timeRemaining = Math.ceil((cardCooldowns[element.spellId] - currentTick) / 60);
var cooldownError = new Text2('EN RECARGA!\nEspera: ' + timeRemaining + ' segundos', {
size: 50,
fill: 0x4169E1,
font: "monospace"
});
cooldownError.anchor.set(0.5, 0.5);
cooldownError.x = 2048 / 2;
cooldownError.y = 2200;
self.addChild(cooldownError);
tween(cooldownError, {
alpha: 0,
y: cooldownError.y - 120,
rotation: Math.PI * 0.1
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
if (cooldownError.parent) cooldownError.destroy();
}
});
return;
}
// Try to cast the spell
if (canCast) {
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;
}
}
// Enhanced successful casting animation with card flip effect
tween(element, {
scaleX: 0,
scaleY: element.scaleY * 1.4,
tint: 0x00FF00,
alpha: 1.0,
rotation: Math.PI / 4
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
// Flip back with success color
tween(element, {
scaleX: element.scaleX * 1.2,
scaleY: element.scaleY / 1.4,
tint: 0xFFD700,
alpha: 1.0,
rotation: 0
}, {
duration: 250,
easing: tween.easeOut,
onFinish: function onFinish() {
// Return to normal state
tween(element, {
scaleX: element.scaleX / 1.2,
tint: self.spellDeck.getRarityColor(spell.rarity),
alpha: 0.9
}, {
duration: 300,
easing: tween.elasticOut
});
}
});
}
});
// Create success burst particles
for (var p = 0; p < 8; p++) {
var burstParticle = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: element.x,
y: element.y,
scaleX: 0.6,
scaleY: 0.6
}));
burstParticle.tint = 0x00FF00;
burstParticle.alpha = 0.9;
burstParticle.zIndex = 2001;
var angle = p * Math.PI * 2 / 8;
var distance = 150 + Math.random() * 50;
tween(burstParticle, {
x: element.x + Math.cos(angle) * distance,
y: element.y + Math.sin(angle) * distance,
alpha: 0,
scaleX: 1.2,
scaleY: 1.2,
rotation: Math.PI * 3
}, {
duration: 800 + p * 100,
easing: tween.easeOut,
onFinish: function onFinish() {
if (burstParticle.parent) burstParticle.destroy();
}
});
}
// Magical sparkle effects removed for simplification
// Cast the spell using specific functions
if (element.spellId === 'fireball') {
castFireball();
} else if (element.spellId === 'lightning') {
castLightning();
} else if (element.spellId === 'heal') {
castHeal();
} else {
console.log('Unknown spell ID in deck menu:', element.spellId);
castFireball(); // Default to fireball
}
// 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 dynamic state visualization
var cardBg = self.attachAsset('spellCard', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.5,
scaleY: 4.5
});
// Check card status for visual feedback
var canCast = _canCastSpell(spell.id);
var currentTick = LK.ticks || 0;
var isOnCooldown = cardCooldowns[spell.id] && currentTick < cardCooldowns[spell.id];
var hasEnoughMana = currentMana >= (spell.manaCost || 0);
// Set card appearance based on status
if (isOnCooldown) {
// Cooldown state - blue tint with reduced opacity
cardBg.tint = 0x4169E1;
cardBg.alpha = 0.5;
// PASO 4: Simplified pulsing effect using safeTween
if (validateTweenAvailability()) {
safeTween(cardBg, {
alpha: 0.3
}, {
duration: 800,
easing: tween && tween.easeInOut ? tween.easeInOut : null,
onFinish: function onFinish() {
safeTween(cardBg, {
alpha: 0.5
}, {
duration: 800,
easing: tween && tween.easeInOut ? tween.easeInOut : null
});
}
});
} else {
// Fallback: simple flash effect when tween unavailable
LK.effects.flashObject(cardBg, 0x4169E1, 1600);
}
} else if (!hasEnoughMana) {
// Enhanced insufficient mana feedback - red tint with warning overlay
cardBg.tint = 0xFF4444;
cardBg.alpha = 0.6;
// Create mana warning overlay
var manaWarning = self.attachAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX + 60,
y: cardY - 80,
scaleX: 1.0,
scaleY: 1.0
});
manaWarning.tint = 0xFF0000;
manaWarning.alpha = 0.8;
self.deckElements.push(manaWarning);
// Pulsing warning animation for insufficient mana
tween(manaWarning, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.4
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(manaWarning, {
scaleX: 1.0,
scaleY: 1.0,
alpha: 0.8
}, {
duration: 600,
easing: tween.easeInOut
});
}
});
// Add "X" symbol overlay for insufficient mana
var manaBlock = new Text2('✗', {
size: 45,
fill: 0xFF0000,
font: "monospace"
});
manaBlock.anchor.set(0.5, 0.5);
manaBlock.x = cardX + 60;
manaBlock.y = cardY - 80;
self.addChild(manaBlock);
self.deckElements.push(manaBlock);
} else if (canCast) {
// Enhanced ready to cast - normal appearance with magical glow effects
cardBg.tint = self.spellDeck.getRarityColor(spell.rarity);
cardBg.alpha = 0.9;
// Create magical glow border around ready cards
var glowBorder = self.attachAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 4.2,
scaleY: 5.2
});
glowBorder.tint = 0x00FF00;
glowBorder.alpha = 0.4;
self.deckElements.push(glowBorder);
// Sparkle effects removed for simplification
// Simplified ready-to-cast breathing effect with safe tween
if (tween && typeof tween === 'function') {
safeTween(cardBg, {
alpha: 1.0,
scaleX: 3.6
}, {
duration: 800,
easing: tween.easeInOut || null,
onFinish: function onFinish() {
safeTween(cardBg, {
alpha: 0.9,
scaleX: 3.5
}, {
duration: 800,
easing: tween.easeInOut || null
});
}
});
}
// Simplified preview mode removed for performance
// Simple glow border breathing effect
tween(glowBorder, {
alpha: 0.5
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(glowBorder, {
alpha: 0.4
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
} else {
// Default disabled state
cardBg.tint = 0x666666;
cardBg.alpha = 0.4;
}
cardBg.spellId = spell.id;
cardBg.isDeckCard = true;
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);
// Enhanced card stats with status indicators
var statsText = '';
if (spell.damage) statsText += 'Daño: ' + spell.damage + '\n';
if (spell.healing) statsText += 'Cura: ' + spell.healing + '\n';
if (spell.manaCost) {
var manaColor = currentMana >= spell.manaCost ? '✓' : '✗';
statsText += 'Mana: ' + spell.manaCost + ' ' + manaColor;
}
if (statsText) {
var cardStats = new Text2(statsText, {
size: 20,
fill: hasEnoughMana ? 0xFFD700 : 0xFF4444,
font: "monospace"
});
cardStats.anchor.set(0.5, 0.5);
cardStats.x = cardX;
cardStats.y = cardY + 80;
self.addChild(cardStats);
self.deckElements.push(cardStats);
}
// Add enhanced cooldown indicator if on cooldown
if (isOnCooldown) {
var timeRemaining = Math.ceil((cardCooldowns[spell.id] - currentTick) / 60);
// Create cooldown overlay that covers the entire card
var cooldownOverlay = self.attachAsset('cooldownOverlay', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.5,
scaleY: 4.5
});
cooldownOverlay.alpha = 0.8;
cooldownOverlay.tint = 0x000000;
self.deckElements.push(cooldownOverlay);
// Create circular cooldown progress indicator
var cooldownProgress = self.attachAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 2.0,
scaleY: 2.0
});
cooldownProgress.tint = 0x4169E1;
cooldownProgress.alpha = 0.7;
self.deckElements.push(cooldownProgress);
// Animate progress indicator rotation
tween(cooldownProgress, {
rotation: Math.PI * 2
}, {
duration: 1000,
easing: tween.linear,
onFinish: function onFinish() {
// Continuous rotation while on cooldown
if (cardCooldowns[spell.id] && LK.ticks < cardCooldowns[spell.id]) {
cooldownProgress.rotation = 0;
tween(cooldownProgress, {
rotation: Math.PI * 2
}, {
duration: 1000,
easing: tween.linear
});
}
}
});
var cooldownIndicator = new Text2('RECARGA: ' + timeRemaining + 's', {
size: 28,
fill: 0xFFFFFF,
font: "monospace"
});
cooldownIndicator.anchor.set(0.5, 0.5);
cooldownIndicator.x = cardX;
cooldownIndicator.y = cardY + 110;
self.addChild(cooldownIndicator);
self.deckElements.push(cooldownIndicator);
// Enhanced pulsing animation with color transitions for countdown
tween(cooldownIndicator, {
alpha: 0.6,
scaleX: 1.2,
scaleY: 1.2,
tint: 0x00FFFF
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(cooldownIndicator, {
alpha: 1.0,
scaleX: 1.0,
scaleY: 1.0,
tint: 0xFFFFFF
}, {
duration: 500,
easing: tween.easeInOut
});
}
});
}
}
} 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 with enhanced details
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);
console.log('Available spells IDs:', availableSpells.map(function (s) {
return s.id;
}));
console.log('Spell validation:');
for (var d = 0; d < unifiedDeck.length; d++) {
var spellId = unifiedDeck[d];
var spell = _getSpell(spellId);
console.log(' - ' + spellId + ':', spell ? spell.name : 'NOT FOUND');
}
// 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 mana UI
manaBarBg.visible = true;
manaBar.visible = true;
manaText.visible = true;
updateManaDisplay();
// Show card toggle button
cardToggleButton.visible = true;
cardToggleText.visible = true;
// Spell UI system removed - using deck menu only
console.log('Spell UI handled through deck menu system');
// SPELL SLOT SYSTEM REMOVED - Using deck menu only for spell casting
// Spells can now only be cast from the deck menu interface
console.log('Spell slots eliminated - using deck menu system only');
// Mana system simplified - values set directly
currentMana = 100;
maxMana = 100;
if (activeSpellDeck) {
activeSpellDeck.currentMana = 100;
activeSpellDeck.maxMana = 100;
}
console.log('=== MANA SYSTEM SIMPLIFIED ===');
console.log('currentMana:', currentMana);
console.log('activeSpellDeck.currentMana:', activeSpellDeck ? activeSpellDeck.currentMana : 'undefined');
console.log('maxMana:', maxMana);
// Mana bar functionality moved to spell deck system
console.log('Mana system managed by deck menu');
// DEBUG: Verify mana values after initialization
console.log('=== MANA FORCE INITIALIZATION ===');
console.log('currentMana:', currentMana);
console.log('activeSpellDeck.currentMana:', activeSpellDeck.currentMana);
console.log('maxMana:', maxMana);
console.log('Mana bar updated successfully');
// SPELL SLOT SYSTEM REMOVED - Using deck menu only for spell casting
// Spells can now only be cast from the deck menu interface
console.log('Spell slots eliminated - using deck menu system only');
// ADDITIONAL MANA VERIFICATION - ENSURE MANA STAYS AT 100
tween({}, {}, {
duration: 100,
// Short delay to ensure all systems are initialized
onFinish: function onFinish() {
// FORCE MANA TO 100 AGAIN after all initialization
currentMana = 100;
activeSpellDeck.currentMana = 100;
// Mana system handled by deck menu
console.log('Mana system initialized through deck menu');
// Final debug verification
console.log('=== FINAL MANA VERIFICATION ===');
console.log('Final currentMana:', currentMana);
console.log('Final activeSpellDeck.currentMana:', activeSpellDeck.currentMana);
console.log('Mana system successfully initialized to 100');
}
});
// SPELL SLOTS SYSTEM REMOVED
// All spell casting now happens through the deck menu system only
console.log('=== SPELL SYSTEM SIMPLIFIED ===');
console.log('Deck menu is the only way to cast spells');
console.log('Spell slots have been eliminated');
// 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;
});
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;
}
// 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
// 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 using unified Enemy class
var demoEnemy = game.addChild(new Enemy('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 using specific functions
if (element.spellId === 'fireball') {
castFireball();
} else if (element.spellId === 'lightning') {
castLightning();
} else if (element.spellId === 'heal') {
castHeal();
} else {
console.log('Unknown spell ID in tutorial:', element.spellId);
castFireball(); // Default to fireball
}
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.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;
}
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
// Simplified animation system - instant frame switching only
self.animationTimer++;
if (self.animationTimer >= self.animationSpeed) {
self.animationTimer = 0;
// Hide current frame
self.wizardFrames[self.currentFrame - 1].visible = false;
// Move to next frame
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 1;
}
// Show next frame
self.wizardFrames[self.currentFrame - 1].visible = true;
}
};
self.attack = function (direction) {
if (self.attackCooldown <= 0) {
// Default direction if none specified
if (direction === undefined) {
direction = 0; // Default to center path
}
// Get attack angle based on path direction
var attackAngle = pathAngles[direction];
var attackDistance = 100;
// Calculate spell position based on attack direction
var spellX = self.x + Math.cos(attackAngle) * attackDistance;
var spellY = self.y + Math.sin(attackAngle) * attackDistance;
// Create spell effect
var spell = game.addChild(LK.getAsset('spell', {
anchorX: 0.5,
anchorY: 0.5,
x: spellX,
y: spellY,
scaleX: 0.5,
scaleY: 0.5
}));
// Animate spell with magical effects
tween(spell, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
spell.destroy();
}
});
// Add rotation animation to spell
tween(spell, {
rotation: Math.PI * 2
}, {
duration: 500,
easing: tween.linear
});
self.attackCooldown = 30; // 0.5 seconds at 60fps
LK.getSound('spellCast').play();
// Base damage for wizard attack
var totalDamage = 1;
// Attack enemies in the specified direction/path
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.pathIndex === direction) {
// Only hit enemies on exact same path - no distance validation
enemy.takeDamage(totalDamage);
}
}
// Attack ogres in the specified direction/path
for (var i = ogres.length - 1; i >= 0; i--) {
var ogre = ogres[i];
if (ogre.pathIndex === direction) {
// Only hit ogres on exact same path - no distance validation
ogre.takeDamage(totalDamage);
}
}
// Attack knights in the specified direction/path
for (var i = knights.length - 1; i >= 0; i--) {
var knight = knights[i];
if (knight.pathIndex === direction) {
// Only hit knights on exact same path - no distance validation
knight.takeDamage(totalDamage);
}
}
return true;
}
return false;
};
self.gainExperience = function (amount) {
self.experience += amount;
var expNeeded = self.level * 100;
if (self.experience >= expNeeded) {
self.levelUp();
}
};
self.levelUp = function () {
self.level++;
self.experience = 0;
// Visual level up effect
LK.effects.flashObject(self, 0xFFD700, 500);
};
self.takeDamage = function (damage) {
// Check if teleport invulnerability is active
if (self.teleportInvuln) {
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
});
}
});
};
// Force push ability removed - not used in current spell system
// Freeze pulse ability removed - not used in current spell system
// Thorns ability removed - not used in current spell system
// Fireball launch removed - using spell deck system instead
// Frame transition config removed - using simple animation only
// Advanced transition removed - using simple frame switching only
// Basic transition removed - using instant frame switching only
// Sparkle effects removed - using simplified animations only
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Black background for pixel art
});
/****
* Game Code
****/
// PASO 1.2: Enhanced import validation with consistent availability checking
// Import tween plugin to ensure it's available throughout game code
// Unified Game Manager for all simple operations
/****
* Constants & Configuration
****/
// Simple spell system - no complex classes needed
// PASO 1: Create safe tween wrapper function to ensure plugin availability
if (!tween || typeof tween !== 'function') {
console.error('CRITICAL: Tween plugin import failed on first attempt');
// Attempt immediate re-import
tween = LK.import('@upit/tween.v1');
if (!tween || typeof tween !== 'function') {
console.error('FATAL: Tween plugin cannot be imported - system will use fallbacks');
// Create minimal fallback to prevent crashes
tween = function tween(target, props, options) {
console.warn('Using tween fallback - limited functionality');
if (options && options.onFinish && typeof options.onFinish === 'function') {
// Execute onFinish callback immediately for basic compatibility
setTimeout(options.onFinish, options.duration || 0);
}
return null;
};
// Add basic easing functions to fallback
tween.easeOut = tween.easeIn = tween.easeInOut = tween.linear = tween.bounceOut = function (t) {
return t;
};
} else {
console.log('SUCCESS: Tween plugin recovered on second import attempt');
}
} else {
console.log('SUCCESS: Tween plugin imported successfully');
// Validate that essential easing functions are available
var requiredEasings = ['easeOut', 'easeIn', 'easeInOut', 'linear', 'bounceOut'];
var missingEasings = [];
for (var i = 0; i < requiredEasings.length; i++) {
if (!tween[requiredEasings[i]]) {
missingEasings.push(requiredEasings[i]);
}
}
if (missingEasings.length > 0) {
console.warn('WARNING: Missing easing functions:', missingEasings.join(', '));
// Add basic fallback easings
for (var i = 0; i < missingEasings.length; i++) {
tween[missingEasings[i]] = function (t) {
return t;
};
}
}
}
function _typeof3(o) {
"@babel/helpers - typeof";
return _typeof3 = "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;
}, _typeof3(o);
}
// PASO 1: Create safe tween wrapper function to ensure plugin availability
function safeTween(target, props, options) {
// Enhanced validation with multiple fallback levels
if (!target) {
console.warn('SafeTween: No target provided');
return null;
}
// Check if tween plugin is available and functional
if (tween && typeof tween === 'function') {
try {
return tween(target, props, options);
} catch (error) {
console.error('SafeTween: Tween execution failed:', error);
return null;
}
} else {
console.warn('SafeTween: Tween plugin not available, using LK.effects fallback');
// Fallback to LK.effects when tween is not available
if (props && props.alpha !== undefined) {
// Simple alpha animation fallback
LK.effects.flashObject(target, 0xFFFFFF, options ? options.duration || 500 : 500);
}
return null;
}
}
// PASO 2: Add global tween validation function
function validateTweenAvailability() {
if (!tween || typeof tween !== 'function') {
console.error('CRITICAL: Tween plugin not available');
// Attempt recovery
tween = LK.import('@upit/tween.v1');
if (!tween || typeof tween !== 'function') {
console.error('FATAL: Cannot recover tween plugin');
return false;
}
console.log('SUCCESS: Tween plugin recovered');
}
return true;
}
// PASO 1: Verify tween plugin is loaded correctly
if (!tween || typeof tween !== 'function') {
console.error('Critical: Tween plugin failed to load');
// Re-attempt import
tween = LK.import('@upit/tween.v1');
if (!tween) {
console.error('Fatal: Cannot load tween plugin');
}
}
function _typeof2(o) {
"@babel/helpers - typeof";
return _typeof2 = "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;
}, _typeof2(o);
}
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'
}];
// PASO 2: Función de validación de maná mejorada
function validateManaSystem() {
var manaWasCorrupted = false;
console.log('=== VALIDATING MANA SYSTEM ===');
console.log('currentMana (before):', currentMana, _typeof2(currentMana));
console.log('activeSpellDeck.currentMana (before):', activeSpellDeck ? activeSpellDeck.currentMana : 'undefined');
// CRÍTICO: Validar currentMana con detección de corrupción
if (typeof currentMana !== 'number' || isNaN(currentMana) || currentMana < 0 || currentMana > 100) {
console.log('⚠️ currentMana corrupted, resetting to 100');
currentMana = 100;
manaWasCorrupted = true;
}
// CRÍTICO: Validar activeSpellDeck existe y tiene propiedades válidas
if (!activeSpellDeck) {
console.log('⚠️ activeSpellDeck missing, creating with full mana');
activeSpellDeck = {
currentMana: 100,
maxMana: 100
};
manaWasCorrupted = true;
}
// CRÍTICO: Validar activeSpellDeck.currentMana
if (typeof activeSpellDeck.currentMana !== 'number' || isNaN(activeSpellDeck.currentMana) || activeSpellDeck.currentMana < 0 || activeSpellDeck.currentMana > 100) {
console.log('⚠️ activeSpellDeck.currentMana corrupted, resetting to 100');
activeSpellDeck.currentMana = 100;
activeSpellDeck.maxMana = 100;
manaWasCorrupted = true;
}
// CRÍTICO: Sincronizar si hay diferencias entre las dos variables
if (Math.abs(currentMana - activeSpellDeck.currentMana) > 1) {
console.log('⚠️ Mana desync detected - currentMana:', currentMana, 'activeSpellDeck.currentMana:', activeSpellDeck.currentMana);
// Usar el valor más alto pero válido
var validMana = Math.max(currentMana, activeSpellDeck.currentMana);
if (validMana < 0 || validMana > 100 || typeof validMana !== 'number' || isNaN(validMana)) {
validMana = 100;
}
currentMana = validMana;
activeSpellDeck.currentMana = validMana;
manaWasCorrupted = true;
console.log('✅ Mana synced to:', validMana);
}
// CRÍTICO: Actualizar UI si hubo corrupción
if (manaWasCorrupted) {
console.log('🔧 Mana corruption detected and fixed');
// Mana UI updates handled by deck menu system
console.log('✅ Mana system repaired - currentMana:', currentMana, 'activeSpellDeck.currentMana:', activeSpellDeck.currentMana);
} else {
console.log('✅ Mana system healthy - no corruption detected');
}
console.log('=== MANA VALIDATION COMPLETE ===');
return !manaWasCorrupted;
}
// Simplified spell visual effects system
var SpellVisualEffects = {
// Simplified pre-cast effects - basic flash only
createPreCastEffects: function createPreCastEffects(spellType, wizard) {
// Basic flash effect for all spells
LK.effects.flashObject(wizard, this.getSpellColor(spellType), 300);
},
// Get spell color for basic effects
getSpellColor: function getSpellColor(spellType) {
if (spellType === 'fireball') return 0xFF4500;
if (spellType === 'lightning') return 0x00FFFF;
if (spellType === 'heal') return 0x00FF88;
return 0xFFFFFF;
},
// Simplified casting aura - single flash effect
createCastingAura: function createCastingAura(wizard, color) {
LK.effects.flashObject(wizard, color, 500);
},
// Simplified spell ring - basic visual feedback
createSpellRing: function createSpellRing(wizard, color) {
// Simple screen flash instead of complex ring
LK.effects.flashScreen(color, 200);
}
};
// Simple spell casting functions
function _canCastSpell(spellId) {
// PASO 1: Validar sistema de maná antes de verificar hechizos
validateManaSystem();
// Validate spell ID and existence
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;
}
// Check mana cost with validated mana system
var manaCost = spell.manaCost || 0;
if (currentMana < manaCost) {
console.log('_canCastSpell: Not enough mana. Required:', manaCost, 'Current:', currentMana);
return false;
}
// Check individual card cooldown
var currentTick = LK.ticks || 0;
if (cardCooldowns[spellId] && currentTick < cardCooldowns[spellId]) {
console.log('_canCastSpell: Card on cooldown:', spellId);
return false;
}
console.log('_canCastSpell: Spell can be cast:', spellId);
return true;
}
function castFireball() {
console.log('=== CASTING FIREBALL ===');
console.log('Current mana before cast:', currentMana);
console.log('activeSpellDeck.currentMana before cast:', activeSpellDeck ? activeSpellDeck.currentMana : 'undefined');
var allEnemies = collisionArrayPool.getAllEnemies();
var closestEnemy = null;
var closestDistance = Infinity;
for (var i = 0; i < allEnemies.length; i++) {
var enemy = allEnemies[i];
if (enemy.isDying) continue;
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;
}
}
// Simplified fireball casting effects
LK.effects.flashObject(wizard, 0xFF4500, 300);
LK.effects.flashScreen(0xFF4500, 200);
if (closestEnemy) {
// Simplified fireball trail effect - single trail element
var simpleTrail = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: wizard.x,
y: wizard.y,
scaleX: 1.5,
scaleY: 1.5
}));
simpleTrail.tint = 0xFF4500;
simpleTrail.alpha = 0.7;
simpleTrail.zIndex = 1610;
// Simple trail animation toward enemy
tween(simpleTrail, {
x: closestEnemy.x,
y: closestEnemy.y,
alpha: 0,
scaleX: 2.5,
scaleY: 2.5
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
if (simpleTrail.parent) simpleTrail.destroy();
}
});
// Create physical projectile that travels
var fireball = ProjectileFactory.createProjectile('fireBall', wizard.x, wizard.y, closestEnemy.x, closestEnemy.y, {
targetEnemy: closestEnemy,
damage: 150
});
// Add environmental lighting effect around the fireball path
var pathLight = game.addChild(LK.getAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: wizard.x,
y: wizard.y,
scaleX: 8,
scaleY: 2
}));
pathLight.tint = 0xFF4500;
pathLight.alpha = 0.2;
pathLight.zIndex = 1580;
// Light follows the fireball path
var pathAngle = Math.atan2(closestEnemy.y - wizard.y, closestEnemy.x - wizard.x);
pathLight.rotation = pathAngle;
tween(pathLight, {
alpha: 0,
scaleY: 4
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (pathLight.parent) pathLight.destroy();
}
});
LK.getSound('fireWhoosh').play();
showSpellDescription('FIREBALL', 'Daño: 150 al enemigo más cercano', 0xFF4500);
} else {
showSpellDescription('FIREBALL', 'No hay enemigos cerca', 0xFF4500);
}
// Consume mana
var spell = _getSpell('fireball');
var manaCost = spell ? spell.manaCost : 30;
currentMana = Math.max(0, currentMana - manaCost);
if (activeSpellDeck) {
activeSpellDeck.currentMana = currentMana;
}
updateManaDisplay();
cardCooldowns['fireball'] = LK.ticks + cardCooldownDuration;
LK.getSound('spellCast').play();
return true;
}
function castLightning() {
console.log('=== CASTING LIGHTNING CHAIN ===');
console.log('Current mana before cast:', currentMana);
console.log('activeSpellDeck.currentMana before cast:', activeSpellDeck ? activeSpellDeck.currentMana : 'undefined');
// Basic lightning casting effect
LK.effects.flashObject(wizard, 0x00FFFF, 300);
LK.effects.flashScreen(0x00FFFF, 200);
LK.getSound('iceFreeze').play();
var allEnemies = collisionArrayPool.getAllEnemies();
var livingEnemies = [];
for (var e = 0; e < allEnemies.length; e++) {
var enemy = allEnemies[e];
if (!enemy.isDying && enemy.health > 0 && enemy.parent) {
var dx = enemy.x - wizard.x;
var dy = enemy.y - wizard.y;
enemy.distanceFromWizard = Math.sqrt(dx * dx + dy * dy);
livingEnemies.push(enemy);
}
}
// Sort by distance for logical chaining
livingEnemies.sort(function (a, b) {
return a.distanceFromWizard - b.distanceFromWizard;
});
var targetsHit = Math.min(3, livingEnemies.length);
console.log('Lightning chaining to', targetsHit, 'enemies');
if (targetsHit > 0) {
// Apply damage to all targets simultaneously
for (var i = 0; i < targetsHit; i++) {
var enemy = livingEnemies[i];
console.log('Lightning hitting enemy', i + 1, 'with 200 damage');
if (enemy && enemy.parent && !enemy.isDying) {
enemy.health -= 200;
}
}
// Process deaths and visual effects after all damage applied
for (var i = 0; i < targetsHit; i++) {
var enemy = livingEnemies[i];
if (enemy && enemy.parent && !enemy.isDying) {
LK.effects.flashObject(enemy, 0x00FFFF, 600);
if (enemy.health <= 0) {
enemy.die();
}
// Create lightning impact on each enemy
var lightningImpact = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: enemy.x,
y: enemy.y,
scaleX: 3,
scaleY: 3
}));
lightningImpact.tint = 0x00FFFF;
lightningImpact.alpha = 1.0;
tween(lightningImpact, {
scaleX: 7,
scaleY: 7,
alpha: 0,
rotation: Math.PI * 3
}, {
duration: 800,
delay: i * 150,
easing: tween.easeOut,
onFinish: function onFinish() {
if (lightningImpact.parent) lightningImpact.destroy();
}
});
}
}
// Create lightning chain visual effects
var chainPoints = [{
x: wizard.x,
y: wizard.y
}];
for (var i = 0; i < targetsHit; i++) {
chainPoints.push({
x: livingEnemies[i].x,
y: livingEnemies[i].y
});
}
for (var i = 0; i < chainPoints.length - 1; i++) {
var startPoint = chainPoints[i];
var endPoint = chainPoints[i + 1];
var dx = endPoint.x - startPoint.x;
var dy = endPoint.y - startPoint.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var lightningBolt = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: (startPoint.x + endPoint.x) / 2,
y: (startPoint.y + endPoint.y) / 2,
scaleX: 2,
scaleY: distance / 40
}));
lightningBolt.tint = 0x00FFFF;
lightningBolt.alpha = 1.0;
lightningBolt.rotation = Math.atan2(dy, dx) + Math.PI / 2;
tween(lightningBolt, {
alpha: 0,
scaleX: 0.5
}, {
duration: 700,
delay: i * 150,
easing: tween.easeOut,
onFinish: function onFinish() {
if (lightningBolt.parent) lightningBolt.destroy();
}
});
}
showSpellDescription('LIGHTNING', 'Cadena de ' + targetsHit + ' rayos - Daño: 200', 0x00FFFF);
} else {
showSpellDescription('LIGHTNING', 'No hay enemigos para la cadena', 0x00FFFF);
}
// Consume mana
var spell = _getSpell('lightning');
var manaCost = spell ? spell.manaCost : 40;
currentMana = Math.max(0, currentMana - manaCost);
if (activeSpellDeck) {
activeSpellDeck.currentMana = currentMana;
}
updateManaDisplay();
cardCooldowns['lightning'] = LK.ticks + cardCooldownDuration;
LK.getSound('spellCast').play();
return true;
}
function castHeal() {
console.log('=== CASTING HEAL ===');
console.log('Current mana before cast:', currentMana);
console.log('activeSpellDeck.currentMana before cast:', activeSpellDeck ? activeSpellDeck.currentMana : 'undefined');
var healthBefore = wizard.health;
wizard.health = Math.min(wizard.health + 50, wizard.maxHealth);
var actualHealing = wizard.health - healthBefore;
updateHealthBar();
// Basic healing effects
LK.effects.flashScreen(0x00FF00, 300);
LK.effects.flashObject(wizard, 0x00FF00, 500);
// Create floating heal text
var healText = new Text2('+' + actualHealing + ' HP', {
size: 120,
fill: 0x00FF00,
font: "monospace"
});
healText.anchor.set(0.5, 0.5);
healText.x = wizard.x;
healText.y = wizard.y - 150;
game.addChild(healText);
tween(healText, {
y: healText.y - 300,
alpha: 0,
scaleX: 2.0,
scaleY: 2.0
}, {
duration: 2500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (healText.parent) healText.destroy();
}
});
if (actualHealing > 0) {
showSpellDescription('HEAL', 'Curado: ' + actualHealing + ' HP', 0x00FF00);
} else {
showSpellDescription('HEAL', 'Salud completa', 0x00FF00);
}
// Consume mana
var spell = _getSpell('heal');
var manaCost = spell ? spell.manaCost : 25;
currentMana = Math.max(0, currentMana - manaCost);
if (activeSpellDeck) {
activeSpellDeck.currentMana = currentMana;
}
updateManaDisplay();
cardCooldowns['heal'] = LK.ticks + cardCooldownDuration;
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());
// Create toggle button for in-game card panel
var cardToggleButton = LK.getAsset('spellCard', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0
});
LK.gui.topRight.addChild(cardToggleButton);
cardToggleButton.x = -80;
cardToggleButton.y = 80;
cardToggleButton.tint = 0x4a0e4e;
cardToggleButton.visible = false;
var cardToggleText = new Text2('CARTAS', {
size: 35,
fill: 0xFFFFFF,
font: "monospace"
});
cardToggleText.anchor.set(0.5, 0.5);
cardToggleText.x = -80;
cardToggleText.y = 80;
LK.gui.topRight.addChild(cardToggleText);
cardToggleText.visible = false;
// Add interaction to toggle button
cardToggleButton.down = function (x, y, obj) {
// Visual feedback for button press
LK.effects.flashObject(obj, 0x4169E1, 200);
tween(obj, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(obj, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeIn
});
}
});
toggleCardPanel();
};
// Simple spell system variables
var currentDeck = storage.spellDeck || ['fireball', 'heal', 'lightning'];
var maxMana = 100;
var currentMana = 100; // Starting mana
var manaRegenRate = 1; // Mana regenerated per second (60 ticks)
var manaRegenTimer = 0;
var spellCooldowns = {};
var cardCooldowns = {}; // Track cooldown for each card
var cardCooldownDuration = 300; // 5 seconds at 60fps
storage.spellDeck = currentDeck.slice();
// PASO 5: Startup validation to ensure tween plugin loads correctly
console.log('=== VERIFYING SYSTEMS AT STARTUP ===');
console.log('currentDeck:', currentDeck);
console.log('currentMana:', currentMana);
console.log('maxMana:', maxMana);
// PASO 5: Validate tween system at startup
console.log('=== TWEEN SYSTEM VALIDATION ===');
if (!validateTweenAvailability()) {
console.error('CRITICAL ERROR: Tween system failed to initialize');
// Force re-import as last resort
try {
tween = LK.import('@upit/tween.v1');
if (tween && typeof tween === 'function') {
console.log('SUCCESS: Forced tween re-import successful');
} else {
console.error('FAILED: Cannot recover tween system');
}
} catch (error) {
console.error('FATAL: Tween import exception:', error);
}
} else {
console.log('SUCCESS: Tween system validated successfully');
}
// Mana UI variables removed - handled by deck menu 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) {
console.log('=== CASTING SPELL FROM ACTIVE DECK ===');
console.log('Spell ID:', spellId);
if (spellId === 'fireball') {
return castFireball();
} else if (spellId === 'lightning') {
return castLightning();
} else if (spellId === 'heal') {
return castHeal();
} else {
console.log('Unknown spell ID:', spellId);
return false;
}
},
getRarityColor: function getRarityColor(rarity) {
return _getRarityColor(rarity);
}
};
// PASO 5: Add global tween validation function
function validateTweenSystem() {
console.log('=== VALIDATING TWEEN SYSTEM ===');
console.log('tween plugin available:', _typeof3(tween));
console.log('tween is function:', typeof tween === 'function');
if (!tween || typeof tween !== 'function') {
console.error('⚠️ Tween system corrupted, attempting recovery...');
// Attempt to re-import
tween = LK.import('@upit/tween.v1');
if (tween && typeof tween === 'function') {
console.log('✅ Tween system recovered successfully');
return true;
} else {
console.error('❌ Tween system recovery failed');
return false;
}
}
console.log('✅ Tween system healthy');
return true;
}
// Validate tween system at startup
validateTweenSystem();
// PASO 1: Verificar activeSpellDeck después de su creación
console.log('activeSpellDeck created successfully:');
console.log('- currentDeck:', activeSpellDeck.currentDeck);
console.log('- currentMana:', activeSpellDeck.currentMana);
console.log('- maxMana:', activeSpellDeck.maxMana);
console.log('- availableSpells count:', activeSpellDeck.availableSpells.length);
// 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);
// Magical sparkles removed for simplification
// Animate description
tween(descText, {
y: descText.y - 80,
alpha: 0
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (descText.parent) descText.destroy();
}
});
}
// Create unified path system - all 5 paths at once
var paths = [];
var knightX = 2048 / 2;
var knightY = 2732 - 250;
var pathAngles = [-Math.PI / 2, -Math.PI / 3, -2 * Math.PI / 3, Math.PI / 6, 5 * Math.PI / 6];
var wizardX = knightX;
var wizardY = 2732 - 600;
// Unified path creation function
function createUnifiedPaths() {
var spawnPositions = [{
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;
// Mana bar UI
var manaBarBg = LK.getAsset('manaBarBg', {
anchorX: 0,
anchorY: 0,
scaleX: 2,
scaleY: 1
});
LK.gui.topLeft.addChild(manaBarBg);
manaBarBg.x = 120;
manaBarBg.y = 105;
manaBarBg.visible = false;
var manaBar = LK.getAsset('manaBar', {
anchorX: 0,
anchorY: 0,
scaleX: 2,
scaleY: 1
});
LK.gui.topLeft.addChild(manaBar);
manaBar.x = 120;
manaBar.y = 105;
manaBar.visible = false;
var manaText = new Text2('Mana: 100/100', {
size: 60,
fill: 0x4169E1,
font: "monospace"
});
manaText.anchor.set(0, 0);
LK.gui.topLeft.addChild(manaText);
manaText.x = 120;
manaText.y = 150;
manaText.visible = false;
function updateManaDisplay() {
var manaPercent = currentMana / maxMana;
manaBar.scaleX = manaPercent * 2;
manaText.setText('Mana: ' + Math.floor(currentMana) + '/' + maxMana);
// Sync with activeSpellDeck
if (activeSpellDeck) {
activeSpellDeck.currentMana = currentMana;
}
}
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);
}
// In-game spell card panel system
var inGameCardPanel = null;
var cardPanelVisible = false;
var cardPanelElements = [];
// Create in-game card panel
function createInGameCardPanel() {
if (inGameCardPanel) return inGameCardPanel;
// Create semi-transparent background panel
inGameCardPanel = game.addChild(LK.getAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732,
scaleX: 20,
scaleY: 4
}));
inGameCardPanel.tint = 0x1a0a2e;
inGameCardPanel.alpha = 0.9;
inGameCardPanel.zIndex = 1500;
inGameCardPanel.visible = false;
return inGameCardPanel;
}
// Toggle card panel visibility
function toggleCardPanel() {
if (!gameStarted) return;
cardPanelVisible = !cardPanelVisible;
if (cardPanelVisible) {
showInGameCardPanel();
} else {
hideInGameCardPanel();
}
}
// Show in-game card panel
function showInGameCardPanel() {
if (!inGameCardPanel) createInGameCardPanel();
// Clear existing card elements
clearCardPanelElements();
inGameCardPanel.visible = true;
// Get current deck from activeSpellDeck
var currentDeck = activeSpellDeck ? activeSpellDeck.currentDeck : ['fireball', 'heal', 'lightning'];
// Create cards for current deck
for (var i = 0; i < currentDeck.length && i < 5; i++) {
var spellId = currentDeck[i];
var spell = _getSpell(spellId);
if (!spell) continue;
var cardX = 300 + i * 300;
var cardY = 2732 - 150;
// Create card background
var cardBg = game.addChild(LK.getAsset('spellCard', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 2.5,
scaleY: 3.0
}));
cardBg.tint = _getRarityColor(spell.rarity);
cardBg.alpha = 0.9;
cardBg.zIndex = 1501;
cardBg.spellId = spellId;
cardPanelElements.push(cardBg);
// Enhanced ready-to-cast visual feedback with glow effects for in-game panel
if (!isOnCooldown && _canCastSpell(spellId)) {
// Create enhanced magical glow border around ready cards
var inGameGlowBorder = game.addChild(LK.getAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.2,
scaleY: 3.8
}));
inGameGlowBorder.tint = 0x00FF88;
inGameGlowBorder.alpha = 0.5;
inGameGlowBorder.zIndex = 1501;
cardPanelElements.push(inGameGlowBorder);
// Sparkle effects removed for simplification
// Enhanced ready-to-cast card pulsing animation
tween(cardBg, {
alpha: 1.0,
scaleX: 2.7,
scaleY: 3.2
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(cardBg, {
alpha: 0.9,
scaleX: 2.5,
scaleY: 3.0
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
// Animate glow border with enhanced breathing effect
tween(inGameGlowBorder, {
alpha: 0.7,
scaleX: 3.6,
scaleY: 4.2
}, {
duration: 1300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(inGameGlowBorder, {
alpha: 0.5,
scaleX: 3.2,
scaleY: 3.8
}, {
duration: 1300,
easing: tween.easeInOut
});
}
});
}
// Check if spell can be cast (mana + cooldown validation)
var canCast = _canCastSpell(spellId);
var currentTick = LK.ticks || 0;
var isOnCooldown = cardCooldowns[spellId] && currentTick < cardCooldowns[spellId];
var hasEnoughMana = currentMana >= (spell.manaCost || 0);
// Enhanced card status visual feedback system
if (isOnCooldown) {
// Create enhanced cooldown overlay with animated elements
var cooldownOverlay = game.addChild(LK.getAsset('cooldownOverlay', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 2.5,
scaleY: 3.0
}));
cooldownOverlay.alpha = 0.8;
cooldownOverlay.zIndex = 1502;
cardPanelElements.push(cooldownOverlay);
// Create rotating cooldown progress ring
var cooldownRing = game.addChild(LK.getAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 2.8,
scaleY: 2.8
}));
cooldownRing.tint = 0x4169E1;
cooldownRing.alpha = 0.6;
cooldownRing.zIndex = 1502;
cardPanelElements.push(cooldownRing);
// Animate cooldown ring rotation
tween(cooldownRing, {
rotation: Math.PI * 2
}, {
duration: 2000,
easing: tween.linear
});
// Show enhanced cooldown time remaining with countdown animation
var timeRemaining = Math.ceil((cardCooldowns[spellId] - currentTick) / 60);
var cooldownText = new Text2(timeRemaining.toString(), {
size: 50,
fill: 0xFFFFFF,
font: "monospace"
});
cooldownText.anchor.set(0.5, 0.5);
cooldownText.x = cardX;
cooldownText.y = cardY;
cooldownText.zIndex = 1503;
game.addChild(cooldownText);
cardPanelElements.push(cooldownText);
// Pulsing countdown animation
tween(cooldownText, {
scaleX: 1.3,
scaleY: 1.3,
alpha: 0.7
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(cooldownText, {
scaleX: 1.0,
scaleY: 1.0,
alpha: 1.0
}, {
duration: 500,
easing: tween.easeInOut
});
}
});
// Disable card interaction when on cooldown
cardBg.alpha = 0.4;
cardBg.tint = 0x666666; // Gray out on cooldown
} else if (!hasEnoughMana) {
// Enhanced insufficient mana feedback with warning indicators
cardBg.alpha = 0.5;
cardBg.tint = 0xFF4444; // Red tint for insufficient mana
// Create mana warning icon
var manaWarning = game.addChild(LK.getAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX + 70,
y: cardY - 70,
scaleX: 1.2,
scaleY: 1.2
}));
manaWarning.tint = 0xFF0000;
manaWarning.alpha = 0.9;
manaWarning.zIndex = 1502;
cardPanelElements.push(manaWarning);
// Add warning symbol
var warningText = new Text2('!', {
size: 60,
fill: 0xFFFFFF,
font: "monospace"
});
warningText.anchor.set(0.5, 0.5);
warningText.x = cardX + 70;
warningText.y = cardY - 70;
warningText.zIndex = 1503;
game.addChild(warningText);
cardPanelElements.push(warningText);
// Urgent warning animation for insufficient mana
tween(manaWarning, {
scaleX: 1.6,
scaleY: 1.6,
alpha: 0.5
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(manaWarning, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 0.9
}, {
duration: 400,
easing: tween.easeIn
});
}
});
} else if (canCast) {
// Step 8: Enhanced ready to cast with contextual spell-specific visual effects
cardBg.alpha = 0.9;
cardBg.tint = _getRarityColor(spell.rarity);
// Create contextual spell-specific aura effects around ready cards
if (spellId === 'fireball') {
// Fireball: Orange/red flame aura with heat distortions
var fireAura = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.2,
scaleY: 3.8
}));
fireAura.tint = 0xFF4500;
fireAura.alpha = 0.4;
fireAura.zIndex = 1501;
cardPanelElements.push(fireAura);
// Create flame particles around fireball cards
for (var f = 0; f < 5; f++) {
var flameParticle = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX + (Math.random() - 0.5) * 100,
y: cardY + (Math.random() - 0.5) * 70 + 20,
scaleX: 0.3 + Math.random() * 0.3,
scaleY: 0.6 + Math.random() * 0.4
}));
flameParticle.tint = f % 2 === 0 ? 0xFF4500 : 0xFF6600;
flameParticle.alpha = 0.7;
flameParticle.zIndex = 1504;
cardPanelElements.push(flameParticle);
// Flames rise upward with flickering
tween(flameParticle, {
y: flameParticle.y - 120,
alpha: 0,
scaleX: (0.3 + Math.random() * 0.3) * 1.5,
scaleY: (0.6 + Math.random() * 0.4) * 0.3,
rotation: Math.PI * (Math.random() - 0.5)
}, {
duration: 1500 + f * 200,
delay: f * 150,
easing: tween.easeOut
});
}
// Heat wave distortion effect
var heatWave = game.addChild(LK.getAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 2.8,
scaleY: 1.5
}));
heatWave.tint = 0xFF8800;
heatWave.alpha = 0.15;
heatWave.zIndex = 1500;
cardPanelElements.push(heatWave);
// Animate heat distortion
tween(heatWave, {
scaleY: 2.2,
alpha: 0.05
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(heatWave, {
scaleY: 1.5,
alpha: 0.15
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
} else if (spellId === 'lightning') {
// Lightning: Blue/cyan electric aura with static effects
var lightningAura = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.2,
scaleY: 3.8
}));
lightningAura.tint = 0x00FFFF;
lightningAura.alpha = 0.4;
lightningAura.zIndex = 1501;
cardPanelElements.push(lightningAura);
// Create electric sparks around lightning cards
for (var l = 0; l < 6; l++) {
var electricSpark = game.addChild(LK.getAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX + (Math.random() - 0.5) * 120,
y: cardY + (Math.random() - 0.5) * 90,
scaleX: 0.2 + Math.random() * 0.3,
scaleY: 1.0 + Math.random() * 0.8
}));
electricSpark.tint = l % 3 === 0 ? 0xFFFFFF : 0x00FFFF;
electricSpark.alpha = 0.8;
electricSpark.rotation = Math.random() * Math.PI * 2;
electricSpark.zIndex = 1504;
cardPanelElements.push(electricSpark);
// Electric sparks crackle and fade
tween(electricSpark, {
alpha: 0,
scaleX: 0.05,
scaleY: 0.3,
rotation: electricSpark.rotation + Math.PI * 4
}, {
duration: 300 + l * 100,
delay: l * 80,
easing: tween.easeOut
});
}
} else if (spellId === 'heal') {
// Heal: Gentle green glow with floating plus symbols
var healAura = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.2,
scaleY: 3.8
}));
healAura.tint = 0x00FF88;
healAura.alpha = 0.3;
healAura.zIndex = 1501;
cardPanelElements.push(healAura);
// Create soft healing particles around heal cards
for (var h = 0; h < 4; h++) {
var healParticle = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX + (Math.random() - 0.5) * 100,
y: cardY + (Math.random() - 0.5) * 70,
scaleX: 0.5 + Math.random() * 0.4,
scaleY: 0.5 + Math.random() * 0.4
}));
healParticle.tint = h % 2 === 0 ? 0x00FF88 : 0x66FFAA;
healParticle.alpha = 0.6;
healParticle.zIndex = 1504;
cardPanelElements.push(healParticle);
// Gentle floating upward motion
tween(healParticle, {
y: healParticle.y - 80,
alpha: 0,
scaleX: (0.5 + Math.random() * 0.4) * 1.3,
scaleY: (0.5 + Math.random() * 0.4) * 1.3,
rotation: Math.PI * 0.5 * (Math.random() - 0.5)
}, {
duration: 2000 + h * 200,
delay: h * 250,
easing: tween.easeOut
});
}
// Add floating plus symbol for heal cards
var plusSymbol = new Text2('+', {
size: 60,
fill: 0x00FF88,
font: "monospace"
});
plusSymbol.anchor.set(0.5, 0.5);
plusSymbol.x = cardX + 60;
plusSymbol.y = cardY - 60;
plusSymbol.alpha = 0.7;
plusSymbol.zIndex = 1505;
game.addChild(plusSymbol);
cardPanelElements.push(plusSymbol);
// Gentle floating animation for plus symbol
tween(plusSymbol, {
y: plusSymbol.y - 60,
alpha: 0,
scaleX: 1.4,
scaleY: 1.4,
rotation: Math.PI * 0.3
}, {
duration: 1800,
easing: tween.easeOut
});
} else {
// Default magical readiness aura for other spells
var readyAura = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.2,
scaleY: 3.8
}));
readyAura.tint = 0x00FF88;
readyAura.alpha = 0.3;
readyAura.zIndex = 1501;
cardPanelElements.push(readyAura);
// Create generic floating particles around ready cards
for (var p = 0; p < 3; p++) {
var particle = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX + (Math.random() - 0.5) * 120,
y: cardY + (Math.random() - 0.5) * 80,
scaleX: 0.4,
scaleY: 0.4
}));
particle.tint = 0x00FFAA;
particle.alpha = 0.8;
particle.zIndex = 1504;
cardPanelElements.push(particle);
// Animate floating particles
tween(particle, {
y: particle.y - 100,
alpha: 0,
scaleX: 0.8,
scaleY: 0.8,
rotation: Math.PI
}, {
duration: 1800,
delay: p * 400,
easing: tween.easeOut
});
}
}
// Add enhanced ready glow animation
tween(cardBg, {
alpha: 1.0,
scaleX: 2.6,
scaleY: 3.1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(cardBg, {
alpha: 0.9,
scaleX: 2.5,
scaleY: 3.0
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
// Animate aura with gentle pulsing
tween(readyAura, {
alpha: 0.5,
scaleX: 3.6,
scaleY: 4.2
}, {
duration: 1400,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(readyAura, {
alpha: 0.3,
scaleX: 3.2,
scaleY: 3.8
}, {
duration: 1400,
easing: tween.easeInOut
});
}
});
} else {
// Default disabled state
cardBg.alpha = 0.6;
cardBg.tint = 0x888888; // Gray tint for disabled
}
// Add enhanced card interaction with advanced touch feedback
cardBg.touchStartTime = 0;
cardBg.touchStartX = 0;
cardBg.touchStartY = 0;
cardBg.down = function (x, y, obj) {
if (obj.spellId) {
// Record touch start for gesture recognition
obj.touchStartTime = LK.ticks;
obj.touchStartX = x;
obj.touchStartY = y;
// Enhanced immediate haptic-like visual feedback with multiple effects
LK.effects.flashObject(obj, 0x00FFFF, 200);
// Create touch impact ripple at exact touch point
var touchRipple = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
scaleX: 0.2,
scaleY: 0.2
}));
touchRipple.tint = 0x00FFFF;
touchRipple.alpha = 0.9;
touchRipple.zIndex = 2100;
tween(touchRipple, {
scaleX: 2.5,
scaleY: 2.5,
alpha: 0,
rotation: Math.PI * 1.5
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (touchRipple.parent) touchRipple.destroy();
}
});
// Enhanced multi-stage press animation
tween(obj, {
scaleX: 2.3,
scaleY: 2.7,
rotation: Math.PI / 16
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(obj, {
scaleX: 2.9,
scaleY: 3.4,
rotation: -Math.PI / 32
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(obj, {
scaleX: 2.5,
scaleY: 3.0,
rotation: 0
}, {
duration: 120,
easing: tween.bounceOut
});
}
});
}
});
// Create particle trail following touch movement
for (var t = 0; t < 5; t++) {
var trailParticle = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: x + (Math.random() - 0.5) * 20,
y: y + (Math.random() - 0.5) * 20,
scaleX: 0.3,
scaleY: 0.3
}));
trailParticle.tint = 0x00AAFF;
trailParticle.alpha = 0.7;
trailParticle.zIndex = 2099;
tween(trailParticle, {
x: trailParticle.x + (Math.random() - 0.5) * 80,
y: trailParticle.y - 60 - Math.random() * 40,
alpha: 0,
scaleX: 0.8,
scaleY: 0.8,
rotation: Math.PI * 2
}, {
duration: 600 + t * 100,
delay: t * 50,
easing: tween.easeOut,
onFinish: function onFinish() {
if (trailParticle.parent) trailParticle.destroy();
}
});
}
castSpellFromCard(obj.spellId);
}
};
// Add touch release handler for gesture recognition
cardBg.up = function (x, y, obj) {
if (obj.spellId && obj.touchStartTime) {
var touchDuration = LK.ticks - obj.touchStartTime;
var touchDistance = Math.sqrt(Math.pow(x - obj.touchStartX, 2) + Math.pow(y - obj.touchStartY, 2));
// Detect different touch gestures
if (touchDuration < 30 && touchDistance < 50) {
// Quick tap - create snap feedback
var snapEffect = game.addChild(LK.getAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
x: obj.x,
y: obj.y,
scaleX: 3.0,
scaleY: 3.0
}));
snapEffect.tint = 0xFFFF00;
snapEffect.alpha = 0.6;
snapEffect.zIndex = 2101;
tween(snapEffect, {
scaleX: 0.5,
scaleY: 0.5,
alpha: 0
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
if (snapEffect.parent) snapEffect.destroy();
}
});
} else if (touchDuration > 60) {
// Long press - create charge effect
var chargeEffect = game.addChild(LK.getAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: obj.x,
y: obj.y,
scaleX: 4.0,
scaleY: 5.0
}));
chargeEffect.tint = 0xFF6600;
chargeEffect.alpha = 0.4;
chargeEffect.zIndex = 2101;
tween(chargeEffect, {
scaleX: 6.0,
scaleY: 7.0,
alpha: 0,
rotation: Math.PI / 4
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
if (chargeEffect.parent) chargeEffect.destroy();
}
});
}
}
};
// Create card name text
var nameText = new Text2(spell.name, {
size: 30,
fill: 0xFFFFFF,
font: "monospace"
});
nameText.anchor.set(0.5, 0.5);
nameText.x = cardX;
nameText.y = cardY - 40;
nameText.zIndex = 1502;
game.addChild(nameText);
cardPanelElements.push(nameText);
// Create mana cost indicator
if (spell.manaCost) {
var manaText = new Text2(spell.manaCost.toString(), {
size: 40,
fill: 0x4169E1,
font: "monospace"
});
manaText.anchor.set(0.5, 0.5);
manaText.x = cardX + 50;
manaText.y = cardY - 80;
manaText.zIndex = 1502;
game.addChild(manaText);
cardPanelElements.push(manaText);
}
// Create damage/healing indicator
var effectText = '';
if (spell.damage) effectText = 'DMG: ' + spell.damage;
if (spell.healing) effectText = 'HEAL: ' + spell.healing;
if (effectText) {
var effectLabel = new Text2(effectText, {
size: 25,
fill: 0xFFD700,
font: "monospace"
});
effectLabel.anchor.set(0.5, 0.5);
effectLabel.x = cardX;
effectLabel.y = cardY + 40;
effectLabel.zIndex = 1502;
game.addChild(effectLabel);
cardPanelElements.push(effectLabel);
}
}
// Create toggle button to hide panel
var hideButton = game.addChild(LK.getAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 100,
y: 2732 - 300,
scaleX: 1.5,
scaleY: 1.5
}));
hideButton.tint = 0xFF4444;
hideButton.zIndex = 1502;
hideButton.down = function (x, y, obj) {
// Visual feedback for hide button
LK.effects.flashObject(obj, 0xFF6666, 200);
tween(obj, {
scaleX: 1.8,
scaleY: 1.8
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(obj, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 100,
easing: tween.easeIn
});
}
});
toggleCardPanel();
};
cardPanelElements.push(hideButton);
var hideText = new Text2('CERRAR', {
size: 40,
fill: 0xFFFFFF,
font: "monospace"
});
hideText.anchor.set(0.5, 0.5);
hideText.x = 2048 - 100;
hideText.y = 2732 - 300;
hideText.zIndex = 1503;
game.addChild(hideText);
cardPanelElements.push(hideText);
}
// Hide in-game card panel
function hideInGameCardPanel() {
if (inGameCardPanel) {
inGameCardPanel.visible = false;
}
clearCardPanelElements();
}
// Clear card panel elements
function clearCardPanelElements() {
for (var i = 0; i < cardPanelElements.length; i++) {
if (cardPanelElements[i] && cardPanelElements[i].parent) {
cardPanelElements[i].destroy();
}
}
cardPanelElements = [];
}
// Targeting system variables
var targetingMode = false;
var targetingSpell = null;
var targetingCursor = null;
var targetingRange = null;
// Create targeting cursor
function createTargetingCursor() {
if (targetingCursor) return targetingCursor;
targetingCursor = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
}));
targetingCursor.tint = 0x00FFFF;
targetingCursor.alpha = 0.8;
targetingCursor.zIndex = 2000;
targetingCursor.visible = false;
// Add orbiting particles around cursor for enhanced feedback
targetingCursor.particles = [];
for (var p = 0; p < 4; p++) {
var particle = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4
}));
particle.tint = 0x00FFFF;
particle.alpha = 0.6;
particle.zIndex = 1999;
particle.visible = false;
particle.orbitAngle = p * Math.PI * 2 / 4;
targetingCursor.particles.push(particle);
}
return targetingCursor;
}
// Create targeting range indicator
function createTargetingRange() {
if (targetingRange) return targetingRange;
targetingRange = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8.0,
scaleY: 8.0
}));
targetingRange.tint = 0x00FF00;
targetingRange.alpha = 0.3;
targetingRange.zIndex = 1999;
targetingRange.visible = false;
return targetingRange;
}
// Enter targeting mode
function enterTargetingMode(spellId) {
targetingMode = true;
targetingSpell = spellId;
// Create targeting visuals
createTargetingCursor();
createTargetingRange();
targetingCursor.visible = true;
targetingRange.visible = true;
// Position range indicator around wizard
targetingRange.x = wizard.x;
targetingRange.y = wizard.y;
// Add pulsing animation to cursor
tween(targetingCursor, {
scaleX: 2.5,
scaleY: 2.5
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (targetingCursor && targetingCursor.visible) {
tween(targetingCursor, {
scaleX: 2.0,
scaleY: 2.0
}, {
duration: 800,
easing: tween.easeInOut
});
}
}
});
// Show targeting instructions
showTargetingInstructions(spellId);
}
// Exit targeting mode
function exitTargetingMode() {
targetingMode = false;
targetingSpell = null;
if (targetingCursor) {
targetingCursor.visible = false;
}
if (targetingRange) {
targetingRange.visible = false;
}
// Hide card panel after targeting
hideInGameCardPanel();
cardPanelVisible = false;
}
// Show targeting instructions
function showTargetingInstructions(spellId) {
var spell = _getSpell(spellId);
var instructionText = '';
if (spellId === 'fireball') {
instructionText = 'TOCA UN ENEMIGO PARA LANZAR FIREBALL';
} else if (spellId === 'lightning') {
instructionText = 'TOCA UN ENEMIGO PARA CADENA DE RAYOS';
} else if (spellId === 'heal') {
instructionText = 'TOCA PARA CURARTE';
} else {
instructionText = 'SELECCIONA OBJETIVO PARA ' + (spell ? spell.name : 'HECHIZO');
}
var targetingInstructions = new Text2(instructionText, {
size: 50,
fill: 0x00FFFF,
font: "monospace"
});
targetingInstructions.anchor.set(0.5, 0.5);
targetingInstructions.x = 2048 / 2;
targetingInstructions.y = 400;
targetingInstructions.zIndex = 2001;
game.addChild(targetingInstructions);
// Auto-remove instructions after 3 seconds
tween(targetingInstructions, {
alpha: 0
}, {
duration: 3000,
easing: tween.easeOut,
onFinish: function onFinish() {
if (targetingInstructions.parent) targetingInstructions.destroy();
}
});
}
// Execute spell at target location
function executeSpellAtTarget(spellId, targetX, targetY, targetEnemy) {
console.log('Executing spell', spellId, 'at', targetX, targetY);
var success = false;
if (spellId === 'fireball') {
if (targetEnemy) {
// Create targeted fireball
var fireball = ProjectileFactory.createProjectile('fireBall', wizard.x, wizard.y, targetEnemy.x, targetEnemy.y, {
targetEnemy: targetEnemy,
damage: 150
});
LK.getSound('fireWhoosh').play();
showSpellDescription('FIREBALL', 'Daño: 150 dirigido', 0xFF4500);
success = true;
}
} else if (spellId === 'lightning') {
if (targetEnemy) {
// Execute lightning with target as starting point
LK.effects.flashScreen(0x00FFFF, 800);
LK.getSound('iceFreeze').play();
var allEnemies = collisionArrayPool.getAllEnemies();
var livingEnemies = [];
// Start chain from targeted enemy
for (var e = 0; e < allEnemies.length; e++) {
var enemy = allEnemies[e];
if (!enemy.isDying && enemy.health > 0 && enemy.parent) {
var dx = enemy.x - targetEnemy.x;
var dy = enemy.y - targetEnemy.y;
enemy.distanceFromTarget = Math.sqrt(dx * dx + dy * dy);
livingEnemies.push(enemy);
}
}
// Sort by distance from target
livingEnemies.sort(function (a, b) {
return a.distanceFromTarget - b.distanceFromTarget;
});
var targetsHit = Math.min(3, livingEnemies.length);
if (targetsHit > 0) {
// Apply lightning damage
for (var i = 0; i < targetsHit; i++) {
var enemy = livingEnemies[i];
if (enemy && enemy.parent && !enemy.isDying) {
enemy.health -= 200;
LK.effects.flashObject(enemy, 0x00FFFF, 600);
if (enemy.health <= 0) enemy.die();
// Create lightning visual
var lightningImpact = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: enemy.x,
y: enemy.y,
scaleX: 3,
scaleY: 3
}));
lightningImpact.tint = 0x00FFFF;
lightningImpact.alpha = 1.0;
tween(lightningImpact, {
scaleX: 7,
scaleY: 7,
alpha: 0,
rotation: Math.PI * 3
}, {
duration: 800,
delay: i * 150,
easing: tween.easeOut,
onFinish: function onFinish() {
if (lightningImpact.parent) lightningImpact.destroy();
}
});
}
}
showSpellDescription('LIGHTNING', 'Cadena dirigida: ' + targetsHit + ' rayos', 0x00FFFF);
}
success = true;
}
} else if (spellId === 'heal') {
// Heal can be cast anywhere, always targets wizard
var healthBefore = wizard.health;
wizard.health = Math.min(wizard.health + 50, wizard.maxHealth);
var actualHealing = wizard.health - healthBefore;
updateHealthBar();
// Enhanced healing effects at target location
LK.effects.flashScreen(0x00FF00, 500);
LK.effects.flashObject(wizard, 0x00FF00, 1000);
// Create healing aura at clicked location
var healingAura = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: targetX,
y: targetY,
scaleX: 4,
scaleY: 4
}));
healingAura.tint = 0x00FF00;
healingAura.alpha = 0.8;
tween(healingAura, {
scaleX: 12,
scaleY: 12,
alpha: 0
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
if (healingAura.parent) healingAura.destroy();
}
});
showSpellDescription('HEAL', 'Curado: ' + actualHealing + ' HP', 0x00FF00);
success = true;
}
if (success) {
LK.getSound('spellCast').play();
cardCooldowns[spellId] = LK.ticks + cardCooldownDuration;
}
return success;
}
// Cast spell from in-game card
function castSpellFromCard(spellId) {
console.log('=== CASTING SPELL FROM CARD ===');
console.log('Spell ID:', spellId);
console.log('Current mana before cast:', currentMana);
console.log('activeSpellDeck.currentMana before cast:', activeSpellDeck ? activeSpellDeck.currentMana : 'undefined');
// Check if spell can be cast with enhanced validation
if (!_canCastSpell(spellId)) {
console.log('Cannot cast spell:', spellId);
LK.effects.flashScreen(0xFF0000, 200);
return;
}
// Get spell data for mana consumption
var spell = _getSpell(spellId);
if (!spell) {
console.log('Spell not found for ID:', spellId);
return;
}
// Execute the spell directly using specific casting functions
var castSuccess = false;
console.log('Executing spell cast for:', spellId);
if (spellId === 'fireball') {
castSuccess = castFireball();
} else if (spellId === 'lightning') {
castSuccess = castLightning();
} else if (spellId === 'heal') {
castSuccess = castHeal();
} else {
console.log('Unknown spell ID in card cast:', spellId);
// Default to fireball for unknown spells
castSuccess = castFireball();
}
if (castSuccess) {
console.log('Spell cast successful:', spellId);
// Enhanced contextual success feedback based on spell type
if (spellId === 'fireball') {
LK.effects.flashScreen(0xFF4500, 400);
// Create fire burst around wizard
for (var f = 0; f < 6; f++) {
var fireBurst = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: wizard.x,
y: wizard.y,
scaleX: 1.5,
scaleY: 1.5
}));
fireBurst.tint = 0xFF6600;
fireBurst.alpha = 0.8;
fireBurst.zIndex = 1700;
var angle = f * Math.PI * 2 / 6;
tween(fireBurst, {
x: wizard.x + Math.cos(angle) * 120,
y: wizard.y + Math.sin(angle) * 120,
alpha: 0,
scaleX: 3.0,
scaleY: 3.0,
rotation: Math.PI * 2
}, {
duration: 600,
delay: f * 100,
easing: tween.easeOut,
onFinish: function onFinish() {
if (fireBurst.parent) fireBurst.destroy();
}
});
}
} else if (spellId === 'lightning') {
LK.effects.flashScreen(0x00FFFF, 500);
// Create electric arcs around wizard
for (var l = 0; l < 8; l++) {
var lightningArc = game.addChild(LK.getAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
x: wizard.x + (Math.random() - 0.5) * 200,
y: wizard.y + (Math.random() - 0.5) * 200,
scaleX: 0.8,
scaleY: 3.0
}));
lightningArc.tint = 0x00FFFF;
lightningArc.alpha = 0.9;
lightningArc.rotation = Math.random() * Math.PI * 2;
lightningArc.zIndex = 1700;
tween(lightningArc, {
alpha: 0,
scaleX: 0.3,
scaleY: 4.0
}, {
duration: 300,
delay: l * 50,
easing: tween.easeOut,
onFinish: function onFinish() {
if (lightningArc.parent) lightningArc.destroy();
}
});
}
} else if (spellId === 'heal') {
LK.effects.flashScreen(0x00FF00, 350);
// Create healing aura waves
for (var h = 0; h < 4; h++) {
var healWave = game.addChild(LK.getAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: wizard.x,
y: wizard.y,
scaleX: 1.0 + h * 0.5,
scaleY: 1.0 + h * 0.5
}));
healWave.tint = 0x00FF88;
healWave.alpha = 0.6 - h * 0.1;
healWave.zIndex = 1700;
tween(healWave, {
scaleX: 8.0 + h * 2,
scaleY: 8.0 + h * 2,
alpha: 0
}, {
duration: 1200 + h * 200,
delay: h * 150,
easing: tween.easeOut,
onFinish: function onFinish() {
if (healWave.parent) healWave.destroy();
}
});
}
} else {
// Default success feedback
LK.effects.flashScreen(0x00FF00, 300);
}
// Create spell success text with enhanced animation
var successText = new Text2('SPELL CAST!', {
size: 80,
fill: 0xFFD700,
font: "monospace"
});
successText.anchor.set(0.5, 0.5);
successText.x = wizard.x;
successText.y = wizard.y - 180;
successText.zIndex = 1701;
game.addChild(successText);
tween(successText, {
y: successText.y - 100,
alpha: 0,
scaleX: 1.5,
scaleY: 1.5,
rotation: Math.PI / 8
}, {
duration: 1200,
easing: tween.easeOut,
onFinish: function onFinish() {
if (successText.parent) successText.destroy();
}
});
// Hide card panel after successful cast
hideInGameCardPanel();
cardPanelVisible = false;
} else {
console.log('Spell cast failed:', spellId);
// Enhanced failure feedback with shake effect
LK.effects.flashScreen(0xFF0000, 300);
// Create failure warning
var failureText = new Text2('CAST FAILED!', {
size: 60,
fill: 0xFF4444,
font: "monospace"
});
failureText.anchor.set(0.5, 0.5);
failureText.x = wizard.x;
failureText.y = wizard.y - 150;
failureText.zIndex = 1701;
game.addChild(failureText);
// Shake and fade failure text
var originalFailX = failureText.x;
tween(failureText, {
x: originalFailX - 10
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(failureText, {
x: originalFailX + 10
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(failureText, {
x: originalFailX,
alpha: 0,
y: failureText.y - 80
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
if (failureText.parent) failureText.destroy();
}
});
}
});
}
});
}
}
// Add targeting system to game mouse/touch handling
game.move = function (x, y, obj) {
if (targetingMode && targetingCursor) {
// Update cursor position to follow mouse/touch
targetingCursor.x = x;
targetingCursor.y = y;
// Calculate if target is in range
var dx = x - wizard.x;
var dy = y - wizard.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var maxRange = 400; // Maximum spell range
// Change cursor color based on range
if (distance <= maxRange) {
targetingCursor.tint = 0x00FF00; // Green for in range
targetingCursor.alpha = 0.8;
} else {
targetingCursor.tint = 0xFF0000; // Red for out of range
targetingCursor.alpha = 0.5;
}
}
};
game.down = function (x, y, obj) {
// Simple tap to attack handling - no spell casting interference
// All spell casting is now handled through the in-game card panel system
};
// 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
// 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) {
// Mana regeneration system
manaRegenTimer++;
if (manaRegenTimer >= 60) {
// Every second (60 ticks at 60fps)
manaRegenTimer = 0;
currentMana = Math.min(maxMana, currentMana + manaRegenRate);
if (activeSpellDeck) {
activeSpellDeck.currentMana = currentMana;
}
updateManaDisplay();
}
// Ensure mana bounds are correct
currentMana = Math.max(0, Math.min(maxMana, currentMana));
if (activeSpellDeck) {
activeSpellDeck.currentMana = currentMana;
}
}
// 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);
// Update targeting cursor animation
if (targetingMode && targetingCursor && targetingCursor.visible) {
// Rotate targeting cursor
targetingCursor.rotation += 0.05;
// Add secondary pulsing animation
var targetPulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3;
if (targetingCursor.tint === 0x00FF00) {
// In-range pulsing
targetingCursor.alpha = 0.6 + targetPulse * 0.2;
} else {
// Out-of-range warning pulse
targetingCursor.alpha = 0.3 + targetPulse * 0.4;
}
// Update orbiting particles around cursor
if (targetingCursor.particles) {
for (var p = 0; p < targetingCursor.particles.length; p++) {
var particle = targetingCursor.particles[p];
if (particle && particle.parent) {
particle.orbitAngle += 0.08;
var orbitRadius = 40 + Math.sin(LK.ticks * 0.1) * 10;
particle.x = targetingCursor.x + Math.cos(particle.orbitAngle) * orbitRadius;
particle.y = targetingCursor.y + Math.sin(particle.orbitAngle) * orbitRadius;
particle.visible = targetingCursor.visible;
particle.tint = targetingCursor.tint;
particle.alpha = targetingCursor.alpha * 0.7;
}
}
}
}
// Update targeting range indicator
if (targetingMode && targetingRange && targetingRange.visible) {
// Gentle pulsing for range indicator
var rangePulse = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
targetingRange.scaleX = 8.0 * rangePulse;
targetingRange.scaleY = 8.0 * rangePulse;
targetingRange.alpha = 0.2 + Math.sin(LK.ticks * 0.15) * 0.1;
}
// 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
@@ -3677,15 +3677,58 @@
/****
* Game Code
****/
+// PASO 1.2: Enhanced import validation with consistent availability checking
// Import tween plugin to ensure it's available throughout game code
// Unified Game Manager for all simple operations
/****
* Constants & Configuration
****/
// Simple spell system - no complex classes needed
// PASO 1: Create safe tween wrapper function to ensure plugin availability
+if (!tween || typeof tween !== 'function') {
+ console.error('CRITICAL: Tween plugin import failed on first attempt');
+ // Attempt immediate re-import
+ tween = LK.import('@upit/tween.v1');
+ if (!tween || typeof tween !== 'function') {
+ console.error('FATAL: Tween plugin cannot be imported - system will use fallbacks');
+ // Create minimal fallback to prevent crashes
+ tween = function tween(target, props, options) {
+ console.warn('Using tween fallback - limited functionality');
+ if (options && options.onFinish && typeof options.onFinish === 'function') {
+ // Execute onFinish callback immediately for basic compatibility
+ setTimeout(options.onFinish, options.duration || 0);
+ }
+ return null;
+ };
+ // Add basic easing functions to fallback
+ tween.easeOut = tween.easeIn = tween.easeInOut = tween.linear = tween.bounceOut = function (t) {
+ return t;
+ };
+ } else {
+ console.log('SUCCESS: Tween plugin recovered on second import attempt');
+ }
+} else {
+ console.log('SUCCESS: Tween plugin imported successfully');
+ // Validate that essential easing functions are available
+ var requiredEasings = ['easeOut', 'easeIn', 'easeInOut', 'linear', 'bounceOut'];
+ var missingEasings = [];
+ for (var i = 0; i < requiredEasings.length; i++) {
+ if (!tween[requiredEasings[i]]) {
+ missingEasings.push(requiredEasings[i]);
+ }
+ }
+ if (missingEasings.length > 0) {
+ console.warn('WARNING: Missing easing functions:', missingEasings.join(', '));
+ // Add basic fallback easings
+ for (var i = 0; i < missingEasings.length; i++) {
+ tween[missingEasings[i]] = function (t) {
+ return t;
+ };
+ }
+ }
+}
function _typeof3(o) {
"@babel/helpers - typeof";
return _typeof3 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;