User prompt
haz que la zona 1 este mas abajo y manten 2 y 3 en su lugar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que la zona 1 este mas abajo
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ahora haz que el wizard se mueva deslizando el dedo por la pantalla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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paso 4
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paso 3
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paso 2
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paso 1
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paso 3
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haz el paso 2
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paso 3
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haz el paso 2
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paso 1
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cuando toco las zonas 2 y 3 el personaje no se mueve y las 3 zonas se quedan en rojo sabrias decirme porque pasa esto?
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pon 1 2 y 3 mas arriba
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haz que 2 y 3 esten mas arriba que las cartas
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haz que la zona 2 y 3 esten en las esquinas de la pantalla
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ahora separa las zonas de movimiento
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haz que cada lugar de movimiento tenga un numero para identificarlas y pon una en el medio una a la derecha y la otra a la izquierda
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implementa las soluciones
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Please fix the bug: 'ReferenceError: updateManaDisplay is not defined' in or related to this line: 'updateManaDisplay();' Line Number: 1834
Code edit (2 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught ReferenceError: updateManaDisplay is not defined' in or related to this line: 'updateManaDisplay();' Line Number: 1824
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'currentMana is not defined' in or related to this line: 'var originalMana = currentMana;' Line Number: 5691
Code edit (1 edits merged)
Please save this source code
/****
* 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
globalTween(sphereGraphics, {
scaleX: 2.5,
scaleY: 2.5,
alpha: 1.0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
globalTween(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);
}
// Simplified button interaction router
self.down = function (x, y, obj) {
if (self.configMode) {
self.handleConfigInteraction(x, y);
} else if (self.deckMode) {
self.handleDeckInteraction(x, y);
} else if (self.shopMode) {
self.handleShopInteraction(x, y);
} else {
self.handleMainMenuInteraction(x, y);
}
};
// Simplified configuration interaction handler
self.handleConfigInteraction = function (x, y) {
// Define interaction zones
var zones = [{
yMin: 1150,
yMax: 1250,
action: 'music'
}, {
yMin: 1350,
yMax: 1450,
action: 'sound'
}, {
yMin: 1550,
yMax: 1650,
action: 'difficulty'
}, {
yMin: 1950,
yMax: 2050,
action: 'back'
}];
for (var i = 0; i < zones.length; i++) {
var zone = zones[i];
if (y >= zone.yMin && y <= zone.yMax) {
self.handleConfigAction(zone.action);
return;
}
}
};
// Handle specific config actions
self.handleConfigAction = function (action) {
if (action === 'music') {
var vol = storage.musicVolume || 0.7;
vol = vol >= 1.0 ? 0.0 : Math.min(1.0, vol + 0.1);
storage.musicVolume = vol;
self.musicVolumeText.setText('VOLUMEN MUSICA: ' + Math.round(vol * 100) + '%');
} else if (action === 'sound') {
var vol = storage.soundVolume || 1.0;
vol = vol >= 1.0 ? 0.0 : Math.min(1.0, vol + 0.1);
storage.soundVolume = vol;
self.soundVolumeText.setText('VOLUMEN SONIDO: ' + Math.round(vol * 100) + '%');
} else if (action === 'difficulty') {
var difficulties = ['FACIL', 'NORMAL', 'DIFICIL'];
var current = storage.difficulty || 'NORMAL';
var index = (difficulties.indexOf(current) + 1) % difficulties.length;
storage.difficulty = difficulties[index];
self.difficultyText.setText('DIFICULTAD: ' + difficulties[index]);
} else if (action === 'back') {
self.hideConfigMenu();
}
};
// Simplified deck interaction handler
self.handleDeckInteraction = function (x, y) {
// Check back button first (fastest check)
if (y >= 2350 && y <= 2650) {
self.hideDeck();
return;
}
// Check deck cards
var clickedCard = self.findClickedCard(x, y, self.deckElements, true);
if (clickedCard) {
self.handleDeckCardClick(clickedCard, x, y);
return;
}
// Check available cards
var availableCard = self.findClickedCard(x, y, self.availableElements, false);
if (availableCard) {
self.handleAvailableCardClick(availableCard);
}
};
// Find clicked card in collection
self.findClickedCard = function (x, y, collection, isDeckCard) {
for (var i = 0; i < collection.length; i++) {
var element = collection[i];
if (element.spellId && element.isDeckCard === isDeckCard && self.isCardClicked(element, x, y)) {
return element;
}
}
return null;
};
// Helper to check if card was clicked
self.isCardClicked = function (element, x, y) {
var cardX = element.x;
var cardY = element.y;
return x >= cardX - 175 && x <= cardX + 175 && y >= cardY - 225 && y <= cardY + 225;
};
// Handle deck card clicks (remove from deck)
self.handleDeckCardClick = function (element, x, y) {
// Visual feedback
LK.effects.flashObject(element, 0xFF4444, 200);
var cardY = element.y;
// Remove card from deck when touched
self.removeFromDeck(element);
};
// Handle available card clicks (add to deck)
self.handleAvailableCardClick = function (element) {
LK.effects.flashObject(element, 0x00FF00, 300);
// Add card to deck when touched
self.addToDeck(element);
};
// Add spell to deck
self.addToDeck = function (element) {
if (self.spellDeck.addToDeck(element.spellId)) {
self.refreshDeckDisplay();
LK.effects.flashScreen(0x00FF00, 200);
self.showMessage('HECHIZO AÑADIDO', 0x00FF88);
} else {
LK.effects.flashScreen(0xFF0000, 200);
self.showMessage('DECK LLENO O YA TIENES ESTA CARTA', 0xFF4444);
}
};
// Attempt to cast spell with validation
self.attemptSpellCast = function (element) {
var canCast = _canCastSpell(element.spellId);
if (canCast) {
self.executeSpellCast(element);
} else {
self.showSpellCastError(element);
}
};
// Execute successful spell cast
self.executeSpellCast = function (element) {
var success = _castSpell(element.spellId);
if (success) {
self.showMessage('HECHIZO LANZADO!', 0x00FF00);
// Close deck menu after successful spell cast
setTimeout(function () {
if (self.deckMode) {
self.hideDeck();
}
}, 500); // Small delay to show the success message
} else {
self.showMessage('FALLO AL LANZAR HECHIZO', 0xFF4444);
}
};
// Show spell cast error with cooldown-only feedback (mana system completely neutralized)
self.showSpellCastError = function (element) {
var spell = _getSpell(element.spellId);
var currentTick = LK.ticks || 0;
if (cardCooldowns[element.spellId] && currentTick < cardCooldowns[element.spellId]) {
var timeRemaining = Math.ceil((cardCooldowns[element.spellId] - currentTick) / 60);
self.showMessage('EN RECARGA!\nEspera: ' + timeRemaining + ' segundos', 0x4169E1);
} else {
self.showMessage('ERROR DE HECHIZO', 0xFF6666);
}
LK.effects.flashObject(element, 0xFF0000, 200);
};
// Remove spell from deck
self.removeFromDeck = function (element) {
if (self.spellDeck.removeFromDeck(element.spellId)) {
self.refreshDeckDisplay();
LK.effects.flashScreen(0xFF8800, 200);
self.showMessage('HECHIZO REMOVIDO', 0xFF6666);
} else {
LK.effects.flashScreen(0xFF0000, 200);
}
};
// Simplified shop interaction handler
self.handleShopInteraction = function (x, y) {
// Check back button
if (y >= 1950 && y <= 2050) {
self.hideShop();
return;
}
// Check purchase buttons
var buttonX = 2048 / 2 + 300;
if (x >= buttonX - 100 && x <= buttonX + 100) {
for (var i = 0; i < 3; i++) {
var itemY = 1100 + i * 200;
if (y >= itemY - 50 && y <= itemY + 50) {
self.purchaseShopItem(i);
return;
}
}
}
};
// Handle shop item purchase
self.purchaseShopItem = function (itemIndex) {
var shopItems = [{
name: 'POCION SALUD',
cost: 10
}, {
name: 'ESCUDO MAGICO',
cost: 15
}, {
name: 'ESPADA MALDITA',
cost: 20
}];
var item = shopItems[itemIndex];
if (coinCounter >= item.cost) {
coinCounter -= item.cost;
self.applyShopItemEffect(itemIndex);
LK.effects.flashScreen(0x00FF00, 300);
} else {
LK.effects.flashScreen(0xFF0000, 300);
}
};
// Apply shop item effects
self.applyShopItemEffect = function (itemIndex) {
if (itemIndex === 0 && wizard) {
// Health potion
wizard.health = Math.min(wizard.health + 50, wizard.maxHealth);
updateHealthBar();
} else if (itemIndex === 1 && wizard) {
// Magic shield
wizard.shieldActive = true;
wizard.maxShieldHits = 3;
wizard.currentShieldHits = 0;
} else if (itemIndex === 2 && wizard) {
// Cursed sword
wizard.tempDamageBoost = true;
wizard.tempDamageTimer = 1800;
}
};
// Simplified main menu interaction handler
self.handleMainMenuInteraction = function (x, y) {
var centerX = 2048 / 2;
var buttonWidth = 400;
// Define menu buttons with their zones
var buttons = [{
yMin: 1450,
yMax: 1650,
action: 'start',
needsX: false
}, {
yMin: 1700,
yMax: 1900,
action: 'config',
needsX: true
}, {
yMin: 1850,
yMax: 2050,
action: 'shop',
needsX: true
}, {
yMin: 2050,
yMax: 2250,
action: 'deck',
needsX: true
}, {
yMin: 2250,
yMax: 2450,
action: 'tutorial',
needsX: true
}];
for (var i = 0; i < buttons.length; i++) {
var btn = buttons[i];
if (y >= btn.yMin && y <= btn.yMax) {
if (!btn.needsX || x >= centerX - buttonWidth / 2 && x <= centerX + buttonWidth / 2) {
self.handleMenuAction(btn.action);
return;
}
}
}
};
// Handle specific menu actions
self.handleMenuAction = function (action) {
if (action === 'start') {
self.startGame();
} else if (action === 'config') {
self.showConfigMenu();
} else if (action === 'shop') {
self.showShop();
} else if (action === 'deck') {
self.showDeck();
} else if (action === 'tutorial' && storage.tutorialCompleted && tutorial) {
self.visible = false;
tutorial.startTutorial();
}
};
// Simplified message display
self.showMessage = function (text, color) {
var message = self.createMenuText(text, 2048 / 2, 2200, 50, color);
tween(message, {
alpha: 0,
y: message.y - 100
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (message.parent) {
message.destroy();
}
}
});
};
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('SELECCIONA CARTAS PARA TU 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 CARTAS PARA REMOVER', {
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
});
// Set normal card appearance for deck selection
cardBg.tint = self.spellDeck.getRarityColor(spell.rarity);
cardBg.alpha = 0.9;
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);
// Show basic card stats for deck selection
var statsText = '';
if (spell.damage) {
statsText += 'Daño: ' + spell.damage + '\n';
}
if (spell.healing) {
statsText += 'Cura: ' + spell.healing + '\n';
}
if (statsText) {
var cardStats = new Text2(statsText, {
size: 20,
fill: 0xFFD700,
font: "monospace"
});
cardStats.anchor.set(0.5, 0.5);
cardStats.x = cardX;
cardStats.y = cardY + 80;
self.addChild(cardStats);
self.deckElements.push(cardStats);
}
}
} else {
// Empty slot
var emptySlot = self.attachAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.5,
scaleY: 4.5
});
emptySlot.tint = 0x444444;
emptySlot.alpha = 0.5;
self.deckElements.push(emptySlot);
var emptyText = new Text2('VACIO', {
size: 40,
fill: 0x666666,
font: "monospace"
});
emptyText.anchor.set(0.5, 0.5);
emptyText.x = cardX;
emptyText.y = cardY;
self.addChild(emptyText);
self.deckElements.push(emptyText);
}
}
// Display available spells (bottom section)
var availableLabel = new Text2('HECHIZOS DISPONIBLES PARA AÑADIR:', {
size: 60,
fill: 0xFFD700,
font: "monospace"
});
availableLabel.anchor.set(0.5, 0.5);
availableLabel.x = 2048 / 2;
availableLabel.y = 1350;
self.addChild(availableLabel);
self.availableElements.push(availableLabel);
// Add available instruction
var availableInstruction = new Text2('TOCA PARA AÑADIR A TU DECK', {
size: 40,
fill: 0x66FF66,
font: "monospace"
});
availableInstruction.anchor.set(0.5, 0.5);
availableInstruction.x = 2048 / 2;
availableInstruction.y = 1400;
self.addChild(availableInstruction);
self.availableElements.push(availableInstruction);
// Display available spells
var availableSpells = [];
for (var i = 0; i < self.spellDeck.availableSpells.length; i++) {
var spell = self.spellDeck.availableSpells[i];
if (self.spellDeck.currentDeck.indexOf(spell.id) === -1) {
availableSpells.push(spell);
}
}
if (availableSpells.length === 0) {
var noSpellsText = new Text2('NO HAY HECHIZOS DISPONIBLES\nDESBLOQUEA MAS JUGANDO', {
size: 50,
fill: 0x888888,
font: "monospace"
});
noSpellsText.anchor.set(0.5, 0.5);
noSpellsText.x = 2048 / 2;
noSpellsText.y = 1600;
self.addChild(noSpellsText);
self.availableElements.push(noSpellsText);
}
for (var i = 0; i < availableSpells.length && i < 8; i++) {
var spell = availableSpells[i];
var cardX = 150 + i % 4 * 450;
var cardY = 1550 + Math.floor(i / 4) * 400;
// Card background with hover effect
var cardBg = self.attachAsset('spellCard', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.2,
scaleY: 4.2
});
cardBg.tint = self.spellDeck.getRarityColor(spell.rarity);
cardBg.spellId = spell.id;
cardBg.isDeckCard = false;
cardBg.alpha = 0.8;
self.availableElements.push(cardBg);
// Add selection glow
var selectionGlow = self.attachAsset('spellCardBg', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 3.7,
scaleY: 4.7
});
selectionGlow.tint = 0x00FFFF;
selectionGlow.alpha = 0.2;
self.availableElements.push(selectionGlow);
// Card name
var cardName = new Text2(spell.name, {
size: 32,
fill: 0xFFFFFF,
font: "monospace"
});
cardName.anchor.set(0.5, 0.5);
cardName.x = cardX;
cardName.y = cardY - 60;
self.addChild(cardName);
self.availableElements.push(cardName);
// Card description
var cardDesc = new Text2(spell.description, {
size: 22,
fill: 0xCCCCCC,
font: "monospace",
wordWrap: true,
wordWrapWidth: 280
});
cardDesc.anchor.set(0.5, 0.5);
cardDesc.x = cardX;
cardDesc.y = cardY + 10;
self.addChild(cardDesc);
self.availableElements.push(cardDesc);
// Card stats
var statsText = '';
if (spell.damage) {
statsText += 'Daño: ' + spell.damage + '\n';
}
if (spell.healing) {
statsText += 'Cura: ' + spell.healing + '\n';
}
if (spell.manaCost) {
statsText += 'Mana: ' + spell.manaCost;
}
if (statsText) {
var cardStats = new Text2(statsText, {
size: 18,
fill: 0xFFD700,
font: "monospace"
});
cardStats.anchor.set(0.5, 0.5);
cardStats.x = cardX;
cardStats.y = cardY + 70;
self.addChild(cardStats);
self.availableElements.push(cardStats);
}
// Rarity indicator
var rarityText = new Text2(spell.rarity.toUpperCase(), {
size: 20,
fill: self.spellDeck.getRarityColor(spell.rarity),
font: "monospace"
});
rarityText.anchor.set(0.5, 0.5);
rarityText.x = cardX;
rarityText.y = cardY + 100;
self.addChild(rarityText);
self.availableElements.push(rarityText);
}
};
self.hideDeck = function () {
if (self.deckOverlay) {
self.deckOverlay.destroy();
self.deckOverlay = null;
}
// Remove deck title
if (self.deckTitle) {
self.deckTitle.destroy();
self.deckTitle = null;
}
// Remove deck back button elements
if (self.deckBackButton) {
self.deckBackButton.destroy();
self.deckBackButton = null;
}
if (self.deckBackText) {
self.deckBackText.destroy();
self.deckBackText = null;
}
// Clear deck elements
for (var i = 0; i < self.deckElements.length; i++) {
if (self.deckElements[i] && self.deckElements[i].parent) {
self.deckElements[i].destroy();
}
}
self.deckElements = [];
// Clear available elements
for (var i = 0; i < self.availableElements.length; i++) {
if (self.availableElements[i] && self.availableElements[i].parent) {
self.availableElements[i].destroy();
}
}
self.availableElements = [];
// Remove all deck-related children
for (var i = self.children.length - 1; i >= 0; i--) {
var child = self.children[i];
if (child.setText && child.text && (child.text.includes('DECK') || child.text.includes('HECHIZOS') || child.text.includes('ACTUAL') || child.text.includes('DISPONIBLES'))) {
child.destroy();
}
}
self.deckMode = false;
self.visible = true;
};
// Unified UI factory for all menu elements
// Menu overlay creation function
self.createMenuOverlay = function (color) {
var overlay = self.attachAsset('startMenuBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 25.0,
scaleY: 35.0
});
overlay.alpha = 0.9;
overlay.tint = color || 0x000000;
overlay.interactive = true;
overlay.zIndex = 1000;
return overlay;
};
// Menu text creation function
self.createMenuText = function (text, x, y, size, color) {
var textElement = new Text2(text, {
size: size,
fill: color,
font: "monospace"
});
textElement.anchor.set(0.5, 0.5);
textElement.x = x;
textElement.y = y;
self.addChild(textElement);
return textElement;
};
// Menu button creation function
self.createMenuButton = function (asset, x, y, color) {
var button = self.attachAsset(asset, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
scaleX: 2,
scaleY: 2
});
button.tint = color;
return button;
};
// Removed redundant createUIElement - use specific creation methods instead
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 wizard position indicators
for (var i = 0; i < positionIndicators.length; i++) {
positionIndicators[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;
// Mana UI removed - using cooldown-only spell system
// Show card toggle button
cardToggleButton.visible = true;
cardToggleText.visible = true;
// Open card panel automatically when game starts
cardPanelVisible = true;
showInGameCardPanel();
// 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 neutralized - values set to 9999 to bypass all mana checks
currentMana = 9999;
maxMana = 9999;
if (activeSpellDeck) {
activeSpellDeck.currentMana = 9999;
activeSpellDeck.maxMana = 9999;
}
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('Mana system has been completely removed');
console.log('activeSpellDeck.currentMana:', activeSpellDeck.currentMana);
console.log('Spells now use cooldown-only system');
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');
// CRITICAL MANA SYSTEM INITIALIZATION AND REPAIR
console.log('=== CRITICAL MANA INITIALIZATION ===');
// STEP 1: Force mana to 9999 immediately (NEUTRALIZED)
currentMana = 9999;
maxMana = 9999;
// STEP 2: Force activeSpellDeck mana to 9999 (NEUTRALIZED)
if (activeSpellDeck) {
activeSpellDeck.currentMana = 9999;
activeSpellDeck.maxMana = 9999;
}
// STEP 3: Clear any corrupted cooldowns
cardCooldowns = {};
// STEP 4: CRITICAL - Validate deck data integrity before spell system
validateDeckData();
// STEP 5: Force mana validation and repair
validateManaSystem();
// STEP 5: Update mana display immediately
updateManaDisplay();
// STEP 6: Additional verification with delay to ensure all systems sync
tween({}, {}, {
duration: 100,
onFinish: function onFinish() {
// FORCE MANA TO 9999 AGAIN after all initialization (NEUTRALIZED)
currentMana = 9999;
if (activeSpellDeck) {
activeSpellDeck.currentMana = 9999;
}
// Force update display again
updateManaDisplay();
// Final debug verification
console.log('=== FINAL MANA VERIFICATION ===');
console.log('Mana system has been completely removed');
console.log('Spells now use cooldown-only system');
console.log('No mana variables are needed');
}
});
// 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
globalTween(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.targetEnemy = null;
self.hitEnemy = false;
// Unified projectile configuration
var configs = {
projectile: {
assetId: 'projectile',
scale: 1.5,
speed: 50,
damage: 100,
tint: 0x44aaff,
hasGlow: true,
hasRotation: true
},
energyBeam: {
assetId: 'projectileGlow',
scale: 1.0,
speed: 60,
damage: 100,
tint: 0x00ffff,
hasRotation: true
},
fireBall: {
assetId: 'projectileGlow',
scale: 1.5,
speed: 40,
damage: 150,
tint: 0xFF4500,
hasRotation: true,
hasFlicker: true,
isAreaDamage: true
}
};
var config = configs[self.type] || configs.projectile;
self.speed = config.speed;
self.damage = config.damage;
self.direction = {
x: 0,
y: 0
};
// Create unified graphics
self.graphics = self.attachAsset(config.assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: config.scale,
scaleY: config.scale
});
self.graphics.tint = config.tint;
// Add glow effect if specified
if (config.hasGlow) {
var glow = self.attachAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
});
glow.alpha = 0.3;
glow.tint = config.tint;
}
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) {
ProjectileFactory.removeProjectile(self);
return;
}
self.checkCollisions();
};
self.checkCollisions = function () {
if (self.hitEnemy) {
return;
}
if (config.isAreaDamage) {
self.processAreaCollisions();
} else {
self.processSingleTargetCollisions();
}
};
// Unified collision processing
self.processAreaCollisions = function () {
var allEnemies = collisionArrayPool.getAllEnemies();
for (var i = 0; i < allEnemies.length; i++) {
var enemy = allEnemies[i];
if (enemy === wizard || enemy.isDying) {
continue;
}
var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2));
if (distance <= 120 && self.intersects(enemy)) {
enemy.takeDamage(self.damage);
self.createExplosion(enemy);
self.hitEnemy = true;
ProjectileFactory.removeProjectile(self);
return;
}
}
};
self.processSingleTargetCollisions = function () {
if (self.targetEnemy && self.targetEnemy.parent && !self.targetEnemy.isDying) {
var distance = Math.sqrt(Math.pow(self.targetEnemy.x - self.x, 2) + Math.pow(self.targetEnemy.y - self.y, 2));
if (distance <= 100 && self.intersects(self.targetEnemy)) {
self.targetEnemy.takeDamage(self.damage);
self.hitEnemy = true;
ProjectileFactory.removeProjectile(self);
return;
}
} else {
self.hitEnemy = true;
ProjectileFactory.removeProjectile(self);
}
};
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;
globalTween(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);
// Simple tutorial state
self.isActive = false;
// Tutorial overlay background
var tutorialOverlay = self.attachAsset('startMenuBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 25.0,
scaleY: 35.0
});
tutorialOverlay.alpha = 0.9;
tutorialOverlay.tint = 0x000000;
tutorialOverlay.visible = false; // Initially hidden
tutorialOverlay.zIndex = 1999; // Ensure proper layering
tutorialOverlay.interactive = true; // Always interactive to block clicks
// Start the tutorial - simplified version
self.startTutorial = function () {
self.isActive = true;
// Make tutorial visible
self.visible = true;
self.zIndex = 2000;
tutorialOverlay.visible = true;
// Hide game menu while tutorial is active
if (gameMenu) {
gameMenu.visible = false;
}
// Show simple tutorial text
var titleText = new Text2('WIZARD DEFENDER', {
size: 120,
fill: 0xFFD700,
font: "monospace"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 1000;
self.addChild(titleText);
var instructionsText = new Text2('TOCA ENEMIGOS PARA ATACAR\nUSA CARTAS PARA HECHIZOS\nCUIDA TU SALUD', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.x = 2048 / 2;
instructionsText.y = 1400;
self.addChild(instructionsText);
var continueText = new Text2('TOCA PARA EMPEZAR', {
size: 60,
fill: 0x00FF00,
font: "monospace"
});
continueText.anchor.set(0.5, 0.5);
continueText.x = 2048 / 2;
continueText.y = 1800;
self.addChild(continueText);
return true; // Tutorial started
};
// Complete the tutorial - simplified
self.completeTutorial = function () {
// Mark tutorial as completed
storage.tutorialCompleted = true;
// Hide tutorial completely
tutorialOverlay.visible = false;
tutorialOverlay.interactive = false;
self.visible = false;
self.isActive = false;
// Start game immediately
if (gameMenu) {
gameMenu.startGame();
}
};
// Handle tutorial interactions - simplified
self.down = function (x, y, obj) {
if (!self.isActive) {
return;
}
// Any tap completes tutorial
self.completeTutorial();
};
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
globalTween(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;
globalTween(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
globalTween(spell, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
spell.destroy();
}
});
// Add rotation animation to spell
globalTween(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
globalTween({}, {}, {
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
globalTween(self.shieldGraphics, {
scaleX: 5,
scaleY: 5,
alpha: 1.0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
globalTween(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
globalTween(game, {
x: originalX + shakeIntensity,
y: originalY + shakeIntensity * 0.5
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
globalTween(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
****/
// Simplified TweenManager for basic tween functionality
// PASO 1: Verificar que el sistema de tween funciona básicamente
function _typeof4(o) {
"@babel/helpers - typeof";
return _typeof4 = "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;
}, _typeof4(o);
}
console.log('=== PASO 1: VERIFICACIÓN DEL SISTEMA TWEEN ===');
// Test básico del plugin de tween
if (tween && typeof tween === 'function') {
console.log('✅ Plugin de tween cargado correctamente');
// Test de funciones de easing
if (tween.easeOut && typeof tween.easeOut === 'function') {
console.log('✅ Funciones de easing disponibles');
console.log(' - tween.easeOut:', _typeof4(tween.easeOut));
console.log(' - tween.easeIn:', _typeof4(tween.easeIn));
console.log(' - tween.linear:', _typeof4(tween.linear));
} else {
console.log('⚠️ Funciones de easing no disponibles');
}
// Test básico de tween (sin ejecutar, solo verificar estructura)
try {
var testObj = {
x: 0,
alpha: 1
};
var testResult = tween(testObj, {
x: 100,
alpha: 0.5
}, {
duration: 100,
easing: tween.linear || function (t) {
return t;
}
});
console.log('✅ Estructura básica de tween funcional');
console.log(' - Test result type:', _typeof4(testResult));
// Test de stop function
if (tween.stop && typeof tween.stop === 'function') {
console.log('✅ Función tween.stop disponible');
tween.stop(testObj); // Test stop sin propiedades específicas
} else {
console.log('⚠️ Función tween.stop no disponible');
}
} catch (error) {
console.log('❌ Error en test básico de tween:', error);
}
} else {
console.log('❌ Plugin de tween NO cargado correctamente');
console.log(' - tween type:', _typeof4(tween));
console.log(' - tween value:', tween);
}
// Verificar compatibilidad con el TweenManager existente
if (typeof TweenManager !== 'undefined' && TweenManager.initialize) {
console.log('✅ TweenManager detectado, verificando compatibilidad');
var isValid = TweenManager.isPluginValid();
console.log(' - TweenManager plugin válido:', isValid);
} else {
console.log('⚠️ TweenManager no detectado aún (se inicializará más tarde)');
}
// Test de globalTween si está disponible
if (typeof globalTween === 'function') {
console.log('✅ globalTween function disponible');
} else {
console.log('⚠️ globalTween function no disponible aún');
}
console.log('=== FIN PASO 1: VERIFICACIÓN TWEEN ===');
console.log('Resultado: Plugin de tween ' + (tween ? 'FUNCIONANDO' : 'FALLANDO'));
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);
}
var TweenManager = {
// Core tween plugin reference
tweenPlugin: null,
// Initialize tween manager
initialize: function initialize() {
console.log('Initializing simplified TweenManager');
this.tweenPlugin = LK.import('@upit/tween.v1');
if (!this.tweenPlugin || typeof this.tweenPlugin !== 'function') {
console.warn('Tween plugin failed, creating fallback');
this.createFallbackPlugin();
} else {
console.log('Tween plugin loaded successfully');
}
// Make tween globally available
window.tween = this.createTweenProxy();
return this.isPluginValid();
},
// Check if plugin is valid
isPluginValid: function isPluginValid() {
return this.tweenPlugin && typeof this.tweenPlugin === 'function';
},
// Create simple fallback plugin
createFallbackPlugin: function createFallbackPlugin() {
var self = this;
this.tweenPlugin = function (target, props, options) {
// Immediate property changes for basic compatibility
if (target && props) {
for (var prop in props) {
if (target.hasOwnProperty(prop)) {
target[prop] = props[prop];
}
}
}
// Execute onFinish callback if provided
if (options && options.onFinish && typeof options.onFinish === 'function') {
setTimeout(function () {
try {
options.onFinish();
} catch (error) {
console.error('Fallback tween error:', error);
}
}, options.duration || 0);
}
return null;
};
// Add basic easing functions
var linear = function linear(t) {
return t;
};
this.tweenPlugin.easeOut = linear;
this.tweenPlugin.easeIn = linear;
this.tweenPlugin.easeInOut = linear;
this.tweenPlugin.linear = linear;
this.tweenPlugin.bounceOut = linear;
},
// Create tween proxy function
createTweenProxy: function createTweenProxy() {
var self = this;
var tweenProxy = function tweenProxy(target, props, options) {
return self.executeTween(target, props, options);
};
// Add easing functions to proxy
tweenProxy.easeOut = this.tweenPlugin ? this.tweenPlugin.easeOut : function (t) {
return t;
};
tweenProxy.easeIn = this.tweenPlugin ? this.tweenPlugin.easeIn : function (t) {
return t;
};
tweenProxy.easeInOut = this.tweenPlugin ? this.tweenPlugin.easeInOut : function (t) {
return t;
};
tweenProxy.linear = this.tweenPlugin ? this.tweenPlugin.linear : function (t) {
return t;
};
tweenProxy.bounceOut = this.tweenPlugin ? this.tweenPlugin.bounceOut : function (t) {
return t;
};
tweenProxy.stop = function (target, properties) {
return self.stopTween(target, properties);
};
return tweenProxy;
},
// Execute tween with basic error handling
executeTween: function executeTween(target, props, options) {
if (!target) {
console.warn('No target provided for tween');
return null;
}
if (!this.isPluginValid()) {
console.warn('Tween plugin not available, using fallback');
this.createFallbackPlugin();
}
try {
return this.tweenPlugin(target, props, options);
} catch (error) {
console.error('Tween execution failed:', error);
// Use LK.effects as fallback
if (props && props.alpha !== undefined) {
LK.effects.flashObject(target, 0xFFFFFF, options ? options.duration || 500 : 500);
}
if (options && options.onFinish && typeof options.onFinish === 'function') {
setTimeout(options.onFinish, options.duration || 0);
}
return null;
}
},
// Stop tween
stopTween: function stopTween(target, properties) {
if (!this.isPluginValid()) {
return;
}
try {
return this.tweenPlugin.stop(target, properties);
} catch (error) {
console.error('Stop tween failed:', error);
}
}
};
// Initialize TweenManager
TweenManager.initialize();
// Create global tween function
function globalTween(target, props, options) {
return TweenManager.executeTween(target, props, options);
}
// Legacy compatibility functions
function safeTween(target, props, options) {
return globalTween(target, props, options);
}
function validateTweenAvailability() {
return TweenManager.isPluginValid();
}
// Ensure tween is available globally
if (!window.tween) {
window.tween = TweenManager.createTweenProxy();
}
console.log('Simplified TweenManager initialized');
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,
rarity: 'common',
description: 'Lanza bola de fuego explosiva'
}, {
id: 'heal',
name: 'HEAL',
healing: 50,
rarity: 'common',
description: 'Restaura puntos de salud'
}, {
id: 'lightning',
name: 'LIGHTNING',
damage: 200,
rarity: 'rare',
description: 'Cadena de rayos entre enemigos'
}];
// STEP 5: Comprehensive deck and spell data validation with enhanced spell casting integration
function validateDeckData() {
console.log('=== STEP 5: COMPREHENSIVE DECK DATA VALIDATION ===');
var dataWasCorrupted = false;
// CRITICAL: Validate availableSpells array integrity with extended spell set
if (!availableSpells || !Array.isArray(availableSpells) || availableSpells.length === 0) {
console.log('⚠️ availableSpells corrupted, reinitializing with full spell set');
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'
}];
dataWasCorrupted = true;
}
// CRITICAL: Validate each spell in availableSpells has required properties
for (var i = 0; i < availableSpells.length; i++) {
var spell = availableSpells[i];
if (!spell.id || !spell.name || !spell.damage && !spell.healing) {
console.log('⚠️ Corrupted spell data at index:', i, spell);
// Repair corrupted spell with minimal data
if (!spell.id) {
spell.id = 'unknown' + i;
}
if (!spell.name) {
spell.name = 'UNKNOWN SPELL';
}
if (!spell.damage && !spell.healing) {
spell.damage = 50;
}
if (!spell.description) {
spell.description = 'Spell effect';
}
dataWasCorrupted = true;
}
}
// CRITICAL: Validate activeSpellDeck exists and has required structure
if (!activeSpellDeck || _typeof3(activeSpellDeck) !== 'object') {
console.log('⚠️ activeSpellDeck missing, recreating with full functionality');
activeSpellDeck = {
currentDeck: ['fireball', 'heal', 'lightning'],
currentMana: 9999,
maxMana: 9999,
availableSpells: availableSpells,
getSpell: function getSpell(spellId) {
return _getSpell(spellId);
},
canCastSpell: function canCastSpell(spellId) {
return _canCastSpell(spellId);
},
castSpell: function castSpell(spellId) {
return _castSpell(spellId);
},
getRarityColor: function getRarityColor(rarity) {
return _getRarityColor(rarity);
}
};
dataWasCorrupted = true;
}
// STEP 5: Enhanced deck validation with automatic repair
if (!activeSpellDeck.currentDeck || !Array.isArray(activeSpellDeck.currentDeck)) {
console.log('⚠️ activeSpellDeck.currentDeck corrupted, using intelligent fallback');
// Try multiple sources for deck data
var repairDeck = null;
if (storage.spellDeck && Array.isArray(storage.spellDeck) && storage.spellDeck.length > 0) {
repairDeck = storage.spellDeck.slice();
} else if (currentDeck && Array.isArray(currentDeck) && currentDeck.length > 0) {
repairDeck = currentDeck.slice();
} else {
repairDeck = ['fireball', 'heal', 'lightning'];
}
activeSpellDeck.currentDeck = repairDeck;
dataWasCorrupted = true;
}
// STEP 5: Enhanced currentDeck validation with spell ID verification
if (!currentDeck || !Array.isArray(currentDeck)) {
console.log('⚠️ currentDeck corrupted, syncing with activeSpellDeck');
currentDeck = activeSpellDeck.currentDeck.slice();
dataWasCorrupted = true;
} else {
// STEP 5: Validate each spell ID in currentDeck exists in availableSpells
var validatedDeck = [];
for (var deckIdx = 0; deckIdx < currentDeck.length; deckIdx++) {
var spellId = currentDeck[deckIdx];
var spellExists = false;
for (var spellIdx = 0; spellIdx < availableSpells.length; spellIdx++) {
if (availableSpells[spellIdx].id === spellId) {
spellExists = true;
break;
}
}
if (spellExists) {
validatedDeck.push(spellId);
} else {
console.log('⚠️ Invalid spell ID in deck:', spellId, '- removing');
dataWasCorrupted = true;
}
}
if (validatedDeck.length !== currentDeck.length) {
currentDeck = validatedDeck;
console.log('✓ Deck cleaned of invalid spell IDs');
}
}
// STEP 5: Enhanced storage validation with integrity checks
if (!storage.spellDeck || !Array.isArray(storage.spellDeck)) {
console.log('⚠️ storage.spellDeck corrupted, syncing with activeSpellDeck');
storage.spellDeck = activeSpellDeck.currentDeck.slice();
dataWasCorrupted = true;
}
// STEP 5: Comprehensive deck synchronization with validation
var masterDeck = activeSpellDeck.currentDeck;
var decksMatch = true;
// Enhanced comparison with detailed logging
if (!currentDeck || !masterDeck || currentDeck.length !== masterDeck.length) {
console.log('⚠️ Deck length mismatch - currentDeck:', currentDeck ? currentDeck.length : 'null', 'masterDeck:', masterDeck ? masterDeck.length : 'null');
decksMatch = false;
} else {
for (var d = 0; d < currentDeck.length; d++) {
if (currentDeck[d] !== masterDeck[d]) {
console.log('⚠️ Deck content mismatch at position', d, '- currentDeck:', currentDeck[d], 'masterDeck:', masterDeck[d]);
decksMatch = false;
break;
}
}
}
if (!decksMatch) {
console.log('✓ Synchronizing all deck systems');
currentDeck = masterDeck.slice();
storage.spellDeck = masterDeck.slice();
dataWasCorrupted = true;
}
// STEP 5: Enhanced cooldown validation with cleanup
if (!cardCooldowns || _typeof3(cardCooldowns) !== 'object') {
console.log('⚠️ cardCooldowns corrupted, reinitializing');
cardCooldowns = {};
dataWasCorrupted = true;
} else {
// STEP 5: Clean up expired cooldowns and validate current ones
var currentTick = LK.ticks || 0;
for (var spellId in cardCooldowns) {
var cooldownValue = cardCooldowns[spellId];
if (typeof cooldownValue !== 'number' || isNaN(cooldownValue)) {
console.log('⚠️ Corrupted cooldown entry removed:', spellId, cooldownValue);
delete cardCooldowns[spellId];
dataWasCorrupted = true;
} else if (cooldownValue <= currentTick) {
// Remove expired cooldowns for cleaner state
delete cardCooldowns[spellId];
console.log('✓ Expired cooldown cleaned up:', spellId);
}
}
}
// STEP 5: Enhanced spellConfigs validation with complete spell data
if (!spellConfigs || _typeof3(spellConfigs) !== 'object') {
console.log('⚠️ spellConfigs missing, creating comprehensive configs');
spellConfigs = {
fireball: {
manaCost: 30,
damage: 150,
color: 0xFF4500,
sound: 'fireWhoosh',
effect: 'projectile',
targetType: 'enemy',
description: 'Lanza bola de fuego explosiva'
},
heal: {
manaCost: 25,
healing: 50,
color: 0x00FF00,
sound: 'spellCast',
effect: 'heal',
targetType: 'self',
description: 'Restaura puntos de salud'
},
lightning: {
manaCost: 40,
damage: 200,
color: 0x00FFFF,
sound: 'iceFreeze',
effect: 'chain',
targetType: 'enemy',
maxTargets: 3,
description: 'Cadena de rayos entre enemigos'
}
};
dataWasCorrupted = true;
} else {
// STEP 5: Validate existing spellConfigs have required properties
for (var configId in spellConfigs) {
var config = spellConfigs[configId];
if (!config.effect) {
config.effect = 'projectile';
dataWasCorrupted = true;
}
if (!config.color) {
config.color = 0xFFFFFF;
dataWasCorrupted = true;
}
if (!config.sound) {
config.sound = 'spellCast';
dataWasCorrupted = true;
}
}
}
// STEP 5: Validate spell casting functions are operational
var criticalFunctionsWork = true;
try {
// Test _getSpell function
var testSpell = _getSpell('fireball');
if (!testSpell) {
console.log('⚠️ _getSpell function not working properly');
criticalFunctionsWork = false;
}
// Test _canCastSpell function
var canCastTest = _canCastSpell('heal');
// Don't care about result, just that function doesn't crash
// Test spell config access
var testConfig = spellConfigs['lightning'];
if (!testConfig) {
console.log('⚠️ spellConfigs access not working properly');
criticalFunctionsWork = false;
}
} catch (error) {
console.log('⚠️ Critical spell system functions have errors:', error);
criticalFunctionsWork = false;
}
if (!criticalFunctionsWork) {
console.log('⚠️ Spell system functions need repair - data corruption detected');
dataWasCorrupted = true;
}
// STEP 5: Final validation and reporting
if (dataWasCorrupted) {
console.log('✅ STEP 5: Data corruption detected and repaired');
console.log('✓ Final activeSpellDeck.currentDeck:', activeSpellDeck.currentDeck);
console.log('✓ Final currentDeck:', currentDeck);
console.log('✓ Final storage.spellDeck:', storage.spellDeck);
console.log('✓ Final cardCooldowns:', Object.keys(cardCooldowns));
console.log('✓ Final spellConfigs:', Object.keys(spellConfigs));
console.log('✓ All spell systems synchronized and operational');
} else {
console.log('✅ STEP 5: Deck data healthy - no corruption detected');
console.log('✓ All spell systems verified and operational');
}
console.log('=== STEP 5: COMPREHENSIVE VALIDATION COMPLETE ===');
console.log('🎯 Spell casting should now work flawlessly from deck menu');
console.log('🎯 All data inconsistencies have been resolved');
console.log('🎯 Spell validation will pass for all valid spells');
return !dataWasCorrupted;
}
// 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);
}
};
// Simplified spell configuration system - manaCost ignored
var spellConfigs = {
fireball: {
damage: 150,
color: 0xFF4500,
sound: 'fireWhoosh',
effect: 'projectile',
targetType: 'enemy',
description: 'Daño: 150 al enemigo más cercano'
},
lightning: {
damage: 200,
color: 0x00FFFF,
sound: 'iceFreeze',
effect: 'chain',
targetType: 'enemy',
maxTargets: 3,
description: 'Cadena de rayos entre enemigos'
},
heal: {
healing: 50,
color: 0x00FF00,
sound: 'spellCast',
effect: 'heal',
targetType: 'self',
description: 'Restaura puntos de salud'
}
};
// STEP 4: Greatly simplified spell validation - allow all valid spells to cast
function _canCastSpell(spellId) {
console.log('=== SPELL VALIDATION (Step 4) ===');
console.log('SpellId:', spellId);
// STEP 4: Only check absolutely essential prerequisites
if (!spellId || typeof spellId !== 'string') {
console.log('⚠️ Invalid spell ID provided:', spellId);
return false;
}
// STEP 4: Remove game state restrictions - allow casting even if game not fully started
// This allows deck menu spell casting to work in all states
if (!wizard) {
console.log('⚠️ Wizard not available - creating wizard reference');
// Try to find wizard in game if reference is lost
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].constructor.name === 'Wizard') {
wizard = game.children[i];
break;
}
}
if (!wizard) {
console.log('⚠️ Wizard still not found - spells cannot be cast');
return false;
}
}
// STEP 4: Simplified cooldown check only
var currentTick = LK.ticks || 0;
if (cardCooldowns && cardCooldowns[spellId] && currentTick < cardCooldowns[spellId]) {
var timeRemaining = Math.ceil((cardCooldowns[spellId] - currentTick) / 60);
console.log('_canCastSpell: Card on cooldown:', spellId, '- remaining:', timeRemaining, 'seconds');
return false;
}
// STEP 4: MAXIMUM PERMISSIVENESS - Allow all known spells to cast
var allKnownSpells = ['fireball', 'heal', 'lightning', 'shield', 'teleport', 'timeSlow', 'meteor'];
if (allKnownSpells.indexOf(spellId) !== -1) {
console.log('✅ STEP 4: Known spell allowed:', spellId);
return true;
}
// STEP 4: Check spell configs and availableSpells with maximum tolerance
var config = spellConfigs[spellId];
var spellData = _getSpell(spellId);
if (config || spellData) {
console.log('✅ STEP 4: Spell found in systems:', spellId);
return true;
}
// STEP 4: Even if spell not found in normal places, check current deck
if (activeSpellDeck && activeSpellDeck.currentDeck && activeSpellDeck.currentDeck.indexOf(spellId) !== -1) {
console.log('✅ STEP 4: Spell found in active deck:', spellId);
return true;
}
// STEP 4: Check storage deck as last resort
if (storage.spellDeck && storage.spellDeck.indexOf(spellId) !== -1) {
console.log('✅ STEP 4: Spell found in storage deck:', spellId);
return true;
}
console.log('⚠️ STEP 4: Spell not found anywhere:', spellId);
return false;
}
// Simplified spell casting function - no mana consumption
function _castSpell(spellId) {
console.log('=== CASTING SPELL:', spellId, '===');
var config = spellConfigs[spellId];
if (!config) {
console.log('Spell config not found:', spellId);
return false;
}
// Basic casting effects
LK.effects.flashObject(wizard, config.color, 300);
LK.effects.flashScreen(config.color, 200);
var success = false;
var result = '';
// Execute spell based on effect type
if (config.effect === 'projectile') {
success = executeProjectileSpell(config);
result = config.description;
} else if (config.effect === 'chain') {
var chainResult = executeChainSpell(config);
success = chainResult.success;
result = 'Cadena de ' + chainResult.targets + ' rayos - Daño: ' + config.damage;
} else if (config.effect === 'heal') {
var healResult = executeHealSpell(config);
success = healResult.success;
result = healResult.actualHealing > 0 ? 'Curado: ' + healResult.actualHealing + ' HP' : 'Salud completa';
}
if (success) {
// Set cooldown only - mana consumption removed
cardCooldowns[spellId] = LK.ticks + cardCooldownDuration;
LK.getSound(config.sound).play();
showSpellDescription(spellId.toUpperCase(), result, config.color);
}
return success;
}
// Projectile spell execution (fireball)
function executeProjectileSpell(config) {
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;
}
}
if (closestEnemy) {
// Create projectile trail
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 = config.color;
simpleTrail.alpha = 0.7;
simpleTrail.zIndex = 1610;
// Animate trail
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 projectile
var projectile = ProjectileFactory.createProjectile('fireBall', wizard.x, wizard.y, closestEnemy.x, closestEnemy.y, {
targetEnemy: closestEnemy,
damage: config.damage
});
return true;
}
return false;
}
// Chain spell execution (lightning)
function executeChainSpell(config) {
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
livingEnemies.sort(function (a, b) {
return a.distanceFromWizard - b.distanceFromWizard;
});
var targetsHit = Math.min(config.maxTargets, livingEnemies.length);
if (targetsHit > 0) {
// Apply damage and effects
for (var i = 0; i < targetsHit; i++) {
var enemy = livingEnemies[i];
if (enemy && enemy.parent && !enemy.isDying) {
enemy.health -= config.damage;
LK.effects.flashObject(enemy, config.color, 600);
if (enemy.health <= 0) {
enemy.die();
}
// Create impact effect
var impact = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: enemy.x,
y: enemy.y,
scaleX: 3,
scaleY: 3
}));
impact.tint = config.color;
impact.alpha = 1.0;
tween(impact, {
scaleX: 7,
scaleY: 7,
alpha: 0,
rotation: Math.PI * 3
}, {
duration: 800,
delay: i * 150,
easing: tween.easeOut,
onFinish: function onFinish() {
if (impact.parent) {
impact.destroy();
}
}
});
}
}
return {
success: true,
targets: targetsHit
};
}
return {
success: false,
targets: 0
};
}
// Heal spell execution
function executeHealSpell(config) {
var healthBefore = wizard.health;
wizard.health = Math.min(wizard.health + config.healing, wizard.maxHealth);
var actualHealing = wizard.health - healthBefore;
updateHealthBar();
// Create floating heal text
var healText = new Text2('+' + actualHealing + ' HP', {
size: 120,
fill: config.color,
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();
}
}
});
return {
success: true,
actualHealing: actualHealing
};
}
// Legacy compatibility functions
function castFireball() {
return _castSpell('fireball');
}
function castLightning() {
return _castSpell('lightning');
}
function castHeal() {
return _castSpell('heal');
}
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'];
// Mana system completely removed - spells use cooldown-only system
var currentMana = 9999; // Mana system neutralized - set to maximum value
var maxMana = 9999; // Mana system neutralized - set to maximum value
var spellCooldowns = {};
var cardCooldowns = {}; // Track cooldown for each card
var cardCooldownDuration = 300; // 5 seconds at 60fps
storage.spellDeck = currentDeck.slice();
// Basic system validation
console.log('=== SYSTEM VALIDATION ===');
console.log('currentDeck:', currentDeck);
console.log('Mana system removed - using cooldown-only spells');
console.log('Mana system removed - using cooldown-only spells');
console.log('Tween system available:', validateTweenAvailability());
var activeSpellDeck = {
currentDeck: currentDeck.slice(),
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);
return castSpell(spellId);
},
getRarityColor: function getRarityColor(rarity) {
return _getRarityColor(rarity);
}
};
// Simple tween validation at startup
if (validateTweenAvailability()) {
console.log('Tween system ready');
} else {
console.warn('Tween system using fallback');
}
// 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 three wizard position points
var wizardPositions = [{
x: 2048 / 2,
y: 2732 - 400
},
// Center position (original)
{
x: 2048 / 2 - 300,
y: 2732 - 500
},
// Left position
{
x: 2048 / 2 + 300,
y: 2732 - 500
} // Right position
];
var currentWizardPosition = 0; // Track current position (0, 1, or 2)
// Create wizard at first position
var wizard = game.addChild(new Wizard());
wizard.x = wizardPositions[currentWizardPosition].x;
wizard.y = wizardPositions[currentWizardPosition].y;
wizard.visible = false;
// PASO 2: Simplified wizard movement function with minimal validation
function moveWizardToNextPosition() {
console.log('=== PASO 2: WIZARD MOVEMENT ATTEMPT ===');
console.log('Current wizard position index:', currentWizardPosition);
console.log('Wizard exists:', !!wizard);
console.log('Wizard has parent:', wizard && !!wizard.parent);
console.log('Tween function available:', typeof tween === 'function');
console.log('GameStarted:', gameStarted);
// PASO 2: Minimal validation - only check absolute essentials
if (!wizard) {
console.log('⚠️ PASO 2: Wizard object missing - cannot move');
return;
}
// PASO 2: Skip parent validation - wizard might be valid without parent check
// PASO 2: Skip property type validation - assume wizard.x and wizard.y are valid
// PASO 2: Calculate next position
currentWizardPosition = (currentWizardPosition + 1) % 3;
var targetPos = wizardPositions[currentWizardPosition];
console.log('Target position:', targetPos);
// PASO 2: Skip target position validation - use fallback if needed
if (!targetPos) {
console.log('⚠️ PASO 2: Target position missing, using fallback');
targetPos = {
x: 2048 / 2,
y: 2732 - 400
}; // Default center position
}
// PASO 2: Simplified movement - try multiple methods
console.log('✓ PASO 2: Attempting wizard movement to:', targetPos);
// PASO 2: Method 1 - Direct position change (immediate)
console.log('Method 1: Direct position change');
wizard.x = targetPos.x;
wizard.y = targetPos.y;
console.log('✓ Direct movement completed to:', {
x: wizard.x,
y: wizard.y
});
// PASO 2: Method 2 - Tween animation (if available)
if (typeof tween === 'function') {
console.log('Method 2: Tween animation');
try {
tween(wizard, {
x: targetPos.x,
y: targetPos.y
}, {
duration: 500,
easing: tween.easeInOut || function (t) {
return t;
}
});
console.log('✓ Tween animation started');
} catch (error) {
console.log('⚠️ Tween animation failed:', error);
}
} else {
console.log('⚠️ Tween function not available, using direct movement only');
}
// PASO 2: Update position indicator colors
console.log('Method 3: Update position indicators');
try {
for (var j = 0; j < positionIndicators.length; j++) {
if (positionIndicators[j]) {
positionIndicators[j].tint = j === currentWizardPosition ? 0x00FF00 : 0x666666;
}
}
console.log('✓ Position indicators updated');
} catch (error) {
console.log('⚠️ Position indicator update failed:', error);
}
// PASO 2: Visual feedback
console.log('Method 4: Visual feedback');
try {
LK.effects.flashObject(wizard, 0x00FF88, 300);
console.log('✓ Visual feedback applied');
} catch (error) {
console.log('⚠️ Visual feedback failed:', error);
}
console.log('=== PASO 2: WIZARD MOVEMENT COMPLETED ===');
console.log('New wizard position:', {
x: wizard.x,
y: wizard.y
});
console.log('Current position index:', currentWizardPosition);
}
// Create position indicators (visible during game)
var positionIndicators = [];
for (var i = 0; i < 3; i++) {
var indicator = game.addChild(LK.getAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: wizardPositions[i].x,
y: wizardPositions[i].y + 50,
scaleX: 2.0,
scaleY: 2.0
}));
indicator.alpha = 0.3;
indicator.tint = i === 0 ? 0x00FF00 : 0x666666; // Green for current position
indicator.visible = false;
indicator.positionIndex = i;
// PASO 2: Simplified position indicator click handler
indicator.down = function (x, y, obj) {
console.log('=== PASO 2: POSITION INDICATOR CLICKED ===');
console.log('Clicked position index:', obj.positionIndex);
console.log('Current position index:', currentWizardPosition);
console.log('Game started:', gameStarted);
console.log('Wizard available:', !!wizard);
// PASO 2: Minimal validation - only check essentials
if (!gameStarted) {
console.log('⚠️ PASO 2: Game not started, ignoring click');
return;
}
if (!wizard) {
console.log('⚠️ PASO 2: No wizard available, ignoring click');
return;
}
if (obj.positionIndex === currentWizardPosition) {
console.log('⚠️ PASO 2: Already at this position, ignoring click');
return;
}
// PASO 2: Execute position change with minimal validation
console.log('✓ PASO 2: Executing position change to index:', obj.positionIndex);
currentWizardPosition = obj.positionIndex;
var targetPos = wizardPositions[currentWizardPosition];
// PASO 2: Use fallback position if needed
if (!targetPos) {
console.log('⚠️ PASO 2: Target position missing, using default');
targetPos = {
x: 2048 / 2,
y: 2732 - 400
};
}
console.log('Target position coordinates:', targetPos);
// PASO 2: Direct movement first (immediate response)
wizard.x = targetPos.x;
wizard.y = targetPos.y;
console.log('✓ Direct movement completed');
// PASO 2: Update indicator colors with error handling
try {
for (var j = 0; j < positionIndicators.length; j++) {
if (positionIndicators[j]) {
positionIndicators[j].tint = j === currentWizardPosition ? 0x00FF00 : 0x666666;
}
}
console.log('✓ Position indicators updated');
} catch (error) {
console.log('⚠️ Position indicator update failed:', error);
}
// PASO 2: Try tween animation as secondary effect
if (typeof tween === 'function') {
console.log('Adding tween animation for smooth movement');
try {
tween(wizard, {
x: targetPos.x,
y: targetPos.y
}, {
duration: 400,
easing: tween.easeInOut || function (t) {
return t;
}
});
console.log('✓ Tween animation added');
} catch (error) {
console.log('⚠️ Tween animation failed:', error);
}
} else {
console.log('⚠️ Tween not available, using direct movement only');
}
// PASO 2: Visual feedback with error handling
try {
LK.effects.flashObject(obj, 0x00FF88, 300);
console.log('✓ Visual feedback applied');
} catch (error) {
console.log('⚠️ Visual feedback failed:', error);
}
console.log('=== PASO 2: POSITION CHANGE COMPLETED ===');
console.log('New wizard position:', {
x: wizard.x,
y: wizard.y
});
console.log('New position index:', currentWizardPosition);
};
positionIndicators.push(indicator);
}
// 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 UI elements removed - using cooldown-only spell system
// Mana bar removed - spells use cooldown system only
// Mana text removed - spells use cooldown system only
// updateManaDisplay function removed - mana system eliminated
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 simplified background panel with lower z-index to avoid event conflicts
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 = 0.7; // Reduced opacity to minimize interference
inGameCardPanel.zIndex = 1500; // Lower than cards (1510+) to ensure cards are on top
inGameCardPanel.interactive = false; // Prevent background from capturing events
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 in single layer with simplified z-index structure
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;
// Check cooldown status first to avoid re-calculating
var currentTick = LK.ticks || 0;
var isOnCooldown = cardCooldowns[spellId] && currentTick < cardCooldowns[spellId];
// Create card background with much higher z-index than panel (1500)
var cardBg = game.addChild(LK.getAsset('spellCard', {
anchorX: 0.5,
anchorY: 0.5,
x: cardX,
y: cardY,
scaleX: 2.5,
scaleY: 3.0
}));
cardBg.spellId = spellId;
cardBg.interactive = true; // Ensure interactivity is set before adding to game
cardBg.zIndex = 1610; // Higher than background panel (1500) and other UI elements
cardPanelElements.push(cardBg);
// Simplified ready-to-cast state without glow conflicts
if (!isOnCooldown) {
cardBg.alpha = 0.95;
cardBg.tint = 0x00FF88; // Green for ready
// Simplified pulsing animation without overlays
tween(cardBg, {
alpha: 1.0,
scaleX: 2.6,
scaleY: 3.1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(cardBg, {
alpha: 0.95,
scaleX: 2.5,
scaleY: 3.0
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
} else {
// Simplified cooldown state
cardBg.alpha = 0.4;
cardBg.tint = 0x666666; // Gray out on cooldown
// Add cooldown text directly on card
var timeRemaining = Math.ceil((cardCooldowns[spellId] - currentTick) / 60);
var cooldownText = new Text2(timeRemaining.toString(), {
size: 60,
fill: 0xFFFFFF,
font: "monospace"
});
cooldownText.anchor.set(0.5, 0.5);
cooldownText.x = cardX;
cooldownText.y = cardY;
cooldownText.zIndex = 1620; // Higher than card background (1610)
game.addChild(cooldownText);
cardPanelElements.push(cooldownText);
}
// Event handler with improved touch detection
cardBg.down = function (x, y, obj) {
console.log('=== CARD TOUCHED (Step 4) ===');
console.log('✅ PASO 2B SUCCESS: Card touch event triggered!');
console.log('This means disabling z-index sorting FIXED the issue');
console.log('Card spellId:', obj.spellId);
if (!obj || !obj.spellId) {
console.log('⚠️ Invalid card object');
return;
}
// Enhanced cooldown check
var currentTick = LK.ticks || 0;
var isOnCooldown = cardCooldowns[obj.spellId] && currentTick < cardCooldowns[obj.spellId];
if (isOnCooldown) {
console.log('⚠️ Spell on cooldown');
LK.effects.flashObject(obj, 0xFF0000, 300);
return;
}
// Cast spell
console.log('✓ Attempting spell cast');
LK.effects.flashObject(obj, 0x00FF88, 300);
var success = _castSpell(obj.spellId);
if (success) {
console.log('✓ Spell cast successful');
// Auto-close panel after successful cast
setTimeout(function () {
if (cardPanelVisible) {
toggleCardPanel();
}
}, 600);
} else {
console.log('⚠️ Spell cast failed');
LK.effects.flashObject(obj, 0xFF0000, 300);
}
};
// Create simplified card text without z-index conflicts
var nameText = new Text2(spell.name, {
size: 28,
fill: 0xFFFFFF,
font: "monospace"
});
nameText.anchor.set(0.5, 0.5);
nameText.x = cardX;
nameText.y = cardY - 50;
nameText.zIndex = 1620; // Higher than card background (1610)
game.addChild(nameText);
cardPanelElements.push(nameText);
// Effect text without mana cost
var effectText = '';
if (spell.damage) {
effectText = 'DMG: ' + spell.damage;
}
if (spell.healing) {
effectText = 'HEAL: ' + spell.healing;
}
if (effectText) {
var effectLabel = new Text2(effectText, {
size: 24,
fill: 0xFFD700,
font: "monospace"
});
effectLabel.anchor.set(0.5, 0.5);
effectLabel.x = cardX;
effectLabel.y = cardY + 50;
effectLabel.zIndex = 1620; // Higher than card background (1610)
game.addChild(effectLabel);
cardPanelElements.push(effectLabel);
}
}
// Simplified instruction text
var panelInstruction = new Text2('TOCA CARTAS PARA LANZAR HECHIZOS', {
size: 45,
fill: 0x00FF88,
font: "monospace"
});
panelInstruction.anchor.set(0.5, 0.5);
panelInstruction.x = 2048 / 2;
panelInstruction.y = 2732 - 350;
panelInstruction.zIndex = 1620;
game.addChild(panelInstruction);
cardPanelElements.push(panelInstruction);
// Simplified hide button
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 = 1620;
hideButton.interactive = true;
hideButton.down = function (x, y, obj) {
LK.effects.flashObject(obj, 0xFF6666, 200);
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 = 1625;
game.addChild(hideText);
cardPanelElements.push(hideText);
// STEP 1: COMPREHENSIVE CARD RENDERING DIAGNOSTICS
console.log('=== CARD PANEL CREATION DIAGNOSTICS (Step 1) ===');
console.log('Panel visible:', inGameCardPanel ? inGameCardPanel.visible : 'panel missing');
console.log('Panel position:', inGameCardPanel ? {
x: inGameCardPanel.x,
y: inGameCardPanel.y
} : 'N/A');
console.log('Panel z-index:', inGameCardPanel ? inGameCardPanel.zIndex : 'N/A');
console.log('Current deck:', currentDeck);
console.log('Cards being created:', cardPanelElements.length);
// STEP 1: VERIFY EACH CARD WAS CREATED PROPERLY
for (var debugIdx = 0; debugIdx < cardPanelElements.length; debugIdx++) {
var element = cardPanelElements[debugIdx];
if (element && element.spellId) {
console.log('Card #' + debugIdx + ':');
console.log(' - SpellID:', element.spellId);
console.log(' - Position:', {
x: element.x,
y: element.y
});
console.log(' - Scale:', {
x: element.scaleX,
y: element.scaleY
});
console.log(' - Visible:', element.visible);
console.log(' - Interactive:', element.interactive);
console.log(' - Parent exists:', element.parent ? 'yes' : 'no');
console.log(' - Z-index:', element.zIndex);
console.log(' - Has down handler:', typeof element.down === 'function');
console.log(' - Alpha:', element.alpha);
console.log(' - Tint:', element.tint);
// STEP 1: TEST EVENT HANDLER DIRECTLY
if (typeof element.down === 'function') {
console.log(' - Testing event handler...');
try {
// Simulate a touch event to see if the handler responds
console.log(' - Handler test: Event handler exists and is callable');
} catch (error) {
console.log(' - ⚠️ Handler test failed:', error);
}
} else {
console.log(' - ⚠️ No down handler found!');
}
}
}
// STEP 1: VERIFY Z-INDEX CONFLICTS
console.log('=== Z-INDEX ANALYSIS ===');
console.log('Background panel z-index:', inGameCardPanel ? inGameCardPanel.zIndex : 'N/A');
var cardZIndexes = [];
for (var zIdx = 0; zIdx < cardPanelElements.length; zIdx++) {
var elem = cardPanelElements[zIdx];
if (elem && elem.zIndex !== undefined) {
cardZIndexes.push({
type: elem.spellId ? 'card' : 'other',
zIndex: elem.zIndex,
spellId: elem.spellId || 'N/A'
});
}
}
console.log('Card elements z-indexes:', cardZIndexes);
// STEP 1: VERIFY POSITIONING IS WITHIN SCREEN BOUNDS
console.log('=== POSITIONING ANALYSIS ===');
console.log('Screen dimensions: 2048x2732');
for (var posIdx = 0; posIdx < cardPanelElements.length; posIdx++) {
var posElem = cardPanelElements[posIdx];
if (posElem && posElem.spellId) {
var inBounds = posElem.x >= 0 && posElem.x <= 2048 && posElem.y >= 0 && posElem.y <= 2732;
console.log('Card ' + posElem.spellId + ' in bounds:', inBounds, 'at', {
x: posElem.x,
y: posElem.y
});
}
}
console.log('=== CARD PANEL DIAGNOSTICS COMPLETE ===');
console.log('✓ Cards created with simplified z-index structure');
console.log('✓ All interactive elements use single layer: 1510-1512');
console.log('✓ Event conflicts should be eliminated');
console.log('✓ Comprehensive diagnostics logged for debugging');
// PASO 2B: Additional logging for z-index experiment
console.log('=== PASO 2B: Z-INDEX EXPERIMENT STATUS ===');
console.log('Dynamic z-index sorting: DISABLED');
console.log('Card rendering order: FIXED (by creation order)');
console.log('Expected result: Cards should now respond to touch');
console.log('If cards work now: Z-index sorting was the problem');
console.log('If cards still don\'t work: Problem is elsewhere');
console.log('=== TESTING CARD TOUCH RESPONSIVENESS ===');
}
// 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;
}
// Universal spell casting function for all card interfaces
function castSpellFromAnyCard(spellId, sourceInterface) {
console.log('=== CASTING SPELL FROM', sourceInterface, '===');
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 false;
}
// Get spell data for mana consumption
var spell = _getSpell(spellId);
if (!spell) {
console.log('Spell not found for ID:', spellId);
return false;
}
// Execute the spell using unified casting system
console.log('Executing spell cast for:', spellId);
var castSuccess = _castSpell(spellId);
if (castSuccess) {
console.log('Spell cast successful from', sourceInterface, ':', spellId);
// Show success message
showSpellDescription(spell.name.toUpperCase(), 'Lanzado desde ' + sourceInterface, spellConfigs[spellId].color);
return true;
} else {
console.log('Unified spell cast failed for:', spellId);
return false;
}
}
// Cast spell from in-game card
function castSpellFromCard(spellId) {
console.log('=== CASTING SPELL FROM IN-GAME CARD ===');
console.log('Spell ID:', spellId);
console.log('Current mana:', currentMana);
console.log('Wizard exists:', !!wizard);
// Validate prerequisites
if (!spellId) {
console.log('No spell ID provided');
return false;
}
if (!wizard || !wizard.parent) {
console.log('Wizard not available');
return false;
}
// Check if spell can be cast
var canCast = _canCastSpell(spellId);
console.log('Can cast spell:', canCast);
if (!canCast) {
console.log('Spell cannot be cast - showing error feedback');
LK.effects.flashScreen(0xFF0000, 300);
// Show specific error message
var currentTick = LK.ticks || 0;
var errorMessage = '¡NO SE PUEDE LANZAR!';
if (cardCooldowns[spellId] && currentTick < cardCooldowns[spellId]) {
var timeRemaining = Math.ceil((cardCooldowns[spellId] - currentTick) / 60);
errorMessage = '¡EN RECARGA!\nEspera: ' + timeRemaining + 's';
}
var failureText = new Text2(errorMessage, {
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);
tween(failureText, {
alpha: 0,
y: failureText.y - 80
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
if (failureText.parent) {
failureText.destroy();
}
}
});
return false;
}
// Execute spell casting
console.log('Executing spell cast...');
var success = _castSpell(spellId);
console.log('Spell cast result:', success);
if (success) {
console.log('Spell cast successful:', spellId);
// Show success message
var spell = _getSpell(spellId);
var spellName = spell ? spell.name : spellId.toUpperCase();
var successText = new Text2('¡' + spellName + ' LANZADO!', {
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
}, {
duration: 1200,
easing: tween.easeOut,
onFinish: function onFinish() {
if (successText.parent) {
successText.destroy();
}
}
});
// Hide card panel after successful cast
setTimeout(function () {
hideInGameCardPanel();
cardPanelVisible = false;
}, 500);
return true;
} else {
console.log('Spell cast failed:', spellId);
LK.effects.flashScreen(0xFF0000, 300);
var failureText = new Text2('¡FALLO AL LANZAR!', {
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);
tween(failureText, {
alpha: 0,
y: failureText.y - 80
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
if (failureText.parent) {
failureText.destroy();
}
}
});
return false;
}
}
// STEP 1: ADD GLOBAL EVENT DEBUGGING FOR CARD PANEL DIAGNOSTICS
console.log('=== INSTALLING GLOBAL EVENT DEBUGGING ===');
// Override game.down to debug touch events reaching the game level
var originalGameDown = game.down;
game.down = function (x, y, obj) {
// STEP 1: LOG ALL TOUCH EVENTS FOR DEBUGGING
if (cardPanelVisible) {
console.log('=== TOUCH EVENT DEBUG (Step 1) ===');
console.log('Touch at:', {
x: x,
y: y
});
console.log('Card panel visible:', cardPanelVisible);
console.log('Card panel elements count:', cardPanelElements.length);
// STEP 1: CHECK IF TOUCH IS IN CARD AREA
var cardAreaYMin = 2732 - 300; // Approximate card area
var cardAreaYMax = 2732;
var isInCardArea = y >= cardAreaYMin && y <= cardAreaYMax;
console.log('Touch in card area:', isInCardArea, 'Y:', y, 'Card area:', cardAreaYMin, '-', cardAreaYMax);
// STEP 1: CHECK WHICH CARD SHOULD BE TOUCHED
if (isInCardArea) {
for (var cardCheckIdx = 0; cardCheckIdx < cardPanelElements.length; cardCheckIdx++) {
var cardElem = cardPanelElements[cardCheckIdx];
if (cardElem && cardElem.spellId) {
var cardLeft = cardElem.x - 125; // Approximate card width/2
var cardRight = cardElem.x + 125;
var cardTop = cardElem.y - 150; // Approximate card height/2
var cardBottom = cardElem.y + 150;
var touchInCard = x >= cardLeft && x <= cardRight && y >= cardTop && y <= cardBottom;
console.log('Card', cardElem.spellId, 'bounds check:', touchInCard, 'Touch XY:', {
x: x,
y: y
}, 'Card bounds:', {
left: cardLeft,
right: cardRight,
top: cardTop,
bottom: cardBottom
});
if (touchInCard) {
console.log('⚠️ TOUCH SHOULD HAVE HIT CARD:', cardElem.spellId);
console.log('Card interactive:', cardElem.interactive);
console.log('Card visible:', cardElem.visible);
console.log('Card parent exists:', cardElem.parent ? 'yes' : 'no');
console.log('Card has down handler:', typeof cardElem.down === 'function');
// STEP 1: MANUALLY TRIGGER CARD EVENT FOR TESTING
if (typeof cardElem.down === 'function') {
console.log('🔥 MANUALLY TRIGGERING CARD EVENT FOR TESTING');
try {
cardElem.down(x, y, cardElem);
console.log('✅ Manual trigger successful');
} catch (error) {
console.log('❌ Manual trigger failed:', error);
}
}
}
}
}
}
console.log('=== TOUCH EVENT DEBUG COMPLETE ===');
}
// Call original game.down function
if (originalGameDown) {
return originalGameDown.call(this, x, y, obj);
}
};
// 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;
}
}
};
// PASO 2: DEBUGGING OVERRIDE REMOVED TO FIX CARD TOUCH EVENTS
// The debugging override was intercepting all touch events before they reached individual cards
// This prevented card touch handlers from executing properly
// Cards should now respond correctly to touch events
// Main game update loop
game.update = function () {
// STEP 1 SOLUTION: Dynamic z-index sorting permanently removed to fix card touch detection
// This was causing cards to be reordered every frame and interfering with touch events
// Cards now maintain their creation order and should respond to touch properly
console.log('=== STEP 1: DYNAMIC Z-INDEX SORTING PERMANENTLY DISABLED ===');
console.log('=== STEP 2: DEBUGGING OVERRIDE REMOVED FOR CARD TOUCH EVENTS ===');
console.log('Touch events should now work correctly on cards');
// 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);
}
}
}
// Mana system completely removed - spells use cooldown-only system
// 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();
// STEP 5: Periodic deck data validation (every 5 seconds)
if (LK.ticks % 300 === 0) {
validateDeckData();
}
// 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();
}
}
});
// TEST PHASE 1.3: Verify spell functionality works with neutralized mana system
console.log('=== TESTING SPELL FUNCTIONALITY (Phase 1.3) ===');
// Test mana values are properly neutralized
console.log('✓ Testing mana neutralization:');
console.log(' - activeSpellDeck.currentMana:', activeSpellDeck ? activeSpellDeck.currentMana : 'undefined', '(should be 9999)');
// Test spell validation functions
console.log('✓ Testing spell validation:');
var testSpells = ['fireball', 'heal', 'lightning'];
for (var t = 0; t < testSpells.length; t++) {
var spellId = testSpells[t];
var canCast = _canCastSpell(spellId);
console.log(' - ' + spellId + ' can cast:', canCast, '(should be true with neutralized mana)');
// Test spell configuration exists
var config = spellConfigs[spellId];
if (config) {
console.log(' - ' + spellId + ' config found - manaCost:', config.manaCost, 'damage/healing:', config.damage || config.healing);
} else {
console.log(' - ⚠️ ' + spellId + ' config missing');
}
}
// Test that mana checks are bypassed
console.log('✓ Testing mana bypass:');
var originalMana = currentMana;
currentMana = 0; // Temporarily set to 0 to test bypass
var canCastWithZeroMana = _canCastSpell('fireball');
currentMana = originalMana; // Restore
console.log(' - Can cast with 0 mana (should be false):', canCastWithZeroMana);
console.log(' - Can cast with 9999 mana (should be true):', _canCastSpell('fireball'));
// Test cooldown system works independently
console.log('✓ Testing cooldown system:');
cardCooldowns['heal'] = LK.ticks + 300; // Set cooldown
var canCastOnCooldown = _canCastSpell('heal');
console.log(' - Can cast heal on cooldown:', canCastOnCooldown, '(should be false)');
delete cardCooldowns['heal']; // Clear cooldown
var canCastOffCooldown = _canCastSpell('heal');
console.log(' - Can cast heal off cooldown:', canCastOffCooldown, '(should be true)');
// Test actual spell casting works
console.log('✓ Testing spell casting execution:');
if (gameStarted && wizard) {
var originalHealth = wizard.health;
var healSuccess = _castSpell('heal');
console.log(' - Heal spell cast success:', healSuccess);
console.log(' - Health before/after:', originalHealth, '/', wizard.health);
} else {
console.log(' - Game not started, skipping live spell test');
}
// Verify mana display shows neutralized values
console.log('✓ Testing mana display:');
updateManaDisplay();
console.log(' - Mana display updated with neutralized values');
// Test error handling doesn't trigger mana errors
console.log('✓ Testing error handling:');
var invalidSpellResult = _canCastSpell('nonexistent');
console.log(' - Invalid spell handled correctly:', !invalidSpellResult);
console.log('=== PHASE 1.3 TESTING COMPLETE ===');
console.log('✓ Spells should now function using cooldowns only');
console.log('✓ Mana system is neutralized at 9999');
console.log('✓ No mana-related restrictions should block spell casting');
console.log('✓ Cards in deck menu should be ready to cast (green glow)');
// PASO 2A: INVESTIGAR Z-INDEX ACTUAL - Documentar todos los z-index que se están usando actualmente
console.log('=== PASO 2A: INVESTIGACIÓN Z-INDEX ACTUAL ===');
// Recopilar todos los z-index en uso
var zIndexInventory = {
backgrounds: [],
gameElements: [],
ui: [],
cards: [],
effects: [],
other: []
};
console.log('📊 Analizando z-index de todos los elementos del juego...');
// Analizar elementos del juego principal
for (var i = 0; i < game.children.length; i++) {
var child = game.children[i];
var zIndex = child.zIndex || 0;
var elementInfo = {
element: child.constructor.name || 'Unknown',
zIndex: zIndex,
position: {
x: child.x,
y: child.y
},
visible: child.visible,
interactive: child.interactive || false
};
// Categorizar por z-index y tipo
if (zIndex <= -50) {
zIndexInventory.backgrounds.push(elementInfo);
} else if (zIndex >= 1500 && zIndex <= 1600) {
zIndexInventory.cards.push(elementInfo);
} else if (zIndex >= 1000 && zIndex <= 1400) {
zIndexInventory.ui.push(elementInfo);
} else if (zIndex >= 1700) {
zIndexInventory.effects.push(elementInfo);
} else if (zIndex > 0) {
zIndexInventory.gameElements.push(elementInfo);
} else {
zIndexInventory.other.push(elementInfo);
}
}
// Reportar inventario de z-index
console.log('🗂️ INVENTARIO DE Z-INDEX POR CATEGORÍA:');
console.log('');
console.log('📋 BACKGROUNDS (z-index <= -50):');
for (var b = 0; b < zIndexInventory.backgrounds.length; b++) {
var bg = zIndexInventory.backgrounds[b];
console.log(' - ' + bg.element + ': z=' + bg.zIndex + ', visible=' + bg.visible);
}
console.log('📋 GAME ELEMENTS (0 < z-index < 1000):');
for (var g = 0; g < zIndexInventory.gameElements.length; g++) {
var ge = zIndexInventory.gameElements[g];
console.log(' - ' + ge.element + ': z=' + ge.zIndex + ', visible=' + ge.visible + ', interactive=' + ge.interactive);
}
console.log('📋 UI ELEMENTS (1000 <= z-index < 1500):');
for (var u = 0; u < zIndexInventory.ui.length; u++) {
var ui = zIndexInventory.ui[u];
console.log(' - ' + ui.element + ': z=' + ui.zIndex + ', visible=' + ui.visible + ', interactive=' + ui.interactive);
}
console.log('📋 CARD ELEMENTS (1500 <= z-index <= 1600):');
for (var c = 0; c < zIndexInventory.cards.length; c++) {
var card = zIndexInventory.cards[c];
console.log(' - ' + card.element + ': z=' + card.zIndex + ', visible=' + card.visible + ', interactive=' + card.interactive);
}
console.log('📋 EFFECTS (z-index >= 1700):');
for (var e = 0; e < zIndexInventory.effects.length; e++) {
var effect = zIndexInventory.effects[e];
console.log(' - ' + effect.element + ': z=' + effect.zIndex + ', visible=' + effect.visible);
}
console.log('📋 OTHER/UNKNOWN (z-index = 0 or uncategorized):');
for (var o = 0; o < zIndexInventory.other.length; o++) {
var other = zIndexInventory.other[o];
console.log(' - ' + other.element + ': z=' + other.zIndex + ', visible=' + other.visible + ', interactive=' + other.interactive);
}
// Analizar específicamente el panel de cartas si está visible
if (cardPanelVisible && inGameCardPanel) {
console.log('');
console.log('🃏 ANÁLISIS ESPECÍFICO DEL PANEL DE CARTAS:');
console.log('Panel background z-index:', inGameCardPanel.zIndex);
console.log('Panel visible:', inGameCardPanel.visible);
console.log('Panel interactive:', inGameCardPanel.interactive);
console.log('Panel position:', {
x: inGameCardPanel.x,
y: inGameCardPanel.y
});
console.log('Elementos del panel de cartas:');
for (var cp = 0; cp < cardPanelElements.length; cp++) {
var cardEl = cardPanelElements[cp];
if (cardEl) {
console.log(' - Elemento #' + cp + ':');
console.log(' * Tipo:', cardEl.constructor.name || 'Unknown');
console.log(' * Z-index:', cardEl.zIndex || 'undefined');
console.log(' * SpellID:', cardEl.spellId || 'N/A');
console.log(' * Visible:', cardEl.visible);
console.log(' * Interactive:', cardEl.interactive || false);
console.log(' * Posición:', {
x: cardEl.x,
y: cardEl.y
});
console.log(' * Tiene evento down:', typeof cardEl.down === 'function');
}
}
}
// Verificar la línea problemática del ordenamiento dinámico
console.log('');
console.log('⚠️ IDENTIFICANDO PROBLEMA DEL ORDENAMIENTO DINÁMICO:');
console.log('La línea problemática está en game.update():');
console.log('game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); });');
console.log('');
console.log('📊 ESTADÍSTICAS DEL PROBLEMA:');
console.log('- Total elementos con z-index definido:', zIndexInventory.backgrounds.length + zIndexInventory.gameElements.length + zIndexInventory.ui.length + zIndexInventory.cards.length + zIndexInventory.effects.length);
console.log('- Total elementos sin z-index (default 0):', zIndexInventory.other.length);
console.log('- Elementos interactivos encontrados:', zIndexInventory.gameElements.filter(function (e) {
return e.interactive;
}).length + zIndexInventory.ui.filter(function (e) {
return e.interactive;
}).length + zIndexInventory.cards.filter(function (e) {
return e.interactive;
}).length);
// Analizar conflictos potenciales
console.log('');
console.log('⚠️ CONFLICTOS POTENCIALES IDENTIFICADOS:');
// Verificar si hay elementos interactivos con z-index similares
var interactiveElements = [];
var allCategories = [zIndexInventory.gameElements, zIndexInventory.ui, zIndexInventory.cards, zIndexInventory.effects];
for (var cat = 0; cat < allCategories.length; cat++) {
var category = allCategories[cat];
for (var el = 0; el < category.length; el++) {
if (category[el].interactive) {
interactiveElements.push(category[el]);
}
}
}
// Buscar z-index duplicados entre elementos interactivos
var zIndexConflicts = {};
for (var ie = 0; ie < interactiveElements.length; ie++) {
var elem = interactiveElements[ie];
var zIdx = elem.zIndex;
if (!zIndexConflicts[zIdx]) {
zIndexConflicts[zIdx] = [];
}
zIndexConflicts[zIdx].push(elem.element);
}
for (var zIdx in zIndexConflicts) {
if (zIndexConflicts[zIdx].length > 1) {
console.log('⚠️ Conflicto en z-index ' + zIdx + ':', zIndexConflicts[zIdx].join(', '));
}
}
console.log('');
console.log('🎯 CONCLUSIONES DEL ANÁLISIS PASO 2A:');
console.log('1. El ordenamiento dinámico reordena ' + game.children.length + ' elementos cada frame');
console.log('2. Los elementos del panel de cartas compiten con otros elementos UI');
console.log('3. El ordenamiento puede cambiar el orden de renderizado constantemente');
console.log('4. Esto causa que las cartas queden "debajo" de otros elementos visualmente');
console.log('5. Los eventos táctiles pueden ser capturados por elementos mal ordenados');
console.log('');
console.log('✅ PASO 2A COMPLETADO - Datos recopilados para implementar solución');
console.log('=== FIN PASO 2A: INVESTIGACIÓN Z-INDEX ==='); ===================================================================
--- original.js
+++ change.js
@@ -2649,10 +2649,10 @@
/****
* Game Code
****/
-// PASO 1: Verificar que el sistema de tween funciona básicamente
// Simplified TweenManager for basic tween functionality
+// PASO 1: Verificar que el sistema de tween funciona básicamente
function _typeof4(o) {
"@babel/helpers - typeof";
return _typeof4 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -3801,8 +3801,10 @@
};
// Simple spell system variables
var currentDeck = storage.spellDeck || ['fireball', 'heal', 'lightning'];
// Mana system completely removed - spells use cooldown-only system
+var currentMana = 9999; // Mana system neutralized - set to maximum value
+var maxMana = 9999; // Mana system neutralized - set to maximum value
var spellCooldowns = {};
var cardCooldowns = {}; // Track cooldown for each card
var cardCooldownDuration = 300; // 5 seconds at 60fps
storage.spellDeck = currentDeck.slice();