User prompt
elimina el sistema de medallas
User prompt
haz una sola funcion de colision para todos los enemigos
User prompt
haz que el el proyectil, fire ball, energybeam esten en una sola clase con comportamientos diferentes
User prompt
haz que el tutorial solo tenga 3 pasos
User prompt
haz que los primeros 5 enemigos salgan del camino del centro
User prompt
haz que la barra de vida sea la que estaba antes
User prompt
haz que la barra de vida sea mas bonta
User prompt
Please fix the bug: 'TypeError: self.createHealthBar is not a function' in or related to this line: 'self.createHealthBar();' Line Number: 196
User prompt
haz que los enemigos se vean mas grandes
User prompt
haz que el proyectil sea mas pequeno
User prompt
haz que los proyectiles siempre tengan la parte de arriba mirando hacia el enemigo
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var frameIdx = 0; frameIdx < demoEnemy.skeletonFrames.length; frameIdx++) {' Line Number: 2160
User prompt
consolida el sistema de assets
User prompt
optimiza el lopp principal, haz la logica de spawn menos repetitiva y unificala para todos los enemigos
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'thorns')' in or related to this line: 'var effectFunction = UPGRADE_EFFECTS[upgradeKey];' Line Number: 2638
User prompt
puedes refactorizar el upgrademenu para reducir lineas de codigo
User prompt
unifica el createimpacteffect para que el mismo en todos los enemigos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
arregla el problema con las animaciones de muerte de los enemigos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: createEnemyDeathAnimation is not defined' in or related to this line: 'createEnemyDeathAnimation(self, enemyType, arrayToUpdate);' Line Number: 440
User prompt
haz que las animaciones de muertes de los enemigos se unifiquen para reducir codigo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ayudame a profundizar la consolidacion de enemigos para optimizar el juego
User prompt
haz que todas las colisiones al mago sea una sola funcion para acortar el codigo
User prompt
haz que los esqueletos se unan al asset de esqueleto
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'health')' in or related to this line: 'enemy.health = Math.floor(baseStats[type].health * mods.healthMod * healthMult);' Line Number: 3811
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'health')' in or related to this line: 'enemy.health = Math.floor(stats.health * mods.healthMod * healthMult);' Line Number: 3811
/**** * 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 knight if (knight && self.intersects(knight)) { self.collect(); } } }; self.collect = function () { LK.getSound('coinCollect').play(); LK.setScore(LK.getScore() + 5); coinCounter++; coinText.setText('Coins: ' + coinCounter); // Remove from coins array for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] === self) { coins.splice(i, 1); break; } } self.destroy(); }; return self; }); // Game arrays to track objects var Enemy = Container.expand(function (type, config) { var self = Container.call(this); // Default configuration if none provided if (!config) config = {}; var enemyType = type || 'skeleton'; // Animation system self.currentFrame = 1; self.animationTimer = 0; self.animationSpeed = config.animationSpeed || 15; self.animationState = 'walking'; // Enemy type configurations var typeConfigs = { skeleton: { assetPrefix: 'esqueleto', scale: 3.0, health: config.health || 1, speed: config.speed || 3, vibration: 50, damageTextSize: 120, damageTextColor: 0xFF4444, impactScale: 1.5, deathRotation: Math.PI * 0.5, scoreReward: 10 }, ogre: { assetPrefix: 'ogre', scale: 3.0, health: config.health || 2, speed: config.speed || 3, vibration: 75, damageTextSize: 130, damageTextColor: 0xFF6600, impactScale: 2.0, deathRotation: Math.PI * 1.2, scoreReward: 15 }, knight: { assetPrefix: 'knight', scale: 3.0, health: config.health || 3, speed: config.speed || 3, vibration: 100, damageTextSize: 140, damageTextColor: 0xFFD700, impactScale: 1.8, deathRotation: Math.PI * 0.8, scoreReward: 20 }, miniBoss: { assetPrefix: 'knight', scale: 5.0, health: config.health || 3000, speed: config.speed || 4, vibration: [100, 50, 100], damageTextSize: 160, damageTextColor: 0xFF0000, impactScale: 2.5, deathRotation: Math.PI * 2, scoreReward: 100, tint: 0x8B0000 } }; self.typeConfig = typeConfigs[enemyType]; self.enemyType = enemyType; // Create animation frames self.animationFrames = []; for (var i = 1; i <= 4; i++) { var frameGraphics = self.attachAsset(self.typeConfig.assetPrefix + i, { anchorX: 0.5, anchorY: 1.0, scaleX: self.typeConfig.scale, scaleY: self.typeConfig.scale }); frameGraphics.visible = i === 1; if (self.typeConfig.tint) frameGraphics.tint = self.typeConfig.tint; self.animationFrames.push(frameGraphics); } // Create hitbox var hitbox = self.attachAsset(self.typeConfig.assetPrefix + '1', { anchorX: 0.5, anchorY: 1.0, scaleX: self.typeConfig.scale * 2, scaleY: self.typeConfig.scale * 2 }); hitbox.alpha = 0; // Initialize stats self.health = self.typeConfig.health; self.maxHealth = self.typeConfig.health; self.speed = self.typeConfig.speed; self.lastX = 0; self.frozen = false; self.frozenTimer = 0; // Define createHealthBar method before it's used self.createHealthBar = function () { if (enemyType !== 'miniBoss') return; self.healthBarBg = game.addChild(LK.getAsset('miniBossHealthBarBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 200, scaleX: 1.0, scaleY: 1.0 })); self.healthBarFg = game.addChild(LK.getAsset('miniBossHealthBar', { anchorX: 0.0, anchorY: 0.5, x: 2048 / 2 - 200, y: 200, scaleX: 1.0, scaleY: 1.0 })); self.healthText = new Text2('Boss Health: ' + self.health + '/' + self.maxHealth, { size: 40, fill: 0xFFFFFF, font: "monospace" }); self.healthText.anchor.set(0.5, 0.5); self.healthText.x = 2048 / 2; self.healthText.y = 150; game.addChild(self.healthText); }; // Special properties for mini boss if (enemyType === 'miniBoss') { self.createHealthBar(); } self.updateHealthBar = function () { if (enemyType !== 'miniBoss' || !self.healthBarFg) return; var healthPercent = self.health / self.maxHealth; self.healthBarFg.scaleX = healthPercent; self.healthText.setText('Boss Health: ' + self.health + '/' + self.maxHealth); if (healthPercent > 0.6) { self.healthBarFg.tint = 0xff0000; } else if (healthPercent > 0.3) { self.healthBarFg.tint = 0xff4500; } else { self.healthBarFg.tint = 0x8B0000; } }; self.update = function () { if (tutorial && tutorial.isActive) { return; } if (self.isDying) { return; } var speedMultiplier = 1.0; if (upgradeMenu && upgradeMenu.visible) { speedMultiplier = 0.3; } // Animation system 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; } // Speed progression if (!self.speedTweenStarted) { self.speedTweenStarted = true; var targetSpeed = self.speed * 1.5; tween(self, { speed: targetSpeed }, { duration: 10000, easing: tween.easeOut }); } // Handle frozen state if (self.frozen) { self.frozenTimer--; if (self.frozenTimer <= 0) { self.frozen = false; } return; } // Movement toward wizard if (wizard) { var dx = wizard.x - self.x; var dy = wizard.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed * speedMultiplier; self.y += dy / distance * self.speed * speedMultiplier; } // Face direction var flipScale = dx < 0 ? -self.typeConfig.scale : self.typeConfig.scale; for (var frameIdx = 0; frameIdx < self.animationFrames.length; frameIdx++) { self.animationFrames[frameIdx].scaleX = flipScale; } } else { self.y += self.speed * speedMultiplier; } }; self.takeDamage = function (damage) { self.health -= damage; self.animationState = 'attacking'; LK.effects.flashObject(self, 0xFF0000, 50); // Update health bar for mini boss if (enemyType === 'miniBoss') { self.updateHealthBar(); } // Create damage text var damageText = new Text2('-' + damage, { size: self.typeConfig.damageTextSize, fill: self.typeConfig.damageTextColor, 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); tween(damageText, { y: damageText.y - 120, alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { damageText.destroy(); } }); // Create impact effect using unified function createImpactEffect(self); // Return to walking after attack animation tween({}, {}, { duration: 300, onFinish: function onFinish() { if (self.animationState === 'attacking') { self.animationState = 'walking'; } } }); if (self.health <= 0) { self.die(); } }; self.down = function (x, y, obj) { if (typeof LK.vibrate === 'function') { if (Array.isArray(self.typeConfig.vibration)) { LK.vibrate(self.typeConfig.vibration); } else { LK.vibrate(self.typeConfig.vibration); } } selectedEnemy = self; LK.effects.flashObject(self, 0xFFFF00, 500); if (wizard && projectiles.length < 10) { var projectile = game.addChild(new UnifiedProjectile('projectile')); projectile.x = wizard.x; projectile.y = wizard.y; var dx = self.x - wizard.x; var dy = self.y - wizard.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { projectile.direction.x = dx / distance; projectile.direction.y = dy / distance; } projectile.targetEnemy = self; projectiles.push(projectile); LK.getSound('spellCast').play(); } }; self.die = function () { // Determine appropriate enemy array based on type var arrayToUpdate = null; if (enemyType === 'skeleton') arrayToUpdate = enemies;else if (enemyType === 'ogre') arrayToUpdate = ogres;else if (enemyType === 'knight') arrayToUpdate = knights;else if (enemyType === 'miniBoss') arrayToUpdate = miniBosses; // Call unified death animation function createEnemyDeathAnimation(self, enemyType, arrayToUpdate); }; 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; } // Pause energy orb when upgrade menu is visible if (upgradeMenu && upgradeMenu.visible) { 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 = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } // Attack closest enemy if found if (closestEnemy) { // Create energy beam projectile var energyBeam = game.addChild(new UnifiedProjectile('energyBeam')); energyBeam.x = self.x; energyBeam.y = self.y; energyBeam.targetEnemy = closestEnemy; // Calculate direction to target var dx = closestEnemy.x - self.x; var dy = closestEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { energyBeam.direction.x = dx / distance; energyBeam.direction.y = dy / distance; } // Flash effect on sphere when attacking tween(sphereGraphics, { scaleX: 2.5, scaleY: 2.5, alpha: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(sphereGraphics, { scaleX: 1.5, scaleY: 1.5, alpha: 0.8 }, { duration: 200, easing: tween.easeIn }); } }); LK.getSound('spellCast').play(); } }; return self; }); var GameMenu = Container.expand(function () { var self = Container.call(this); // Menu background image instead of cave background var menuBg = self.attachAsset('menuBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 4.0, scaleY: 4.0 }); 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 PATHS TO CAST SPELLS\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: 2000, 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 = 2000; self.addChild(shopButtonText); // 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: 2200, 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 = 2200; self.addChild(tutorialButtonText); } // Button interaction self.down = function (x, y, obj) { // Handle configuration menu interactions if (self.configMode) { // Music volume adjustment if (y >= 1150 && y <= 1250) { var currentMusicVolume = storage.musicVolume || 0.7; var newMusicVolume = Math.min(1.0, currentMusicVolume + 0.1); if (newMusicVolume > 1.0) newMusicVolume = 0.0; storage.musicVolume = newMusicVolume; self.musicVolumeText.setText('VOLUMEN MUSICA: ' + Math.round(newMusicVolume * 100) + '%'); return; } // Sound volume adjustment if (y >= 1350 && y <= 1450) { var currentSoundVolume = storage.soundVolume || 1.0; var newSoundVolume = Math.min(1.0, currentSoundVolume + 0.1); if (newSoundVolume > 1.0) newSoundVolume = 0.0; storage.soundVolume = newSoundVolume; self.soundVolumeText.setText('VOLUMEN SONIDO: ' + Math.round(newSoundVolume * 100) + '%'); return; } // Difficulty adjustment if (y >= 1550 && y <= 1650) { var currentDifficulty = storage.difficulty || 'NORMAL'; var difficulties = ['FACIL', 'NORMAL', 'DIFICIL']; var currentIndex = difficulties.indexOf(currentDifficulty); var newIndex = (currentIndex + 1) % difficulties.length; var newDifficulty = difficulties[newIndex]; storage.difficulty = newDifficulty; self.difficultyText.setText('DIFICULTAD: ' + newDifficulty); return; } // Back button if (y >= 1950 && y <= 2050) { self.hideConfigMenu(); return; } // Block all other interactions when config menu is active return; } // Handle shop menu interactions if (self.shopMode) { // Shop item purchase buttons for (var i = 0; i < 3; i++) { var itemY = 1100 + i * 200; if (y >= itemY - 50 && y <= itemY + 50 && x >= 2048 / 2 + 200 && x <= 2048 / 2 + 400) { // Purchase item logic var shopItems = [{ name: 'POCION SALUD', cost: 10 }, { name: 'ESCUDO MAGICO', cost: 15 }, { name: 'ESPADA MALDITA', cost: 20 }]; var item = shopItems[i]; if (coinCounter >= item.cost) { coinCounter -= item.cost; // Apply item effect based on type if (i === 0) { // Health potion if (wizard) { wizard.health = Math.min(wizard.health + 50, wizard.maxHealth); updateHealthBar(); } } else if (i === 1) { // Magic shield if (wizard) { wizard.shieldActive = true; wizard.maxShieldHits = 3; wizard.currentShieldHits = 0; } } else if (i === 2) { // Cursed sword - temporary damage boost if (wizard) { wizard.tempDamageBoost = true; wizard.tempDamageTimer = 1800; // 30 seconds at 60fps } } LK.effects.flashScreen(0x00FF00, 300); } else { LK.effects.flashScreen(0xFF0000, 300); } return; } } // Shop back button if (y >= 1950 && y <= 2050) { self.hideShop(); return; } // Block all other interactions when shop menu is active return; } // Check if configuration button was clicked if (y >= 1700 && y <= 1900 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) { // Show configuration menu self.showConfigMenu(); } else if (y >= 1900 && y <= 2100 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) { // Show shop menu self.showShop(); } else if (storage.tutorialCompleted && y >= 2100 && y <= 2300 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) { // Show tutorial again if (tutorial) { self.visible = false; tutorial.startTutorial(); } } else if (y >= 1450 && y <= 1650) { // Start the game by hiding menu self.startGame(); } }; self.showConfigMenu = function () { // Create configuration overlay if (!self.configOverlay) { self.configOverlay = self.addChild(LK.getAsset('startMenuBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 1.0, scaleY: 1.0 })); self.configOverlay.alpha = 1.0; self.configOverlay.tint = 0x000000; // Config title var configTitle = new Text2('CONFIGURACION', { size: 120, fill: 0xFFD700, font: "monospace" }); configTitle.anchor.set(0.5, 0.5); configTitle.x = 2048 / 2; configTitle.y = 800; self.addChild(configTitle); self.configTitle = configTitle; // Music volume setting var musicVolumeText = new Text2('VOLUMEN MUSICA: ' + Math.round((storage.musicVolume || 0.7) * 100) + '%', { size: 80, fill: 0xFFFFFF, font: "monospace" }); musicVolumeText.anchor.set(0.5, 0.5); musicVolumeText.x = 2048 / 2; musicVolumeText.y = 1200; self.addChild(musicVolumeText); self.musicVolumeText = musicVolumeText; // Sound volume setting var soundVolumeText = new Text2('VOLUMEN SONIDO: ' + Math.round((storage.soundVolume || 1.0) * 100) + '%', { size: 80, fill: 0xFFFFFF, font: "monospace" }); soundVolumeText.anchor.set(0.5, 0.5); soundVolumeText.x = 2048 / 2; soundVolumeText.y = 1400; self.addChild(soundVolumeText); self.soundVolumeText = soundVolumeText; // Difficulty setting var difficultyText = new Text2('DIFICULTAD: ' + (storage.difficulty || 'NORMAL'), { size: 80, fill: 0xFFFFFF, font: "monospace" }); difficultyText.anchor.set(0.5, 0.5); difficultyText.x = 2048 / 2; difficultyText.y = 1600; self.addChild(difficultyText); self.difficultyText = difficultyText; // Back button var backButton = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2000, scaleX: 2, scaleY: 2 }); backButton.tint = 0x00FF00; self.backButton = backButton; var backText = new Text2('VOLVER', { size: 80, fill: 0xFFFFFF, font: "monospace" }); backText.anchor.set(0.5, 0.5); backText.x = 2048 / 2; backText.y = 2000; self.addChild(backText); self.backText = backText; } self.configOverlay.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 () { // Create shop overlay if (!self.shopOverlay) { self.shopOverlay = self.addChild(LK.getAsset('startMenuBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 1.0, scaleY: 1.0 })); self.shopOverlay.alpha = 1.0; self.shopOverlay.tint = 0x000033; // Shop title var shopTitle = new Text2('TIENDA', { size: 120, fill: 0xFFD700, font: "monospace" }); shopTitle.anchor.set(0.5, 0.5); shopTitle.x = 2048 / 2; shopTitle.y = 800; self.addChild(shopTitle); self.shopTitle = shopTitle; // Shop items var shopItems = [{ name: 'POCION SALUD', description: 'Restaura 50 HP', cost: 10, icon: 'energySphere' }, { name: 'ESCUDO MAGICO', description: 'Bloquea 3 ataques', cost: 15, icon: 'shield' }, { name: 'ESPADA MALDITA', description: 'Daño x2 por 30s', cost: 20, icon: 'spell' }]; // Initialize shop elements arrays if not exists if (!self.shopIcons) self.shopIcons = []; if (!self.shopTexts) self.shopTexts = []; if (!self.shopBuyButtons) self.shopBuyButtons = []; if (!self.shopBuyTexts) self.shopBuyTexts = []; // Display shop items for (var i = 0; i < shopItems.length; i++) { var item = shopItems[i]; var yPos = 1100 + i * 200; // Item icon var itemIcon = self.attachAsset(item.icon, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 300, y: yPos, scaleX: 2, scaleY: 2 }); itemIcon.tint = 0xFFD700; self.shopIcons.push(itemIcon); // Item text var itemText = new Text2(item.name + '\n' + item.description + '\nCosto: ' + item.cost + ' monedas', { size: 60, fill: 0xFFFFFF, font: "monospace" }); itemText.anchor.set(0, 0.5); itemText.x = 2048 / 2 - 200; itemText.y = yPos; self.addChild(itemText); self.shopTexts.push(itemText); // Buy button var buyButton = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 300, y: yPos, scaleX: 2, scaleY: 2 }); buyButton.tint = 0x00FF00; buyButton.itemIndex = i; self.shopBuyButtons.push(buyButton); var buyText = new Text2('COMPRAR', { size: 50, fill: 0xFFFFFF, font: "monospace" }); buyText.anchor.set(0.5, 0.5); buyText.x = 2048 / 2 + 300; buyText.y = yPos; self.addChild(buyText); self.shopBuyTexts.push(buyText); } // Back button var shopBackButton = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2000, scaleX: 2, scaleY: 2 }); shopBackButton.tint = 0x00FF00; self.shopBackButton = shopBackButton; var shopBackText = new Text2('VOLVER', { size: 80, fill: 0xFFFFFF, font: "monospace" }); shopBackText.anchor.set(0.5, 0.5); shopBackText.x = 2048 / 2; shopBackText.y = 2000; self.addChild(shopBackText); self.shopBackText = shopBackText; } self.shopOverlay.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.startGame = function () { // Check if this is a new player (no tutorial completed) if (!storage.tutorialCompleted && tutorial) { // Show tutorial for new players self.visible = false; // Small delay to ensure menu is hidden before tutorial starts tween({}, {}, { duration: 100, onFinish: function onFinish() { tutorial.startTutorial(); } }); // Tutorial started successfully return; } // Hide menu and start game normally self.visible = false; gameStarted = true; // Show cave background when game starts if (backgroundMap) { backgroundMap.visible = true; } // Show all game elements wizard.visible = true; for (var i = 0; i < paths.length; i++) { paths[i].visible = true; } // Show all stone path segments and make them visible for (var i = 0; i < game.children.length; i++) { var child = game.children[i]; if (child.pathIndex !== undefined && child !== paths[child.pathIndex]) { child.visible = true; // Check if it's a stone path segment or path number if (child.alpha !== undefined && child.setText === undefined) { child.alpha = 0; // Keep stone paths invisible } } } coinText.visible = true; killCountText.visible = true; tapText.visible = true; healthBarBg.visible = true; healthBar.visible = true; healthText.visible = true; // Start medieval music with user's volume setting var musicVolume = storage.musicVolume || 0.7; LK.playMusic('medievalTheme', { volume: musicVolume, fade: { start: 0, end: musicVolume, duration: 2000 } }); }; return self; }); // Knight class removed - now using unified Enemy class // MiniBoss class removed - now using unified Enemy class // Ogre class removed - now using unified Enemy class var Orb = Container.expand(function () { var self = Container.call(this); // Create orb visual using energy sphere var orbGraphics = self.attachAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4 }); orbGraphics.tint = 0xFFD700; // Golden color for orbs orbGraphics.alpha = 0.9; self.orbitalAngle = 0; // Starting angle for this orb self.orbitalRadius = 880; // Distance from wizard - doubled again for even more separation self.rotationSpeed = 0.025; // How fast orbs rotate - halved for slower movement self.update = function () { // Pause orb when tutorial is active if (tutorial && tutorial.isActive) { return; } // Pause orb when upgrade menu is visible if (upgradeMenu && upgradeMenu.visible) { 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; // Check collision with enemies using collision state tracking (but never with wizard) var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; // Skip collision check with wizard if (enemy === wizard) { continue; } // Initialize collision tracking for this enemy if not exists if (!self.lastIntersecting) { self.lastIntersecting = {}; } if (self.lastIntersecting[i] === undefined) { self.lastIntersecting[i] = false; } var currentIntersecting = self.intersects(enemy); if (!self.lastIntersecting[i] && currentIntersecting) { // Deal damage to enemy on contact transition (first contact only) enemy.takeDamage(50); // Visual effect for orb hit LK.effects.flashObject(self, 0xFFFFFF, 200); // Create orb impact effect var orbImpact = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.3, scaleY: 0.3 })); orbImpact.tint = 0xFFD700; orbImpact.alpha = 0.8; // Animate orb impact tween(orbImpact, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { orbImpact.destroy(); } }); } // Update collision state for this enemy self.lastIntersecting[i] = currentIntersecting; } }; return self; }); var Tutorial = Container.expand(function () { var self = Container.call(this); // Tutorial state variables self.currentStep = 0; self.isActive = false; self.skipped = false; // Track if tutorial was skipped self.tutorialSteps = []; self.highlightElements = []; self.tutorialTexts = []; self.arrows = []; // Tutorial overlay background var tutorialOverlay = self.attachAsset('startMenuBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 1.0, scaleY: 1.0 }); tutorialOverlay.alpha = 0.8; tutorialOverlay.tint = 0x000000; tutorialOverlay.visible = false; // Initially hidden tutorialOverlay.zIndex = 1999; // Ensure proper layering tutorialOverlay.interactive = true; // Always interactive to block clicks // Define tutorial steps self.initializeTutorialSteps = function () { self.tutorialSteps = [{ id: 'welcome', title: 'BIENVENIDO A WIZARD DEFENDER!', description: 'Eres un poderoso mago que debe defender su castillo. Toca cualquier parte de la pantalla para lanzar hechizos hacia los enemigos.', duration: 3000, showSkip: true, highlightElement: 'screen', waitForTap: true }, { id: 'enemies_approach', title: 'ENEMIGOS Y MEJORAS', description: 'Los esqueletos vienen por 5 caminos diferentes. Elimina enemigos para ganar monedas y desbloquear mejoras poderosas cada 12 enemigos.', duration: 3000, spawnDemoEnemy: true, highlightElement: 'coinCounter' }, { id: 'tutorial_complete', title: 'TUTORIAL COMPLETADO!', description: 'Cuida tu salud y sobrevive el mayor tiempo posible. ¡Buena suerte, valiente mago!', duration: 3000, startGame: true, highlightElement: 'healthBar' }]; }; // Start the tutorial self.startTutorial = function () { // Always show tutorial when explicitly called self.isActive = true; self.currentStep = 0; // Initialize tutorial steps first self.initializeTutorialSteps(); // Make tutorial visible and properly layered self.visible = true; self.zIndex = 2000; // Configure tutorial overlay properly tutorialOverlay.visible = true; tutorialOverlay.alpha = 0.8; tutorialOverlay.tint = 0x000000; tutorialOverlay.interactive = true; // Block clicks to game below tutorialOverlay.zIndex = 1999; // Ensure proper layering // Hide game menu while tutorial is active if (gameMenu) { gameMenu.visible = false; } // Hide all game elements during tutorial if (wizard) wizard.visible = false; if (backgroundMap) backgroundMap.visible = false; coinText.visible = false; killCountText.visible = false; tapText.visible = false; healthBarBg.visible = false; healthBar.visible = false; healthText.visible = false; for (var i = 0; i < paths.length; i++) { paths[i].visible = false; } // Start first step self.showStep(0); return true; // Tutorial started }; // Show a specific tutorial step self.showStep = function (stepIndex) { if (stepIndex >= self.tutorialSteps.length) { self.completeTutorial(); return; } // Clear previous step elements self.clearStepElements(); var step = self.tutorialSteps[stepIndex]; self.currentStep = stepIndex; // Ensure tutorial is visible and on top self.visible = true; tutorialOverlay.visible = true; self.zIndex = 2000; // Create step title with proper sizing var titleText = new Text2(step.title, { size: 80, fill: 0xFFD700, font: "monospace", wordWrap: true, wordWrapWidth: 1600 }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 900; self.addChild(titleText); self.tutorialTexts.push(titleText); // Create step description with proper text wrapping var descText = new Text2(step.description, { size: 60, fill: 0xFFFFFF, font: "monospace", wordWrap: true, wordWrapWidth: 1800 }); descText.anchor.set(0.5, 0.5); descText.x = 2048 / 2; descText.y = 1300; self.addChild(descText); self.tutorialTexts.push(descText); // Handle special step behaviors if (step.spawnDemoEnemy) { self.spawnDemoEnemy(); } if (step.highlightElement) { self.highlightElement(step.highlightElement); } // Show continue button or wait for specific action if (step.waitForTap) { var tapPrompt = new Text2('TOCA LA PANTALLA PARA CONTINUAR', { size: 50, fill: 0x00FF00, font: "monospace", wordWrap: true, wordWrapWidth: 1400 }); tapPrompt.anchor.set(0.5, 0.5); tapPrompt.x = 2048 / 2; tapPrompt.y = 1800; self.addChild(tapPrompt); self.tutorialTexts.push(tapPrompt); // Add pulsing effect to tap prompt tween(tapPrompt, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(tapPrompt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut }); } }); } else { // Always show continue prompt - no auto-advance var continuePrompt = new Text2('TOCA LA PANTALLA PARA CONTINUAR', { size: 50, fill: 0x00FF00, font: "monospace", wordWrap: true, wordWrapWidth: 1400 }); continuePrompt.anchor.set(0.5, 0.5); continuePrompt.x = 2048 / 2; continuePrompt.y = 1800; self.addChild(continuePrompt); self.tutorialTexts.push(continuePrompt); // Add pulsing effect to continue prompt tween(continuePrompt, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(continuePrompt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut }); } }); } // Show skip button on first step if (step.showSkip) { var skipBtn = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: 200, scaleX: 1.5, scaleY: 1.5 }); skipBtn.tint = 0xFF4444; self.highlightElements.push(skipBtn); var skipText = new Text2('OMITIR', { size: 50, fill: 0xFFFFFF, font: "monospace" }); skipText.anchor.set(0.5, 0.5); skipText.x = 2048 - 200; skipText.y = 200; self.addChild(skipText); self.tutorialTexts.push(skipText); } }; // Highlight specific game elements self.highlightElement = function (elementType) { switch (elementType) { case 'healthBar': if (healthBarBg && healthBar) { // Show health UI temporarily healthBarBg.visible = true; healthBar.visible = true; healthText.visible = true; // Create highlight glow around health bar var healthGlow = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: 270, y: 110, scaleX: 3, scaleY: 1.5 })); healthGlow.tint = 0x00FF00; healthGlow.alpha = 0.6; self.highlightElements.push(healthGlow); // Animate glow tween(healthGlow, { alpha: 0.3 }, { duration: 1000, easing: tween.easeInOut }); } break; case 'coinCounter': if (coinText) { // Show coin UI temporarily coinText.visible = true; coinText.setText('Coins: 15'); // Show example coins // Create highlight glow around coin counter var coinGlow = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: 270, y: 150, scaleX: 3, scaleY: 1.5 })); coinGlow.tint = 0xFFD700; coinGlow.alpha = 0.6; self.highlightElements.push(coinGlow); // Animate glow tween(coinGlow, { alpha: 0.3 }, { duration: 1000, easing: tween.easeInOut }); } break; case 'screen': // Create large highlight overlay var screenGlow = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 20, scaleY: 25 })); screenGlow.tint = 0x00FFFF; screenGlow.alpha = 0.2; self.highlightElements.push(screenGlow); // Animate screen glow tween(screenGlow, { alpha: 0.1 }, { duration: 1500, easing: tween.easeInOut }); // Create arrow pointing to center self.createArrow(2048 / 2, 2732 / 2 - 400, 2048 / 2, 2732 / 2); break; } }; // Create pointing arrow self.createArrow = function (fromX, fromY, toX, toY) { var arrow = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: fromX, y: fromY, scaleX: 3, scaleY: 3 })); arrow.tint = 0xFFD700; arrow.alpha = 0.8; // Calculate arrow direction var dx = toX - fromX; var dy = toY - fromY; var angle = Math.atan2(dy, dx); arrow.rotation = angle; // Animate arrow bouncing tween(arrow, { x: toX, y: toY }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(arrow, { x: fromX, y: fromY }, { duration: 1000, easing: tween.easeInOut }); } }); self.arrows.push(arrow); }; // Spawn a demo enemy for tutorial self.spawnDemoEnemy = function () { // Create a slow-moving demo enemy var demoEnemy = game.addChild(new Enemy()); demoEnemy.x = 2048 / 2; demoEnemy.y = -100; demoEnemy.speed = 1; // Very slow for demo demoEnemy.health = 1; demoEnemy.maxHealth = 1; demoEnemy.pathIndex = 0; // Center path // Make demo enemy more visible for (var frameIdx = 0; frameIdx < demoEnemy.animationFrames.length; frameIdx++) { demoEnemy.animationFrames[frameIdx].tint = 0xFF6600; // Orange tint } enemies.push(demoEnemy); // Create highlight around demo enemy var enemyGlow = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: demoEnemy.x, y: demoEnemy.y, scaleX: 4, scaleY: 4 })); enemyGlow.tint = 0xFF0000; enemyGlow.alpha = 0.5; // Make glow follow enemy var _glowFollower = function glowFollower() { if (demoEnemy && demoEnemy.parent && enemyGlow && enemyGlow.parent) { enemyGlow.x = demoEnemy.x; enemyGlow.y = demoEnemy.y; // Continue following tween({}, {}, { duration: 60, onFinish: _glowFollower }); } else if (enemyGlow && enemyGlow.parent) { enemyGlow.destroy(); } }; _glowFollower(); self.highlightElements.push(enemyGlow); }; // Clear all tutorial step elements self.clearStepElements = function () { // Clear tutorial texts for (var i = 0; i < self.tutorialTexts.length; i++) { if (self.tutorialTexts[i] && self.tutorialTexts[i].parent) { self.tutorialTexts[i].destroy(); } } self.tutorialTexts = []; // Clear highlight elements for (var i = 0; i < self.highlightElements.length; i++) { if (self.highlightElements[i] && self.highlightElements[i].parent) { self.highlightElements[i].destroy(); } } self.highlightElements = []; // Clear arrows for (var i = 0; i < self.arrows.length; i++) { if (self.arrows[i] && self.arrows[i].parent) { self.arrows[i].destroy(); } } self.arrows = []; }; // Advance to next tutorial step self.nextStep = function () { self.currentStep++; if (self.currentStep < self.tutorialSteps.length) { self.showStep(self.currentStep); } else { // Tutorial completed naturally (not skipped) self.skipped = false; self.completeTutorial(); } }; // Complete the tutorial self.completeTutorial = function () { // Mark tutorial as completed storage.tutorialCompleted = true; // Clear all tutorial elements self.clearStepElements(); // Hide tutorial completely tutorialOverlay.visible = false; tutorialOverlay.interactive = false; // Remove interactivity self.visible = false; self.isActive = false; // Only auto-start game if tutorial was completed naturally (not skipped) if (!self.skipped) { // Start game immediately without showing menu if (gameMenu) { gameMenu.startGame(); } } else { // If skipped, show the menu if (gameMenu) { gameMenu.visible = true; } } // Reset skipped flag for next time self.skipped = false; }; // Handle tutorial interactions self.down = function (x, y, obj) { if (!self.isActive) return; var step = self.tutorialSteps[self.currentStep]; // Handle skip button (top-right corner) if (step.showSkip && x >= 2048 - 300 && x <= 2048 - 100 && y >= 100 && y <= 300) { self.skipped = true; // Mark as skipped self.completeTutorial(); return; } // For any tap anywhere on screen, advance to next step if (step.id === 'tap_to_attack') { // Simulate spell casting for demo if (wizard) { wizard.attack(0); // Attack center path } // Wait a moment then advance tween({}, {}, { duration: 1000, onFinish: function onFinish() { self.nextStep(); } }); } else { // For all other steps, advance immediately on any tap self.nextStep(); } }; return self; }); var UnifiedProjectile = Container.expand(function (type) { var self = Container.call(this); // Default type self.projectileType = type || 'projectile'; // Common properties self.speed = 50; self.direction = { x: 0, y: 0 }; self.lastIntersecting = {}; self.targetEnemy = null; self.trailSegments = []; // Type-specific configurations var typeConfig = { projectile: { assetId: 'projectile', glowAsset: 'projectileGlow', scale: 1.5, speed: 50, damage: 100, tint: 0x44aaff, glowTint: 0x44aaff, hasTrail: false, hasRotation: true }, energyBeam: { assetId: 'projectileGlow', glowAsset: 'projectileGlow', scale: 1.0, speed: 60, damage: 100, tint: 0x00ffff, glowTint: 0x00ffff, hasTrail: false, hasRotation: true }, fireBall: { assetId: 'projectileGlow', glowAsset: 'projectileGlow', scale: 1.5, speed: 40, damage: 150, tint: 0xFF4500, glowTint: 0xFF6600, hasTrail: true, hasRotation: true, hasFlicker: true } }; var config = typeConfig[self.projectileType]; self.speed = config.speed; // Create main projectile graphics if (self.projectileType === 'projectile') { self.mainGraphics = self.attachAsset(config.assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: config.scale, scaleY: config.scale }); } else { self.mainGraphics = self.attachAsset(config.glowAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: config.scale, scaleY: config.scale }); } self.mainGraphics.tint = config.tint; self.mainGraphics.alpha = 0.9; // Create glow effect for projectile type if (self.projectileType === 'projectile') { var lightGlow = self.attachAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); lightGlow.alpha = 0.15; lightGlow.tint = config.glowTint; // Animate the glow effect tween(lightGlow, { scaleX: 3.5, scaleY: 3.5, alpha: 0.05 }, { duration: 800, easing: tween.easeInOut }); tween(lightGlow, { rotation: Math.PI * 4 }, { duration: 1000, easing: tween.linear }); } self.update = function () { // Pause when tutorial is active if (tutorial && tutorial.isActive) { return; } // Move projectile self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Type-specific visual effects if (config.hasRotation) { var angle = Math.atan2(self.direction.y, self.direction.x); self.mainGraphics.rotation = angle + Math.PI / 2; } if (config.hasFlicker) { var flicker = 1 + Math.sin(LK.ticks * 0.4) * 0.3; self.mainGraphics.scaleX = config.scale * flicker; self.mainGraphics.scaleY = config.scale * flicker; self.mainGraphics.rotation += 0.2; } // Remove if off screen if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.removeFromGame(); return; } // Handle collisions based on type if (self.projectileType === 'fireBall') { self.handleFireBallCollisions(); } else { self.handleSingleTargetCollision(); } }; self.handleSingleTargetCollision = function () { if (self.targetEnemy && self.targetEnemy.parent && self.targetEnemy !== wizard) { if (!self.lastIntersecting.target) { self.lastIntersecting.target = false; } var currentIntersecting = self.intersects(self.targetEnemy); if (!self.lastIntersecting.target && currentIntersecting) { var damage = config.damage; if (wizard && wizard.spellPowerLevel && wizard.spellPowerLevel > 0) { if (self.targetEnemy && self.targetEnemy.ogreFrames && enemyKillCounter < 35) { damage = self.targetEnemy.health + 1; } else { damage = 200; } } // Apply combo damage if (nextProjectileDoubleDamage) { damage *= 2; nextProjectileDoubleDamage = false; LK.effects.flashObject(self.targetEnemy, 0xFFD700, 300); var comboDamageText = new Text2('COMBO x2!', { size: 140, fill: 0xFFD700, font: "monospace" }); comboDamageText.anchor.set(0.5, 0.5); comboDamageText.x = self.targetEnemy.x; comboDamageText.y = self.targetEnemy.y - 80; game.addChild(comboDamageText); tween(comboDamageText, { y: comboDamageText.y - 150, scaleX: 1.8, scaleY: 1.8, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { comboDamageText.destroy(); } }); } self.targetEnemy.takeDamage(damage); self.removeFromGame(); return; } self.lastIntersecting.target = currentIntersecting; } else { self.removeFromGame(); } }; self.handleFireBallCollisions = function () { var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; if (enemy === wizard) { continue; } if (!self.lastIntersecting[i]) { self.lastIntersecting[i] = false; } var currentIntersecting = self.intersects(enemy); if (!self.lastIntersecting[i] && currentIntersecting) { enemy.takeDamage(config.damage); LK.effects.flashObject(enemy, 0xFF4500, 400); // Create fire explosion effect var fireEffect = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 3, scaleY: 3 })); fireEffect.tint = 0xFF6600; fireEffect.alpha = 0.8; tween(fireEffect, { scaleX: 6, scaleY: 6, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { fireEffect.destroy(); } }); // Fire particles for (var fireIdx = 0; fireIdx < 6; fireIdx++) { var fireParticle = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.6, scaleY: 0.6 })); fireParticle.tint = 0xFF4500; fireParticle.alpha = 0.9; var fireAngle = fireIdx / 6 * Math.PI * 2; var fireSpeed = 50; var fireTargetX = enemy.x + Math.cos(fireAngle) * fireSpeed; var fireTargetY = enemy.y + Math.sin(fireAngle) * fireSpeed; tween(fireParticle, { x: fireTargetX, y: fireTargetY, scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { fireParticle.destroy(); } }); } self.removeFromGame(); return; } self.lastIntersecting[i] = currentIntersecting; } }; self.removeFromGame = function () { // Clean up trail segments for (var i = 0; i < self.trailSegments.length; i++) { var segment = self.trailSegments[i]; if (segment && segment.parent) { segment.destroy(); } } self.trailSegments = []; // Remove from projectiles array for (var i = projectiles.length - 1; i >= 0; i--) { if (projectiles[i] === self) { projectiles.splice(i, 1); break; } } self.destroy(); }; return self; }); var UpgradeMenu = Container.expand(function () { var self = Container.call(this); // Set high z-index to ensure menu appears above all game elements self.zIndex = 1000; // Cooldown system for upgrade menu self.cooldownDuration = 120; // 2 seconds at 60fps self.cooldownTimer = 0; // Background removed - no overlay needed // Title text var titleText = new Text2('UPGRADES', { size: 120, fill: 0xFFD700, font: "monospace" }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 1050; self.addChild(titleText); // Initialize upgrade cost self.upgradeCost = 5; // Store references to upgrade text elements for updates self.upgradeTextElements = []; // Unified upgrade configuration data var UPGRADE_CONFIG = { shield: { name: 'SHIELD', baseDesc: 'Block 1 attack', improvedDesc: 'Block 2 attacks + regen', index: 0 }, healthBoost: { name: 'HEALTH BOOST', baseDesc: 'More health', improvedDesc: 'Much more health', index: 1 }, lifeDrain: { name: 'LIFE DRAIN', baseDesc: '20% chance +20 HP', improvedDesc: '20% chance +20 HP', index: 2 }, energySphere: { name: 'ENERGY SPHERE', baseDesc: 'Auto-attack every 3s', improvedDesc: 'Auto-attack every 2s', index: 3 }, forcePush: { name: 'FORCE PUSH', baseDesc: 'Push enemies back', improvedDesc: 'Stronger push + damage', index: 4 }, spellPower: { name: 'SPELL POWER', baseDesc: 'Double damage', improvedDesc: 'Triple damage', index: 5 }, thorns: { name: 'THORNS', baseDesc: 'Spikes on all paths', improvedDesc: 'Stronger spikes + faster', index: 6 }, fireBall: { name: 'FIRE BALL', baseDesc: 'Launch fire ball every 3s', improvedDesc: 'Launch fire ball every 2s', index: 7 }, freezePulse: { name: 'FREEZE PULSE', baseDesc: 'Freeze all enemies', improvedDesc: 'Freeze longer + damage', index: 8 }, orbs: { name: 'ORBS', baseDesc: 'Orbs rotate around player', improvedDesc: 'More orbs + faster rotation', index: 9 } }; // Convert to array format for compatibility var upgradeOptions = Object.keys(UPGRADE_CONFIG).map(function (key) { var config = UPGRADE_CONFIG[key]; return { name: config.name, description: config.baseDesc, key: key }; }); // Select 3 alternating upgrades from the available options var selectedUpgrades = []; var availableIndices = []; for (var i = 0; i < upgradeOptions.length; i++) { availableIndices.push(i); } // Track which upgrades were shown last time if (!self.lastShownUpgrades) { self.lastShownUpgrades = []; } // Remove previously shown upgrades from available options if possible if (self.lastShownUpgrades.length > 0 && availableIndices.length > 3) { for (var lastIdx = 0; lastIdx < self.lastShownUpgrades.length; lastIdx++) { var indexToRemove = availableIndices.indexOf(self.lastShownUpgrades[lastIdx]); if (indexToRemove !== -1) { availableIndices.splice(indexToRemove, 1); } } } // If we don't have enough unique options, add back some previously shown ones if (availableIndices.length < 3) { availableIndices = []; for (var i = 0; i < upgradeOptions.length; i++) { availableIndices.push(i); } } // Randomly select 3 unique upgrades from available options for (var selection = 0; selection < 3; selection++) { var randomIndex = Math.floor(Math.random() * availableIndices.length); selectedUpgrades.push(availableIndices[randomIndex]); availableIndices.splice(randomIndex, 1); } // Store current selection for next time self.lastShownUpgrades = selectedUpgrades.slice(); // Copy array self.selectedUpgradeIndices = selectedUpgrades; // Store for reference // Create upgrade buttons in single row layout for 3 upgrades for (var i = 0; i < selectedUpgrades.length; i++) { var upgradeIndex = selectedUpgrades[i]; var upgrade = upgradeOptions[upgradeIndex]; // Calculate position in single row, 3-column grid var xPos = 2048 / 2 - 500 + i * 500; // Space 3 upgrades across screen width with more separation var yPos = 1400; // Single row positioned lower // Upgrade button background var upgradeBtn = self.attachAsset('pathSelector', { anchorX: 0.5, anchorY: 0.5, x: xPos, y: yPos, scaleX: 6, scaleY: 4.5 }); upgradeBtn.upgradeIndex = upgradeIndex; upgradeBtn.displayIndex = i; // Store display index for touch detection upgradeBtn.tint = 0x8B008B; // Upgrade text var upgradeText = new Text2(upgrade.name + '\n' + upgrade.description + '\nCost: ' + self.upgradeCost + ' coins', { size: 40, fill: 0xFFFFFF, font: "monospace" }); upgradeText.anchor.set(0.5, 0.5); upgradeText.x = xPos; upgradeText.y = yPos; upgradeText.upgradeIndex = upgradeIndex; // Store actual upgrade index for reference upgradeText.displayIndex = i; // Store display index for touch detection upgradeText.upgradeName = upgrade.name; upgradeText.upgradeDescription = upgrade.description; self.addChild(upgradeText); self.upgradeTextElements.push(upgradeText); // Store reference for updates } // Close button var closeBtn = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1900, scaleX: 2, scaleY: 2 }); closeBtn.tint = 0xFF0000; var closeText = new Text2('CLOSE', { size: 80, fill: 0xFFFFFF, font: "monospace" }); closeText.anchor.set(0.5, 0.5); closeText.x = 2048 / 2; closeText.y = 1900; self.addChild(closeText); // Method to refresh upgrade selection for alternating self.refreshUpgradeSelection = function () { // Convert UPGRADE_CONFIG to array format var upgradeOptions = Object.keys(UPGRADE_CONFIG).map(function (key) { var config = UPGRADE_CONFIG[key]; return { name: config.name, key: key, baseDesc: config.baseDesc, improvedDesc: config.improvedDesc, index: config.index }; }); // Select new alternating upgrades using existing logic var selectedUpgrades = []; var availableIndices = []; for (var i = 0; i < upgradeOptions.length; i++) { availableIndices.push(i); } // Remove previously shown upgrades from available options if possible if (self.lastShownUpgrades && self.lastShownUpgrades.length > 0 && availableIndices.length > 3) { for (var lastIdx = 0; lastIdx < self.lastShownUpgrades.length; lastIdx++) { var indexToRemove = availableIndices.indexOf(self.lastShownUpgrades[lastIdx]); if (indexToRemove !== -1) { availableIndices.splice(indexToRemove, 1); } } } // If we don't have enough unique options, add back some previously shown ones if (availableIndices.length < 3) { availableIndices = []; for (var i = 0; i < upgradeOptions.length; i++) { availableIndices.push(i); } } // Select 3 unique upgrades from available options for (var selection = 0; selection < 3; selection++) { var randomIndex = Math.floor(Math.random() * availableIndices.length); selectedUpgrades.push(availableIndices[randomIndex]); availableIndices.splice(randomIndex, 1); } // Store current selection for next time self.lastShownUpgrades = selectedUpgrades.slice(); self.selectedUpgradeIndices = selectedUpgrades; // Update upgrade text elements with new selections for (var i = 0; i < self.upgradeTextElements.length && i < selectedUpgrades.length; i++) { var upgradeIndex = selectedUpgrades[i]; var upgrade = upgradeOptions[upgradeIndex]; var textElement = self.upgradeTextElements[i]; // Update the text element properties textElement.upgradeIndex = upgradeIndex; textElement.displayIndex = i; textElement.upgradeName = upgrade.name; textElement.upgradeDescription = upgrade.baseDesc; } }; // Method to update upgrade text with new costs and show improved versions self.updateUpgradeCosts = function () { // First refresh the upgrade selection to ensure alternating upgrades self.refreshUpgradeSelection(); // Randomly select one upgrade to have modified cost (20% chance) var hasModifiedCost = Math.random() < 0.20; var modifiedCostIndex = hasModifiedCost ? Math.floor(Math.random() * 3) : -1; for (var i = 0; i < self.upgradeTextElements.length; i++) { var textElement = self.upgradeTextElements[i]; var upgradeIndex = textElement.upgradeIndex; var upgradeKey = Object.keys(UPGRADE_CONFIG)[upgradeIndex]; var config = UPGRADE_CONFIG[upgradeKey]; var currentLevel = upgradeLevels[upgradeKey]; // Calculate cost for this upgrade var upgradeCost = self.upgradeCost; if (i === modifiedCostIndex) { upgradeCost = Math.floor(self.upgradeCost * 0.95); // 5% decrease, rounded down } // Show improved version if already purchased var description = currentLevel > 0 ? config.improvedDesc : config.baseDesc; var levelText = currentLevel > 0 ? ' (LV' + (currentLevel + 1) + ')' : ''; textElement.setText(config.name + levelText + '\n' + description + '\nCost: ' + upgradeCost + ' coins'); textElement.upgradeName = config.name; textElement.upgradeDescription = description; textElement.actualCost = upgradeCost; // Store the actual cost for purchase logic } }; // Update method for cooldown timer self.update = function () { if (self.cooldownTimer > 0) { self.cooldownTimer--; // Apply visual feedback during cooldown var cooldownAlpha = 0.3 + self.cooldownTimer / self.cooldownDuration * 0.7; self.alpha = cooldownAlpha; } else { self.alpha = 1.0; // Full opacity when cooldown is over } }; // Handle upgrade purchases self.down = function (x, y, obj) { // Check if cooldown is active if (self.cooldownTimer > 0) { // Flash red to indicate cooldown is active LK.effects.flashScreen(0xFF0000, 200); return; // Exit early if cooldown is active } // Determine which upgrade was clicked based on 3-upgrade layout var upgradeIndex = -1; // Check which upgrade cell was clicked (single row, 3 columns) for (var i = 0; i < 3; i++) { var cellX = 2048 / 2 - 500 + i * 500; // Calculate cell center X for 3-upgrade layout with more separation var cellY = 1400; // Single row Y position var cellWidth = 400; // Touch area width - increased to match new spacing var cellHeight = 250; // Touch area height // Check if click is within this cell if (x >= cellX - cellWidth / 2 && x <= cellX + cellWidth / 2 && y >= cellY - cellHeight / 2 && y <= cellY + cellHeight / 2) { upgradeIndex = self.selectedUpgradeIndices[i]; // Get actual upgrade index from selected list break; } } // Check if upgrade button was clicked if (upgradeIndex !== -1) { // Close menu immediately when any upgrade option is selected self.closeMenu(); // Get the actual cost from the text element var actualCost = self.upgradeTextElements[0].actualCost || self.upgradeCost || 5; // Default fallback for (var textIdx = 0; textIdx < self.upgradeTextElements.length; textIdx++) { if (self.upgradeTextElements[textIdx].displayIndex === Math.floor(upgradeIndex / 1)) { actualCost = self.upgradeTextElements[textIdx].actualCost || self.upgradeCost || 5; break; } } // Find the correct text element by matching the upgrade selection for (var cellIdx = 0; cellIdx < 3; cellIdx++) { var cellX = 2048 / 2 - 500 + cellIdx * 500; var cellY = 1400; var cellWidth = 400; var cellHeight = 250; if (x >= cellX - cellWidth / 2 && x <= cellX + cellWidth / 2 && y >= cellY - cellHeight / 2 && y <= cellY + cellHeight / 2) { actualCost = self.upgradeTextElements[cellIdx].actualCost || self.upgradeCost || 5; break; } } if (coinCounter >= actualCost) { var applyUpgradeEffect = function applyUpgradeEffect(upgradeKey, config) { var currentLevel = upgradeLevels[upgradeKey] || 0; var effectFunction = UPGRADE_EFFECTS[upgradeKey]; if (effectFunction) { effectFunction(currentLevel + 1); } }; var createUpgradeVisualEffect = function createUpgradeVisualEffect(upgradeType, color) { LK.effects.flashObject(wizard, color, 500); }; var animateShieldActivation = function animateShieldActivation() { for (var shieldIdx = 0; shieldIdx < 10; shieldIdx++) { var shieldParticle = game.addChild(LK.getAsset('shield', { anchorX: 0.5, anchorY: 0.5, x: wizard.x + (Math.random() - 0.5) * 200, y: wizard.y + (Math.random() - 0.5) * 200, scaleX: 0.5, scaleY: 0.5 })); shieldParticle.tint = 0x00BFFF; shieldParticle.alpha = 0.8; tween(shieldParticle, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 500 + Math.random() * 300, easing: tween.easeOut, onFinish: function onFinish() { shieldParticle.destroy(); } }); } tween(wizard.shieldGraphics, { scaleX: 5, scaleY: 5, alpha: 1.0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { tween(wizard.shieldGraphics, { scaleX: 3, scaleY: 3, alpha: 0.7 }, { duration: 300, easing: tween.easeIn }); } }); }; // Update medal statistics coinCounter -= actualCost; coinText.setText('Coins: ' + coinCounter); // Apply upgrade using unified system var upgradeKey = Object.keys(UPGRADE_CONFIG)[upgradeIndex]; var config = UPGRADE_CONFIG[upgradeKey]; // Apply upgrade effect applyUpgradeEffect(upgradeKey, config); // Visual feedback - flash the upgrade area green LK.effects.flashScreen(0x00FF00, 300); // Visual effects for upgrades createUpgradeVisualEffect(upgradeKey, 0x00FF00); // Add visual effects based on upgrade type if (upgradeKey === 'shield') { createUpgradeVisualEffect('shield', 0x00BFFF); animateShieldActivation(); } else if (upgradeKey === 'healthBoost') { createUpgradeVisualEffect('healthBoost', 0x00FF00); } else if (upgradeKey === 'lifeDrain') { createUpgradeVisualEffect('lifeDrain', 0xFF69B4); } else if (upgradeKey === 'energySphere') { createUpgradeVisualEffect('energySphere', 0x00FFFF); } else if (upgradeKey === 'forcePush') { createUpgradeVisualEffect('forcePush', 0xFFFF00); } else if (upgradeKey === 'spellPower') { createUpgradeVisualEffect('spellPower', 0xFF4500); } else if (upgradeKey === 'thorns') { createUpgradeVisualEffect('thorns', 0x8B4513); } else if (upgradeKey === 'fireBall') { createUpgradeVisualEffect('fireBall', 0xFF4500); } else if (upgradeKey === 'freezePulse') { createUpgradeVisualEffect('freezePulse', 0x87CEEB); } else if (upgradeKey === 'orbs') { createUpgradeVisualEffect('orbs', 0xFFD700); } } else { // Not enough coins - flash red LK.effects.flashScreen(0xFF0000, 300); } } else if (y >= 1750 && y <= 2050) { // Close button area clicked self.closeMenu(); } }; self.closeMenu = function () { self.visible = false; gameStarted = true; // Resume appropriate music based on game progress if (enemyKillCounter >= 25) { LK.playMusic('mysticalAmbient', { volume: 0.6, fade: { start: 0, end: 0.6, duration: 1000 } }); } else if (enemyKillCounter >= 10) { LK.playMusic('epicBattle', { volume: 0.8, fade: { start: 0, end: 0.8, duration: 1000 } }); } else { LK.playMusic('medievalTheme', { volume: 0.7, fade: { start: 0, end: 0.7, duration: 1000 } }); } }; return self; }); var Wizard = Container.expand(function () { var self = Container.call(this); // Animation system for wizard self.currentFrame = 1; self.animationTimer = 0; self.animationSpeed = 18; // Change frame every 18 ticks (300ms at 60fps) // Create all wizard graphics frames and store them self.wizardFrames = []; for (var i = 1; i <= 4; i++) { var frameGraphics = self.attachAsset('wizard' + i, { anchorX: 0.5, anchorY: 1.0, scaleX: 2.5, scaleY: 2.5 }); frameGraphics.visible = i === 1; // Only show first frame initially self.wizardFrames.push(frameGraphics); } // Create invisible hitbox with much smaller size for more precise collision var hitbox = self.attachAsset('wizard1', { anchorX: 0.3, anchorY: 1.0, scaleX: 0.25, // Much smaller size for very precise collision scaleY: 0.3 // Much smaller size for very precise collision }); hitbox.alpha = 0; // Make hitbox invisible // Position hitbox slightly to the right to reduce left side hitbox.x = 15; // Offset hitbox to the right // Create shield visual effect self.shieldGraphics = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.shieldGraphics.alpha = 0.7; self.shieldGraphics.visible = false; self.attackCooldown = 0; self.level = 1; self.experience = 0; self.health = 100; self.maxHealth = 100; self.spellPowerLevel = 0; // Track spell power upgrades self.shieldActive = false; // Track shield status self.orbLevel = 0; // Track orb upgrades self.orbs = []; // Array to store orb instances // 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; } // Pause all upgrades when upgrade menu is visible if (upgradeMenu && upgradeMenu.visible) { 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; } // Force Push upgrade - push all enemies backward every 4 seconds if (self.forcePushLevel && self.forcePushLevel > 0) { if (!self.forcePushTimer) { self.forcePushTimer = 0; } self.forcePushTimer++; if (self.forcePushTimer >= 240) { // 4 seconds at 60fps self.forcePushTimer = 0; self.activateForcePush(); } } // Freeze Pulse upgrade - freeze all enemies every 4 seconds if (self.freezePulseLevel && self.freezePulseLevel > 0) { if (!self.freezePulseTimer) { self.freezePulseTimer = 0; } self.freezePulseTimer++; if (self.freezePulseTimer >= 240) { // 4 seconds at 60fps self.freezePulseTimer = 0; self.activateFreezePulse(); } } // Fire Ball upgrade - launch fire ball with improved timing if (self.fireBallLevel && self.fireBallLevel > 0) { if (!self.fireBallTimer) { self.fireBallTimer = 0; } self.fireBallTimer++; var fireBallInterval = upgradeLevels.fireBall > 1 ? 120 : 180; // 2s vs 3s if (self.fireBallTimer >= fireBallInterval) { self.fireBallTimer = 0; self.launchFireBall(); } } // Thorns upgrade - spawn spikes along all paths every 3 seconds if (self.thornsLevel && self.thornsLevel > 0) { if (!self.thornsTimer) { self.thornsTimer = 0; } self.thornsTimer++; if (self.thornsTimer >= 180) { // Always 3 seconds (180 ticks at 60fps) self.thornsTimer = 0; self.activateThorns(); } } // Animation system - cycle through wizard frames 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 new frame self.wizardFrames[self.currentFrame - 1].visible = true; } }; self.attack = function (direction) { if (self.attackCooldown <= 0) { // Default direction if none specified if (direction === undefined) { direction = 0; // Default to center path } // Get attack angle based on path direction var attackAngle = pathAngles[direction]; var attackDistance = 100; // Calculate spell position based on attack direction var spellX = self.x + Math.cos(attackAngle) * attackDistance; var spellY = self.y + Math.sin(attackAngle) * attackDistance; // Create spell effect var spell = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: spellX, y: spellY, scaleX: 0.5, scaleY: 0.5 })); // Animate spell with magical effects tween(spell, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { spell.destroy(); } }); // Add rotation animation to spell tween(spell, { rotation: Math.PI * 2 }, { duration: 500, easing: tween.linear }); self.attackCooldown = 30; // 0.5 seconds at 60fps LK.getSound('spellCast').play(); // Base damage without spell power upgrades 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 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 LK.effects.flashObject(self, 0x00BFFF, 300); // Check if shield is depleted if (self.currentShieldHits >= self.maxShieldHits) { self.shieldActive = false; // Start shield regeneration timer var regenTime = self.shieldRegen ? 5000 : 10000; // Faster regen if improved tween({}, {}, { duration: regenTime, onFinish: function onFinish() { // Regenerate shield self.shieldActive = true; self.currentShieldHits = 0; // Visual feedback for shield regeneration LK.effects.flashObject(self, 0x00BFFF, 500); // Add shield regeneration animation tween(self.shieldGraphics, { scaleX: 5, scaleY: 5, alpha: 1.0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { tween(self.shieldGraphics, { scaleX: 3, scaleY: 3, alpha: 0.7 }, { duration: 400, easing: tween.easeIn }); } }); } }); } // No damage taken, shield absorbed it return; } self.health -= damage; if (self.health <= 0) { self.health = 0; // 10% chance to revive when dying var reviveChance = Math.random(); if (reviveChance < 0.10) { // Revival successful! self.health = Math.floor(self.maxHealth * 0.5); // Revive with 50% health // Destroy ALL enemies when revival activates (no distance restriction) var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var enemyIdx = allEnemies.length - 1; enemyIdx >= 0; enemyIdx--) { var enemy = allEnemies[enemyIdx]; // Create destruction effect for each enemy LK.effects.flashObject(enemy, 0xFFD700, 500); // Create golden explosion particles for (var particleIdx = 0; particleIdx < 8; particleIdx++) { var destructionParticle = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.5, scaleY: 0.5 })); destructionParticle.tint = 0xFFD700; destructionParticle.alpha = 0.9; // Random explosion direction var explosionAngle = particleIdx / 8 * Math.PI * 2; var explosionSpeed = 60 + Math.random() * 40; var explosionTargetX = enemy.x + Math.cos(explosionAngle) * explosionSpeed; var explosionTargetY = enemy.y + Math.sin(explosionAngle) * explosionSpeed; // Animate explosion particle tween(destructionParticle, { x: explosionTargetX, y: explosionTargetY, scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 400 + Math.random() * 200, easing: tween.easeOut, onFinish: function onFinish() { destructionParticle.destroy(); } }); } // Kill ALL enemies instantly by calling die() method enemy.die(); } // Visual effects for revival LK.effects.flashScreen(0x00FF00, 1500); // Green flash for revival LK.effects.flashObject(self, 0xFFD700, 1000); // Golden flash on wizard // Reduced revival particles for better performance for (var reviveIdx = 0; reviveIdx < 8; reviveIdx++) { var reviveParticle = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: self.x + (Math.random() - 0.5) * 200, y: self.y + (Math.random() - 0.5) * 200, scaleX: 1.0, scaleY: 1.0 })); reviveParticle.tint = 0x00FF00; reviveParticle.alpha = 0.9; // Animate revival particles toward wizard tween(reviveParticle, { x: self.x, y: self.y, scaleX: 0.3, scaleY: 0.3, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { reviveParticle.destroy(); } }); } // Create healing aura effect var healingAura = game.addChild(LK.getAsset('shield', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 1, scaleY: 1 })); healingAura.tint = 0x00FF00; healingAura.alpha = 0.8; // Animate healing aura expansion tween(healingAura, { scaleX: 8, scaleY: 8, alpha: 0 }, { duration: 1200, easing: tween.easeOut, onFinish: function onFinish() { healingAura.destroy(); } }); // Play spell cast sound for revival LK.getSound('spellCast').play(); // Update health bar to show revival updateHealthBar(); } else { // Game over when health reaches 0 and no revival LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } } // Update health bar updateHealthBar(); // Simplified screen shake for better performance var shakeIntensity = 8; var originalX = game.x; var originalY = game.y; // Simple single shake effect tween(game, { x: originalX + shakeIntensity, y: originalY + shakeIntensity * 0.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: originalX, y: originalY }, { duration: 100, easing: tween.easeIn }); } }); // Flash red when hit LK.effects.flashObject(self, 0xFF0000, 200); }; self.activateForcePush = function () { // Visual effect for force push activation LK.effects.flashScreen(0x8A2BE2, 300); // Purple flash LK.effects.flashObject(self, 0x8A2BE2, 500); // Purple flash on wizard // Push back all enemies with improved effects var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; // Calculate direction from wizard to enemy var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { // Improved force push: stronger push and damage var pushDistance = upgradeLevels.forcePush > 1 ? 300 : 200; // Stronger push var pushX = dx / distance * pushDistance; var pushY = dy / distance * pushDistance; // Calculate new position var newX = enemy.x + pushX; var newY = enemy.y + pushY; // Ensure enemies don't go off screen newX = Math.max(50, Math.min(1998, newX)); newY = Math.max(-100, Math.min(2732, newY)); // Animate the push effect tween(enemy, { x: newX, y: newY }, { duration: 300, easing: tween.easeOut }); // Improved force push: deal damage if (upgradeLevels.forcePush > 1) { enemy.takeDamage(50); } // Visual effect on each enemy LK.effects.flashObject(enemy, 0x8A2BE2, 200); } } }; self.activateFreezePulse = function () { // Visual effect for freeze pulse activation LK.effects.flashScreen(0x87CEEB, 500); // Light blue flash LK.effects.flashObject(self, 0x87CEEB, 700); // Light blue flash on wizard // Play freeze sound effect LK.getSound('iceFreeze').play(); // Freeze all enemies with improved effects var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; // Improved freeze: longer duration and damage var freezeDuration = upgradeLevels.freezePulse > 1 ? 120 : 60; // 2s vs 1s enemy.frozen = true; enemy.frozenTimer = freezeDuration; // Improved freeze: deal damage if (upgradeLevels.freezePulse > 1) { enemy.takeDamage(30); } // Visual freeze effect - tint enemy light blue tween(enemy, { tint: 0x87CEEB }, { duration: 100, easing: tween.easeOut }); // Reduced ice crystal particles for better performance if (i % 2 === 0) { // Only create effects for every other enemy for (var iceIdx = 0; iceIdx < 3; iceIdx++) { var iceCrystal = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: enemy.x + (Math.random() - 0.5) * 60, y: enemy.y + (Math.random() - 0.5) * 60, scaleX: 1.0, scaleY: 1.0 })); iceCrystal.tint = 0x87CEEB; iceCrystal.alpha = 0.9; // Create floating ice effect tween(iceCrystal, { y: iceCrystal.y - 30, scaleX: 0.3, scaleY: 0.3, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { iceCrystal.destroy(); } }); } } // Remove freeze tint after frozen state ends var visualDuration = upgradeLevels.freezePulse > 1 ? 2000 : 1000; tween({}, {}, { duration: visualDuration, onFinish: function onFinish() { if (enemy && enemy.parent) { // Remove freeze tint after frozen effect ends tween(enemy, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeIn }); } } }); } }; self.activateThorns = function () { // Visual effect for thorns activation LK.effects.flashScreen(0x8B4513, 300); // Brown flash LK.effects.flashObject(self, 0x8B4513, 500); // Brown flash on wizard // Find the closest enemy to the wizard var closestEnemy = null; var closestDistance = Infinity; var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } // Only create spikes if there is a closest enemy if (!closestEnemy) { LK.getSound('spellCast').play(); return; } // Create spikes only along the closest enemy's path var pathIdx = closestEnemy.pathIndex; var pathAngle = pathAngles[pathIdx]; // Calculate spawn position for this path (same as enemy spawning) var spawnX, spawnY; if (pathIdx === 0) { // Center path - spawn at top edge spawnX = 2048 / 2; spawnY = -100; } else if (pathIdx === 1) { // Path 2 - spawn at top right edge spawnX = 2048 + 50; spawnY = -50; } else if (pathIdx === 2) { // Path 3 - spawn at top left edge spawnX = -50; spawnY = -50; } else if (pathIdx === 3) { // Path 4 - spawn at left edge spawnX = -100; spawnY = 2732 / 2 + 400; } else if (pathIdx === 4) { // Path 5 - spawn at right edge spawnX = 2048 + 100; spawnY = 2732 / 2 + 400; } // Calculate wizard position (same as enemy targeting) var wizardX = self.x; var wizardY = self.y; // Calculate path distance and divide into 3 sections with gaps var pathDistance = Math.sqrt((spawnX - wizardX) * (spawnX - wizardX) + (spawnY - wizardY) * (spawnY - wizardY)); var sectionLength = pathDistance / 5; // Each section is 1/5 of total path var gapLength = pathDistance / 10; // Gaps are 1/10 of total path // Define 3 sections along the path with gaps between them var sections = [{ start: 0.1, end: 0.3 }, // First section: 10% to 30% along path { start: 0.45, end: 0.65 }, // Second section: 45% to 65% along path { start: 0.8, end: 1.0 } // Third section: 80% to 100% along path ]; // Create spikes in reverse sequential order: last section, then middle, then first var sectionOrder = [2, 1, 0]; // Create sections starting from farthest outward toward wizard for (var orderIdx = 0; orderIdx < sectionOrder.length; orderIdx++) { var sectionIdx = sectionOrder[orderIdx]; var section = sections[sectionIdx]; var sectionStartDistance = pathDistance * section.start; var sectionEndDistance = pathDistance * section.end; var spikeSpacing = 150; // Distance between spikes within each section // Calculate number of spikes in this section var sectionLength = sectionEndDistance - sectionStartDistance; var numSpikesInSection = Math.floor(sectionLength / spikeSpacing); // Calculate delay for sequential appearance var baseDelay = orderIdx * 300; // 300ms delay between sections // Create spikes within this section with sequential timing for (var s = 0; s < numSpikesInSection; s++) { var spikeDistanceInSection = s * spikeSpacing + spikeSpacing / 2; var totalSpikeDistance = sectionStartDistance + spikeDistanceInSection; var progress = totalSpikeDistance / pathDistance; var spikeX = spawnX + (wizardX - spawnX) * progress; var spikeY = spawnY + (wizardY - spawnY) * progress; // Only create spike if position is within game bounds if (spikeX >= 0 && spikeX <= 2048 && spikeY >= 0 && spikeY <= 2732) { // Create spike with delay (function (delayTime, spikeX, spikeY, pathIdx) { tween({}, {}, { duration: delayTime, onFinish: function onFinish() { var spike = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: spikeX, y: spikeY, scaleX: 0.1, scaleY: 0.1 })); spike.tint = 0x8B4513; // Brown color for thorns spike.pathIndex = pathIdx; // Initialize hit tracking for this spike spike.hitEnemies = []; // Set spike to be visible immediately spike.alpha = 1.0; spike.scaleX = 1.5; spike.scaleY = 1.5; // Animate spike emerging from ground tween(spike, { scaleX: 2.5, scaleY: 2.5, alpha: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Spike stays for a moment then disappears tween(spike, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { spike.destroy(); } }); } }); } }); })(baseDelay + s * 50, spikeX, spikeY, pathIdx); // 50ms delay between spikes in same section } } } LK.getSound('spellCast').play(); }; self.launchFireBall = function () { // Visual effect for fire ball launch LK.effects.flashScreen(0xFF4500, 300); // Orange flash LK.effects.flashObject(self, 0xFF4500, 500); // Orange flash on wizard // Create fire ball projectile at wizard position var fireBall = game.addChild(new UnifiedProjectile('fireBall')); fireBall.x = self.x; fireBall.y = self.y; // Find closest enemy to target var closestEnemy = null; var closestDistance = Infinity; var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } // Set fire ball direction toward closest enemy or default direction if (closestEnemy) { var dx = closestEnemy.x - self.x; var dy = closestEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { fireBall.direction.x = dx / distance; fireBall.direction.y = dy / distance; } } else { // Default direction upward if no enemies fireBall.direction.x = 0; fireBall.direction.y = -1; } LK.getSound('spellCast').play(); LK.getSound('fireWhoosh').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background for pixel art }); /**** * Game Code ****/ // Game state variables var gameStarted = false; var gameMenu; var upgradeMenu; var upgradeMenuShown = false; var secondUpgradeMenuShown = false; var thirdUpgradeMenuShown = false; var fourthUpgradeMenuShown = false; var selectedEnemy = null; // Track currently selected enemy for projectile targeting var energySphere = null; // Track energy sphere instance // Upgrade level tracking system var upgradeLevels = { shield: 0, healthBoost: 0, lifeDrain: 0, energySphere: 0, forcePush: 0, spellPower: 0, thorns: 0, fireBall: 0, freezePulse: 0, orbs: 0 }; // Upgrade effects system - moved to global scope var UPGRADE_EFFECTS = { shield: function shield(level) { upgradeLevels.shield++; if (level === 1) { wizard.shieldActive = true; wizard.maxShieldHits = 1; wizard.currentShieldHits = 0; } else { wizard.shieldActive = true; wizard.maxShieldHits = 2; wizard.currentShieldHits = 0; wizard.shieldRegen = true; } }, healthBoost: function healthBoost(level) { upgradeLevels.healthBoost++; var healthIncrease = 40; wizard.maxHealth += healthIncrease; wizard.health = Math.min(wizard.health + healthIncrease, wizard.maxHealth); updateHealthBar(); }, lifeDrain: function lifeDrain(level) { upgradeLevels.lifeDrain++; if (!wizard.lifeDrainLevel) wizard.lifeDrainLevel = 0; wizard.lifeDrainLevel = upgradeLevels.lifeDrain; }, energySphere: function energySphere(level) { upgradeLevels.energySphere++; if (level === 1 && !wizard.energySphere) { wizard.energySphere = game.addChild(new EnergyOrb()); } }, forcePush: function forcePush(level) { upgradeLevels.forcePush++; if (!wizard.forcePushLevel) { wizard.forcePushLevel = 0; wizard.forcePushTimer = 0; } wizard.forcePushLevel = upgradeLevels.forcePush; }, spellPower: function spellPower(level) { upgradeLevels.spellPower++; if (!wizard.spellPowerLevel) wizard.spellPowerLevel = 0; wizard.spellPowerLevel = upgradeLevels.spellPower; }, thorns: function thorns(level) { upgradeLevels.thorns++; if (!wizard.thornsLevel) { wizard.thornsLevel = 0; wizard.thornsTimer = 0; } wizard.thornsLevel = upgradeLevels.thorns; }, fireBall: function fireBall(level) { upgradeLevels.fireBall++; if (!wizard.fireBallLevel) { wizard.fireBallLevel = 0; wizard.fireBallTimer = 0; } wizard.fireBallLevel = upgradeLevels.fireBall; }, freezePulse: function freezePulse(level) { upgradeLevels.freezePulse++; if (!wizard.freezePulseLevel) { wizard.freezePulseLevel = 0; wizard.freezePulseTimer = 0; } wizard.freezePulseLevel = upgradeLevels.freezePulse; }, orbs: function orbs(level) { upgradeLevels.orbs++; if (!wizard.orbLevel) { wizard.orbLevel = 0; wizard.orbs = []; } wizard.orbLevel++; var newOrb = game.addChild(new Orb()); newOrb.orbitalAngle = wizard.orbs.length * (Math.PI * 2) / (wizard.orbLevel + 1); wizard.orbs.push(newOrb); for (var orbIdx = 0; orbIdx < wizard.orbs.length; orbIdx++) { wizard.orbs[orbIdx].orbitalAngle = orbIdx * (Math.PI * 2) / wizard.orbs.length; } } }; // Game arrays to track objects var enemies = []; var ogres = []; var knights = []; var miniBosses = []; var coins = []; var projectiles = []; // Path combo system variables var pathKillCounts = [0, 0, 0, 0, 0]; // Track kills per path (5 paths) var nextProjectileDoubleDamage = false; // Flag for double damage on next projectile // 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 upgrade menu (initially hidden) upgradeMenu = game.addChild(new UpgradeMenu()); upgradeMenu.visible = false; // Create 5 stone paths leading toward the wizard position var paths = []; var knightX = 2048 / 2; var knightY = 2732 - 250; // Create paths: all pointing toward the wizard position var pathAngles = [-Math.PI / 2, // Center (straight down toward wizard) -Math.PI / 3, // Diagonal right toward wizard -2 * Math.PI / 3, // Diagonal left toward wizard Math.PI / 6, // Path 4: opposite to path 2 (diagonal left) 5 * Math.PI / 6 // Path 5: opposite to path 3 (diagonal right) ]; // 5 paths: all directed toward wizard position // Create multiple stone segments for each path to form visible stone roads for (var p = 0; p < 5; p++) { var angle = pathAngles[p]; // Calculate distance from spawn point to wizard position var wizardX = knightX; var wizardY = 2732 - 600; // Wizard position var spawnDistance = p === 0 ? 2000 : p === 3 || p === 4 ? 1200 : 1800; // Distance from wizard to spawn point // Set spawn points to screen edges for all paths var spawnX, spawnY; if (p === 0) { // Center path - spawn at top edge spawnX = 2048 / 2; spawnY = -100; } else if (p === 1) { // Path 2 - spawn at top right edge spawnX = 2048 + 50; spawnY = -50; } else if (p === 2) { // Path 3 - spawn at top left edge spawnX = -50; spawnY = -50; } else if (p === 3) { // Path 4 - spawn at left edge spawnX = -100; spawnY = 2732 / 2 + 400; } else if (p === 4) { // Path 5 - spawn at right edge spawnX = 2048 + 100; spawnY = 2732 / 2 + 400; } // Calculate actual path length from spawn point to wizard var actualPathLength = Math.sqrt((spawnX - wizardX) * (spawnX - wizardX) + (spawnY - wizardY) * (spawnY - wizardY)); var segmentSize = 120; // Size of each stone segment var numSegments = Math.floor(actualPathLength / segmentSize); // Create individual stone segments along the path from spawn point toward wizard for (var s = 0; s < numSegments; s++) { var segmentDistance = s * segmentSize + segmentSize / 2; var segmentX = spawnX - Math.cos(angle) * segmentDistance; var segmentY = spawnY - Math.sin(angle) * segmentDistance; // Only create segments that are within the visible game area if (segmentX >= -100 && segmentX <= 2148 && segmentY >= -100 && segmentY <= 2832) { // Create stone path segment 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 // Rotate stone to align with path })); // Make stone paths completely invisible stoneSegment.alpha = 0; // Make completely invisible stoneSegment.visible = false; // Initially hidden, will be shown when game starts stoneSegment.pathIndex = p; } } } // Create invisible path collision areas for touch detection for (var p = 0; p < 5; p++) { var angle = pathAngles[p]; // Calculate distance from spawn point to wizard position var wizardX = knightX; var wizardY = 2732 - 600; // Wizard position var spawnDistance = p === 0 ? 3000 : p === 3 || p === 4 ? 1200 : 1800; // Distance from wizard to spawn point var spawnX = wizardX + Math.cos(angle) * spawnDistance; var spawnY = wizardY + Math.sin(angle) * spawnDistance; // Move all spawn points to screen edges if (p === 0) { // Center path - spawn at top edge spawnX = 2048 / 2; spawnY = -100; } else if (p === 1) { // Path 2 - spawn at top right edge spawnX = 2048 + 50; spawnY = -50; } else if (p === 2) { // Path 3 - spawn at top left edge spawnX = -50; spawnY = -50; } else if (p === 3) { // Path 4 - spawn at left edge spawnX = -100; spawnY = 2732 / 2 + 400; } else if (p === 4) { // Path 5 - spawn at right edge spawnX = 2048 + 100; spawnY = 2732 / 2 + 400; } // Calculate actual path length from spawn point to wizard var actualPathLength = Math.sqrt((spawnX - wizardX) * (spawnX - wizardX) + (spawnY - wizardY) * (spawnY - wizardY)); var centerX = (spawnX + wizardX) / 2; var centerY = (spawnY + wizardY) / 2; // Create invisible collision path 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 })); // Make collision path completely invisible path.alpha = 0; path.visible = false; path.pathIndex = p; // Add numbered text label for each path var pathNumber = new Text2((p + 1).toString(), { size: 120, fill: 0xFFD700, font: "monospace" }); pathNumber.anchor.set(0.5, 0.5); // Position number directly at spawn point pathNumber.x = spawnX; pathNumber.y = spawnY - 80; // Position slightly above spawn point pathNumber.visible = false; // Initially hidden, will be shown when game starts pathNumber.pathIndex = p; game.addChild(pathNumber); // Add touch handler for directional attacks path.down = function (x, y, obj) { // Attack in this path's direction wizard.attack(obj.pathIndex); // Visual feedback - no flash for invisible paths // Paths remain invisible when tapped }; paths.push(path); } // Pixel art scaling handled by engine automatically // Set fondodelacueva as the actual game background var backgroundMap = game.addChild(LK.getAsset('fondodelacueva', { anchorX: 0, anchorY: 0, scaleX: 19.5, scaleY: 26.0, x: 0, y: 0 })); // Send background to the back but use a less extreme z-index backgroundMap.zIndex = -100; // Hide background initially during menu backgroundMap.visible = false; backgroundMap.alpha = 1.0; // Create wizard var wizard = game.addChild(new Wizard()); wizard.x = knightX; wizard.y = 2732 - 600; // Position wizard higher on screen wizard.visible = false; // UI Elements // Removed scoreText and levelText to eliminate stray characters in top right var coinCounter = 0; var enemyKillCounter = 0; var coinText = new Text2('Coins: 0', { size: 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: 0xFF6B6B, font: "monospace" }); killCountText.anchor.set(0, 0); LK.gui.topLeft.addChild(killCountText); killCountText.x = 120; killCountText.y = 150; killCountText.visible = false; var tapText = new Text2('TAP TO CAST SPELLS!', { size: 100, fill: 0xFF6B6B, font: "monospace" }); tapText.anchor.set(0.5, 0.5); LK.gui.center.addChild(tapText); tapText.y = -200; tapText.visible = false; // Health bar UI var healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0 }); LK.gui.topLeft.addChild(healthBarBg); healthBarBg.x = 120; healthBarBg.y = 20; healthBarBg.visible = false; var healthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0 }); LK.gui.topLeft.addChild(healthBar); healthBar.x = 120; healthBar.y = 20; healthBar.visible = false; var healthText = new Text2('Health: 100/100', { size: 50, fill: 0xFFFFFF, font: "monospace" }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; healthText.y = 50; healthText.visible = false; function updateHealthBar() { var healthPercent = wizard.health / wizard.maxHealth; healthBar.scaleX = healthPercent; healthText.setText('Health: ' + wizard.health + '/' + wizard.maxHealth); // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } } // Enemy spawning variables var enemySpawnTimer = 0; var lastSpawnedPath = -1; // Track the last spawned path var consecutiveSpawns = 0; // Track consecutive spawns from same path // Cooldown system variables var pathLastSpawnTime = [-1, -1, -1, -1, -1]; // Track last spawn time for each path var pathConsecutiveSpawns = [0, 0, 0, 0, 0]; // Track consecutive spawns per path var pathCooldownDuration = 300; // 5 seconds at 60fps // Unified enemy spawning configuration var ENEMY_SPAWN_CONFIG = { skeleton: { baseHealth: 100, baseSpeed: 3, animationSpeed: 15, startThreshold: 0, spawnInterval: function spawnInterval(difficulty, difficultyLevel) { var baseRate = difficulty === 'FACIL' ? 120 : difficulty === 'DIFICIL' ? 90 : 90; return Math.max(difficulty === 'FACIL' ? 60 : 40, baseRate - difficultyLevel * (difficulty === 'DIFICIL' ? 4 : 6)); }, checkSpawn: function checkSpawn(spawnTimer, interval) { return spawnTimer >= interval; }, arrayName: 'enemies' }, ogre: { baseHealth: 200, baseSpeed: 2.5, animationSpeed: 20, startThreshold: 900, // 15 seconds spawnInterval: function spawnInterval(difficulty) { return difficulty === 'FACIL' ? 240 : difficulty === 'DIFICIL' ? 120 : 180; }, checkSpawn: function checkSpawn(spawnTimer, interval) { return LK.ticks >= 900 && LK.ticks % interval === 0; }, arrayName: 'ogres' }, knight: { baseHealth: 300, baseSpeed: 2, animationSpeed: 22, startThreshold: function startThreshold(difficulty) { return difficulty === 'FACIL' ? 40 : difficulty === 'DIFICIL' ? 20 : 30; }, spawnInterval: function spawnInterval(difficulty) { return difficulty === 'FACIL' ? 420 : difficulty === 'DIFICIL' ? 240 : 300; }, checkSpawn: function checkSpawn(spawnTimer, interval, threshold) { return enemyKillCounter >= threshold && LK.ticks % interval === 0; }, arrayName: 'knights' }, miniBoss: { baseHealth: 3000, baseSpeed: 4, animationSpeed: 12, startThreshold: 80, endThreshold: 85, spawnChance: 0.02, checkSpawn: function checkSpawn() { return enemyKillCounter >= 80 && enemyKillCounter <= 85 && miniBosses.length === 0 && Math.random() < 0.02; }, arrayName: 'miniBosses' } }; // Game input handling game.down = function (x, y, obj) { // Check if a path was tapped for directional attack var pathTapped = false; for (var p = 0; p < paths.length; p++) { var path = paths[p]; // Convert tap position to path's local coordinates var localPos = path.toLocal({ x: x, y: y }); // Check if tap is within path bounds if (Math.abs(localPos.x) < path.width / 2 && Math.abs(localPos.y) < path.height / 2) { // Attack in this path's direction wizard.attack(path.pathIndex); pathTapped = true; break; } } // No default attack - player must tap a path to attack }; // Unified impact effect function for all enemy types function createImpactEffect(enemy, config) { // Use enemy's type config if no custom config provided if (!config) config = enemy.typeConfig || {}; // Create impact effect var impactEffect = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.3, scaleY: 0.3 })); impactEffect.tint = 0xFFAA00; impactEffect.alpha = 1.0; tween(impactEffect, { scaleX: config.impactScale || 1.5, scaleY: config.impactScale || 1.5, alpha: 0 }, { duration: 450, easing: tween.easeOut, onFinish: function onFinish() { impactEffect.destroy(); } }); } // Unified death animation function for all enemy types function createEnemyDeathAnimation(enemy, enemyType, enemyArray) { enemy.animationState = 'dying'; enemy.currentFrame = 3; LK.getSound('painSound').play(); enemy.isDying = true; // Get type-specific configuration var deathRotation = Math.PI * 0.5; // Default rotation var numCoins = 1; // Default coin count if (enemyType === 'skeleton') { deathRotation = Math.PI * 0.5; numCoins = 1; } else if (enemyType === 'ogre') { deathRotation = Math.PI * 1.2; numCoins = 1; } else if (enemyType === 'knight') { deathRotation = Math.PI * 0.8; numCoins = 1; } else if (enemyType === 'miniBoss') { deathRotation = Math.PI * 2; numCoins = 5; // Clean up mini boss health bar 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(); } } // Unified death animation tween(enemy, { alpha: 0, scaleX: 0.3, scaleY: 0.3, rotation: deathRotation }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { // Handle coin drops for (var coinIdx = 0; coinIdx < numCoins; coinIdx++) { var coin = game.addChild(new Coin()); coin.x = enemy.x + (enemyType === 'miniBoss' ? (Math.random() - 0.5) * 200 : 0); coin.y = enemy.y - 50 + (enemyType === 'miniBoss' ? (Math.random() - 0.5) * 100 : 0); coin.isAnimating = true; coins.push(coin); var coinTargetX = 120 + coinText.width / 2; var coinTargetY = 90 + coinText.height / 2; tween(coin, { x: coinTargetX, y: coinTargetY, scaleX: 0.5, scaleY: 0.5 }, { duration: 1000 + (enemyType === 'miniBoss' ? coinIdx * 200 : 0), easing: tween.easeOut, onFinish: function onFinish() { var coinReward = enemyType === 'miniBoss' ? 10 : 1; var selectedDifficulty = storage.difficulty || 'NORMAL'; 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); if (selectedDifficulty === 'FACIL' && Math.random() < 0.15) { wizard.health = Math.min(wizard.health + 5, wizard.maxHealth); updateHealthBar(); LK.effects.flashObject(wizard, 0x00FF00, 200); } for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] === coin) { coins.splice(i, 1); break; } } coin.destroy(); } }); } // Handle kill counter and progression var killIncrement = enemyType === 'miniBoss' ? 10 : 1; enemyKillCounter += killIncrement; killCountText.setText('Puntuacion: ' + enemyKillCounter); // Path combo system if (enemy.pathIndex !== undefined) { pathKillCounts[enemy.pathIndex]++; if (pathKillCounts[enemy.pathIndex] >= 3) { pathKillCounts[enemy.pathIndex] = 0; nextProjectileDoubleDamage = true; LK.effects.flashScreen(0xFFD700, 500); var comboText = new Text2('combo', { size: 120, fill: 0xFFD700, font: "monospace" }); comboText.anchor.set(0.5, 0.5); comboText.x = 2048 / 2; comboText.y = 2732 / 2 - 200; game.addChild(comboText); tween(comboText, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { comboText.destroy(); } }); } } wizard.gainExperience(enemyType === 'miniBoss' ? 250 : 25); // Life drain if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) { if (Math.random() < 0.20) { wizard.health = Math.min(wizard.health + 20, wizard.maxHealth); updateHealthBar(); LK.effects.flashObject(wizard, 0x00FF00, 300); } } if (selectedEnemy === enemy) { selectedEnemy = null; } // Remove from appropriate array for (var i = enemyArray.length - 1; i >= 0; i--) { if (enemyArray[i] === enemy) { enemyArray.splice(i, 1); break; } } enemy.destroy(); LK.setScore(LK.getScore() + enemy.typeConfig.scoreReward); } }); } // Main game update loop game.update = function () { // Sort children by z-index to ensure proper rendering order game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); // Pause game when tutorial is active if (tutorial && tutorial.isActive) { return; } // Only update game logic if game has started if (!gameStarted) { return; } // Change music to epic battle theme at 10 enemies killed if (enemyKillCounter === 10) { LK.playMusic('epicBattle', { volume: 0.8, fade: { start: 0, end: 0.8, duration: 1500 } }); } // Change to mystical ambient music at 25 enemies killed if (enemyKillCounter === 25) { LK.playMusic('mysticalAmbient', { volume: 0.6, fade: { start: 0, end: 0.6, duration: 2000 } }); } // Show upgrade menu after 12 enemies are killed if (enemyKillCounter >= 12 && !upgradeMenuShown) { upgradeMenuShown = true; // Increase upgrade costs by 5 coins when menu is shown if (!upgradeMenu.upgradeCost) { upgradeMenu.upgradeCost = 5; // Initial cost } upgradeMenu.upgradeCost += 5; // Increase by 5 coins each time // Update all upgrade text to show new costs upgradeMenu.updateUpgradeCosts(); upgradeMenu.visible = true; upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown gameStarted = false; // Pause game while menu is open // Keep music playing during upgrade menu // Clear all enemies on screen when upgrade menu is shown for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemies.splice(i, 1); enemy.destroy(); } // Clear all ogres on screen when upgrade menu is shown for (var i = ogres.length - 1; i >= 0; i--) { var ogre = ogres[i]; ogres.splice(i, 1); ogre.destroy(); } // Clear all knights on screen when upgrade menu is shown for (var i = knights.length - 1; i >= 0; i--) { var knight = knights[i]; knights.splice(i, 1); knight.destroy(); } } // Show upgrade menu again after 35 enemies are killed if (enemyKillCounter >= 35 && upgradeMenuShown && !secondUpgradeMenuShown) { secondUpgradeMenuShown = true; // Increase upgrade costs by 5 coins when menu is shown if (!upgradeMenu.upgradeCost) { upgradeMenu.upgradeCost = 5; // Initial cost } upgradeMenu.upgradeCost += 5; // Increase by 5 coins each time // Update all upgrade text to show new costs upgradeMenu.updateUpgradeCosts(); upgradeMenu.visible = true; upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown gameStarted = false; // Pause game while menu is open // Keep music playing during upgrade menu // Clear all enemies on screen when upgrade menu is shown for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemies.splice(i, 1); enemy.destroy(); } // Clear all ogres on screen when upgrade menu is shown for (var i = ogres.length - 1; i >= 0; i--) { var ogre = ogres[i]; ogres.splice(i, 1); ogre.destroy(); } // Clear all knights on screen when upgrade menu is shown for (var i = knights.length - 1; i >= 0; i--) { var knight = knights[i]; knights.splice(i, 1); knight.destroy(); } } // Show third upgrade menu after 50 enemies are killed if (enemyKillCounter >= 50 && secondUpgradeMenuShown && !thirdUpgradeMenuShown) { thirdUpgradeMenuShown = true; // Increase upgrade costs by 5 coins when menu is shown if (!upgradeMenu.upgradeCost) { upgradeMenu.upgradeCost = 5; // Initial cost } upgradeMenu.upgradeCost += 5; // Increase by 5 coins each time // Update all upgrade text to show new costs upgradeMenu.updateUpgradeCosts(); upgradeMenu.visible = true; upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown gameStarted = false; // Pause game while menu is open // Keep music playing during upgrade menu // Clear all enemies on screen when upgrade menu is shown for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemies.splice(i, 1); enemy.destroy(); } // Clear all ogres on screen when upgrade menu is shown for (var i = ogres.length - 1; i >= 0; i--) { var ogre = ogres[i]; ogres.splice(i, 1); ogre.destroy(); } // Clear all knights on screen when upgrade menu is shown for (var i = knights.length - 1; i >= 0; i--) { var knight = knights[i]; knights.splice(i, 1); knight.destroy(); } } // Show fourth upgrade menu after 70 enemies are killed if (enemyKillCounter >= 70 && thirdUpgradeMenuShown && !fourthUpgradeMenuShown) { fourthUpgradeMenuShown = true; // Increase upgrade costs by 5 coins when menu is shown if (!upgradeMenu.upgradeCost) { upgradeMenu.upgradeCost = 5; // Initial cost } upgradeMenu.upgradeCost += 5; // Increase by 5 coins each time // Update all upgrade text to show new costs upgradeMenu.updateUpgradeCosts(); upgradeMenu.visible = true; upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown gameStarted = false; // Pause game while menu is open // Keep music playing during upgrade menu // Clear all enemies on screen when upgrade menu is shown for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemies.splice(i, 1); enemy.destroy(); } // Clear all ogres on screen when upgrade menu is shown for (var i = ogres.length - 1; i >= 0; i--) { var ogre = ogres[i]; ogres.splice(i, 1); ogre.destroy(); } // Clear all knights on screen when upgrade menu is shown for (var i = knights.length - 1; i >= 0; i--) { var knight = knights[i]; knights.splice(i, 1); knight.destroy(); } } // Reset consecutive spawns for paths that have cooled down (runs every frame) for (var pathIdx = 0; pathIdx < 5; pathIdx++) { // Check if enough time has passed since last spawn (cooldown expired) if (pathLastSpawnTime[pathIdx] !== -1 && LK.ticks - pathLastSpawnTime[pathIdx] > pathCooldownDuration) { // Reset consecutive spawns for this path due to cooldown pathConsecutiveSpawns[pathIdx] = 0; } } // Get stored difficulty setting var selectedDifficulty = storage.difficulty || 'NORMAL'; var difficultyLevel = Math.floor(enemyKillCounter / 10); // Every 10 kills increases difficulty // Apply unique difficulty modifiers var currentSpawnRate, enemyHealthMultiplier, enemySpeedMultiplier; var specialMechanics = {}; if (selectedDifficulty === 'FACIL') { // EASY: Slower enemies, less health, longer spawn intervals currentSpawnRate = Math.max(60, 120 - difficultyLevel * 5); // Much slower spawning enemyHealthMultiplier = 1; // No health scaling over time enemySpeedMultiplier = 1 + difficultyLevel * 0.20; // 20% speed increase per level specialMechanics.bonusCoins = true; // 50% more coins specialMechanics.healingChance = 0.15; // 15% chance to heal 5 HP on enemy kill } else if (selectedDifficulty === 'NORMAL') { // NORMAL: Balanced progression currentSpawnRate = Math.max(40, 90 - difficultyLevel * 6); // Standard spawning enemyHealthMultiplier = 1; // No health scaling over time enemySpeedMultiplier = 1 + difficultyLevel * 0.30; // 30% speed increase per level specialMechanics.standardRewards = true; } else if (selectedDifficulty === 'DIFICIL') { // HARD: Faster enemies, more health, shorter spawn intervals, special enemy abilities currentSpawnRate = Math.max(20, 60 - difficultyLevel * 4); // Much faster spawning enemyHealthMultiplier = 1; // No health scaling over time enemySpeedMultiplier = 1 + difficultyLevel * 0.50; // 50% speed increase per level specialMechanics.eliteEnemies = true; // 20% chance for elite enemies with double stats specialMechanics.aggressiveAI = true; // Enemies move more directly toward wizard specialMechanics.reducedCoins = true; // 25% fewer coins } // Helper function to spawn enemy at position function spawnEnemyAtPath(enemyType, pathIndex, config) { var enemy = game.addChild(new Enemy(enemyType, config)); enemy.pathIndex = pathIndex; enemy.pathAngle = pathAngles[pathIndex]; // Calculate spawn position at screen edges if (pathIndex === 0) { enemy.x = 2048 / 2; enemy.y = -100; } else if (pathIndex === 1) { enemy.x = 2048 + 50; enemy.y = -50; } else if (pathIndex === 2) { enemy.x = -50; enemy.y = -50; } else if (pathIndex === 3) { enemy.x = -100; enemy.y = 2732 / 2 + 400; } else if (pathIndex === 4) { enemy.x = 2048 + 100; enemy.y = 2732 / 2 + 400; } enemy.x = Math.max(50, Math.min(1998, enemy.x)); enemy.y = Math.max(-200, Math.min(2732 + 100, enemy.y)); enemy.lastX = enemy.x; return enemy; } // Unified enemy spawning function function spawnEnemyByType(enemyType, difficulty, difficultyLevel, enemyHealthMultiplier, enemySpeedMultiplier) { var config = ENEMY_SPAWN_CONFIG[enemyType]; if (!config) return null; // Calculate stats based on difficulty var enemyConfig = { animationSpeed: config.animationSpeed }; if (difficulty === 'FACIL') { enemyConfig.health = Math.floor(config.baseHealth * 0.8 * enemyHealthMultiplier); enemyConfig.speed = config.baseSpeed * 0.9 * enemySpeedMultiplier; } else if (difficulty === 'NORMAL') { enemyConfig.health = Math.floor(config.baseHealth * enemyHealthMultiplier); enemyConfig.speed = config.baseSpeed * enemySpeedMultiplier; } else if (difficulty === 'DIFICIL') { enemyConfig.health = config.baseHealth; enemyConfig.speed = config.baseSpeed * 1.1 * enemySpeedMultiplier; } // Special handling for miniBoss if (enemyType === 'miniBoss') { enemyConfig.health = config.baseHealth; enemyConfig.speed = config.baseSpeed; } // Path selection var pathIndex; if (enemyType === 'skeleton' && enemyKillCounter < 5) { pathIndex = 0; // Center path only } else if (enemyType === 'miniBoss') { pathIndex = 0; // Center path for miniBoss } else { pathIndex = Math.floor(Math.random() * 5); } var enemy = spawnEnemyAtPath(enemyType, pathIndex, enemyConfig); // Apply elite enhancements if (difficulty === 'DIFICIL' && enemyKillCounter >= 20) { var eliteChance = enemyType === 'skeleton' ? 0.20 : enemyType === 'ogre' ? 0.15 : enemyType === 'knight' ? 0.10 : 0; if (Math.random() < eliteChance) { enemy.health *= enemyType === 'ogre' ? 1.5 : 2; enemy.speed *= enemyType === 'ogre' ? 1.4 : enemyType === 'knight' ? 1.5 : 1.3; enemy.maxHealth = enemy.health; var eliteColor = enemyType === 'ogre' ? 0xFF0000 : enemyType === 'knight' ? 0xFFD700 : 0xFF6600; for (var frameIdx = 0; frameIdx < enemy.animationFrames.length; frameIdx++) { enemy.animationFrames[frameIdx].tint = eliteColor; } } } return enemy; } // Unified enemy spawning system enemySpawnTimer++; var totalEnemies = enemies.length + ogres.length + knights.length + miniBosses.length; // Process each enemy type with unified spawning logic var enemyTypes = ['skeleton', 'ogre', 'knight', 'miniBoss']; for (var typeIdx = 0; typeIdx < enemyTypes.length; typeIdx++) { var enemyType = enemyTypes[typeIdx]; var config = ENEMY_SPAWN_CONFIG[enemyType]; var shouldSpawn = false; // Check spawn conditions for each enemy type if (enemyType === 'skeleton') { var skeletonInterval = config.spawnInterval(selectedDifficulty, difficultyLevel); shouldSpawn = config.checkSpawn(enemySpawnTimer, skeletonInterval) && miniBosses.length === 0 && totalEnemies < 15; if (shouldSpawn) { enemySpawnTimer = 0; // Handle path selection for skeletons var randomPathIndex; if (enemyKillCounter < 5) { randomPathIndex = 0; } else { var availablePaths = []; for (var pathIdx = 0; pathIdx < 5; pathIdx++) { if (pathConsecutiveSpawns[pathIdx] < 2) { availablePaths.push(pathIdx); } } if (availablePaths.length === 0) { for (var pathIdx = 0; pathIdx < 5; pathIdx++) { pathConsecutiveSpawns[pathIdx] = 0; availablePaths.push(pathIdx); } } randomPathIndex = availablePaths[Math.floor(Math.random() * availablePaths.length)]; } // Update tracking pathConsecutiveSpawns[randomPathIndex]++; pathLastSpawnTime[randomPathIndex] = LK.ticks; lastSpawnedPath = randomPathIndex; consecutiveSpawns = pathConsecutiveSpawns[randomPathIndex]; } } else if (enemyType === 'ogre') { var ogreInterval = config.spawnInterval(selectedDifficulty); shouldSpawn = config.checkSpawn(enemySpawnTimer, ogreInterval) && miniBosses.length === 0; } else if (enemyType === 'knight') { var knightInterval = config.spawnInterval(selectedDifficulty); var knightThreshold = typeof config.startThreshold === 'function' ? config.startThreshold(selectedDifficulty) : config.startThreshold; shouldSpawn = config.checkSpawn(enemySpawnTimer, knightInterval, knightThreshold) && miniBosses.length === 0; } else if (enemyType === 'miniBoss') { shouldSpawn = config.checkSpawn(); } // Spawn enemy if conditions are met if (shouldSpawn) { var enemy = spawnEnemyByType(enemyType, selectedDifficulty, difficultyLevel, enemyHealthMultiplier, enemySpeedMultiplier); if (enemy) { // Add to appropriate array if (enemyType === 'skeleton') { enemies.push(enemy); if (Math.random() < 0.3) { LK.getSound('enemyGrowl').play(); } } else if (enemyType === 'ogre') { ogres.push(enemy); } else if (enemyType === 'knight') { knights.push(enemy); } else if (enemyType === 'miniBoss') { enemy.y = -200; enemy.createHealthBar(); enemy.updateHealthBar(); miniBosses.push(enemy); LK.effects.flashScreen(0x8B0000, 1000); } } } } // Unified collision detection function for all enemy types function checkAllEnemyCollisions() { // Combine all enemy arrays into one unified array with type information var allEnemies = []; // Add all enemies with their respective damage and behavior enemies.forEach(function (enemy) { allEnemies.push({ enemy: enemy, damage: 20, removeOnHit: true, name: 'skeleton', array: enemies }); }); ogres.forEach(function (enemy) { allEnemies.push({ enemy: enemy, damage: 30, removeOnHit: true, name: 'ogre', array: ogres }); }); knights.forEach(function (enemy) { allEnemies.push({ enemy: enemy, damage: 40, removeOnHit: true, name: 'knight', array: knights }); }); miniBosses.forEach(function (enemy) { allEnemies.push({ enemy: enemy, damage: 75, removeOnHit: false, name: 'miniBoss', array: miniBosses }); }); // Process all enemies in a single loop for (var i = allEnemies.length - 1; i >= 0; i--) { var enemyData = allEnemies[i]; var enemy = enemyData.enemy; var config = enemyData; // Remove enemies that went off-screen at bottom if (enemy.y > 2732 + 100) { // Find and remove from appropriate array var arrayIndex = config.array.indexOf(enemy); if (arrayIndex !== -1) { config.array.splice(arrayIndex, 1); } enemy.destroy(); continue; } // Initialize lastIntersecting if not set if (enemy.lastIntersecting === undefined) { enemy.lastIntersecting = false; } // Check for collision transition (only if enemy is not dying) var currentIntersecting = wizard.intersects(enemy); if (!enemy.lastIntersecting && currentIntersecting && !enemy.isDying) { // Damage wizard when enemy touches for the first time wizard.takeDamage(config.damage); // Remove enemy after dealing damage (except mini bosses) if (config.removeOnHit) { var arrayIndex = config.array.indexOf(enemy); if (arrayIndex !== -1) { config.array.splice(arrayIndex, 1); } enemy.destroy(); continue; } } // Update last intersecting state enemy.lastIntersecting = currentIntersecting; } } // Call the unified collision detection function checkAllEnemyCollisions(); // Check thorns spike collisions with all enemies continuously var allSpikes = []; for (var childIdx = 0; childIdx < game.children.length; childIdx++) { var child = game.children[childIdx]; // Check if this child is a spike (has hitEnemies array and brown tint) if (child.hitEnemies && child.tint === 0x8B4513) { allSpikes.push(child); } } for (var spikeIdx = 0; spikeIdx < allSpikes.length; spikeIdx++) { var spike = allSpikes[spikeIdx]; var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses); for (var enemyIdx = 0; enemyIdx < allEnemies.length; enemyIdx++) { var enemy = allEnemies[enemyIdx]; // Only hit enemies that haven't been hit by this spike yet and are not dying if (spike.intersects(enemy) && spike.hitEnemies.indexOf(enemy) === -1 && !enemy.isDying) { var thornDamage = 100; // Always deal 100 damage enemy.takeDamage(thornDamage); LK.effects.flashObject(enemy, 0x8B4513, 300); // Mark this enemy as hit by this spike spike.hitEnemies.push(enemy); } } } // Make tap text pulse var pulse = 1 + Math.sin(LK.ticks * 0.1) * 0.2; tapText.scale.set(pulse, pulse); }; // Remove tap text after 5 seconds tween({}, {}, { duration: 5000, onFinish: function onFinish() { if (tapText && tapText.parent) { tapText.destroy(); } } });
===================================================================
--- original.js
+++ change.js
@@ -33,11 +33,8 @@
LK.getSound('coinCollect').play();
LK.setScore(LK.getScore() + 5);
coinCounter++;
coinText.setText('Coins: ' + coinCounter);
- // Update medal statistics
- if (!storage.totalCoins) storage.totalCoins = 0;
- storage.totalCoins++;
// Remove from coins array
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i] === self) {
coins.splice(i, 1);
@@ -529,34 +526,15 @@
shopButtonText.anchor.set(0.5, 0.5);
shopButtonText.x = 2048 / 2;
shopButtonText.y = 2000;
self.addChild(shopButtonText);
- // Medals button
- var medalsButton = self.attachAsset('pathSelector', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 2048 / 2,
- y: 2200,
- scaleX: 4,
- scaleY: 2
- });
- medalsButton.tint = 0x9B59B6;
- var medalsButtonText = new Text2('MEDALLAS', {
- size: 80,
- fill: 0xFFFFFF,
- font: "monospace"
- });
- medalsButtonText.anchor.set(0.5, 0.5);
- medalsButtonText.x = 2048 / 2;
- medalsButtonText.y = 2200;
- self.addChild(medalsButtonText);
// 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: 2400,
+ y: 2200,
scaleX: 4,
scaleY: 2
});
tutorialButton.tint = 0x2E8B57;
@@ -566,9 +544,9 @@
font: "monospace"
});
tutorialButtonText.anchor.set(0.5, 0.5);
tutorialButtonText.x = 2048 / 2;
- tutorialButtonText.y = 2400;
+ tutorialButtonText.y = 2200;
self.addChild(tutorialButtonText);
}
// Button interaction
self.down = function (x, y, obj) {
@@ -673,14 +651,9 @@
self.showConfigMenu();
} else if (y >= 1900 && y <= 2100 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) {
// Show shop menu
self.showShop();
- } else if (y >= 2100 && y <= 2300 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) {
- // Show medals menu
- if (prestigeMedals) {
- prestigeMedals.showMedals();
- }
- } else if (storage.tutorialCompleted && y >= 2300 && y <= 2500 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) {
+ } else if (storage.tutorialCompleted && y >= 2100 && y <= 2300 && x >= 2048 / 2 - 200 && x <= 2048 / 2 + 200) {
// Show tutorial again
if (tutorial) {
self.visible = false;
tutorial.startTutorial();
@@ -1146,277 +1119,8 @@
}
};
return self;
});
-var PrestigeMedals = Container.expand(function () {
- var self = Container.call(this);
- // Background
- var medalsBg = self.attachAsset('startMenuBackground', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 2048 / 2,
- y: 2732 / 2,
- scaleX: 1.0,
- scaleY: 1.0
- });
- medalsBg.alpha = 1.0;
- medalsBg.tint = 0x1a1a2e;
- // Title
- var titleText = new Text2('MEDALLAS DE PRESTIGIO', {
- size: 120,
- fill: 0xFFD700,
- font: "monospace"
- });
- titleText.anchor.set(0.5, 0.5);
- titleText.x = 2048 / 2;
- titleText.y = 600;
- self.addChild(titleText);
- // Initialize medals data if not exists
- if (!storage.medals) {
- storage.medals = {};
- }
- // Medal definitions
- var medalDefinitions = [{
- id: 'firstKill',
- name: 'PRIMER ENEMIGO',
- description: 'Mata tu primer esqueleto',
- requirement: 'Eliminar 1 enemigo',
- icon: 'esqueleto1',
- unlocked: false
- }, {
- id: 'tenKills',
- name: 'CAZADOR',
- description: 'Mata 10 enemigos',
- requirement: 'Eliminar 10 enemigos',
- icon: 'spell',
- unlocked: false
- }, {
- id: 'survivorMedal',
- name: 'SUPERVIVIENTE',
- description: 'Mata 25 enemigos',
- requirement: 'Eliminar 25 enemigos',
- icon: 'knight1',
- unlocked: false
- }, {
- id: 'masterWizard',
- name: 'MAESTRO HECHICERO',
- description: 'Mata 50 enemigos',
- requirement: 'Eliminar 50 enemigos',
- icon: 'wizard1',
- unlocked: false
- }, {
- id: 'coinCollector',
- name: 'COLECCIONISTA',
- description: 'Consigue 100 monedas',
- requirement: 'Conseguir 100 monedas',
- icon: 'coin',
- unlocked: false
- }, {
- id: 'bossSlayer',
- name: 'MATA JEFES',
- description: 'Derrota un mini jefe',
- requirement: 'Eliminar mini jefe',
- icon: 'ogre1',
- unlocked: false
- }, {
- id: 'legendary',
- name: 'LEGENDARIO',
- description: 'Mata 100 enemigos',
- requirement: 'Eliminar 100 enemigos',
- icon: 'energySphere',
- unlocked: false
- }, {
- id: 'deathCheater',
- name: 'BURLANDO LA MUERTE',
- description: 'Revive cuando mueres',
- requirement: 'Activar revival',
- icon: 'shield',
- unlocked: false
- }, {
- id: 'upgradeExpert',
- name: 'EXPERTO EN MEJORAS',
- description: 'Compra 5 mejoras',
- requirement: 'Comprar 5 mejoras',
- icon: 'pathSelector',
- unlocked: false
- }];
- // Store references for cleanup
- self.medalIcons = [];
- self.medalTexts = [];
- self.medalBorders = [];
- // Check and update medal status
- self.updateMedals = function () {
- // Get current game stats
- var totalKills = storage.totalKills || 0;
- var totalCoins = storage.totalCoins || 0;
- var totalBossKills = storage.totalBossKills || 0;
- var totalRevives = storage.totalRevives || 0;
- var totalUpgrades = storage.totalUpgrades || 0;
- // Check each medal
- for (var i = 0; i < medalDefinitions.length; i++) {
- var medal = medalDefinitions[i];
- var isUnlocked = false;
- switch (medal.id) {
- case 'firstKill':
- isUnlocked = totalKills >= 1;
- break;
- case 'tenKills':
- isUnlocked = totalKills >= 10;
- break;
- case 'survivorMedal':
- isUnlocked = totalKills >= 25;
- break;
- case 'masterWizard':
- isUnlocked = totalKills >= 50;
- break;
- case 'coinCollector':
- isUnlocked = totalCoins >= 100;
- break;
- case 'bossSlayer':
- isUnlocked = totalBossKills >= 1;
- break;
- case 'legendary':
- isUnlocked = totalKills >= 100;
- break;
- case 'deathCheater':
- isUnlocked = totalRevives >= 1;
- break;
- case 'upgradeExpert':
- isUnlocked = totalUpgrades >= 5;
- break;
- }
- // Update storage
- storage.medals[medal.id] = isUnlocked;
- medal.unlocked = isUnlocked;
- }
- };
- // Display medals
- self.displayMedals = function () {
- var medalRows = 3;
- var medalCols = 3;
- var startX = 2048 / 2 - 400;
- var startY = 1000;
- var medalSpacing = 300;
- for (var i = 0; i < medalDefinitions.length; i++) {
- var medal = medalDefinitions[i];
- var row = Math.floor(i / medalCols);
- var col = i % medalCols;
- var medalX = startX + col * medalSpacing;
- var medalY = startY + row * medalSpacing;
- // Medal background/border
- var medalBorder = self.attachAsset('pathSelector', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: medalX,
- y: medalY,
- scaleX: 3,
- scaleY: 3
- });
- medalBorder.tint = medal.unlocked ? 0xFFD700 : 0x555555;
- medalBorder.alpha = medal.unlocked ? 1.0 : 0.5;
- self.medalBorders.push(medalBorder);
- // Medal icon
- var medalIcon = self.attachAsset(medal.icon, {
- anchorX: 0.5,
- anchorY: 0.5,
- x: medalX,
- y: medalY,
- scaleX: 1.5,
- scaleY: 1.5
- });
- medalIcon.tint = medal.unlocked ? 0xFFFFFF : 0x333333;
- medalIcon.alpha = medal.unlocked ? 1.0 : 0.3;
- self.medalIcons.push(medalIcon);
- // Medal text
- var medalText = new Text2(medal.name + '\n' + medal.description, {
- size: 30,
- fill: medal.unlocked ? 0xFFFFFF : 0x666666,
- font: "monospace"
- });
- medalText.anchor.set(0.5, 0);
- medalText.x = medalX;
- medalText.y = medalY + 80;
- self.addChild(medalText);
- self.medalTexts.push(medalText);
- // Add shine effect for unlocked medals
- if (medal.unlocked) {
- var shine = self.attachAsset('projectileGlow', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: medalX,
- y: medalY,
- scaleX: 2,
- scaleY: 2
- });
- shine.alpha = 0.3;
- shine.tint = 0xFFD700;
- // Animate shine
- tween(shine, {
- rotation: Math.PI * 2,
- alpha: 0.1
- }, {
- duration: 2000,
- easing: tween.linear,
- loop: true
- });
- }
- }
- };
- // Back button
- var backButton = self.attachAsset('coin', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 2048 / 2,
- y: 2400,
- scaleX: 2,
- scaleY: 2
- });
- backButton.tint = 0x00FF00;
- var backText = new Text2('VOLVER', {
- size: 80,
- fill: 0xFFFFFF,
- font: "monospace"
- });
- backText.anchor.set(0.5, 0.5);
- backText.x = 2048 / 2;
- backText.y = 2400;
- self.addChild(backText);
- // Handle interactions
- self.down = function (x, y, obj) {
- // Check back button
- if (y >= 2300 && y <= 2500 && x >= 2048 / 2 - 100 && x <= 2048 / 2 + 100) {
- self.hideMedals();
- }
- };
- self.showMedals = function () {
- self.updateMedals();
- self.displayMedals();
- self.visible = true;
- };
- self.hideMedals = function () {
- // Clean up medal elements
- for (var i = 0; i < self.medalIcons.length; i++) {
- if (self.medalIcons[i]) {
- self.medalIcons[i].destroy();
- }
- }
- for (var i = 0; i < self.medalTexts.length; i++) {
- if (self.medalTexts[i]) {
- self.medalTexts[i].destroy();
- }
- }
- for (var i = 0; i < self.medalBorders.length; i++) {
- if (self.medalBorders[i]) {
- self.medalBorders[i].destroy();
- }
- }
- self.medalIcons = [];
- self.medalTexts = [];
- self.medalBorders = [];
- self.visible = false;
- };
- return self;
-});
var Tutorial = Container.expand(function () {
var self = Container.call(this);
// Tutorial state variables
self.currentStep = 0;
@@ -2566,10 +2270,8 @@
createUpgradeVisualEffect('freezePulse', 0x87CEEB);
} else if (upgradeKey === 'orbs') {
createUpgradeVisualEffect('orbs', 0xFFD700);
}
- if (!storage.totalUpgrades) storage.totalUpgrades = 0;
- storage.totalUpgrades++;
} else {
// Not enough coins - flash red
LK.effects.flashScreen(0xFF0000, 300);
}
@@ -2991,11 +2693,8 @@
// Play spell cast sound for revival
LK.getSound('spellCast').play();
// Update health bar to show revival
updateHealthBar();
- // Update medal statistics
- if (!storage.totalRevives) storage.totalRevives = 0;
- storage.totalRevives++;
} else {
// Game over when health reaches 0 and no revival
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
@@ -3462,11 +3161,8 @@
gameMenu = game.addChild(new GameMenu());
// Create upgrade menu (initially hidden)
upgradeMenu = game.addChild(new UpgradeMenu());
upgradeMenu.visible = false;
-// Create prestige medals menu (initially hidden)
-var prestigeMedals = game.addChild(new PrestigeMedals());
-prestigeMedals.visible = false;
// Create 5 stone paths leading toward the wizard position
var paths = [];
var knightX = 2048 / 2;
var knightY = 2732 - 250;
@@ -3933,15 +3629,8 @@
}
});
}
}
- // Update statistics
- if (!storage.totalKills) storage.totalKills = 0;
- storage.totalKills++;
- if (enemyType === 'miniBoss') {
- if (!storage.totalBossKills) storage.totalBossKills = 0;
- storage.totalBossKills++;
- }
wizard.gainExperience(enemyType === 'miniBoss' ? 250 : 25);
// Life drain
if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) {
if (Math.random() < 0.20) {