User prompt
las espinas salen del jugador y avanzan hasta el final del camino ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que las espinas salgan cada 3 segundos
User prompt
change the upgrade of regeneration por una que cree espinas que salen del piso y ataquen un camino completo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the health boost give 40 points of life
User prompt
ahora la mejora de life drain tenga un 20% de dar 20 puntos de vida
User prompt
haz que el mini boss apear for testing
User prompt
cuando los enemigos hacen la animacion de morir no puedan quitar vida
User prompt
haz que el mini jefe no tenga ataque especial
User prompt
quita la explosion que hace el mini boss al morir
User prompt
haz que el mini jefe no tenga ataque especial
User prompt
haz que el mini boss aparezca inmediatamente para probarlo
User prompt
haz que cuando aparesca el mini boss no aparezcan mas enemigos
User prompt
haz que el mini boss aparezca de una vez para probarlo
User prompt
haz que empieze en el enemigo 99
User prompt
haz que despues del enemigo 100 salga un mini boss
User prompt
haz que las mejoras no puedan hacer damage al jugador
User prompt
haz que las mejoras no puedan hacer damage al jugador
User prompt
hazlo
User prompt
reduce la hitbox del jugador mucho mas
User prompt
reduce la hitbox del jugador a la mitad
User prompt
reduce la parte izquierda de la hitbox del jugador
User prompt
haz que la hit box del jugador sea mas pequena
User prompt
haz que el orbe tenga un sistema de damage como los proyectiles
User prompt
haz que el jugador no reciba damage de las mejoras
User prompt
haz que el mini boss sea elenemigo 37
/****
* 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 () {
var self = Container.call(this);
// Animation system for skeleton
self.currentFrame = 1;
self.animationTimer = 0;
self.animationSpeed = 15; // Change frame every 15 ticks (250ms at 60fps)
self.animationState = 'walking'; // walking, attacking, dying, idle
// Create all skeleton graphics frames and store them
self.skeletonFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('esqueleto' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 2.0,
scaleY: 2.0
});
frameGraphics.visible = i === 1; // Only show first frame initially
self.skeletonFrames.push(frameGraphics);
}
// Create invisible hitbox with double size
var hitbox = self.attachAsset('esqueleto1', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 4,
scaleY: 4
});
hitbox.alpha = 0; // Make hitbox invisible
self.health = 1;
self.maxHealth = 1;
self.speed = 7;
// Note: health, maxHealth and speed will be overridden by difficulty system
self.lastX = 0;
self.frozen = false;
self.frozenTimer = 0;
self.update = function () {
// Skip all movement and collision if enemy is dying
if (self.isDying) {
return;
}
// Animation system - cycle through skeleton frames based on state
self.animationTimer++;
var frameSpeed = self.animationSpeed;
if (self.animationState === 'attacking') {
frameSpeed = 8; // Faster animation for attacking
} else if (self.animationState === 'dying') {
frameSpeed = 20; // Slower animation for dying
} else if (self.animationState === 'idle') {
frameSpeed = 25; // Very slow animation for idle
}
if (self.animationTimer >= frameSpeed) {
self.animationTimer = 0;
// Hide current frame
self.skeletonFrames[self.currentFrame - 1].visible = false;
// Move to next frame based on animation state
if (self.animationState === 'walking') {
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 1;
}
} else if (self.animationState === 'attacking') {
// Cycle through frames 2-4 for attacking
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 2;
}
} else if (self.animationState === 'dying') {
// Play frames 3-4 once for dying
if (self.currentFrame < 4) {
self.currentFrame++;
}
} else if (self.animationState === 'idle') {
// Cycle between frames 1-2 for idle
self.currentFrame = self.currentFrame === 1 ? 2 : 1;
}
// Show new frame
self.skeletonFrames[self.currentFrame - 1].visible = true;
}
// Progressive speed increase - increase speed by 50% over 10 seconds
if (!self.speedTweenStarted) {
self.speedTweenStarted = true;
var targetSpeed = self.speed * 2.5; // Increase speed by 150%
tween(self, {
speed: targetSpeed
}, {
duration: 10000,
// 10 seconds
easing: tween.easeOut
});
}
// Handle frozen state
if (self.frozen) {
self.frozenTimer--;
if (self.frozenTimer <= 0) {
self.frozen = false;
}
return; // Skip movement when frozen
}
// Always move directly toward the wizard to ensure enemies reach the player
if (wizard) {
// Calculate direction from enemy to wizard
var dx = wizard.x - self.x;
var dy = wizard.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Normalize direction and apply speed
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Face toward the wizard - flip horizontally based on wizard position
if (dx < 0) {
// Wizard is to the left - flip to face left
for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) {
self.skeletonFrames[frameIdx].scaleX = -2.0; // Flip to face left
}
} else {
// Wizard is to the right - face right
for (var frameIdx = 0; frameIdx < self.skeletonFrames.length; frameIdx++) {
self.skeletonFrames[frameIdx].scaleX = 2.0; // Normal orientation to face right
}
}
} else {
// Fallback: move down if wizard doesn't exist
self.y += self.speed;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
// Change animation state to attacking when hit
self.animationState = 'attacking';
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
// Create impact effect
var impactEffect = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
scaleX: 0.5,
scaleY: 0.5
}));
impactEffect.tint = 0xFFFFFF;
impactEffect.alpha = 0.9;
// Animate impact effect
tween(impactEffect, {
scaleX: 2.5,
scaleY: 2.5,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
impactEffect.destroy();
}
});
// Return to walking animation after brief attacking animation
tween({}, {}, {
duration: 300,
onFinish: function onFinish() {
if (self.animationState === 'attacking') {
self.animationState = 'walking';
}
}
});
// Check if enemy should die based on health
if (self.health <= 0) {
self.die();
}
};
self.down = function (x, y, obj) {
// Set this enemy as the selected target
selectedEnemy = self;
// Visual feedback for selection
LK.effects.flashObject(self, 0xFFFF00, 500); // Yellow flash to indicate selection
// Create projectile from wizard to enemy when enemy is tapped
if (wizard && projectiles.length < 10) {
// Limit projectiles to prevent spam
var projectile = game.addChild(new Projectile());
projectile.x = wizard.x;
projectile.y = wizard.y;
// Calculate direction from wizard to enemy
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; // Set the target for this projectile
projectiles.push(projectile);
LK.getSound('spellCast').play();
}
};
self.die = function () {
// Change animation state to dying
self.animationState = 'dying';
self.currentFrame = 3; // Start dying animation from frame 3
// Play pain sound when enemy dies
LK.getSound('painSound').play();
// Start death animation sequence
self.isDying = true;
// Animate enemy death with fade out and scale down
tween(self, {
alpha: 0,
scaleX: 0.3,
scaleY: 0.3,
rotation: Math.PI * 0.5
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
// After death animation completes, execute all death logic
// Drop coin
var coin = game.addChild(new Coin());
coin.x = self.x;
coin.y = self.y - 50;
coin.isAnimating = true;
coins.push(coin);
// Animate coin moving toward coin counter
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,
easing: tween.easeOut,
onFinish: function onFinish() {
// Increment coin counter after animation
coinCounter++;
coinText.setText('Coins: ' + coinCounter);
// Remove coin from array and destroy
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i] === coin) {
coins.splice(i, 1);
break;
}
}
coin.destroy();
}
});
// Increment enemy kill counter
enemyKillCounter++;
killCountText.setText('Puntuacion: ' + enemyKillCounter);
// Add experience to wizard
wizard.gainExperience(25);
// Life drain upgrade - 20% chance to give 20 HP
if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) {
var drainChance = Math.random();
if (drainChance < 0.20) {
// 20% chance
wizard.health = Math.min(wizard.health + 20, wizard.maxHealth); // Always give 20 HP
updateHealthBar();
// Visual feedback for life drain
LK.effects.flashObject(wizard, 0x00FF00, 300);
}
}
// Clear selected enemy if this was the target
if (selectedEnemy === self) {
selectedEnemy = null;
}
// Remove from enemies array
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i] === self) {
enemies.splice(i, 1);
break;
}
}
self.destroy();
LK.setScore(LK.getScore() + 10);
}
});
};
return self;
});
var EnergyBeam = Container.expand(function () {
var self = Container.call(this);
// Create beam visual using projectile glow
var beamGraphics = self.attachAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0
});
beamGraphics.tint = 0x00ffff; // Cyan color
beamGraphics.alpha = 0.9;
self.speed = 60;
self.direction = {
x: 0,
y: 0
};
self.targetEnemy = null;
self.lastIntersecting = false;
self.update = function () {
// Move toward target
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
// Rotate beam to point toward movement direction
var angle = Math.atan2(self.direction.y, self.direction.x);
beamGraphics.rotation = angle;
// Remove if off screen
if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) {
self.destroy();
return;
}
// Check collision with target enemy (but never with wizard)
if (self.targetEnemy && self.targetEnemy.parent && self.targetEnemy !== wizard) {
var currentIntersecting = self.intersects(self.targetEnemy);
if (!self.lastIntersecting && currentIntersecting) {
// Hit the target enemy
// Calculate damage based on spell power upgrade
var damage = 100;
if (wizard && wizard.spellPowerLevel && wizard.spellPowerLevel > 0) {
// Check if target is an ogre and we're before enemy 35
if (self.targetEnemy && self.targetEnemy.ogreFrames && enemyKillCounter < 35) {
// Always kill ogres in one hit until enemy 35
damage = self.targetEnemy.health + 1; // Ensure one-hit kill
} else {
damage = 200; // Double damage when spell power is active
}
}
self.targetEnemy.takeDamage(damage);
self.destroy();
return;
}
self.lastIntersecting = currentIntersecting;
} else {
// Target destroyed, remove beam
self.destroy();
}
};
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 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 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 FireBall = Container.expand(function () {
var self = Container.call(this);
// Create fire ball visual using projectile glow with fire colors
var fireBallGraphics = self.attachAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
fireBallGraphics.tint = 0xFF4500; // Orange-red fire color
fireBallGraphics.alpha = 0.9;
self.speed = 40;
self.direction = {
x: 0,
y: 0
};
self.lastIntersecting = {};
self.update = function () {
// Move fire ball
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
// Add fire flickering effect
var flicker = 1 + Math.sin(LK.ticks * 0.4) * 0.3;
fireBallGraphics.scaleX = 1.5 * flicker;
fireBallGraphics.scaleY = 1.5 * flicker;
// Rotate fire ball
fireBallGraphics.rotation += 0.2;
// Remove if off screen
if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) {
self.destroy();
return;
}
// Check collision with all enemy types (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;
}
if (!self.lastIntersecting[i]) {
self.lastIntersecting[i] = false;
}
var currentIntersecting = self.intersects(enemy);
if (!self.lastIntersecting[i] && currentIntersecting) {
// Hit enemy - deal fire damage
var damage = 150; // High damage for fire ball
enemy.takeDamage(damage);
// Create fire explosion effect
LK.effects.flashObject(enemy, 0xFF4500, 400);
// Create additional fire visual 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;
// Animate fire effect
tween(fireEffect, {
scaleX: 6,
scaleY: 6,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
fireEffect.destroy();
}
});
self.destroy();
return;
}
self.lastIntersecting[i] = currentIntersecting;
}
};
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: 1600,
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 = 1700;
self.addChild(startButtonText);
// Button interaction
self.down = function (x, y, obj) {
// Start the game by hiding menu
self.startGame();
};
self.startGame = function () {
// Hide menu and start game
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
LK.playMusic('medievalTheme', {
volume: 0.7,
fade: {
start: 0,
end: 0.7,
duration: 2000
}
});
};
return self;
});
var Knight = Container.expand(function () {
var self = Container.call(this);
// Animation system for knight
self.currentFrame = 1;
self.animationTimer = 0;
self.animationSpeed = 22; // Change frame every 22 ticks (367ms at 60fps)
self.animationState = 'walking'; // walking, attacking, dying, idle
// Create all knight graphics frames and store them
self.knightFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('knight' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 2.0,
scaleY: 2.0
});
frameGraphics.visible = i === 1; // Only show first frame initially
self.knightFrames.push(frameGraphics);
}
// Create invisible hitbox with double size
var hitbox = self.attachAsset('knight1', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 4,
scaleY: 4
});
hitbox.alpha = 0; // Make hitbox invisible
self.health = 3;
self.maxHealth = 3;
self.speed = 7;
// Note: health, maxHealth and speed will be overridden by difficulty system
self.lastX = 0;
self.frozen = false;
self.frozenTimer = 0;
self.update = function () {
// Skip all movement and collision if knight is dying
if (self.isDying) {
return;
}
// Animation system - cycle through knight frames based on state
self.animationTimer++;
var frameSpeed = self.animationSpeed;
if (self.animationState === 'attacking') {
frameSpeed = 12; // Faster animation for attacking
} else if (self.animationState === 'dying') {
frameSpeed = 28; // Slower animation for dying
} else if (self.animationState === 'idle') {
frameSpeed = 35; // Very slow animation for idle
}
if (self.animationTimer >= frameSpeed) {
self.animationTimer = 0;
// Hide current frame
self.knightFrames[self.currentFrame - 1].visible = false;
// Move to next frame based on animation state
if (self.animationState === 'walking') {
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 1;
}
} else if (self.animationState === 'attacking') {
// Cycle through frames 2-4 for attacking
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 2;
}
} else if (self.animationState === 'dying') {
// Play frames 3-4 once for dying
if (self.currentFrame < 4) {
self.currentFrame++;
}
} else if (self.animationState === 'idle') {
// Cycle between frames 1-2 for idle
self.currentFrame = self.currentFrame === 1 ? 2 : 1;
}
// Show new frame
self.knightFrames[self.currentFrame - 1].visible = true;
}
// Progressive speed increase - increase speed by 150% over 10 seconds
if (!self.speedTweenStarted) {
self.speedTweenStarted = true;
var targetSpeed = self.speed * 2.5; // Increase speed by 150%
tween(self, {
speed: targetSpeed
}, {
duration: 10000,
// 10 seconds
easing: tween.easeOut
});
}
// Handle frozen state
if (self.frozen) {
self.frozenTimer--;
if (self.frozenTimer <= 0) {
self.frozen = false;
}
return; // Skip movement when frozen
}
// Always move directly toward the wizard to ensure knights reach the player
if (wizard) {
// Calculate direction from knight to wizard
var dx = wizard.x - self.x;
var dy = wizard.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Normalize direction and apply speed
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Face toward the wizard - flip horizontally based on wizard position
if (dx < 0) {
// Wizard is to the left - flip to face left
for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) {
self.knightFrames[frameIdx].scaleX = -2.0; // Flip to face left
}
} else {
// Wizard is to the right - face right
for (var frameIdx = 0; frameIdx < self.knightFrames.length; frameIdx++) {
self.knightFrames[frameIdx].scaleX = 2.0; // Normal orientation to face right
}
}
} else {
// Fallback: move down if wizard doesn't exist
self.y += self.speed;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
// Change animation state to attacking when hit
self.animationState = 'attacking';
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
// Create impact effect
var impactEffect = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
scaleX: 0.8,
scaleY: 0.8
}));
impactEffect.tint = 0xFFD700;
impactEffect.alpha = 0.9;
// Animate impact effect with sparks
tween(impactEffect, {
scaleX: 3.0,
scaleY: 3.0,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
impactEffect.destroy();
}
});
// Return to walking animation after brief attacking animation
tween({}, {}, {
duration: 500,
onFinish: function onFinish() {
if (self.animationState === 'attacking') {
self.animationState = 'walking';
}
}
});
// Check if knight should die based on health
if (self.health <= 0) {
self.die();
}
};
self.down = function (x, y, obj) {
// Set this knight as the selected target
selectedEnemy = self;
// Visual feedback for selection
LK.effects.flashObject(self, 0xFFFF00, 500); // Yellow flash to indicate selection
// Create projectile from wizard to knight when knight is tapped
if (wizard && projectiles.length < 10) {
// Limit projectiles to prevent spam
var projectile = game.addChild(new Projectile());
projectile.x = wizard.x;
projectile.y = wizard.y;
// Calculate direction from wizard to knight
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; // Set the target for this projectile
projectiles.push(projectile);
LK.getSound('spellCast').play();
}
};
self.die = function () {
// Change animation state to dying
self.animationState = 'dying';
self.currentFrame = 3; // Start dying animation from frame 3
// Play pain sound when knight dies
LK.getSound('painSound').play();
// Start death animation sequence
self.isDying = true;
// Animate knight death with dramatic fall effect
tween(self, {
alpha: 0,
scaleX: 0.2,
scaleY: 0.2,
rotation: Math.PI * 0.8,
y: self.y + 50
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
// After death animation completes, execute all death logic
// Drop coin
var coin = game.addChild(new Coin());
coin.x = self.x;
coin.y = self.y - 50;
coin.isAnimating = true;
coins.push(coin);
// Animate coin moving toward coin counter
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,
easing: tween.easeOut,
onFinish: function onFinish() {
// Increment coin counter after animation
coinCounter++;
coinText.setText('Coins: ' + coinCounter);
// Remove coin from array and destroy
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i] === coin) {
coins.splice(i, 1);
break;
}
}
coin.destroy();
}
});
// Increment enemy kill counter
enemyKillCounter++;
killCountText.setText('Puntuacion: ' + enemyKillCounter);
// Add experience to wizard
wizard.gainExperience(25);
// Life drain upgrade - 20% chance to give 20 HP
if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) {
var drainChance = Math.random();
if (drainChance < 0.20) {
// 20% chance
wizard.health = Math.min(wizard.health + 20, wizard.maxHealth); // Always give 20 HP
updateHealthBar();
// Visual feedback for life drain
LK.effects.flashObject(wizard, 0x00FF00, 300);
}
}
// Clear selected enemy if this was the target
if (selectedEnemy === self) {
selectedEnemy = null;
}
// Remove from knights array
for (var i = knights.length - 1; i >= 0; i--) {
if (knights[i] === self) {
knights.splice(i, 1);
break;
}
}
self.destroy();
LK.setScore(LK.getScore() + 20);
}
});
};
return self;
});
var MiniBoss = Container.expand(function () {
var self = Container.call(this);
// Animation system for mini boss
self.currentFrame = 1;
self.animationTimer = 0;
self.animationSpeed = 12; // Faster animation for menacing effect
self.animationState = 'walking'; // walking, attacking, dying, idle
// Create all mini boss graphics frames using knight frames but larger
self.bossFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('knight' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 4.0,
scaleY: 4.0
});
frameGraphics.visible = i === 1; // Only show first frame initially
frameGraphics.tint = 0x8B0000; // Dark red tint for mini boss
self.bossFrames.push(frameGraphics);
}
// Create invisible hitbox with large size
var hitbox = self.attachAsset('knight1', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 8,
scaleY: 8
});
hitbox.alpha = 0; // Make hitbox invisible
self.health = 1000; // Very high health for mini boss
self.maxHealth = 1000;
self.speed = 4;
self.lastX = 0;
self.frozen = false;
self.frozenTimer = 0;
self.specialAttackTimer = 0;
self.update = function () {
// Skip all movement and collision if mini boss is dying
if (self.isDying) {
return;
}
// Animation system - cycle through boss frames based on state
self.animationTimer++;
var frameSpeed = self.animationSpeed;
if (self.animationState === 'attacking') {
frameSpeed = 6; // Very fast animation for attacking
} else if (self.animationState === 'dying') {
frameSpeed = 30; // Slower animation for dying
}
if (self.animationTimer >= frameSpeed) {
self.animationTimer = 0;
// Hide current frame
self.bossFrames[self.currentFrame - 1].visible = false;
// Move to next frame based on animation state
if (self.animationState === 'walking') {
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 1;
}
} else if (self.animationState === 'attacking') {
// Cycle through frames 2-4 for attacking
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 2;
}
} else if (self.animationState === 'dying') {
// Play frames 3-4 once for dying
if (self.currentFrame < 4) {
self.currentFrame++;
}
}
// Show new frame
self.bossFrames[self.currentFrame - 1].visible = true;
}
// Handle frozen state
if (self.frozen) {
self.frozenTimer--;
if (self.frozenTimer <= 0) {
self.frozen = false;
}
return; // Skip movement when frozen
}
// No special attacks for mini boss
// Move toward wizard with steady pace
if (wizard) {
// Calculate direction from mini boss to wizard
var dx = wizard.x - self.x;
var dy = wizard.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Normalize direction and apply speed
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Face toward the wizard - flip horizontally based on wizard position
if (dx < 0) {
// Wizard is to the left - flip to face left
for (var frameIdx = 0; frameIdx < self.bossFrames.length; frameIdx++) {
self.bossFrames[frameIdx].scaleX = -4.0; // Flip to face left
}
} else {
// Wizard is to the right - face right
for (var frameIdx = 0; frameIdx < self.bossFrames.length; frameIdx++) {
self.bossFrames[frameIdx].scaleX = 4.0; // Normal orientation to face right
}
}
} else {
// Fallback: move down if wizard doesn't exist
self.y += self.speed;
}
};
self.performSpecialAttack = function () {
// Create shockwave effect that damages wizard if close
var dx = wizard.x - self.x;
var dy = wizard.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 400) {
// Shockwave range
wizard.takeDamage(50); // Heavy damage from shockwave
// Visual shockwave effect
LK.effects.flashScreen(0xFF4500, 400);
}
// Create visual shockwave
var shockwave = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
scaleX: 1,
scaleY: 1
}));
shockwave.tint = 0xFF4500;
shockwave.alpha = 0.8;
// Animate shockwave expansion
tween(shockwave, {
scaleX: 8,
scaleY: 8,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
shockwave.destroy();
}
});
};
self.takeDamage = function (damage) {
self.health -= damage;
// Change animation state to attacking when hit
self.animationState = 'attacking';
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
// Create massive impact effect
var impactEffect = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
scaleX: 2.0,
scaleY: 2.0
}));
impactEffect.tint = 0xFF8C00;
impactEffect.alpha = 1.0;
// Animate impact effect
tween(impactEffect, {
scaleX: 6.0,
scaleY: 6.0,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
impactEffect.destroy();
}
});
// Return to walking animation after brief attacking animation
tween({}, {}, {
duration: 400,
onFinish: function onFinish() {
if (self.animationState === 'attacking') {
self.animationState = 'walking';
}
}
});
// Check if mini boss should die based on health
if (self.health <= 0) {
self.die();
}
};
self.down = function (x, y, obj) {
// Set this mini boss as the selected target
selectedEnemy = self;
// Visual feedback for selection
LK.effects.flashObject(self, 0xFFFF00, 500); // Yellow flash to indicate selection
// Create projectile from wizard to mini boss when tapped
if (wizard && projectiles.length < 10) {
// Limit projectiles to prevent spam
var projectile = game.addChild(new Projectile());
projectile.x = wizard.x;
projectile.y = wizard.y;
// Calculate direction from wizard to mini boss
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; // Set the target for this projectile
projectiles.push(projectile);
LK.getSound('spellCast').play();
}
};
self.die = function () {
// Change animation state to dying
self.animationState = 'dying';
self.currentFrame = 3; // Start dying animation from frame 3
// Play pain sound when mini boss dies
LK.getSound('painSound').play();
// Start death animation sequence
self.isDying = true;
// Massive death explosion effect
LK.effects.flashScreen(0xFFD700, 1000); // Golden flash for mini boss death
// Animate mini boss death with dramatic effect
tween(self, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1,
rotation: Math.PI * 2,
y: self.y + 100
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
// After death animation completes, execute all death logic
// Drop multiple coins
for (var coinIdx = 0; coinIdx < 5; coinIdx++) {
var coin = game.addChild(new Coin());
coin.x = self.x + (Math.random() - 0.5) * 200;
coin.y = self.y - 50 + (Math.random() - 0.5) * 100;
coin.isAnimating = true;
coins.push(coin);
// Animate coin moving toward coin counter
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 + coinIdx * 200,
easing: tween.easeOut,
onFinish: function onFinish() {
// Increment coin counter after animation
coinCounter += 10; // Mini boss gives 10 coins per coin drop
coinText.setText('Coins: ' + coinCounter);
// Remove coin from array and destroy
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i] === coin) {
coins.splice(i, 1);
break;
}
}
coin.destroy();
}
});
}
// Increment enemy kill counter
enemyKillCounter += 10; // Mini boss counts as 10 kills
killCountText.setText('Puntuacion: ' + enemyKillCounter);
// Add massive experience to wizard
wizard.gainExperience(250);
// Clear selected enemy if this was the target
if (selectedEnemy === self) {
selectedEnemy = null;
}
// Remove from mini bosses array
for (var i = miniBosses.length - 1; i >= 0; i--) {
if (miniBosses[i] === self) {
miniBosses.splice(i, 1);
break;
}
}
self.destroy();
LK.setScore(LK.getScore() + 100); // Massive score bonus
}
});
};
return self;
});
var Ogre = Container.expand(function () {
var self = Container.call(this);
// Animation system for ogre
self.currentFrame = 1;
self.animationTimer = 0;
self.animationSpeed = 20; // Change frame every 20 ticks (333ms at 60fps)
self.animationState = 'walking'; // walking, attacking, dying, idle
// Create all ogre graphics frames and store them
self.ogreFrames = [];
for (var i = 1; i <= 4; i++) {
var frameGraphics = self.attachAsset('ogre' + i, {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 2.0,
scaleY: 2.0
});
frameGraphics.visible = i === 1; // Only show first frame initially
self.ogreFrames.push(frameGraphics);
}
// Create invisible hitbox with double size
var hitbox = self.attachAsset('ogre1', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 4,
scaleY: 4
});
hitbox.alpha = 0; // Make hitbox invisible
self.health = 2;
self.maxHealth = 2;
self.speed = 7;
// Note: health, maxHealth and speed will be overridden by difficulty system
self.lastX = 0;
self.frozen = false;
self.frozenTimer = 0;
self.update = function () {
// Skip all movement and collision if ogre is dying
if (self.isDying) {
return;
}
// Animation system - cycle through ogre frames based on state
self.animationTimer++;
var frameSpeed = self.animationSpeed;
if (self.animationState === 'attacking') {
frameSpeed = 10; // Faster animation for attacking
} else if (self.animationState === 'dying') {
frameSpeed = 25; // Slower animation for dying
} else if (self.animationState === 'idle') {
frameSpeed = 30; // Very slow animation for idle
}
if (self.animationTimer >= frameSpeed) {
self.animationTimer = 0;
// Hide current frame
self.ogreFrames[self.currentFrame - 1].visible = false;
// Move to next frame based on animation state
if (self.animationState === 'walking') {
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 1;
}
} else if (self.animationState === 'attacking') {
// Cycle through frames 2-4 for attacking
self.currentFrame++;
if (self.currentFrame > 4) {
self.currentFrame = 2;
}
} else if (self.animationState === 'dying') {
// Play frames 3-4 once for dying
if (self.currentFrame < 4) {
self.currentFrame++;
}
} else if (self.animationState === 'idle') {
// Cycle between frames 1-2 for idle
self.currentFrame = self.currentFrame === 1 ? 2 : 1;
}
// Show new frame
self.ogreFrames[self.currentFrame - 1].visible = true;
}
// Progressive speed increase - increase speed by 150% over 10 seconds
if (!self.speedTweenStarted) {
self.speedTweenStarted = true;
var targetSpeed = self.speed * 2.5; // Increase speed by 150%
tween(self, {
speed: targetSpeed
}, {
duration: 10000,
// 10 seconds
easing: tween.easeOut
});
}
// Handle frozen state
if (self.frozen) {
self.frozenTimer--;
if (self.frozenTimer <= 0) {
self.frozen = false;
}
return; // Skip movement when frozen
}
// Always move directly toward the wizard to ensure ogres reach the player
if (wizard) {
// Calculate direction from ogre to wizard
var dx = wizard.x - self.x;
var dy = wizard.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Normalize direction and apply speed
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Face toward the wizard - flip horizontally based on wizard position
if (dx < 0) {
// Wizard is to the left - flip to face left
for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) {
self.ogreFrames[frameIdx].scaleX = -2.0; // Flip to face left
}
} else {
// Wizard is to the right - face right
for (var frameIdx = 0; frameIdx < self.ogreFrames.length; frameIdx++) {
self.ogreFrames[frameIdx].scaleX = 2.0; // Normal orientation to face right
}
}
} else {
// Fallback: move down if wizard doesn't exist
self.y += self.speed;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
// Change animation state to attacking when hit
self.animationState = 'attacking';
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
// Create impact effect
var impactEffect = game.addChild(LK.getAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
scaleX: 1.0,
scaleY: 1.0
}));
impactEffect.tint = 0xFF4500;
impactEffect.alpha = 1.0;
// Animate impact effect with explosion
tween(impactEffect, {
scaleX: 4.0,
scaleY: 4.0,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
impactEffect.destroy();
}
});
// Return to walking animation after brief attacking animation
tween({}, {}, {
duration: 400,
onFinish: function onFinish() {
if (self.animationState === 'attacking') {
self.animationState = 'walking';
}
}
});
// Check if ogre should die based on health
if (self.health <= 0) {
self.die();
}
};
self.down = function (x, y, obj) {
// Set this ogre as the selected target
selectedEnemy = self;
// Visual feedback for selection
LK.effects.flashObject(self, 0xFFFF00, 500); // Yellow flash to indicate selection
// Create projectile from wizard to ogre when ogre is tapped
if (wizard && projectiles.length < 10) {
// Limit projectiles to prevent spam
var projectile = game.addChild(new Projectile());
projectile.x = wizard.x;
projectile.y = wizard.y;
// Calculate direction from wizard to ogre
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; // Set the target for this projectile
projectiles.push(projectile);
LK.getSound('spellCast').play();
}
};
self.die = function () {
// Change animation state to dying
self.animationState = 'dying';
self.currentFrame = 3; // Start dying animation from frame 3
// Play pain sound when ogre dies
LK.getSound('painSound').play();
// Start death animation sequence
self.isDying = true;
// Animate ogre death with heavy collapse effect
tween(self, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1,
rotation: Math.PI * 1.2,
y: self.y + 80
}, {
duration: 1200,
easing: tween.easeOut,
onFinish: function onFinish() {
// After death animation completes, execute all death logic
// Drop coin
var coin = game.addChild(new Coin());
coin.x = self.x;
coin.y = self.y - 50;
coin.isAnimating = true;
coins.push(coin);
// Animate coin moving toward coin counter
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,
easing: tween.easeOut,
onFinish: function onFinish() {
// Increment coin counter after animation
coinCounter++;
coinText.setText('Coins: ' + coinCounter);
// Remove coin from array and destroy
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i] === coin) {
coins.splice(i, 1);
break;
}
}
coin.destroy();
}
});
// Increment enemy kill counter
enemyKillCounter++;
killCountText.setText('Puntuacion: ' + enemyKillCounter);
// Add experience to wizard
wizard.gainExperience(25);
// Life drain upgrade - 20% chance to give 20 HP
if (wizard.lifeDrainLevel && wizard.lifeDrainLevel > 0) {
var drainChance = Math.random();
if (drainChance < 0.20) {
// 20% chance
wizard.health = Math.min(wizard.health + 20, wizard.maxHealth); // Always give 20 HP
updateHealthBar();
// Visual feedback for life drain
LK.effects.flashObject(wizard, 0x00FF00, 300);
}
}
// Clear selected enemy if this was the target
if (selectedEnemy === self) {
selectedEnemy = null;
}
// Remove from ogres array
for (var i = ogres.length - 1; i >= 0; i--) {
if (ogres[i] === self) {
ogres.splice(i, 1);
break;
}
}
self.destroy();
LK.setScore(LK.getScore() + 15);
}
});
};
return self;
});
var Orb = Container.expand(function () {
var self = Container.call(this);
// Create orb visual using energy sphere
var orbGraphics = self.attachAsset('energySphere', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4
});
orbGraphics.tint = 0xFFD700; // Golden color for orbs
orbGraphics.alpha = 0.9;
self.orbitalAngle = 0; // Starting angle for this orb
self.orbitalRadius = 880; // Distance from wizard - doubled again for even more separation
self.rotationSpeed = 0.025; // How fast orbs rotate - halved for slower movement
self.update = function () {
// 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 Projectile = Container.expand(function () {
var self = Container.call(this);
// Create glowing light effect behind projectile
var lightGlow = self.attachAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
});
lightGlow.alpha = 0.15;
lightGlow.tint = 0x44aaff; // Blue-white glow
// 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
});
var projectileGraphics = self.attachAsset('projectile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.0,
scaleY: 3.0
});
// Create spell trail array
self.trailSegments = [];
self.maxTrailSegments = 8;
self.trailTimer = 0;
self.speed = 50;
self.direction = {
x: 0,
y: 0
};
self.lastIntersecting = {};
self.targetEnemy = null; // The specific enemy this projectile should damage
self.update = function () {
// Move projectile
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
// Rotate projectile to point towards movement direction
var angle = Math.atan2(self.direction.y, self.direction.x);
projectileGraphics.rotation = angle + Math.PI / 2; // Add 90 degrees so top points forward
// Create spell trail segments
self.trailTimer++;
if (self.trailTimer >= 3) {
// Create trail segment every 3 frames
self.trailTimer = 0;
// Create new trail segment at current position
var trailSegment = game.addChild(LK.getAsset('spell', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
scaleX: 0.6,
scaleY: 0.6
}));
trailSegment.tint = 0x44aaff; // Blue tint for trail
trailSegment.alpha = 0.8;
// Animate trail segment to fade out and shrink
tween(trailSegment, {
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
trailSegment.destroy();
}
});
// Add trail segment to array
self.trailSegments.push(trailSegment);
// Remove old trail segments if too many
if (self.trailSegments.length > self.maxTrailSegments) {
var oldSegment = self.trailSegments.shift();
if (oldSegment && oldSegment.parent) {
oldSegment.destroy();
}
}
}
// Add pulsing light effect
if (lightGlow && lightGlow.parent) {
var pulse = 1 + Math.sin(LK.ticks * 0.3) * 0.4;
lightGlow.scaleX = 2.0 * pulse;
lightGlow.scaleY = 2.0 * pulse;
var alphaFlicker = 0.1 + Math.sin(LK.ticks * 0.5) * 0.08;
lightGlow.alpha = alphaFlicker;
}
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.removeFromGame();
return;
}
// Only check collision with the target enemy if one is set
if (self.targetEnemy && self.targetEnemy.parent) {
if (!self.lastIntersecting.target) {
self.lastIntersecting.target = false;
}
var currentTargetIntersecting = self.intersects(self.targetEnemy);
if (!self.lastIntersecting.target && currentTargetIntersecting) {
// Hit the target enemy
// Calculate damage based on spell power upgrade
var damage = 100;
if (wizard && wizard.spellPowerLevel && wizard.spellPowerLevel > 0) {
// Check if target is an ogre and we're before enemy 35
if (self.targetEnemy && self.targetEnemy.ogreFrames && enemyKillCounter < 35) {
// Always kill ogres in one hit until enemy 35
damage = self.targetEnemy.health + 1; // Ensure one-hit kill
} else {
damage = 200; // Double damage when spell power is active
}
}
self.targetEnemy.takeDamage(damage);
self.removeFromGame();
return;
}
self.lastIntersecting.target = currentTargetIntersecting;
}
};
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 Spike = Container.expand(function () {
var self = Container.call(this);
// Create spike visual using projectile glow with brown/gray color
var spikeGraphics = self.attachAsset('projectileGlow', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 0.8,
scaleY: 3.0
});
spikeGraphics.tint = 0x8B4513; // Brown color for ground spikes
spikeGraphics.alpha = 0.9;
self.damage = 75;
self.lifetime = 1500; // 25 seconds at 60fps
self.lifeTimer = 0;
self.attackCooldown = 0;
self.update = function () {
self.lifeTimer++;
// Pulsing effect
var pulse = 1 + Math.sin(LK.ticks * 0.3) * 0.2;
spikeGraphics.scaleY = 3.0 * pulse;
// Attack enemies on cooldown
self.attackCooldown++;
if (self.attackCooldown >= 30) {
// Attack every 0.5 seconds
self.attackCooldown = 0;
self.attackEnemies();
}
// Remove spike after lifetime
if (self.lifeTimer >= self.lifetime) {
// Fade out animation
tween(self, {
alpha: 0,
scaleY: 0.1
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
}
};
self.attackEnemies = function () {
var allEnemies = enemies.concat(ogres).concat(knights).concat(miniBosses);
for (var i = 0; i < allEnemies.length; i++) {
var enemy = allEnemies[i];
// Check if enemy is close to spike (within attack range)
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
// Attack range
enemy.takeDamage(self.damage);
// Visual effect on spike attack
LK.effects.flashObject(self, 0xFFFFFF, 200);
}
}
};
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 = [];
// Upgrade options - expanded to 10 upgrades
var upgradeOptions = [{
name: 'SHIELD',
description: 'Block 1 attack'
}, {
name: 'HEALTH BOOST',
description: 'More health'
}, {
name: 'LIFE DRAIN',
description: '5% chance +10 HP'
}, {
name: 'ENERGY SPHERE',
description: 'Auto-attack every 3s'
}, {
name: 'FORCE PUSH',
description: 'Push enemies back'
}, {
name: 'SPELL POWER',
description: 'Double damage'
}, {
name: 'REGENERATION',
description: 'Heal 5 HP/sec'
}, {
name: 'FIRE BALL',
description: 'Launch fire ball every 3s'
}, {
name: 'FREEZE PULSE',
description: 'Freeze all enemies'
}, {
name: 'ORBS',
description: 'Orbs rotate around player'
}];
// Create upgrade buttons in 2x5 grid layout
for (var i = 0; i < upgradeOptions.length; i++) {
var upgrade = upgradeOptions[i];
// Calculate position in 2-row, 5-column grid
var col = i % 5; // Column (0-4)
var row = Math.floor(i / 5); // Row (0-1)
var xPos = 2048 / 2 - 800 + col * 400; // Space 5 upgrades across screen width
var yPos = 1200 + row * 300; // Two rows with vertical spacing
// Upgrade button background
var upgradeBtn = self.attachAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: xPos,
y: yPos,
scaleX: 5,
scaleY: 3.5
});
upgradeBtn.upgradeIndex = i;
upgradeBtn.tint = 0x8B008B;
// Upgrade text
var upgradeText = new Text2(upgrade.name + '\n' + upgrade.description + '\nCost: ' + self.upgradeCost + ' coins', {
size: 35,
fill: 0xFFFFFF,
font: "monospace"
});
upgradeText.anchor.set(0.5, 0.5);
upgradeText.x = xPos;
upgradeText.y = yPos;
upgradeText.upgradeIndex = i; // Store upgrade index for reference
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 update upgrade text with new costs and show improved versions
self.updateUpgradeCosts = function () {
var upgradeOptions = [{
name: 'SHIELD',
key: 'shield',
baseDesc: 'Block 1 attack',
improvedDesc: 'Block 2 attacks + regen'
}, {
name: 'HEALTH BOOST',
key: 'healthBoost',
baseDesc: 'More health',
improvedDesc: 'Much more health'
}, {
name: 'LIFE DRAIN',
key: 'lifeDrain',
baseDesc: '20% chance +20 HP',
improvedDesc: '20% chance +20 HP'
}, {
name: 'ENERGY SPHERE',
key: 'energySphere',
baseDesc: 'Auto-attack every 3s',
improvedDesc: 'Auto-attack every 2s'
}, {
name: 'FORCE PUSH',
key: 'forcePush',
baseDesc: 'Push enemies back',
improvedDesc: 'Stronger push + damage'
}, {
name: 'SPELL POWER',
key: 'spellPower',
baseDesc: 'Double damage',
improvedDesc: 'Triple damage'
}, {
name: 'SPIKES',
key: 'spikes',
baseDesc: 'Ground spikes attack paths',
improvedDesc: 'More spikes + damage'
}, {
name: 'FIRE BALL',
key: 'fireBall',
baseDesc: 'Launch fire ball every 3s',
improvedDesc: 'Launch fire ball every 2s'
}, {
name: 'FREEZE PULSE',
key: 'freezePulse',
baseDesc: 'Freeze all enemies',
improvedDesc: 'Freeze longer + damage'
}, {
name: 'ORBS',
key: 'orbs',
baseDesc: 'Orbs rotate around player',
improvedDesc: 'More orbs + faster rotation'
}];
for (var i = 0; i < self.upgradeTextElements.length; i++) {
var textElement = self.upgradeTextElements[i];
var upgrade = upgradeOptions[i];
var currentLevel = upgradeLevels[upgrade.key];
// Show improved version if already purchased
var description = currentLevel > 0 ? upgrade.improvedDesc : upgrade.baseDesc;
var levelText = currentLevel > 0 ? ' (LV' + (currentLevel + 1) + ')' : '';
textElement.setText(upgrade.name + levelText + '\n' + description + '\nCost: ' + self.upgradeCost + ' coins');
textElement.upgradeName = upgrade.name;
textElement.upgradeDescription = description;
}
};
// 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 grid position (2x5 layout)
var upgradeIndex = -1;
// Check which grid cell was clicked
for (var i = 0; i < 10; i++) {
var col = i % 5; // Column (0-4)
var row = Math.floor(i / 5); // Row (0-1)
var cellX = 2048 / 2 - 800 + col * 400; // Calculate cell center X
var cellY = 1200 + row * 300; // Calculate cell center Y
var cellWidth = 300; // Touch area width
var cellHeight = 200; // 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 = i;
break;
}
}
// Check if upgrade button was clicked
if (upgradeIndex !== -1) {
// Close menu immediately when any upgrade option is selected
self.closeMenu();
var currentCost = self.upgradeCost || 5; // Use dynamic cost or default to 5
if (coinCounter >= currentCost) {
coinCounter -= currentCost;
coinText.setText('Coins: ' + coinCounter);
// Apply upgrade based on index
switch (upgradeIndex) {
case 0:
// Shield upgrade
upgradeLevels.shield++;
if (upgradeLevels.shield === 1) {
// First level: Basic shield
wizard.shieldActive = true;
wizard.maxShieldHits = 1;
wizard.currentShieldHits = 0;
} else {
// Improved level: Double shield + regeneration
wizard.shieldActive = true;
wizard.maxShieldHits = 2;
wizard.currentShieldHits = 0;
wizard.shieldRegen = true; // Enable shield regeneration
}
// Visual feedback for shield activation
LK.effects.flashObject(wizard, 0x00BFFF, 500);
// Add shield activation animation effect
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
});
}
});
break;
case 1:
// Health Boost upgrade
upgradeLevels.healthBoost++;
var healthIncrease = 40;
wizard.maxHealth += healthIncrease;
wizard.health = Math.min(wizard.health + healthIncrease, wizard.maxHealth);
updateHealthBar();
break;
case 2:
// Life Drain upgrade
upgradeLevels.lifeDrain++;
if (!wizard.lifeDrainLevel) {
wizard.lifeDrainLevel = 0;
}
wizard.lifeDrainLevel = upgradeLevels.lifeDrain;
break;
case 3:
// Energy Sphere upgrade
upgradeLevels.energySphere++;
if (upgradeLevels.energySphere === 1) {
// First level: Create energy sphere
if (!wizard.energySphere) {
wizard.energySphere = game.addChild(new EnergyOrb());
}
}
// Visual feedback for energy sphere activation
LK.effects.flashObject(wizard, 0x00FFFF, 500);
break;
case 4:
// Force Push upgrade
upgradeLevels.forcePush++;
if (!wizard.forcePushLevel) {
wizard.forcePushLevel = 0;
wizard.forcePushTimer = 0;
}
wizard.forcePushLevel = upgradeLevels.forcePush;
// Visual feedback for force push
LK.effects.flashObject(wizard, 0xFFFF00, 500);
break;
case 5:
// Spell Power upgrade
upgradeLevels.spellPower++;
if (!wizard.spellPowerLevel) {
wizard.spellPowerLevel = 0;
}
wizard.spellPowerLevel = upgradeLevels.spellPower;
// Visual feedback for spell power
LK.effects.flashObject(wizard, 0xFF4500, 500);
break;
case 6:
// Spikes upgrade
upgradeLevels.spikes++;
if (!wizard.spikesLevel) {
wizard.spikesLevel = 0;
wizard.spikesTimer = 0;
}
wizard.spikesLevel = upgradeLevels.spikes;
// Visual feedback for spikes
LK.effects.flashObject(wizard, 0x8B4513, 500);
break;
case 7:
// Fire Ball upgrade
upgradeLevels.fireBall++;
if (!wizard.fireBallLevel) {
wizard.fireBallLevel = 0;
wizard.fireBallTimer = 0;
}
wizard.fireBallLevel = upgradeLevels.fireBall;
// Visual feedback for fire ball
LK.effects.flashObject(wizard, 0xFF4500, 500);
break;
case 8:
// Freeze Pulse upgrade
upgradeLevels.freezePulse++;
if (!wizard.freezePulseLevel) {
wizard.freezePulseLevel = 0;
wizard.freezePulseTimer = 0;
}
wizard.freezePulseLevel = upgradeLevels.freezePulse;
// Visual feedback for freeze pulse
LK.effects.flashObject(wizard, 0x87CEEB, 500);
break;
case 9:
// Orbs upgrade
upgradeLevels.orbs++;
if (!wizard.orbLevel) {
wizard.orbLevel = 0;
wizard.orbs = []; // Array to store orb instances
}
wizard.orbLevel++;
// Create new orb
var newOrb = game.addChild(new Orb());
// Set starting angle based on number of orbs for even distribution
newOrb.orbitalAngle = wizard.orbs.length * (Math.PI * 2) / (wizard.orbLevel + 1);
wizard.orbs.push(newOrb);
// Redistribute existing orbs evenly
for (var orbIdx = 0; orbIdx < wizard.orbs.length; orbIdx++) {
wizard.orbs[orbIdx].orbitalAngle = orbIdx * (Math.PI * 2) / wizard.orbs.length;
}
// Visual feedback for orb upgrade
LK.effects.flashObject(wizard, 0xFFD700, 500);
break;
}
// Visual feedback - flash the upgrade area green
LK.effects.flashScreen(0x00FF00, 300);
} 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 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();
}
}
// Spikes upgrade - create ground spikes on paths
if (self.spikesLevel && self.spikesLevel > 0) {
if (!self.spikesTimer) {
self.spikesTimer = 0;
}
self.spikesTimer++;
var spikesInterval = 180; // 3 seconds at 60fps
if (self.spikesTimer >= spikesInterval) {
self.spikesTimer = 0;
self.createSpikes();
}
}
// 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;
// Game over when health reaches 0
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
}
// Update health bar
updateHealthBar();
// Add significant screen shake when taking damage
var shakeIntensity = 30; // Strong shake for taking damage
var originalX = game.x;
var originalY = game.y;
// Create aggressive screen shake sequence
tween(game, {
x: originalX + shakeIntensity,
y: originalY + shakeIntensity * 0.5
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
x: originalX - shakeIntensity * 0.8,
y: originalY - shakeIntensity * 0.3
}, {
duration: 70,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(game, {
x: originalX + shakeIntensity * 0.6,
y: originalY + shakeIntensity * 0.4
}, {
duration: 60,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(game, {
x: originalX - shakeIntensity * 0.3,
y: originalY - shakeIntensity * 0.2
}, {
duration: 50,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(game, {
x: originalX,
y: originalY
}, {
duration: 40,
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
// 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
});
// 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.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 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();
};
self.createSpikes = function () {
// Visual effect for spikes activation
LK.effects.flashScreen(0x8B4513, 400); // Brown flash
LK.effects.flashObject(self, 0x8B4513, 600); // Brown flash on wizard
// Create spikes along random paths
var numPaths = upgradeLevels.spikes > 1 ? 3 : 2; // More paths for improved version
var selectedPaths = [];
// Select random paths
for (var i = 0; i < numPaths; i++) {
var pathIndex;
do {
pathIndex = Math.floor(Math.random() * 5);
} while (selectedPaths.indexOf(pathIndex) !== -1);
selectedPaths.push(pathIndex);
}
// Create spikes advancing along selected paths from wizard
for (var p = 0; p < selectedPaths.length; p++) {
var pathIndex = selectedPaths[p];
var pathAngle = pathAngles[pathIndex];
// Calculate path end point (spawn location)
var endX, endY;
if (pathIndex === 0) {
endX = 2048 / 2;
endY = -100;
} else if (pathIndex === 1) {
endX = 2048 + 50;
endY = -50;
} else if (pathIndex === 2) {
endX = -50;
endY = -50;
} else if (pathIndex === 3) {
endX = -100;
endY = 2732 / 2 + 400;
} else if (pathIndex === 4) {
endX = 2048 + 100;
endY = 2732 / 2 + 400;
}
// Calculate direction from wizard to path end
var dx = endX - self.x;
var dy = endY - self.y;
var pathLength = Math.sqrt(dx * dx + dy * dy);
var directionX = dx / pathLength;
var directionY = dy / pathLength;
// Create spikes that advance from wizard to end of path
var numSpikes = Math.floor(pathLength / 120); // Spike every 120 pixels
var spikeDamage = upgradeLevels.spikes > 1 ? 100 : 75; // Improved damage
for (var s = 0; s < numSpikes; s++) {
var spikeDistance = s * 120 + 80; // Space spikes evenly from wizard
var spikeX = self.x + directionX * spikeDistance;
var spikeY = self.y + directionY * spikeDistance;
// Only create spikes within visible area and not too close to wizard
if (spikeX >= 0 && spikeX <= 2048 && spikeY >= 0 && spikeY <= 2732 && spikeDistance > 60) {
var spike = game.addChild(new Spike());
spike.x = spikeX;
spike.y = spikeY;
spike.damage = spikeDamage;
// Animate spike emergence with progressive delay for advancing wave effect
tween(spike, {
scaleY: 0.1,
alpha: 0
}, {
duration: 1
});
tween(spike, {
scaleY: 1.0,
alpha: 0.9
}, {
duration: 250,
delay: s * 80,
// Progressive delay based on distance from wizard
easing: tween.easeOut
});
}
}
}
LK.getSound('spellCast').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,
spikes: 0,
fireBall: 0,
freezePulse: 0,
orbs: 0
};
// Game arrays to track objects
var enemies = [];
var ogres = [];
var knights = [];
var miniBosses = [];
var coins = [];
var projectiles = [];
// 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
// 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
};
// 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);
});
// 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;
}
}
// Progressive difficulty system based on kills
var difficultyLevel = Math.floor(enemyKillCounter / 10); // Every 10 kills increases difficulty
var currentSpawnRate = Math.max(30, 90 - difficultyLevel * 8); // Faster spawning over time
var enemyHealthMultiplier = 1 + difficultyLevel * 0.3; // 30% more health per difficulty level
var enemySpeedMultiplier = 1 + difficultyLevel * 0.35; // 35% faster per difficulty level
// Spawn enemies (but not when mini boss is present)
enemySpawnTimer++;
if (enemySpawnTimer >= currentSpawnRate && miniBosses.length === 0) {
enemySpawnTimer = 0;
var enemy = game.addChild(new Enemy());
// Apply difficulty scaling to enemy stats
enemy.health = 100;
enemy.maxHealth = enemy.health;
enemy.speed = 3 * enemySpeedMultiplier;
// Spawn enemy at a random path entrance
var randomPathIndex;
if (enemyKillCounter < 5) {
// First 5 enemies spawn from center path only
randomPathIndex = 0; // Center path
} else {
// After 5 enemies, spawn from any path but limit consecutive spawns with cooldown system
// Build available paths list
var availablePaths = [];
for (var pathIdx = 0; pathIdx < 5; pathIdx++) {
// If path has spawned less than 2 consecutive times, it's available
if (pathConsecutiveSpawns[pathIdx] < 2) {
availablePaths.push(pathIdx);
}
}
// If no paths available, reset ALL paths to ensure balanced distribution
if (availablePaths.length === 0) {
// Reset all paths' consecutive spawn counters
for (var pathIdx = 0; pathIdx < 5; pathIdx++) {
pathConsecutiveSpawns[pathIdx] = 0;
availablePaths.push(pathIdx);
}
}
randomPathIndex = availablePaths[Math.floor(Math.random() * availablePaths.length)];
}
// Update path-specific spawn tracking
// Always increment consecutive spawns for the selected path
pathConsecutiveSpawns[randomPathIndex]++;
// Update path spawn time and global tracking
pathLastSpawnTime[randomPathIndex] = LK.ticks;
lastSpawnedPath = randomPathIndex;
consecutiveSpawns = pathConsecutiveSpawns[randomPathIndex];
var pathAngle = pathAngles[randomPathIndex];
// Store the path information on the enemy
enemy.pathIndex = randomPathIndex;
enemy.pathAngle = pathAngle;
// Calculate spawn position at screen edges
if (randomPathIndex === 0) {
// Center path - spawn at top edge
enemy.x = 2048 / 2;
enemy.y = -100;
} else if (randomPathIndex === 1) {
// Path 2 - spawn at top right edge
enemy.x = 2048 + 50;
enemy.y = -50;
} else if (randomPathIndex === 2) {
// Path 3 - spawn at top left edge
enemy.x = -50;
enemy.y = -50;
} else if (randomPathIndex === 3) {
// Path 4 - spawn at left edge
enemy.x = -100;
enemy.y = 2732 / 2 + 400;
} else if (randomPathIndex === 4) {
// Path 5 - spawn at right edge
enemy.x = 2048 + 100;
enemy.y = 2732 / 2 + 400;
}
// Make sure enemies spawn within screen bounds
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;
enemies.push(enemy);
}
// Spawn ogres after 15 seconds (900 ticks at 60fps) but not when mini boss is present
if (LK.ticks >= 900 && LK.ticks % 180 === 0 && miniBosses.length === 0) {
// Every 3 seconds after 15 seconds
var ogre = game.addChild(new Ogre());
// Apply difficulty scaling to ogre stats
ogre.health = 200; // Ogres have more base health
ogre.maxHealth = ogre.health;
ogre.speed = 2.5 * enemySpeedMultiplier; // Ogres are slightly slower
// Spawn ogre at a random path entrance
var ogrePathIndex = Math.floor(Math.random() * 5);
var ogrePathAngle = pathAngles[ogrePathIndex];
// Store the path information on the ogre
ogre.pathIndex = ogrePathIndex;
ogre.pathAngle = ogrePathAngle;
// Calculate spawn position at screen edges
if (ogrePathIndex === 0) {
// Center path - spawn at top edge
ogre.x = 2048 / 2;
ogre.y = -100;
} else if (ogrePathIndex === 1) {
// Path 2 - spawn at top right edge
ogre.x = 2048 + 50;
ogre.y = -50;
} else if (ogrePathIndex === 2) {
// Path 3 - spawn at top left edge
ogre.x = -50;
ogre.y = -50;
} else if (ogrePathIndex === 3) {
// Path 4 - spawn at left edge
ogre.x = -100;
ogre.y = 2732 / 2 + 400;
} else if (ogrePathIndex === 4) {
// Path 5 - spawn at right edge
ogre.x = 2048 + 100;
ogre.y = 2732 / 2 + 400;
}
// Make sure ogres spawn within screen bounds
ogre.x = Math.max(50, Math.min(1998, ogre.x));
ogre.y = Math.max(-200, Math.min(2732 + 100, ogre.y));
ogre.lastX = ogre.x;
ogres.push(ogre);
}
// Spawn knights after 30 enemies killed but not when mini boss is present
if (enemyKillCounter >= 30 && LK.ticks % 300 === 0 && miniBosses.length === 0) {
// Every 5 seconds after 30th enemy
var knight = game.addChild(new Knight());
// Apply difficulty scaling to knight stats
knight.health = 300; // Knights have highest base health
knight.maxHealth = knight.health;
knight.speed = 2 * enemySpeedMultiplier; // Knights are slowest
// Spawn knight at a random path entrance
var knightPathIndex = Math.floor(Math.random() * 5);
var knightPathAngle = pathAngles[knightPathIndex];
// Store the path information on the knight
knight.pathIndex = knightPathIndex;
knight.pathAngle = knightPathAngle;
// Calculate spawn position at screen edges
if (knightPathIndex === 0) {
// Center path - spawn at top edge
knight.x = 2048 / 2;
knight.y = -100;
} else if (knightPathIndex === 1) {
// Path 2 - spawn at top right edge
knight.x = 2048 + 50;
knight.y = -50;
} else if (knightPathIndex === 2) {
// Path 3 - spawn at top left edge
knight.x = -50;
knight.y = -50;
} else if (knightPathIndex === 3) {
// Path 4 - spawn at left edge
knight.x = -100;
knight.y = 2732 / 2 + 400;
} else if (knightPathIndex === 4) {
// Path 5 - spawn at right edge
knight.x = 2048 + 100;
knight.y = 2732 / 2 + 400;
}
// Make sure knights spawn within screen bounds
knight.x = Math.max(50, Math.min(1998, knight.x));
knight.y = Math.max(-200, Math.min(2732 + 100, knight.y));
knight.lastX = knight.x;
knights.push(knight);
}
// Spawn mini boss after 100 enemies killed
if (enemyKillCounter >= 100 && miniBosses.length === 0) {
var miniBoss = game.addChild(new MiniBoss());
// Mini boss spawns from center path
miniBoss.x = 2048 / 2;
miniBoss.y = -200; // Spawn slightly higher up
miniBoss.pathIndex = 0; // Center path
miniBoss.pathAngle = pathAngles[0];
miniBoss.lastX = miniBoss.x;
miniBosses.push(miniBoss);
// Visual announcement for mini boss arrival
LK.effects.flashScreen(0x8B0000, 1000); // Dark red flash
}
// Check enemy-knight collisions and cleanup off-screen enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
// Remove enemies that went off-screen at bottom
if (enemy.y > 2732 + 100) {
enemies.splice(i, 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(20);
// Remove enemy after dealing damage
enemies.splice(i, 1);
enemy.destroy();
continue;
}
// Update last intersecting state
enemy.lastIntersecting = currentIntersecting;
}
// Check ogre-wizard collisions and cleanup off-screen ogres
for (var i = ogres.length - 1; i >= 0; i--) {
var ogre = ogres[i];
// Remove ogres that went off-screen at bottom
if (ogre.y > 2732 + 100) {
ogres.splice(i, 1);
ogre.destroy();
continue;
}
// Initialize lastIntersecting if not set
if (ogre.lastIntersecting === undefined) {
ogre.lastIntersecting = false;
}
// Check for collision transition (only if ogre is not dying)
var currentOgreIntersecting = wizard.intersects(ogre);
if (!ogre.lastIntersecting && currentOgreIntersecting && !ogre.isDying) {
// Damage wizard when ogre touches for the first time
wizard.takeDamage(30); // Ogres deal 30 damage
// Remove ogre after dealing damage
ogres.splice(i, 1);
ogre.destroy();
continue;
}
// Update last intersecting state
ogre.lastIntersecting = currentOgreIntersecting;
}
// Check knight-wizard collisions and cleanup off-screen knights
for (var i = knights.length - 1; i >= 0; i--) {
var knight = knights[i];
// Remove knights that went off-screen at bottom
if (knight.y > 2732 + 100) {
knights.splice(i, 1);
knight.destroy();
continue;
}
// Initialize lastIntersecting if not set
if (knight.lastIntersecting === undefined) {
knight.lastIntersecting = false;
}
// Check for collision transition (only if knight is not dying)
var currentKnightIntersecting = wizard.intersects(knight);
if (!knight.lastIntersecting && currentKnightIntersecting && !knight.isDying) {
// Damage wizard when knight touches for the first time
wizard.takeDamage(40); // Knights deal 40 damage
// Remove knight after dealing damage
knights.splice(i, 1);
knight.destroy();
continue;
}
// Update last intersecting state
knight.lastIntersecting = currentKnightIntersecting;
}
// Check mini boss-wizard collisions and cleanup off-screen mini bosses
for (var i = miniBosses.length - 1; i >= 0; i--) {
var miniBoss = miniBosses[i];
// Remove mini bosses that went off-screen at bottom
if (miniBoss.y > 2732 + 100) {
miniBosses.splice(i, 1);
miniBoss.destroy();
continue;
}
// Initialize lastIntersecting if not set
if (miniBoss.lastIntersecting === undefined) {
miniBoss.lastIntersecting = false;
}
// Check for collision transition (only if mini boss is not dying)
var currentMiniBossIntersecting = wizard.intersects(miniBoss);
if (!miniBoss.lastIntersecting && currentMiniBossIntersecting && !miniBoss.isDying) {
// Damage wizard when mini boss touches for the first time
wizard.takeDamage(75); // Mini boss deals massive damage
// Don't remove mini boss after dealing damage - it stays alive
}
// Update last intersecting state
miniBoss.lastIntersecting = currentMiniBossIntersecting;
}
// 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
@@ -2645,45 +2645,50 @@
pathIndex = Math.floor(Math.random() * 5);
} while (selectedPaths.indexOf(pathIndex) !== -1);
selectedPaths.push(pathIndex);
}
- // Create spikes along selected paths
+ // Create spikes advancing along selected paths from wizard
for (var p = 0; p < selectedPaths.length; p++) {
var pathIndex = selectedPaths[p];
var pathAngle = pathAngles[pathIndex];
- // Calculate path spawn point
- var spawnX, spawnY;
+ // Calculate path end point (spawn location)
+ var endX, endY;
if (pathIndex === 0) {
- spawnX = 2048 / 2;
- spawnY = -100;
+ endX = 2048 / 2;
+ endY = -100;
} else if (pathIndex === 1) {
- spawnX = 2048 + 50;
- spawnY = -50;
+ endX = 2048 + 50;
+ endY = -50;
} else if (pathIndex === 2) {
- spawnX = -50;
- spawnY = -50;
+ endX = -50;
+ endY = -50;
} else if (pathIndex === 3) {
- spawnX = -100;
- spawnY = 2732 / 2 + 400;
+ endX = -100;
+ endY = 2732 / 2 + 400;
} else if (pathIndex === 4) {
- spawnX = 2048 + 100;
- spawnY = 2732 / 2 + 400;
+ endX = 2048 + 100;
+ endY = 2732 / 2 + 400;
}
- // Create spikes along the entire path
- var pathLength = Math.sqrt((spawnX - self.x) * (spawnX - self.x) + (spawnY - self.y) * (spawnY - self.y));
- var numSpikes = Math.floor(pathLength / 150); // Spike every 150 pixels
+ // Calculate direction from wizard to path end
+ var dx = endX - self.x;
+ var dy = endY - self.y;
+ var pathLength = Math.sqrt(dx * dx + dy * dy);
+ var directionX = dx / pathLength;
+ var directionY = dy / pathLength;
+ // Create spikes that advance from wizard to end of path
+ var numSpikes = Math.floor(pathLength / 120); // Spike every 120 pixels
var spikeDamage = upgradeLevels.spikes > 1 ? 100 : 75; // Improved damage
for (var s = 0; s < numSpikes; s++) {
- var spikeDistance = s * 150 + 75; // Space spikes evenly
- var spikeX = spawnX - Math.cos(pathAngle) * spikeDistance;
- var spikeY = spawnY - Math.sin(pathAngle) * spikeDistance;
- // Only create spikes within visible area
- if (spikeX >= 0 && spikeX <= 2048 && spikeY >= 0 && spikeY <= 2732) {
+ var spikeDistance = s * 120 + 80; // Space spikes evenly from wizard
+ var spikeX = self.x + directionX * spikeDistance;
+ var spikeY = self.y + directionY * spikeDistance;
+ // Only create spikes within visible area and not too close to wizard
+ if (spikeX >= 0 && spikeX <= 2048 && spikeY >= 0 && spikeY <= 2732 && spikeDistance > 60) {
var spike = game.addChild(new Spike());
spike.x = spikeX;
spike.y = spikeY;
spike.damage = spikeDamage;
- // Animate spike emergence with delay for wave effect
+ // Animate spike emergence with progressive delay for advancing wave effect
tween(spike, {
scaleY: 0.1,
alpha: 0
}, {
@@ -2692,11 +2697,11 @@
tween(spike, {
scaleY: 1.0,
alpha: 0.9
}, {
- duration: 300,
- delay: s * 50,
- // Stagger spike emergence
+ duration: 250,
+ delay: s * 80,
+ // Progressive delay based on distance from wizard
easing: tween.easeOut
});
}
}