User prompt
Ahora crea una hitbox en los enemigos más grande e invisible
User prompt
Ahora has los caminos de piedad más grandes
User prompt
Ahora has la hitbox de los enemigos más grande
User prompt
Vuelve a poner el camino de piedras
User prompt
los enemigos que se encuentren en pantalla cuando se muestre el menu dejan de existir
User prompt
pon un cooldown de 2 segundos al menu de mejoras ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
despues del enemigo 12 no aparecen mas enemigos
User prompt
los enemigos no desparecen cuando sale el menu de mejoras
User prompt
pon un cooldown de 1 segundo al boton de close del menu de mejora
User prompt
ahora cuando se abre el menu de mejoras desaparecen los enemigos inmediatamente
User prompt
usa una fuente pixeleada para el juego
User prompt
Minecraft € de Craftron Gaming usa esa tipografia para todo
User prompt
usa la tipografia de mincraft para todas las letras y numeros
User prompt
ahora neceto que el ogro quite 30 puntos de vida
User prompt
identifica cual mejora fue seleccionada y aplicala en el personaje
User prompt
ahora el menu sale despues de salir 12 enemigos
User prompt
has que al seleccionar una opcion se cierre el menu
User prompt
necesto que el menu quede por encima del camino para poder seleccionarlo
User prompt
ahora necesito poder escoger una opcion y que el menu se cierre y se continue la partida ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
en el segundo 14.5 pon un menu para mejoras del personjae que cuesten 10 monedas cada una ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
hazlo
User prompt
ahora pon el cuadro de mejoras por delante de el mapa
User prompt
no me deja seleccionar una mejora
User prompt
ahora que sean 3 cuadrados para elegir
User prompt
ahora a los 14.5 segundos va a aparecer un menu que va a permitir al jugador escogern entre 3 mejoras para su personaje
/****
* 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);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.5,
scaleY: 1.5
});
// Create invisible larger hitbox for better collision detection
var enemyHitbox = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 2.5,
// 66% larger than visible enemy
scaleY: 2.5
});
enemyHitbox.alpha = 0; // Make hitbox invisible
enemyHitbox.tint = 0xFF0000; // Red tint (invisible anyway)
self.health = 100;
self.maxHealth = 100;
self.speed = 7;
// Note: health, maxHealth and speed will be overridden by difficulty system
self.lastX = 0;
self.update = function () {
// 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
});
}
// Move along the assigned path toward the wizard
if (wizard && self.pathAngle !== undefined) {
// Move along the path direction toward the wizard
var moveX = -Math.cos(self.pathAngle) * self.speed;
var moveY = -Math.sin(self.pathAngle) * self.speed;
self.x += moveX;
self.y += moveY;
} else if (wizard) {
// Fallback: move directly toward the wizard if no path assigned
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;
}
} else {
// Fallback: move down if knight doesn't exist
self.y += self.speed;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
// Enemies die from any projectile hit
self.die();
};
self.down = function (x, y, obj) {
// 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;
}
projectiles.push(projectile);
LK.getSound('spellCast').play();
}
};
self.die = function () {
// Play pain sound when enemy dies
LK.getSound('painSound').play();
// 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);
// 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 GameMenu = Container.expand(function () {
var self = Container.call(this);
// Semi-transparent background overlay
var menuBg = self.attachAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 35,
scaleY: 45
});
menuBg.alpha = 0.9;
menuBg.tint = 0x87CEEB; // Celeste (sky blue) color
// 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('wizard', {
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 all game elements
castle.visible = true;
wizard.visible = true;
for (var i = 0; i < paths.length; i++) {
paths[i].visible = true;
}
// Show all stone path segments
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;
}
}
coinText.visible = true;
killCountText.visible = true;
tapText.visible = true;
healthBarBg.visible = true;
healthBar.visible = true;
healthText.visible = true;
// Start medieval music
LK.playMusic('medievalTheme');
};
return self;
});
var Ogre = Container.expand(function () {
var self = Container.call(this);
var ogreGraphics = self.attachAsset('ogre', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1.5,
scaleY: 1.5
});
// Create invisible larger hitbox for better collision detection
var ogreHitbox = self.attachAsset('ogre', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 2.5,
// 66% larger than visible ogre
scaleY: 2.5
});
ogreHitbox.alpha = 0; // Make hitbox invisible
ogreHitbox.tint = 0xFF0000; // Red tint (invisible anyway)
self.health = 100;
self.maxHealth = 100;
self.speed = 7;
self.hitsToKill = 2;
self.hitsTaken = 0;
// Note: health, maxHealth and speed will be overridden by difficulty system
self.lastX = 0;
self.update = function () {
// 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
});
}
// Move along the assigned path toward the wizard
if (wizard && self.pathAngle !== undefined) {
// Move along the path direction toward the wizard
var moveX = -Math.cos(self.pathAngle) * self.speed;
var moveY = -Math.sin(self.pathAngle) * self.speed;
self.x += moveX;
self.y += moveY;
} else if (wizard) {
// Fallback: move directly toward the wizard if no path assigned
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;
}
} else {
// Fallback: move down if knight doesn't exist
self.y += self.speed;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
self.hitsTaken++;
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
// Ogres need 2 hits to die
if (self.hitsTaken >= self.hitsToKill) {
self.die();
}
};
self.down = function (x, y, obj) {
// 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;
}
projectiles.push(projectile);
LK.getSound('spellCast').play();
}
};
self.die = function () {
// Play pain sound when ogre dies
LK.getSound('painSound').play();
// 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);
// 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 Projectile = Container.expand(function () {
var self = Container.call(this);
var projectileGraphics = self.attachAsset('projectile', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 50;
self.direction = {
x: 0,
y: 0
};
self.lastIntersecting = {};
self.update = function () {
// Move projectile
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.removeFromGame();
return;
}
// Check collision with enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (!self.lastIntersecting[i]) {
self.lastIntersecting[i] = false;
}
var currentIntersecting = self.intersects(enemy);
if (!self.lastIntersecting[i] && currentIntersecting) {
// Hit enemy
enemy.takeDamage(50);
self.removeFromGame();
return;
}
self.lastIntersecting[i] = currentIntersecting;
}
// Check collision with ogres
for (var i = ogres.length - 1; i >= 0; i--) {
var ogre = ogres[i];
var ogreKey = 'ogre_' + i;
if (!self.lastIntersecting[ogreKey]) {
self.lastIntersecting[ogreKey] = false;
}
var currentOgreIntersecting = self.intersects(ogre);
if (!self.lastIntersecting[ogreKey] && currentOgreIntersecting) {
// Hit ogre
ogre.takeDamage(50);
self.removeFromGame();
return;
}
self.lastIntersecting[ogreKey] = currentOgreIntersecting;
}
};
self.removeFromGame = function () {
// Remove from projectiles array
for (var i = projectiles.length - 1; i >= 0; i--) {
if (projectiles[i] === self) {
projectiles.splice(i, 1);
break;
}
}
self.destroy();
};
return self;
});
var UpgradeMenu = Container.expand(function () {
var self = Container.call(this);
// Set high z-index to ensure menu appears above all game elements
self.zIndex = 1000;
// Cooldown system for upgrade menu
self.cooldownDuration = 120; // 2 seconds at 60fps
self.cooldownTimer = 0;
// Semi-transparent background overlay
var menuBg = self.attachAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 30,
scaleY: 40
});
menuBg.alpha = 0.8;
menuBg.tint = 0x4A4A4A; // Dark gray background
// 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 = 600;
self.addChild(titleText);
// Upgrade options
var upgradeOptions = [{
name: 'ATTACK SPEED',
description: 'Faster spells'
}, {
name: 'SPELL POWER',
description: 'More damage'
}, {
name: 'HEALTH BOOST',
description: 'More health'
}];
// Create upgrade buttons
for (var i = 0; i < upgradeOptions.length; i++) {
var upgrade = upgradeOptions[i];
var yPos = 1000 + i * 300;
// Upgrade button background
var upgradeBtn = self.attachAsset('wizard', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: yPos,
scaleX: 3,
scaleY: 1.5
});
upgradeBtn.upgradeIndex = i;
upgradeBtn.tint = 0x8B008B;
// Upgrade text
var upgradeText = new Text2(upgrade.name + '\n' + upgrade.description + '\nCost: 10 coins', {
size: 60,
fill: 0xFFFFFF,
font: "monospace"
});
upgradeText.anchor.set(0.5, 0.5);
upgradeText.x = 2048 / 2;
upgradeText.y = yPos;
self.addChild(upgradeText);
}
// Close button
var closeBtn = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2200,
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 = 2200;
self.addChild(closeText);
// 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 Y position
var upgradeIndex = -1;
if (y >= 850 && y <= 1150) {
upgradeIndex = 0; // Attack Speed
} else if (y >= 1150 && y <= 1450) {
upgradeIndex = 1; // Spell Power
} else if (y >= 1450 && y <= 1750) {
upgradeIndex = 2; // Health Boost
}
// Check if upgrade button was clicked
if (upgradeIndex !== -1) {
if (coinCounter >= 10) {
coinCounter -= 10;
coinText.setText('Coins: ' + coinCounter);
// Apply upgrade based on index
switch (upgradeIndex) {
case 0:
// Attack Speed - reduce cooldown
wizard.attackCooldown = Math.max(5, wizard.attackCooldown - 5);
break;
case 1:
// Spell Power - increase damage multiplier
if (!wizard.spellPowerLevel) wizard.spellPowerLevel = 0;
wizard.spellPowerLevel++;
break;
case 2:
// Health Boost
wizard.maxHealth += 25;
wizard.health = Math.min(wizard.health + 25, wizard.maxHealth);
updateHealthBar();
break;
}
// Visual feedback - flash the upgrade area green
LK.effects.flashScreen(0x00FF00, 300);
// Close menu and resume game after successful purchase
self.closeMenu();
} else {
// Not enough coins - flash red
LK.effects.flashScreen(0xFF0000, 300);
// Close menu even when not enough coins
self.closeMenu();
}
} else if (y >= 2050 && y <= 2350) {
// Close button area clicked
self.closeMenu();
}
};
self.closeMenu = function () {
self.visible = false;
gameStarted = true;
// Resume game time
LK.playMusic('medievalTheme');
};
return self;
});
var Wizard = Container.expand(function () {
var self = Container.call(this);
var wizardGraphics = self.attachAsset('wizard', {
anchorX: 0.5,
anchorY: 1.0
});
self.attackCooldown = 0;
self.level = 1;
self.experience = 0;
self.health = 100;
self.maxHealth = 100;
self.spellPowerLevel = 0; // Track spell power upgrades
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
};
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();
// Calculate damage based on spell power upgrades
var baseDamage = 50;
var spellPowerMultiplier = 1 + (self.spellPowerLevel || 0) * 0.5; // 50% more damage per upgrade
var totalDamage = Math.floor(baseDamage * spellPowerMultiplier);
// Attack enemies in the specified direction/path
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.pathIndex === direction) {
// Check if enemy is within attack range along this path
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 150) {
// Attack range
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) {
// Check if ogre is within attack range along this path
var dx = ogre.x - self.x;
var dy = ogre.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 150) {
// Attack range
ogre.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) {
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();
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 200);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Celeste (sky blue) background
});
/****
* Game Code
****/
// Game state variables
var gameStarted = false;
var gameMenu;
var upgradeMenu;
var upgradeMenuShown = false;
// Game arrays to track objects
var enemies = [];
var ogres = [];
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 castle background
var castle = game.addChild(LK.getAsset('castle', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732 - 200
}));
castle.visible = false;
// Create 5 stone paths leading toward the wizard position
var paths = [];
var knightX = 2048 / 2;
var knightY = 2732 - 250;
// Create paths: center, two diagonal, and two side paths
var pathAngles = [-Math.PI / 2,
// Center (straight down)
-Math.PI / 4,
// Diagonal right
-3 * Math.PI / 4,
// Diagonal left
0,
// Right side (horizontal)
Math.PI // Left side (horizontal)
]; // 5 paths: center, two diagonal, two sides
// Create multiple stone segments for each path to form visible stone roads
for (var p = 0; p < 5; p++) {
var angle = pathAngles[p];
// Calculate path length - make center path longer
var pathLength = p === 0 ? 3000 : 1800; // Center path is longer
var segmentSize = 120; // Size of each stone segment
var numSegments = Math.floor(pathLength / segmentSize);
// Create individual stone segments along the path
for (var s = 0; s < numSegments; s++) {
var segmentDistance = s * segmentSize + segmentSize / 2;
var segmentX = knightX + Math.cos(angle) * segmentDistance;
var segmentY = knightY + Math.sin(angle) * segmentDistance;
// 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 stones slightly transparent and add visual variety
stoneSegment.alpha = 0.6 + Math.random() * 0.2; // Vary transparency
stoneSegment.visible = false;
stoneSegment.pathIndex = p;
}
}
// Create invisible path collision areas for touch detection
for (var p = 0; p < 5; p++) {
var angle = pathAngles[p];
var pathLength = p === 0 ? 3000 : 1800;
var centerX = knightX + Math.cos(angle) * (pathLength / 2);
var centerY = knightY + Math.sin(angle) * (pathLength / 2);
// Create invisible collision path
var path = game.addChild(LK.getAsset('pathSelector', {
anchorX: 0.5,
anchorY: 0.5,
x: centerX,
y: centerY,
scaleX: 2,
scaleY: pathLength / 60,
rotation: angle + Math.PI / 2
}));
// Make collision path completely invisible
path.alpha = 0;
path.visible = false;
path.pathIndex = p;
// Add touch handler for directional attacks
path.down = function (x, y, obj) {
// Attack in this path's direction
wizard.attack(obj.pathIndex);
// Visual feedback - flash all stone segments on this path
for (var i = 0; i < game.children.length; i++) {
var child = game.children[i];
if (child.pathIndex === obj.pathIndex && child !== obj) {
LK.effects.flashObject(child, 0xFFFFFF, 300);
}
}
};
paths.push(path);
}
// Create wizard
var wizard = game.addChild(new Wizard());
wizard.x = knightX;
wizard.y = knightY;
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;
}
// Show upgrade menu after 12 enemies are killed
if (enemyKillCounter >= 12 && !upgradeMenuShown) {
upgradeMenuShown = true;
upgradeMenu.visible = true;
upgradeMenu.cooldownTimer = upgradeMenu.cooldownDuration; // Start 2-second cooldown
gameStarted = false; // Pause game while menu is open
LK.stopMusic(); // Pause music
// 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();
}
}
// 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
enemySpawnTimer++;
if (enemySpawnTimer >= currentSpawnRate) {
enemySpawnTimer = 0;
var enemy = game.addChild(new Enemy());
// Apply difficulty scaling to enemy stats
enemy.health = Math.floor(100 * enemyHealthMultiplier);
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 the far end of the path (screen edge)
var pathLength = randomPathIndex === 0 ? 3000 : 1800; // Match path lengths
var spawnDistance = pathLength * 0.8; // Spawn farther away - 80% of path length
enemy.x = knightX + Math.cos(pathAngle) * spawnDistance;
enemy.y = knightY + Math.sin(pathAngle) * spawnDistance;
// 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)
if (LK.ticks >= 900 && LK.ticks % 180 === 0) {
// Every 3 seconds after 15 seconds
var ogre = game.addChild(new Ogre());
// Apply difficulty scaling to ogre stats
ogre.health = Math.floor(150 * enemyHealthMultiplier); // 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 the far end of the path (screen edge)
var ogrePathLength = ogrePathIndex === 0 ? 3000 : 1800;
var ogreSpawnDistance = ogrePathLength * 0.8;
ogre.x = knightX + Math.cos(ogrePathAngle) * ogreSpawnDistance;
ogre.y = knightY + Math.sin(ogrePathAngle) * ogreSpawnDistance;
// 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);
}
// 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
var currentIntersecting = enemy.intersects(wizard);
if (!enemy.lastIntersecting && currentIntersecting) {
// 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
var currentOgreIntersecting = ogre.intersects(wizard);
if (!ogre.lastIntersecting && currentOgreIntersecting) {
// 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;
}
// 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
@@ -53,8 +53,18 @@
anchorY: 1.0,
scaleX: 1.5,
scaleY: 1.5
});
+ // Create invisible larger hitbox for better collision detection
+ var enemyHitbox = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 1.0,
+ scaleX: 2.5,
+ // 66% larger than visible enemy
+ scaleY: 2.5
+ });
+ enemyHitbox.alpha = 0; // Make hitbox invisible
+ enemyHitbox.tint = 0xFF0000; // Red tint (invisible anyway)
self.health = 100;
self.maxHealth = 100;
self.speed = 7;
// Note: health, maxHealth and speed will be overridden by difficulty system
@@ -262,8 +272,18 @@
anchorY: 1.0,
scaleX: 1.5,
scaleY: 1.5
});
+ // Create invisible larger hitbox for better collision detection
+ var ogreHitbox = self.attachAsset('ogre', {
+ anchorX: 0.5,
+ anchorY: 1.0,
+ scaleX: 2.5,
+ // 66% larger than visible ogre
+ scaleY: 2.5
+ });
+ ogreHitbox.alpha = 0; // Make hitbox invisible
+ ogreHitbox.tint = 0xFF0000; // Red tint (invisible anyway)
self.health = 100;
self.maxHealth = 100;
self.speed = 7;
self.hitsToKill = 2;