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elimina sub menus complejos
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simplifica el gamemenu
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procede con la simplificacion del tutorial
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refactorizar tweenmanager ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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simplificar sistemas de hechizos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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simplifica el game menu ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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si empieza con la consolidacion de clases similares ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Script error.' in or related to this line: 'tween(readyAura, {' Line Number: 5950 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: '_typeof3 is not defined' in or related to this line: 'console.log('tween plugin available:', _typeof3(tween));' Line Number: 4925 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'setInterval is not a function' in or related to this line: 'setInterval(function () {' Line Number: 4154 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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centraliza el sistema de tween ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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implementa el 5.1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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implementa el 4.2 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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implementa el 4.1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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implementa el 3.2 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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implementa el 3.1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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implementa el 2.2 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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implementala ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz el 2.1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz el 1.2 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz el 1.1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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dame una lista de pasos con soluciones para el tween ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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si estructura la solucion del tween en pasos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Script error.' in or related to this line: 'tween(readyAura, {' Line Number: 5612 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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implementa el 3
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.bobOffset = Math.random() * Math.PI * 2; self.initialY = 0; self.update = function () { if (self.initialY === 0) { self.initialY = self.y; } // Only do bobbing animation and collection if not animating to coin counter if (!self.isAnimating) { // Bobbing animation self.y = self.initialY + Math.sin(LK.ticks * 0.1 + self.bobOffset) * 10; // Check collection by wizard if (wizard && self.intersects(wizard)) { self.collect(); } } }; self.collect = function () { LK.getSound('coinCollect').play(); LK.setScore(LK.getScore() + 5); coinCounter++; coinText.setText('Coins: ' + coinCounter); // Remove from coins array for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] === self) { coins.splice(i, 1); break; } } // Destroy coin directly without object pool self.destroy(); }; return self; }); // Unified Enemy class that handles all enemy types var Enemy = Container.expand(function (type) { var self = Container.call(this); // Set enemy type and configure based on it self.enemyType = type || 'skeleton'; self.currentFrame = 1; self.animationTimer = 0; self.animationState = 'walking'; self.frozen = false; self.frozenTimer = 0; self.isDying = false; self.lastX = 0; self.speedTweenStarted = false; self.lastIntersecting = false; // Configure enemy based on type var config = { skeleton: { health: 100, speed: 3, damage: 20, animationSpeed: 15, assetPrefix: 'esqueleto', scale: 3.0, vibration: [100], tint: null }, ogre: { health: 200, speed: 2.5, damage: 30, animationSpeed: 18, assetPrefix: 'ogre', scale: 3.5, vibration: [200], tint: null }, knight: { health: 300, speed: 2, damage: 40, animationSpeed: 20, assetPrefix: 'knight', scale: 3.0, vibration: [150], tint: null }, miniBoss: { health: 3000, speed: 4, damage: 75, animationSpeed: 12, assetPrefix: 'ogre', scale: 5.0, vibration: [300, 100, 300], tint: 0x8B0000 } }; var enemyConfig = config[self.enemyType] || config.skeleton; self.health = enemyConfig.health; self.maxHealth = self.health; self.speed = enemyConfig.speed; self.damage = enemyConfig.damage; self.animationSpeed = enemyConfig.animationSpeed; // Create animation frames self.animationFrames = []; for (var i = 1; i <= 4; i++) { var frameGraphics = self.attachAsset(enemyConfig.assetPrefix + i, { anchorX: 0.5, anchorY: 1.0, scaleX: enemyConfig.scale, scaleY: enemyConfig.scale }); frameGraphics.visible = i === 1; if (enemyConfig.tint) { frameGraphics.tint = enemyConfig.tint; } self.animationFrames.push(frameGraphics); } // Create health bar for mini boss if (self.enemyType === 'miniBoss') { self.healthBarBg = game.addChild(LK.getAsset('miniBossHealthBarBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 300, scaleX: 8, scaleY: 2 })); self.healthBarFg = game.addChild(LK.getAsset('miniBossHealthBar', { anchorX: 0.0, anchorY: 0.5, x: 2048 / 2 - 200, y: 300, scaleX: 8, scaleY: 2 })); self.healthText = new Text2('Boss Health: ' + self.health + '/' + self.maxHealth, { size: 80, fill: 0xFFFFFF, font: "monospace" }); self.healthText.anchor.set(0.5, 0.5); self.healthText.x = 2048 / 2; self.healthText.y = 250; game.addChild(self.healthText); } // Update health bar for mini boss self.updateHealthBar = function () { if (self.enemyType !== 'miniBoss' || !self.healthBarFg) return; var healthPercent = self.health / self.maxHealth; self.healthBarFg.scaleX = healthPercent * 8; self.healthText.setText('Boss Health: ' + self.health + '/' + self.maxHealth); if (healthPercent > 0.6) { self.healthBarFg.tint = 0xff0000; } else if (healthPercent > 0.3) { self.healthBarFg.tint = 0xff4500; } else { self.healthBarFg.tint = 0x8B0000; } }; // Optimized animation system self.updateAnimation = function () { self.animationTimer++; var frameSpeed = self.animationSpeed; if (self.animationState === 'attacking') frameSpeed = Math.floor(frameSpeed * 0.5);else if (self.animationState === 'dying') frameSpeed = Math.floor(frameSpeed * 1.3);else if (self.animationState === 'idle') frameSpeed = Math.floor(frameSpeed * 1.7); if (self.animationTimer >= frameSpeed) { self.animationTimer = 0; self.animationFrames[self.currentFrame - 1].visible = false; if (self.animationState === 'walking') { self.currentFrame++; if (self.currentFrame > 4) self.currentFrame = 1; } else if (self.animationState === 'attacking') { self.currentFrame++; if (self.currentFrame > 4) self.currentFrame = 2; } else if (self.animationState === 'dying') { if (self.currentFrame < 4) self.currentFrame++; } else if (self.animationState === 'idle') { self.currentFrame = self.currentFrame === 1 ? 2 : 1; } self.animationFrames[self.currentFrame - 1].visible = true; } }; self.update = function () { if (tutorial && tutorial.isActive || self.isDying) return; // Animation and speed progression self.updateAnimation(); if (!self.speedTweenStarted) { self.speedTweenStarted = true; tween(self, { speed: self.speed * 1.5 }, { duration: 10000, easing: tween.easeOut }); } // Handle frozen state if (self.frozen) { self.frozenTimer--; if (self.frozenTimer <= 0) self.frozen = false; return; } // Enhanced movement toward wizard if (wizard) { var dx = wizard.x - self.x; var dy = wizard.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var speedMult = self.timeSlowed ? self.timeSlowAmount : 1.0; self.x += dx / distance * self.speed * speedMult; self.y += dy / distance * self.speed * speedMult; var flipScale = dx < 0 ? -enemyConfig.scale : enemyConfig.scale; for (var frameIdx = 0; frameIdx < self.animationFrames.length; frameIdx++) { self.animationFrames[frameIdx].scaleX = flipScale; } } else { self.y += self.speed; } } }; self.takeDamage = function (damage) { self.health -= damage; self.animationState = 'attacking'; // Create damage text var damageText = new Text2('-' + damage, { size: 120, fill: 0xFF4444, font: "monospace" }); damageText.anchor.set(0.5, 0.5); damageText.x = self.x + (Math.random() - 0.5) * 60; damageText.y = self.y - 40; game.addChild(damageText); var startY = damageText.y; tween(damageText, { y: startY - 120, alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { damageText.destroy(); } }); // Flash effect LK.effects.flashObject(self, 0xFF0000, 300); // Return to walking state after brief animation tween({}, {}, { duration: 300, onFinish: function onFinish() { if (self.animationState === 'attacking') self.animationState = 'walking'; } }); if (self.enemyType === 'miniBoss') { self.updateHealthBar(); } if (self.health <= 0) self.die(); }; self.down = function (x, y, obj) { if (tutorial && tutorial.isActive || self.isDying) return; if (wizard && wizard.attackCooldown > 0) { LK.effects.flashObject(self, 0xFF0000, 200); return; } // Vibration feedback if (typeof LK.vibrate === 'function') { LK.vibrate(enemyConfig.vibration); } selectedEnemy = self; LK.effects.flashObject(self, 0xFFFF00, 500); if (wizard && projectiles.length < 10) { var projectile = ProjectileFactory.createBasicAttack(wizard, self); projectile.targetEnemy = self; projectiles.push(projectile); LK.getSound('spellCast').play(); wizard.attackCooldown = 30; } }; self.die = function () { if (globalDeathHandler) { // Get appropriate array based on type var enemyArray = enemies; if (self.enemyType === 'ogre') enemyArray = ogres;else if (self.enemyType === 'knight') enemyArray = knights;else if (self.enemyType === 'miniBoss') enemyArray = miniBosses; globalDeathHandler.executeEnemyDeath(self, enemyArray); } }; return self; }); // Unified EnemyManager for streamlined enemy lifecycle management var EnemyManager = Container.expand(function () { var self = Container.call(this); // Use global arrays directly - no separate collections needed // Unified enemy configuration templates self.enemyTemplates = { skeleton: { baseHealth: 100, baseSpeed: 3, damage: 20, coinReward: 1 }, ogre: { baseHealth: 200, baseSpeed: 2.5, damage: 30, coinReward: 1 }, knight: { baseHealth: 300, baseSpeed: 2, damage: 40, coinReward: 1 }, miniBoss: { baseHealth: 3000, baseSpeed: 4, damage: 75, coinReward: 5 } }; // Streamlined enemy creation with unified Enemy class self.createEnemy = function (type, difficulty, level, pathOverride) { var template = self.enemyTemplates[type]; if (!template) return null; // Create enemy using unified Enemy class var enemy = new Enemy(type); // Apply difficulty scaling enemy.speed *= 1 + level * 0.3; enemy.pathIndex = pathOverride || self.selectOptimalPath(type); self.positionEnemy(enemy, type); self.applyDifficultyModifications(enemy, type, difficulty); return enemy; }; // Unified enemy positioning system self.positionEnemy = function (enemy, type) { // Use direct spawn position values var spawnPositions = [{ x: 2048 / 2, y: -100 }, { x: 2048 + 50, y: -50 }, { x: -50, y: -50 }, { x: -100, y: 2732 / 2 + 400 }, { x: 2048 + 100, y: 2732 / 2 + 400 }]; var spawnPos = spawnPositions[enemy.pathIndex]; if (spawnPos) { enemy.x = Math.max(50, Math.min(1998, spawnPos.x)); enemy.y = type === 'miniBoss' ? -200 : Math.max(-200, Math.min(2732 + 100, spawnPos.y)); enemy.lastX = enemy.x; } }; // Streamlined difficulty modifications self.applyDifficultyModifications = function (enemy, type, difficulty) { if (type === 'miniBoss') { enemy.updateHealthBar(); LK.effects.flashScreen(0x8B0000, 1000); } else if (type === 'skeleton' && Math.random() < 0.3) { LK.getSound('enemyGrowl').play(); } // Elite enemy system for hard difficulty if (difficulty === 'DIFICIL' && enemyKillCounter >= 20 && Math.random() < 0.15) { self.createEliteEnemy(enemy, type); } }; // Unified elite enemy creation self.createEliteEnemy = function (enemy, type) { var eliteMultipliers = { health: 1.8, speed: 1.3, color: 0xFF6600 }; if (type === 'ogre') eliteMultipliers.color = 0xFF0000; if (type === 'knight') eliteMultipliers.color = 0xFFD700; if (type === 'miniBoss') eliteMultipliers.color = 0x8B0000; enemy.health *= eliteMultipliers.health; enemy.speed *= eliteMultipliers.speed; enemy.maxHealth = enemy.health; enemy.isElite = true; for (var i = 0; i < enemy.animationFrames.length; i++) { enemy.animationFrames[i].tint = eliteMultipliers.color; } }; // Optimized path selection system self.selectOptimalPath = function (type) { if (type === 'skeleton' && enemyKillCounter < 5) return 0; if (type === 'miniBoss') return 0; var available = []; for (var i = 0; i < 5; i++) { if (pathConsecutiveSpawns[i] < 2) available.push(i); } if (available.length === 0) { for (var i = 0; i < 5; i++) pathConsecutiveSpawns[i] = 0; available = [0, 1, 2, 3, 4]; } return available[Math.floor(Math.random() * available.length)]; }; // Unified enemy collection management self.addToCollection = function (enemy, type) { if (type === 'skeleton') enemies.push(enemy);else if (type === 'ogre') ogres.push(enemy);else if (type === 'knight') knights.push(enemy);else if (type === 'miniBoss') miniBosses.push(enemy); }; // Streamlined enemy removal system self.removeFromCollection = function (enemy, type) { var collection = []; if (type === 'skeleton') collection = enemies;else if (type === 'ogre') collection = ogres;else if (type === 'knight') collection = knights;else if (type === 'miniBoss') collection = miniBosses; if (collection.length > 0) { for (var i = collection.length - 1; i >= 0; i--) { if (collection[i] === enemy) { collection.splice(i, 1); break; } } } }; // Get all enemies as unified array self.getAllEnemies = function () { var allEnemies = []; allEnemies = allEnemies.concat(enemies); allEnemies = allEnemies.concat(ogres); allEnemies = allEnemies.concat(knights); allEnemies = allEnemies.concat(miniBosses); return allEnemies; }; return self; }); var EnergyOrb = Container.expand(function () { var self = Container.call(this); // Create energy sphere visual var sphereGraphics = self.attachAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Add glowing effect sphereGraphics.alpha = 0.8; self.attackTimer = 0; self.attackInterval = 180; // 3 seconds at 60fps self.orbitalAngle = 0; self.orbitalRadius = 120; self.update = function () { // Pause energy orb when tutorial is active if (tutorial && tutorial.isActive) { return; } // Keep sphere at wizard's position (stationary relative to wizard) if (wizard) { self.x = wizard.x + 140; // Position further to the right side of wizard self.y = wizard.y - 20; // Position slightly lower relative to wizard } // Pulsing glow effect var pulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3; sphereGraphics.scaleX = 1.5 * pulse; sphereGraphics.scaleY = 1.5 * pulse; // Attack timer - keep original interval regardless of upgrades self.attackTimer++; if (self.attackTimer >= 180) { // Fixed at 3 seconds self.attackTimer = 0; self.attackClosestEnemy(); } }; self.attackClosestEnemy = function () { var closestEnemy = null; var closestDistance = Infinity; // Check all enemy types for closest one var allEnemies = collisionArrayPool.getAllEnemies(); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } // Attack closest enemy if found if (closestEnemy) { // Create energy beam projectile using unified factory var energyBeam = ProjectileFactory.createProjectile('energyBeam', self.x, self.y, closestEnemy.x, closestEnemy.y, { targetEnemy: closestEnemy }); // Flash effect on sphere when attacking globalTween(sphereGraphics, { scaleX: 2.5, scaleY: 2.5, alpha: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { globalTween(sphereGraphics, { scaleX: 1.5, scaleY: 1.5, alpha: 0.8 }, { duration: 200, easing: tween.easeIn }); } }); LK.getSound('spellCast').play(); } }; return self; }); var GameMenu = Container.expand(function () { var self = Container.call(this); // Simple menu background var menuBg = self.attachAsset('menuBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 25.0, scaleY: 35.0 }); menuBg.alpha = 1.0; // Title text var titleText = new Text2('WIZARD DEFENDER', { size: 150, fill: 0xFFD700, font: "monospace" }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 800; self.addChild(titleText); // Instructions text var instructionsText = new Text2('TAP ENEMIES TO ATTACK\nUSE CARDS FOR SPELLS', { size: 80, fill: 0xFFFFFF, font: "monospace" }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = 2048 / 2; instructionsText.y = 1200; self.addChild(instructionsText); // Start button var startButton = self.attachAsset('wizard1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1500, scaleX: 2, scaleY: 2 }); var startButtonText = new Text2('START GAME', { size: 100, fill: 0x000000, font: "monospace" }); startButtonText.anchor.set(0.5, 0.5); startButtonText.x = 2048 / 2; startButtonText.y = 1600; self.addChild(startButtonText); // Simple tap anywhere to start self.down = function (x, y, obj) { self.startGame(); }; self.startGame = function () { // Check if this is a new player (no tutorial completed) if (!storage.tutorialCompleted && tutorial) { self.visible = false; tutorial.startTutorial(); return; } // Simple deck setup var defaultDeck = ['fireball', 'heal', 'lightning']; currentDeck = defaultDeck.slice(); if (activeSpellDeck) { activeSpellDeck.currentDeck = defaultDeck.slice(); } storage.spellDeck = defaultDeck.slice(); // Hide menu and start game self.visible = false; gameStarted = true; // Show game elements if (backgroundMap) { backgroundMap.visible = true; } wizard.visible = true; for (var i = 0; i < paths.length; i++) { paths[i].visible = true; } coinText.visible = true; killCountText.visible = true; tapText.visible = true; healthBarBg.visible = true; healthBar.visible = true; healthText.visible = true; manaBarBg.visible = true; manaBar.visible = true; manaText.visible = true; updateManaDisplay(); cardToggleButton.visible = true; cardToggleText.visible = true; // Initialize mana currentMana = 100; maxMana = 100; if (activeSpellDeck) { activeSpellDeck.currentMana = 100; activeSpellDeck.maxMana = 100; } // Start music var musicVolume = storage.musicVolume || 0.7; LK.playMusic('medievalTheme', { volume: musicVolume }); }; return self; }); var Orb = Container.expand(function () { var self = Container.call(this); // Create orb visual using energy sphere var orbGraphics = self.attachAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4 }); orbGraphics.tint = 0xFFD700; // Golden color for orbs orbGraphics.alpha = 0.9; self.orbitalAngle = 0; // Starting angle for this orb self.orbitalRadius = 880; // Distance from wizard - doubled again for even more separation self.rotationSpeed = 0.025; // How fast orbs rotate - halved for slower movement // Category 3: Orb-enemy collisions (separate from projectile-enemy and enemy-wizard) self.processOrbEnemyCollisions = function () { var allEnemies = collisionArrayPool.getAllEnemies(); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; // Skip collision check with wizard if (enemy === wizard) { continue; } // Initialize collision tracking for this enemy if not exists if (!self.lastIntersecting) { self.lastIntersecting = {}; } if (self.lastIntersecting[i] === undefined) { self.lastIntersecting[i] = false; } // 1.1 Distance Culling: Quick distance check before expensive collision detection var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var maxOrbRange = 80; // Orb collision range var currentIntersecting = false; if (distance <= maxOrbRange) { // Only perform expensive intersection test if enemy is close enough currentIntersecting = self.intersects(enemy); } if (!self.lastIntersecting[i] && currentIntersecting) { // Deal damage to enemy on contact transition (first contact only) enemy.takeDamage(200); // Visual effect for orb hit LK.effects.flashObject(self, 0xFFFFFF, 200); // Create orb impact effect var orbImpact = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.3, scaleY: 0.3 })); orbImpact.tint = 0xFFD700; orbImpact.alpha = 0.8; // Animate orb impact globalTween(orbImpact, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { orbImpact.destroy(); } }); } // Update collision state for this enemy self.lastIntersecting[i] = currentIntersecting; } }; self.update = function () { // Pause orb when tutorial is active if (tutorial && tutorial.isActive) { return; } // Rotate around wizard if (wizard) { self.orbitalAngle += self.rotationSpeed; self.x = wizard.x + Math.cos(self.orbitalAngle) * self.orbitalRadius; self.y = wizard.y + Math.sin(self.orbitalAngle) * self.orbitalRadius - 240; // Position orb much higher up } // Add pulsing effect var pulse = 1 + Math.sin(LK.ticks * 0.3) * 0.2; orbGraphics.scaleX = 0.4 * pulse; orbGraphics.scaleY = 0.4 * pulse; // Category 3: Orb-enemy collisions (separate from projectile-enemy and enemy-wizard) self.processOrbEnemyCollisions(); }; return self; }); // Create global death handler instance var Projectile = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'projectile'; self.targetEnemy = null; self.hitEnemy = false; // Unified projectile configuration var configs = { projectile: { assetId: 'projectile', scale: 1.5, speed: 50, damage: 100, tint: 0x44aaff, hasGlow: true, hasRotation: true }, energyBeam: { assetId: 'projectileGlow', scale: 1.0, speed: 60, damage: 100, tint: 0x00ffff, hasRotation: true }, fireBall: { assetId: 'projectileGlow', scale: 1.5, speed: 40, damage: 150, tint: 0xFF4500, hasRotation: true, hasFlicker: true, isAreaDamage: true } }; var config = configs[self.type] || configs.projectile; self.speed = config.speed; self.damage = config.damage; self.direction = { x: 0, y: 0 }; // Create unified graphics self.graphics = self.attachAsset(config.assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: config.scale, scaleY: config.scale }); self.graphics.tint = config.tint; // Add glow effect if specified if (config.hasGlow) { var glow = self.attachAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); glow.alpha = 0.3; glow.tint = config.tint; } self.update = function () { if (tutorial && tutorial.isActive) return; // Move projectile self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Visual effects if (config.hasRotation) { var angle = Math.atan2(self.direction.y, self.direction.x); self.graphics.rotation = angle + Math.PI / 2; } if (config.hasFlicker) { var flicker = 1 + Math.sin(LK.ticks * 0.4) * 0.3; self.graphics.scaleX = config.scale * flicker; self.graphics.scaleY = config.scale * flicker; } // Remove if off screen if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { ProjectileFactory.removeProjectile(self); return; } self.checkCollisions(); }; self.checkCollisions = function () { if (self.hitEnemy) return; if (config.isAreaDamage) { self.processAreaCollisions(); } else { self.processSingleTargetCollisions(); } }; // Unified collision processing self.processAreaCollisions = function () { var allEnemies = collisionArrayPool.getAllEnemies(); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; if (enemy === wizard || enemy.isDying) continue; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance <= 120 && self.intersects(enemy)) { enemy.takeDamage(self.damage); self.createExplosion(enemy); self.hitEnemy = true; ProjectileFactory.removeProjectile(self); return; } } }; self.processSingleTargetCollisions = function () { if (self.targetEnemy && self.targetEnemy.parent && !self.targetEnemy.isDying) { var distance = Math.sqrt(Math.pow(self.targetEnemy.x - self.x, 2) + Math.pow(self.targetEnemy.y - self.y, 2)); if (distance <= 100 && self.intersects(self.targetEnemy)) { self.targetEnemy.takeDamage(self.damage); self.hitEnemy = true; ProjectileFactory.removeProjectile(self); return; } } else { self.hitEnemy = true; ProjectileFactory.removeProjectile(self); } }; self.createExplosion = function (enemy) { LK.effects.flashObject(enemy, 0xFF4500, 400); var explosion = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 2, scaleY: 2 })); explosion.tint = 0xFF6600; explosion.alpha = 0.8; globalTween(explosion, { scaleX: 5, scaleY: 5, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); }; return self; }); // Simple effects helper for basic visual feedback // Simple SpellDeck class to replace the complex system var SpellDeck = Container.expand(function () { var self = Container.call(this); // Use the existing simple spell system self.currentDeck = storage.spellDeck || ['fireball', 'heal', 'lightning']; self.availableSpells = availableSpells; // Reference to global availableSpells // Simple methods to match the interface expected by GameMenu self.addToDeck = function (spellId) { if (self.currentDeck.length >= 5) return false; if (self.currentDeck.indexOf(spellId) !== -1) return false; self.currentDeck.push(spellId); storage.spellDeck = self.currentDeck.slice(); return true; }; self.removeFromDeck = function (spellId) { var index = self.currentDeck.indexOf(spellId); if (index === -1) return false; self.currentDeck.splice(index, 1); storage.spellDeck = self.currentDeck.slice(); return true; }; self.getSpell = function (spellId) { return _getSpell(spellId); }; self.getRarityColor = function (rarity) { return _getRarityColor(rarity); }; self.unlockSpell = function (spellId) { // Simple unlock system - spells are always available return true; }; return self; }); // Simple spell system - no complex classes needed var Tutorial = Container.expand(function () { var self = Container.call(this); // Simple tutorial state self.isActive = false; // Tutorial overlay background var tutorialOverlay = self.attachAsset('startMenuBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 25.0, scaleY: 35.0 }); tutorialOverlay.alpha = 0.9; tutorialOverlay.tint = 0x000000; tutorialOverlay.visible = false; // Initially hidden tutorialOverlay.zIndex = 1999; // Ensure proper layering tutorialOverlay.interactive = true; // Always interactive to block clicks // Start the tutorial - simplified version self.startTutorial = function () { self.isActive = true; // Make tutorial visible self.visible = true; self.zIndex = 2000; tutorialOverlay.visible = true; // Hide game menu while tutorial is active if (gameMenu) { gameMenu.visible = false; } // Show simple tutorial text var titleText = new Text2('WIZARD DEFENDER', { size: 120, fill: 0xFFD700, font: "monospace" }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 1000; self.addChild(titleText); var instructionsText = new Text2('TOCA ENEMIGOS PARA ATACAR\nUSA CARTAS PARA HECHIZOS\nCUIDA TU SALUD', { size: 80, fill: 0xFFFFFF, font: "monospace" }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = 2048 / 2; instructionsText.y = 1400; self.addChild(instructionsText); var continueText = new Text2('TOCA PARA EMPEZAR', { size: 60, fill: 0x00FF00, font: "monospace" }); continueText.anchor.set(0.5, 0.5); continueText.x = 2048 / 2; continueText.y = 1800; self.addChild(continueText); return true; // Tutorial started }; // Complete the tutorial - simplified self.completeTutorial = function () { // Mark tutorial as completed storage.tutorialCompleted = true; // Hide tutorial completely tutorialOverlay.visible = false; tutorialOverlay.interactive = false; self.visible = false; self.isActive = false; // Start game immediately if (gameMenu) { gameMenu.startGame(); } }; // Handle tutorial interactions - simplified self.down = function (x, y, obj) { if (!self.isActive) return; // Any tap completes tutorial self.completeTutorial(); }; return self; }); // Impact effect function now handled by BaseDamageHandler // Unified death handler for all enemy types using enemy configuration var UnifiedDeathHandler = Container.expand(function () { var self = Container.call(this); // Execute enemy death with consolidated coin and reward logic self.executeEnemyDeath = function (enemy, enemyArray) { enemy.animationState = 'dying'; enemy.currentFrame = 3; LK.getSound('painSound').play(); enemy.isDying = true; // Use direct enemy configuration values based on type var deathRotation = Math.PI * 0.5; var numCoins = 1; // Set specific values based on enemy type if (enemy.enemyType === 'miniBoss') { deathRotation = Math.PI * 0.8; numCoins = 5; } else if (enemy.enemyType === 'ogre') { deathRotation = Math.PI * 0.6; numCoins = 1; } else if (enemy.enemyType === 'knight') { deathRotation = Math.PI * 0.7; numCoins = 1; } // Special cleanup for mini boss UI elements if (enemy.enemyType === 'miniBoss') { self.cleanupMiniBossUI(enemy); } // Execute unified death animation globalTween(enemy, { alpha: 0, scaleX: 0.3, scaleY: 0.3, rotation: deathRotation }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { self.handleDeathRewards(enemy, numCoins); self.updateProgression(enemy); self.cleanupEnemy(enemy, enemyArray); } }); }; // Clean up mini boss UI elements self.cleanupMiniBossUI = function (enemy) { if (enemy.healthBarBg && enemy.healthBarBg.parent) { enemy.healthBarBg.destroy(); } if (enemy.healthBarFg && enemy.healthBarFg.parent) { enemy.healthBarFg.destroy(); } if (enemy.healthText && enemy.healthText.parent) { enemy.healthText.destroy(); } }; // Handle coin drops and difficulty-based rewards using pooled coins self.handleDeathRewards = function (enemy, numCoins) { var selectedDifficulty = storage.difficulty || 'NORMAL'; for (var coinIdx = 0; coinIdx < numCoins; coinIdx++) { // Create coin directly without object pool var coin = new Coin(); coin.x = enemy.x + (enemy.enemyType === 'miniBoss' ? (Math.random() - 0.5) * 200 : 0); coin.y = enemy.y - 50 + (enemy.enemyType === 'miniBoss' ? (Math.random() - 0.5) * 100 : 0); coin.isAnimating = true; coin.bobOffset = Math.random() * Math.PI * 2; coin.initialY = 0; coin.visible = true; coin.alpha = 1.0; game.addChild(coin); coins.push(coin); var coinTargetX = 120 + coinText.width / 2; var coinTargetY = 90 + coinText.height / 2; globalTween(coin, { x: coinTargetX, y: coinTargetY, scaleX: 0.5, scaleY: 0.5 }, { duration: 1000 + (enemy.enemyType === 'miniBoss' ? coinIdx * 200 : 0), easing: tween.easeOut, onFinish: function onFinish() { self.processCoinReward(enemy, selectedDifficulty, coin); } }); } }; // Process coin rewards with difficulty modifiers self.processCoinReward = function (enemy, selectedDifficulty, coin) { var coinReward = enemy.enemyType === 'miniBoss' ? 10 : 1; if (selectedDifficulty === 'FACIL') { coinReward = Math.floor(coinReward * 1.5); } else if (selectedDifficulty === 'DIFICIL') { coinReward = Math.max(1, Math.floor(coinReward * 0.75)); } coinCounter += coinReward; coinText.setText('Coins: ' + coinCounter); // Easy difficulty healing bonus if (selectedDifficulty === 'FACIL' && Math.random() < 0.15) { wizard.health = Math.min(wizard.health + 5, wizard.maxHealth); updateHealthBar(); LK.effects.flashObject(wizard, 0x00FF00, 200); } // Remove coin from tracking array for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] === coin) { coins.splice(i, 1); break; } } // Destroy coin directly without object pool coin.destroy(); }; // Update kill counter and experience progression self.updateProgression = function (enemy) { var killIncrement = enemy.enemyType === 'miniBoss' ? 10 : 1; enemyKillCounter += killIncrement; killCountText.setText('Puntuacion: ' + enemyKillCounter); wizard.gainExperience(enemy.enemyType === 'miniBoss' ? 250 : 25); if (selectedEnemy === enemy) { selectedEnemy = null; } }; // Clean up enemy from arrays and game self.cleanupEnemy = function (enemy, enemyArray) { // Remove from appropriate array for (var i = enemyArray.length - 1; i >= 0; i--) { if (enemyArray[i] === enemy) { enemyArray.splice(i, 1); break; } } // Also remove from global enemy manager collections globalEnemyManager.removeFromCollection(enemy, enemy.enemyType); // Remove from all legacy arrays to ensure proper cleanup var allArrays = [enemies, ogres, knights, miniBosses]; for (var arrayIdx = 0; arrayIdx < allArrays.length; arrayIdx++) { var array = allArrays[arrayIdx]; for (var i = array.length - 1; i >= 0; i--) { if (array[i] === enemy) { array.splice(i, 1); break; } } } enemy.destroy(); // Set score reward based on enemy type var scoreReward = 10; if (enemy.enemyType === 'miniBoss') { scoreReward = 100; } else if (enemy.enemyType === 'ogre') { scoreReward = 20; } else if (enemy.enemyType === 'knight') { scoreReward = 30; } LK.setScore(LK.getScore() + scoreReward); }; return self; }); // UpgradeMenu class removed - using spell deck system instead // Unified Projectile Factory using consolidated GAME_CONFIG.projectiles var Wizard = Container.expand(function () { var self = Container.call(this); // Animation system for wizard self.currentFrame = 1; self.animationTimer = 0; self.animationSpeed = 18; // Change frame every 18 ticks (300ms at 60fps) // Create all wizard graphics frames and store them self.wizardFrames = []; for (var i = 1; i <= 4; i++) { var frameGraphics = self.attachAsset('wizard' + i, { anchorX: 0.5, anchorY: 1.0, scaleX: 2.5, scaleY: 2.5 }); frameGraphics.visible = i === 1; // Only show first frame initially self.wizardFrames.push(frameGraphics); } // Create invisible hitbox with much smaller size for more precise collision var hitbox = self.attachAsset('wizard1', { anchorX: 0.3, anchorY: 1.0, scaleX: 0.25, // Much smaller size for very precise collision scaleY: 0.3 // Much smaller size for very precise collision }); hitbox.alpha = 0; // Make hitbox invisible // Position hitbox slightly to the right to reduce left side hitbox.x = 15; // Offset hitbox to the right // Create shield visual effect self.shieldGraphics = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.shieldGraphics.alpha = 0.7; self.shieldGraphics.visible = false; self.attackCooldown = 0; self.level = 1; self.health = 100; self.maxHealth = 100; self.shieldActive = false; // Track shield status // Upgrade system removed - simplified wizard properties // Override intersects method to use smaller hitbox self.intersects = function (other) { return hitbox.intersects(other); }; self.update = function () { // Pause wizard when tutorial is active if (tutorial && tutorial.isActive) { return; } if (self.attackCooldown > 0) { self.attackCooldown--; } // Update shield visibility based on shield status self.shieldGraphics.visible = self.shieldActive; if (self.shieldActive) { // Animate shield with pulsing effect var pulse = 1 + Math.sin(LK.ticks * 0.15) * 0.2; self.shieldGraphics.scaleX = 3 * pulse; self.shieldGraphics.scaleY = 3 * pulse; // Slowly rotate shield self.shieldGraphics.rotation += 0.03; // Add glowing effect self.shieldGraphics.alpha = 0.6 + Math.sin(LK.ticks * 0.1) * 0.2; } // Upgrade-based abilities removed - using spell deck system instead // Simplified animation system - instant frame switching only self.animationTimer++; if (self.animationTimer >= self.animationSpeed) { self.animationTimer = 0; // Hide current frame self.wizardFrames[self.currentFrame - 1].visible = false; // Move to next frame self.currentFrame++; if (self.currentFrame > 4) { self.currentFrame = 1; } // Show next frame self.wizardFrames[self.currentFrame - 1].visible = true; } }; self.attack = function (direction) { if (self.attackCooldown <= 0) { // Default direction if none specified if (direction === undefined) { direction = 0; // Default to center path } // Get attack angle based on path direction var attackAngle = pathAngles[direction]; var attackDistance = 100; // Calculate spell position based on attack direction var spellX = self.x + Math.cos(attackAngle) * attackDistance; var spellY = self.y + Math.sin(attackAngle) * attackDistance; // Create spell effect var spell = game.addChild(LK.getAsset('spell', { anchorX: 0.5, anchorY: 0.5, x: spellX, y: spellY, scaleX: 0.5, scaleY: 0.5 })); // Animate spell with magical effects globalTween(spell, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { spell.destroy(); } }); // Add rotation animation to spell globalTween(spell, { rotation: Math.PI * 2 }, { duration: 500, easing: tween.linear }); self.attackCooldown = 30; // 0.5 seconds at 60fps LK.getSound('spellCast').play(); // Base damage for wizard attack var totalDamage = 1; // Attack enemies in the specified direction/path for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.pathIndex === direction) { // Only hit enemies on exact same path - no distance validation enemy.takeDamage(totalDamage); } } // Attack ogres in the specified direction/path for (var i = ogres.length - 1; i >= 0; i--) { var ogre = ogres[i]; if (ogre.pathIndex === direction) { // Only hit ogres on exact same path - no distance validation ogre.takeDamage(totalDamage); } } // Attack knights in the specified direction/path for (var i = knights.length - 1; i >= 0; i--) { var knight = knights[i]; if (knight.pathIndex === direction) { // Only hit knights on exact same path - no distance validation knight.takeDamage(totalDamage); } } return true; } return false; }; self.gainExperience = function (amount) { self.experience += amount; var expNeeded = self.level * 100; if (self.experience >= expNeeded) { self.levelUp(); } }; self.levelUp = function () { self.level++; self.experience = 0; // Visual level up effect LK.effects.flashObject(self, 0xFFD700, 500); }; self.takeDamage = function (damage) { // Check if teleport invulnerability is active if (self.teleportInvuln) { GameManager.createFlashEffect(self, 0x8000FF, 200); return; } // Check if shield is active if (self.shieldActive) { // Initialize shield properties if not set if (self.maxShieldHits === undefined) { self.maxShieldHits = 1; self.currentShieldHits = 0; } // Increment shield hits self.currentShieldHits++; // Visual feedback for shield use GameManager.createFlashEffect(self, 0x00BFFF, 300); // Check if shield is depleted if (self.currentShieldHits >= self.maxShieldHits) { self.shieldActive = false; // Start shield regeneration timer var regenTime = self.shieldRegen ? 5000 : 10000; // Faster regen if improved globalTween({}, {}, { duration: regenTime, onFinish: function onFinish() { // Regenerate shield self.shieldActive = true; self.currentShieldHits = 0; // Visual feedback for shield regeneration GameManager.createFlashEffect(self, 0x00BFFF, 500); // Add shield regeneration animation globalTween(self.shieldGraphics, { scaleX: 5, scaleY: 5, alpha: 1.0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { globalTween(self.shieldGraphics, { scaleX: 3, scaleY: 3, alpha: 0.7 }, { duration: 400, easing: tween.easeIn }); } }); } }); } // No damage taken, shield absorbed it return; } // Use unified damage handler for core damage logic self.health -= damage; GameManager.createFlashEffect(self, 0xFF0000, 200); if (self.health <= 0) { self.health = 0; // 10% chance to revive when dying var reviveChance = Math.random(); if (reviveChance < 0.10) { // Revival successful! self.health = Math.floor(self.maxHealth * 0.5); // Revive with 50% health // Destroy ALL enemies when revival activates (no distance restriction) var allEnemies = collisionArrayPool.getAllEnemies(); for (var enemyIdx = allEnemies.length - 1; enemyIdx >= 0; enemyIdx--) { var enemy = allEnemies[enemyIdx]; // Create destruction effect for each enemy GameManager.createFlashEffect(enemy, 0xFFD700, 500); // Create golden explosion particles GameManager.createVisualEffect('explosion', enemy, { explosionColor: 0xFFD700, explosionScale: 4.0 }); // Kill ALL enemies instantly by calling die() method enemy.die(); } // Visual effects for revival LK.effects.flashScreen(0x00FF00, 1500); // Green flash for revival GameManager.createFlashEffect(self, 0xFFD700, 1000); // Golden flash on wizard // Create healing aura effect GameManager.createVisualEffect('explosion', self, { explosionColor: 0x00FF00, explosionScale: 8.0 }); // Play spell cast sound for revival LK.getSound('spellCast').play(); // Update health bar to show revival updateHealthBar(); } else { // Game over when health reaches 0 and no revival LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } } // Update health bar updateHealthBar(); // Simplified screen shake for better performance var shakeIntensity = 8; var originalX = game.x; var originalY = game.y; // Simple single shake effect globalTween(game, { x: originalX + shakeIntensity, y: originalY + shakeIntensity * 0.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { globalTween(game, { x: originalX, y: originalY }, { duration: 100, easing: tween.easeIn }); } }); }; // Force push ability removed - not used in current spell system // Freeze pulse ability removed - not used in current spell system // Thorns ability removed - not used in current spell system // Fireball launch removed - using spell deck system instead // Frame transition config removed - using simple animation only // Advanced transition removed - using simple frame switching only // Basic transition removed - using instant frame switching only // Sparkle effects removed - using simplified animations only return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background for pixel art }); /**** * Game Code ****/ // Simplified TweenManager for basic tween functionality var TweenManager = { // Core tween plugin reference tweenPlugin: null, // Initialize tween manager initialize: function initialize() { console.log('Initializing simplified TweenManager'); this.tweenPlugin = LK.import('@upit/tween.v1'); if (!this.tweenPlugin || typeof this.tweenPlugin !== 'function') { console.warn('Tween plugin failed, creating fallback'); this.createFallbackPlugin(); } else { console.log('Tween plugin loaded successfully'); } // Make tween globally available window.tween = this.createTweenProxy(); return this.isPluginValid(); }, // Check if plugin is valid isPluginValid: function isPluginValid() { return this.tweenPlugin && typeof this.tweenPlugin === 'function'; }, // Create simple fallback plugin createFallbackPlugin: function createFallbackPlugin() { var self = this; this.tweenPlugin = function (target, props, options) { // Immediate property changes for basic compatibility if (target && props) { for (var prop in props) { if (target.hasOwnProperty(prop)) { target[prop] = props[prop]; } } } // Execute onFinish callback if provided if (options && options.onFinish && typeof options.onFinish === 'function') { setTimeout(function () { try { options.onFinish(); } catch (error) { console.error('Fallback tween error:', error); } }, options.duration || 0); } return null; }; // Add basic easing functions var linear = function linear(t) { return t; }; this.tweenPlugin.easeOut = linear; this.tweenPlugin.easeIn = linear; this.tweenPlugin.easeInOut = linear; this.tweenPlugin.linear = linear; this.tweenPlugin.bounceOut = linear; }, // Create tween proxy function createTweenProxy: function createTweenProxy() { var self = this; var tweenProxy = function tweenProxy(target, props, options) { return self.executeTween(target, props, options); }; // Add easing functions to proxy tweenProxy.easeOut = this.tweenPlugin ? this.tweenPlugin.easeOut : function (t) { return t; }; tweenProxy.easeIn = this.tweenPlugin ? this.tweenPlugin.easeIn : function (t) { return t; }; tweenProxy.easeInOut = this.tweenPlugin ? this.tweenPlugin.easeInOut : function (t) { return t; }; tweenProxy.linear = this.tweenPlugin ? this.tweenPlugin.linear : function (t) { return t; }; tweenProxy.bounceOut = this.tweenPlugin ? this.tweenPlugin.bounceOut : function (t) { return t; }; tweenProxy.stop = function (target, properties) { return self.stopTween(target, properties); }; return tweenProxy; }, // Execute tween with basic error handling executeTween: function executeTween(target, props, options) { if (!target) { console.warn('No target provided for tween'); return null; } if (!this.isPluginValid()) { console.warn('Tween plugin not available, using fallback'); this.createFallbackPlugin(); } try { return this.tweenPlugin(target, props, options); } catch (error) { console.error('Tween execution failed:', error); // Use LK.effects as fallback if (props && props.alpha !== undefined) { LK.effects.flashObject(target, 0xFFFFFF, options ? options.duration || 500 : 500); } if (options && options.onFinish && typeof options.onFinish === 'function') { setTimeout(options.onFinish, options.duration || 0); } return null; } }, // Stop tween stopTween: function stopTween(target, properties) { if (!this.isPluginValid()) { return; } try { return this.tweenPlugin.stop(target, properties); } catch (error) { console.error('Stop tween failed:', error); } } }; // Initialize TweenManager TweenManager.initialize(); // Create global tween function function globalTween(target, props, options) { return TweenManager.executeTween(target, props, options); } // Legacy compatibility functions function safeTween(target, props, options) { return globalTween(target, props, options); } function validateTweenAvailability() { return TweenManager.isPluginValid(); } // Ensure tween is available globally if (!window.tween) { window.tween = TweenManager.createTweenProxy(); } console.log('Simplified TweenManager initialized'); function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } var availableSpells = [{ id: 'fireball', name: 'FIREBALL', damage: 150, manaCost: 30, rarity: 'common', description: 'Lanza bola de fuego explosiva' }, { id: 'heal', name: 'HEAL', healing: 50, manaCost: 25, rarity: 'common', description: 'Restaura puntos de salud' }, { id: 'lightning', name: 'LIGHTNING', damage: 200, manaCost: 40, rarity: 'rare', description: 'Cadena de rayos entre enemigos' }]; // PASO 2: Función de validación de maná mejorada function validateManaSystem() { var manaWasCorrupted = false; console.log('=== VALIDATING MANA SYSTEM ==='); console.log('currentMana (before):', currentMana, _typeof2(currentMana)); console.log('activeSpellDeck.currentMana (before):', activeSpellDeck ? activeSpellDeck.currentMana : 'undefined'); // CRÍTICO: Validar currentMana con detección de corrupción if (typeof currentMana !== 'number' || isNaN(currentMana) || currentMana < 0 || currentMana > 100) { console.log('⚠️ currentMana corrupted, resetting to 100'); currentMana = 100; manaWasCorrupted = true; } // CRÍTICO: Validar activeSpellDeck existe y tiene propiedades válidas if (!activeSpellDeck) { console.log('⚠️ activeSpellDeck missing, creating with full mana'); activeSpellDeck = { currentMana: 100, maxMana: 100 }; manaWasCorrupted = true; } // CRÍTICO: Validar activeSpellDeck.currentMana if (typeof activeSpellDeck.currentMana !== 'number' || isNaN(activeSpellDeck.currentMana) || activeSpellDeck.currentMana < 0 || activeSpellDeck.currentMana > 100) { console.log('⚠️ activeSpellDeck.currentMana corrupted, resetting to 100'); activeSpellDeck.currentMana = 100; activeSpellDeck.maxMana = 100; manaWasCorrupted = true; } // CRÍTICO: Sincronizar si hay diferencias entre las dos variables if (Math.abs(currentMana - activeSpellDeck.currentMana) > 1) { console.log('⚠️ Mana desync detected - currentMana:', currentMana, 'activeSpellDeck.currentMana:', activeSpellDeck.currentMana); // Usar el valor más alto pero válido var validMana = Math.max(currentMana, activeSpellDeck.currentMana); if (validMana < 0 || validMana > 100 || typeof validMana !== 'number' || isNaN(validMana)) { validMana = 100; } currentMana = validMana; activeSpellDeck.currentMana = validMana; manaWasCorrupted = true; console.log('✅ Mana synced to:', validMana); } // CRÍTICO: Actualizar UI si hubo corrupción if (manaWasCorrupted) { console.log('🔧 Mana corruption detected and fixed'); // Mana UI updates handled by deck menu system console.log('✅ Mana system repaired - currentMana:', currentMana, 'activeSpellDeck.currentMana:', activeSpellDeck.currentMana); } else { console.log('✅ Mana system healthy - no corruption detected'); } console.log('=== MANA VALIDATION COMPLETE ==='); return !manaWasCorrupted; } // Simplified spell visual effects system var SpellVisualEffects = { // Simplified pre-cast effects - basic flash only createPreCastEffects: function createPreCastEffects(spellType, wizard) { // Basic flash effect for all spells LK.effects.flashObject(wizard, this.getSpellColor(spellType), 300); }, // Get spell color for basic effects getSpellColor: function getSpellColor(spellType) { if (spellType === 'fireball') return 0xFF4500; if (spellType === 'lightning') return 0x00FFFF; if (spellType === 'heal') return 0x00FF88; return 0xFFFFFF; }, // Simplified casting aura - single flash effect createCastingAura: function createCastingAura(wizard, color) { LK.effects.flashObject(wizard, color, 500); }, // Simplified spell ring - basic visual feedback createSpellRing: function createSpellRing(wizard, color) { // Simple screen flash instead of complex ring LK.effects.flashScreen(color, 200); } }; // Unified spell configuration system var spellConfigs = { fireball: { manaCost: 30, damage: 150, color: 0xFF4500, sound: 'fireWhoosh', effect: 'projectile', targetType: 'enemy', description: 'Daño: 150 al enemigo más cercano' }, lightning: { manaCost: 40, damage: 200, color: 0x00FFFF, sound: 'iceFreeze', effect: 'chain', targetType: 'enemy', maxTargets: 3, description: 'Cadena de rayos entre enemigos' }, heal: { manaCost: 25, healing: 50, color: 0x00FF00, sound: 'spellCast', effect: 'heal', targetType: 'self', description: 'Restaura puntos de salud' } }; // Unified spell casting validation function _canCastSpell(spellId) { validateManaSystem(); if (!spellId) { console.log('_canCastSpell: No spell ID provided'); return false; } var config = spellConfigs[spellId]; if (!config) { console.log('_canCastSpell: Spell config not found for ID:', spellId); return false; } // Check mana cost if (currentMana < config.manaCost) { console.log('_canCastSpell: Not enough mana. Required:', config.manaCost, 'Current:', currentMana); return false; } // Check cooldown var currentTick = LK.ticks || 0; if (cardCooldowns[spellId] && currentTick < cardCooldowns[spellId]) { console.log('_canCastSpell: Card on cooldown:', spellId); return false; } console.log('_canCastSpell: Spell can be cast:', spellId); return true; } // Unified spell casting function function castSpell(spellId) { console.log('=== CASTING SPELL:', spellId, '==='); console.log('Current mana before cast:', currentMana); var config = spellConfigs[spellId]; if (!config) { console.log('Spell config not found:', spellId); return false; } // Basic casting effects LK.effects.flashObject(wizard, config.color, 300); LK.effects.flashScreen(config.color, 200); var success = false; var result = ''; // Execute spell based on effect type if (config.effect === 'projectile') { success = executeProjectileSpell(config); result = config.description; } else if (config.effect === 'chain') { var chainResult = executeChainSpell(config); success = chainResult.success; result = 'Cadena de ' + chainResult.targets + ' rayos - Daño: ' + config.damage; } else if (config.effect === 'heal') { var healResult = executeHealSpell(config); success = healResult.success; result = healResult.actualHealing > 0 ? 'Curado: ' + healResult.actualHealing + ' HP' : 'Salud completa'; } if (success) { // Consume mana and set cooldown currentMana = Math.max(0, currentMana - config.manaCost); if (activeSpellDeck) { activeSpellDeck.currentMana = currentMana; } updateManaDisplay(); cardCooldowns[spellId] = LK.ticks + cardCooldownDuration; LK.getSound(config.sound).play(); showSpellDescription(spellId.toUpperCase(), result, config.color); } return success; } // Projectile spell execution (fireball) function executeProjectileSpell(config) { var allEnemies = collisionArrayPool.getAllEnemies(); var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; if (enemy.isDying) continue; var dx = enemy.x - wizard.x; var dy = enemy.y - wizard.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } if (closestEnemy) { // Create projectile trail var simpleTrail = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: wizard.x, y: wizard.y, scaleX: 1.5, scaleY: 1.5 })); simpleTrail.tint = config.color; simpleTrail.alpha = 0.7; simpleTrail.zIndex = 1610; // Animate trail tween(simpleTrail, { x: closestEnemy.x, y: closestEnemy.y, alpha: 0, scaleX: 2.5, scaleY: 2.5 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (simpleTrail.parent) simpleTrail.destroy(); } }); // Create projectile var projectile = ProjectileFactory.createProjectile('fireBall', wizard.x, wizard.y, closestEnemy.x, closestEnemy.y, { targetEnemy: closestEnemy, damage: config.damage }); return true; } return false; } // Chain spell execution (lightning) function executeChainSpell(config) { var allEnemies = collisionArrayPool.getAllEnemies(); var livingEnemies = []; for (var e = 0; e < allEnemies.length; e++) { var enemy = allEnemies[e]; if (!enemy.isDying && enemy.health > 0 && enemy.parent) { var dx = enemy.x - wizard.x; var dy = enemy.y - wizard.y; enemy.distanceFromWizard = Math.sqrt(dx * dx + dy * dy); livingEnemies.push(enemy); } } // Sort by distance livingEnemies.sort(function (a, b) { return a.distanceFromWizard - b.distanceFromWizard; }); var targetsHit = Math.min(config.maxTargets, livingEnemies.length); if (targetsHit > 0) { // Apply damage and effects for (var i = 0; i < targetsHit; i++) { var enemy = livingEnemies[i]; if (enemy && enemy.parent && !enemy.isDying) { enemy.health -= config.damage; LK.effects.flashObject(enemy, config.color, 600); if (enemy.health <= 0) enemy.die(); // Create impact effect var impact = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 3, scaleY: 3 })); impact.tint = config.color; impact.alpha = 1.0; tween(impact, { scaleX: 7, scaleY: 7, alpha: 0, rotation: Math.PI * 3 }, { duration: 800, delay: i * 150, easing: tween.easeOut, onFinish: function onFinish() { if (impact.parent) impact.destroy(); } }); } } return { success: true, targets: targetsHit }; } return { success: false, targets: 0 }; } // Heal spell execution function executeHealSpell(config) { var healthBefore = wizard.health; wizard.health = Math.min(wizard.health + config.healing, wizard.maxHealth); var actualHealing = wizard.health - healthBefore; updateHealthBar(); // Create floating heal text var healText = new Text2('+' + actualHealing + ' HP', { size: 120, fill: config.color, font: "monospace" }); healText.anchor.set(0.5, 0.5); healText.x = wizard.x; healText.y = wizard.y - 150; game.addChild(healText); tween(healText, { y: healText.y - 300, alpha: 0, scaleX: 2.0, scaleY: 2.0 }, { duration: 2500, easing: tween.easeOut, onFinish: function onFinish() { if (healText.parent) healText.destroy(); } }); return { success: true, actualHealing: actualHealing }; } // Legacy compatibility functions function castFireball() { return castSpell('fireball'); } function castLightning() { return castSpell('lightning'); } function castHeal() { return castSpell('heal'); } function _getSpell(spellId) { for (var i = 0; i < availableSpells.length; i++) { if (availableSpells[i].id === spellId) { return availableSpells[i]; } } return null; } function _getRarityColor(rarity) { return rarity === 'rare' ? 0x0080FF : 0xFFFFFF; } var GameManager = { updateEntity: function updateEntity(entity) { if (entity && entity.update && typeof entity.update === 'function') { entity.update(); } }, createDamageText: function createDamageText(x, y, damage) { var damageText = new Text2('-' + damage, { size: 120, fill: 0xFF4444, font: "monospace" }); damageText.anchor.set(0.5, 0.5); damageText.x = x; damageText.y = y - 40; game.addChild(damageText); tween(damageText, { y: y - 120, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { damageText.destroy(); } }); }, createFlashEffect: function createFlashEffect(target, color, duration) { LK.effects.flashObject(target, color, duration); }, createObject: function createObject(type, config) { if (type === 'coin') return new Coin(); if (type === 'enemy') return new Enemy(config); if (type === 'projectile') return new Projectile(config); return null; }, createVisualEffect: function createVisualEffect(type, target, config) { // Simple visual effect creation if (type === 'explosion') { var explosion = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: target.x, y: target.y, scaleX: config.explosionScale || 2, scaleY: config.explosionScale || 2 })); explosion.tint = config.explosionColor || 0xFFFFFF; explosion.alpha = 0.8; tween(explosion, { scaleX: (config.explosionScale || 2) * 1.5, scaleY: (config.explosionScale || 2) * 1.5, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); } } }; function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } // Usar valores directos en lugar de configuraciones // Usar valores directos en lugar de configuraciones complejas // Usar valores directos en lugar de configuraciones complejas // Usar valores directos en lugar de configuraciones complejas // Usar valores directos en lugar de configuraciones complejas /**** * Global State Management ****/ // Simplified global state - no gameState object needed var gameStarted = false; var selectedEnemy = null; var coinCounter = 0; var enemyKillCounter = 0; var pathLastSpawnTime = [-1, -1, -1, -1, -1]; var pathConsecutiveSpawns = [0, 0, 0, 0, 0]; var lastSpawnedPath = -1; /**** * Global Systems ****/ // Unified game management system var gameManager = GameManager; // Simple Collision Array Pool var collisionArrayPool = { allEnemies: [], clearArray: function clearArray(arrayName) { if (this[arrayName]) { this[arrayName].length = 0; } return this[arrayName]; }, getAllEnemies: function getAllEnemies() { var array = this.clearArray('allEnemies'); for (var i = 0; i < enemies.length; i++) { array.push(enemies[i]); } for (var i = 0; i < ogres.length; i++) { array.push(ogres[i]); } for (var i = 0; i < knights.length; i++) { array.push(knights[i]); } for (var i = 0; i < miniBosses.length; i++) { array.push(miniBosses[i]); } return array; } }; /**** * Unified Projectile Manager ****/ var ProjectileFactory = { // Simplified projectile creation - all types use same Projectile class createProjectile: function createProjectile(type, startX, startY, targetX, targetY, config) { var projectile = new Projectile(type); projectile.x = startX; projectile.y = startY; if (config) { for (var key in config) projectile[key] = config[key]; } if (targetX !== undefined && targetY !== undefined) { var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { projectile.direction.x = dx / distance; projectile.direction.y = dy / distance; } } game.addChild(projectile); projectiles.push(projectile); return projectile; }, createBasicAttack: function createBasicAttack(wizard, enemy) { return this.createProjectile('projectile', wizard.x, wizard.y, enemy.x, enemy.y, { targetEnemy: enemy, damage: 100 }); }, createSpellProjectile: function createSpellProjectile(spellType, wizard, targetX, targetY) { return this.createProjectile(spellType, wizard.x, wizard.y, targetX, targetY, { damage: 150 }); }, removeProjectile: function removeProjectile(projectile) { for (var i = projectiles.length - 1; i >= 0; i--) { if (projectiles[i] === projectile) { projectiles.splice(i, 1); break; } } if (projectile.parent) projectile.destroy(); } }; // Removed globalDamageHandler and globalEffectManager aliases - use GameManager directly /**** * Game Objects (Legacy compatibility) ****/ // Direct global arrays - no gameState needed var enemies = []; var ogres = []; var knights = []; var miniBosses = []; var coins = []; var projectiles = []; // Single game menu object var gameMenu; // Create tutorial system first (initially hidden) var tutorial = game.addChild(new Tutorial()); tutorial.visible = false; // Create and show game menu gameMenu = game.addChild(new GameMenu()); // Create toggle button for in-game card panel var cardToggleButton = LK.getAsset('spellCard', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); LK.gui.topRight.addChild(cardToggleButton); cardToggleButton.x = -80; cardToggleButton.y = 80; cardToggleButton.tint = 0x4a0e4e; cardToggleButton.visible = false; var cardToggleText = new Text2('CARTAS', { size: 35, fill: 0xFFFFFF, font: "monospace" }); cardToggleText.anchor.set(0.5, 0.5); cardToggleText.x = -80; cardToggleText.y = 80; LK.gui.topRight.addChild(cardToggleText); cardToggleText.visible = false; // Add interaction to toggle button cardToggleButton.down = function (x, y, obj) { // Visual feedback for button press LK.effects.flashObject(obj, 0x4169E1, 200); tween(obj, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(obj, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); toggleCardPanel(); }; // Simple spell system variables var currentDeck = storage.spellDeck || ['fireball', 'heal', 'lightning']; var maxMana = 100; var currentMana = 100; // Starting mana var manaRegenRate = 1; // Mana regenerated per second (60 ticks) var manaRegenTimer = 0; var spellCooldowns = {}; var cardCooldowns = {}; // Track cooldown for each card var cardCooldownDuration = 300; // 5 seconds at 60fps storage.spellDeck = currentDeck.slice(); // Basic system validation console.log('=== SYSTEM VALIDATION ==='); console.log('currentDeck:', currentDeck); console.log('currentMana:', currentMana); console.log('maxMana:', maxMana); console.log('Tween system available:', validateTweenAvailability()); var activeSpellDeck = { currentDeck: currentDeck.slice(), currentMana: maxMana, maxMana: maxMana, availableSpells: availableSpells, getSpell: function getSpell(spellId) { return _getSpell(spellId); }, canCastSpell: function canCastSpell(spellId) { return _canCastSpell(spellId); }, castSpell: function castSpell(spellId, targetX, targetY) { console.log('=== CASTING SPELL FROM ACTIVE DECK ==='); console.log('Spell ID:', spellId); return castSpell(spellId); }, getRarityColor: function getRarityColor(rarity) { return _getRarityColor(rarity); } }; // Simple tween validation at startup if (validateTweenAvailability()) { console.log('Tween system ready'); } else { console.warn('Tween system using fallback'); } // PASO 1: Verificar activeSpellDeck después de su creación console.log('activeSpellDeck created successfully:'); console.log('- currentDeck:', activeSpellDeck.currentDeck); console.log('- currentMana:', activeSpellDeck.currentMana); console.log('- maxMana:', activeSpellDeck.maxMana); console.log('- availableSpells count:', activeSpellDeck.availableSpells.length); // Initialize spell unlocking system var lastUnlockCheck = 0; function checkSpellUnlocks() { if (!gameMenu.spellDeck) { gameMenu.spellDeck = new SpellDeck(); } // Only check unlocks when kill counter changes if (enemyKillCounter === lastUnlockCheck) return; lastUnlockCheck = enemyKillCounter; // Unlock spells based on achievements with messages if (enemyKillCounter >= 10 && !storage.lightningUnlocked) { storage.lightningUnlocked = true; gameMenu.spellDeck.unlockSpell('lightning'); LK.effects.flashScreen(0x00FFFF, 500); showSpellUnlockMessage('LIGHTNING', 'Cadena de rayos entre enemigos'); } if (enemyKillCounter >= 25 && !storage.shieldUnlocked) { storage.shieldUnlocked = true; gameMenu.spellDeck.unlockSpell('shield'); LK.effects.flashScreen(0x0080FF, 500); showSpellUnlockMessage('MAGIC SHIELD', 'Inmunidad temporal al daño'); } if (enemyKillCounter >= 50 && !storage.teleportUnlocked) { storage.teleportUnlocked = true; gameMenu.spellDeck.unlockSpell('teleport'); LK.effects.flashScreen(0x8000FF, 500); showSpellUnlockMessage('TELEPORT', 'Mueve instantáneamente al mago'); } if (enemyKillCounter >= 75 && !storage.timeSlowUnlocked) { storage.timeSlowUnlocked = true; gameMenu.spellDeck.unlockSpell('timeSlow'); LK.effects.flashScreen(0xFF8000, 500); showSpellUnlockMessage('TIME SLOW', 'Ralentiza todos los enemigos'); } if (enemyKillCounter >= 100 && !storage.meteorUnlocked) { storage.meteorUnlocked = true; gameMenu.spellDeck.unlockSpell('meteor'); LK.effects.flashScreen(0xFF0000, 500); showSpellUnlockMessage('METEOR', 'Daño masivo en área'); } } function showSpellUnlockMessage(spellName, description) { var unlockText = new Text2('NUEVO HECHIZO DESBLOQUEADO!\n' + spellName + '\n' + description, { size: 60, fill: 0xFFD700, font: "monospace" }); unlockText.anchor.set(0.5, 0.5); unlockText.x = 2048 / 2; unlockText.y = 2732 / 2; game.addChild(unlockText); // Animate unlock message tween(unlockText, { scaleX: 1.2, scaleY: 1.2, alpha: 0.8 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { tween(unlockText, { alpha: 0, y: unlockText.y - 200 }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { if (unlockText.parent) unlockText.destroy(); } }); } }); } // Function to show spell description when cast function showSpellDescription(spellName, description, color) { var descText = new Text2(spellName + '\n' + description, { size: 50, fill: color, font: "monospace" }); descText.anchor.set(0.5, 0.5); descText.x = wizard.x; descText.y = wizard.y - 200; game.addChild(descText); // Magical sparkles removed for simplification // Animate description tween(descText, { y: descText.y - 80, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { if (descText.parent) descText.destroy(); } }); } // Create unified path system - all 5 paths at once var paths = []; var knightX = 2048 / 2; var knightY = 2732 - 250; var pathAngles = [-Math.PI / 2, -Math.PI / 3, -2 * Math.PI / 3, Math.PI / 6, 5 * Math.PI / 6]; var wizardX = knightX; var wizardY = 2732 - 600; // Unified path creation function function createUnifiedPaths() { var spawnPositions = [{ x: 2048 / 2, y: -100 }, { x: 2048 + 50, y: -50 }, { x: -50, y: -50 }, { x: -100, y: 2732 / 2 + 400 }, { x: 2048 + 100, y: 2732 / 2 + 400 }]; var pathAngles = [-Math.PI / 2, -Math.PI / 3, -2 * Math.PI / 3, Math.PI / 6, 5 * Math.PI / 6]; for (var p = 0; p < 5; p++) { var angle = pathAngles[p]; var spawnPos = spawnPositions[p]; var actualPathLength = Math.sqrt((spawnPos.x - wizardX) * (spawnPos.x - wizardX) + (spawnPos.y - wizardY) * (spawnPos.y - wizardY)); // Create stone segments var segmentSize = 80; var numSegments = Math.floor(actualPathLength / segmentSize); for (var s = 0; s < numSegments; s++) { var segmentDistance = s * segmentSize + segmentSize / 2; var segmentX = spawnPos.x - Math.cos(angle) * segmentDistance; var segmentY = spawnPos.y - Math.sin(angle) * segmentDistance; if (segmentX >= -100 && segmentX <= 2148 && segmentY >= -100 && segmentY <= 2832) { var stoneSegment = game.addChild(LK.getAsset('stonePath', { anchorX: 0.5, anchorY: 0.5, x: segmentX, y: segmentY, scaleX: 2.0, scaleY: 2.0, rotation: angle + Math.PI / 2 })); stoneSegment.alpha = 0; stoneSegment.visible = false; stoneSegment.pathIndex = p; } } // Create collision area var centerX = (spawnPos.x + wizardX) / 2; var centerY = (spawnPos.y + wizardY) / 2; var path = game.addChild(LK.getAsset('pathSelector', { anchorX: 0.5, anchorY: 0.5, x: centerX, y: centerY, scaleX: 4, scaleY: actualPathLength / 60, rotation: angle + Math.PI / 2 })); path.alpha = 0; path.visible = false; path.pathIndex = p; // Add path number var pathNumber = new Text2((p + 1).toString(), { size: 120, fill: 0xFFD700, font: "monospace" }); pathNumber.anchor.set(0.5, 0.5); pathNumber.x = spawnPos.x; pathNumber.y = spawnPos.y - 80; pathNumber.visible = false; pathNumber.pathIndex = p; game.addChild(pathNumber); // Add touch handler path.down = function (x, y, obj) { wizard.attack(obj.pathIndex); }; paths.push(path); } } // Create all paths createUnifiedPaths(); // Pixel art scaling handled by engine automatically // Set fondodelacueva as the actual game background var backgroundMap = game.addChild(LK.getAsset('fondodelacueva', { anchorX: 0, anchorY: 0, scaleX: 19.5, scaleY: 26.0, x: 0, y: 0 })); // Send background to the back but use a less extreme z-index backgroundMap.zIndex = -100; // Hide background initially during menu backgroundMap.visible = false; backgroundMap.alpha = 1.0; // Create wizard early to ensure it's available for other classes var wizard = game.addChild(new Wizard()); wizard.x = knightX; wizard.y = 2732 - 600; // Position wizard higher on screen wizard.visible = false; // UI Elements // Removed scoreText and levelText to eliminate stray characters in top right var coinCounter = 0; var enemyKillCounter = 0; var coinText = new Text2('Coins: 0', { size: 60, fill: 0xFFD700, font: "monospace" }); coinText.anchor.set(0, 0); LK.gui.topLeft.addChild(coinText); coinText.x = 120; coinText.y = 90; coinText.visible = false; var killCountText = new Text2('Puntuacion: 0', { size: 60, fill: 0xFFFFFF, font: "monospace" }); killCountText.anchor.set(0, 0); LK.gui.topLeft.addChild(killCountText); killCountText.x = 120; killCountText.y = 50; killCountText.visible = false; var tapText = new Text2('TAP ENEMIES TO ATTACK!', { size: 80, fill: 0x00FF00, font: "monospace" }); tapText.anchor.set(0.5, 0.5); LK.gui.center.addChild(tapText); tapText.y = -400; tapText.visible = false; // Health bar UI var healthBarBg = LK.getAsset('healthBarBg', { anchorX: 0, anchorY: 0, scaleX: 2, scaleY: 1 }); LK.gui.topLeft.addChild(healthBarBg); healthBarBg.x = 120; healthBarBg.y = 20; healthBarBg.visible = false; var healthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0, scaleX: 2, scaleY: 1 }); LK.gui.topLeft.addChild(healthBar); healthBar.x = 120; healthBar.y = 20; healthBar.visible = false; var healthText = new Text2('Health: 100/100', { size: 60, fill: 0xFFFFFF, font: "monospace" }); healthText.anchor.set(0, 0); LK.gui.topLeft.addChild(healthText); healthText.x = 120; healthText.y = 65; healthText.visible = false; // Mana bar UI var manaBarBg = LK.getAsset('manaBarBg', { anchorX: 0, anchorY: 0, scaleX: 2, scaleY: 1 }); LK.gui.topLeft.addChild(manaBarBg); manaBarBg.x = 120; manaBarBg.y = 105; manaBarBg.visible = false; var manaBar = LK.getAsset('manaBar', { anchorX: 0, anchorY: 0, scaleX: 2, scaleY: 1 }); LK.gui.topLeft.addChild(manaBar); manaBar.x = 120; manaBar.y = 105; manaBar.visible = false; var manaText = new Text2('Mana: 100/100', { size: 60, fill: 0x4169E1, font: "monospace" }); manaText.anchor.set(0, 0); LK.gui.topLeft.addChild(manaText); manaText.x = 120; manaText.y = 150; manaText.visible = false; function updateManaDisplay() { var manaPercent = currentMana / maxMana; manaBar.scaleX = manaPercent * 2; manaText.setText('Mana: ' + Math.floor(currentMana) + '/' + maxMana); // Sync with activeSpellDeck if (activeSpellDeck) { activeSpellDeck.currentMana = currentMana; } } function updateHealthBar() { var healthPercent = wizard.health / wizard.maxHealth; healthBar.scaleX = healthPercent; healthText.setText('Health: ' + wizard.health + '/' + wizard.maxHealth); // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } } // Enemy spawning variables var enemySpawnTimer = 0; var lastSpawnedPath = -1; // Track the last spawned path var consecutiveSpawns = 0; // Track consecutive spawns from same path // Cooldown system variables var pathLastSpawnTime = [-1, -1, -1, -1, -1]; // Track last spawn time for each path var pathConsecutiveSpawns = [0, 0, 0, 0, 0]; // Track consecutive spawns per path var pathCooldownDuration = 300; // 5 seconds at 60fps // Unified SpawnManager for streamlined spawn control and enemy lifecycle var SpawnManager = { // Consolidated spawn configuration spawnConfig: { skeleton: { interval: 90, maxCount: 15, startAt: 0 }, ogre: { interval: 180, maxCount: 4, startAt: 15 }, knight: { interval: 300, maxCount: 3, startAt: 30 }, miniBoss: { interval: 60, maxCount: 1, startAt: 80, endAt: 85, chance: 0.02 } }, // Unified spawn timers spawnTimers: { skeleton: 0, ogre: 0, knight: 0, miniBoss: 0 }, // Streamlined spawn validation canSpawnEnemy: function canSpawnEnemy(type, difficulty, totalEnemies) { var config = this.spawnConfig[type]; if (!config) return false; var collection = []; if (type === 'skeleton') collection = enemies;else if (type === 'ogre') collection = ogres;else if (type === 'knight') collection = knights;else if (type === 'miniBoss') collection = miniBosses; var timer = this.spawnTimers[type]; // Usar valores directos para thresholds var threshold = 0; if (type === 'ogre') threshold = 15;else if (type === 'knight') threshold = 30;else if (type === 'miniBoss') threshold = 80; // Universal spawn conditions with type-specific rules var baseConditions = timer >= config.interval && enemyKillCounter >= threshold && collection.length < config.maxCount && totalEnemies < 25; // Special conditions for specific types if (type === 'miniBoss') { return baseConditions && enemyKillCounter <= config.endAt && miniBosses.length === 0 && Math.random() < config.chance; } return baseConditions && miniBosses.length === 0; }, // Unified spawn execution with specific enemy classes executeSpawn: function executeSpawn(type, difficulty, level) { var totalEnemies = globalEnemyManager.getAllEnemies().length; if (!this.canSpawnEnemy(type, difficulty, totalEnemies)) return null; var enemy = globalEnemyManager.createEnemy(type, difficulty, level); if (enemy) { game.addChild(enemy); // Add directly to global arrays if (type === 'skeleton') enemies.push(enemy);else if (type === 'ogre') ogres.push(enemy);else if (type === 'knight') knights.push(enemy);else if (type === 'miniBoss') miniBosses.push(enemy); this.spawnTimers[type] = 0; // Update path tracking for skeleton spawns if (type === 'skeleton') { pathConsecutiveSpawns[enemy.pathIndex]++; pathLastSpawnTime[enemy.pathIndex] = LK.ticks; lastSpawnedPath = enemy.pathIndex; } } return enemy; }, // Streamlined interval updates updateSpawnIntervals: function updateSpawnIntervals(difficulty, level) { // Usar valores directos para skeleton if (difficulty === 'FACIL') { this.spawnConfig.skeleton.interval = Math.max(60, 120 - level * 5); this.spawnConfig.ogre.interval = 240; this.spawnConfig.knight.interval = 400; } else if (difficulty === 'NORMAL') { this.spawnConfig.skeleton.interval = Math.max(40, 90 - level * 6); this.spawnConfig.ogre.interval = 180; this.spawnConfig.knight.interval = 300; } else { // DIFICIL this.spawnConfig.skeleton.interval = Math.max(20, 60 - level * 4); this.spawnConfig.ogre.interval = 120; this.spawnConfig.knight.interval = 200; } }, // Unified timer updates updateTimers: function updateTimers() { for (var type in this.spawnTimers) { this.spawnTimers[type]++; } // Check if all paths are in cooldown and reset if needed var allPathsInCooldown = true; for (var pathIdx = 0; pathIdx < 5; pathIdx++) { if (pathConsecutiveSpawns[pathIdx] < 2) { allPathsInCooldown = false; break; } } if (allPathsInCooldown) { // Reset all path cooldowns to prevent spawn deadlock for (var pathIdx = 0; pathIdx < 5; pathIdx++) { pathConsecutiveSpawns[pathIdx] = 0; pathLastSpawnTime[pathIdx] = -1; } } }, // Streamlined spawn cycle for all enemy types processSpawnCycle: function processSpawnCycle(difficulty, level) { this.updateSpawnIntervals(difficulty, level); this.updateTimers(); // Clean up any null/destroyed enemies from collections first this.cleanupDestroyedEnemies(); var enemyTypes = ['skeleton', 'ogre', 'knight', 'miniBoss']; for (var i = 0; i < enemyTypes.length; i++) { this.executeSpawn(enemyTypes[i], difficulty, level); } }, // Add cleanup method for destroyed enemies cleanupDestroyedEnemies: function cleanupDestroyedEnemies() { // Clean up global arrays directly var allArrays = [enemies, ogres, knights, miniBosses]; for (var arrayIdx = 0; arrayIdx < allArrays.length; arrayIdx++) { var array = allArrays[arrayIdx]; for (var i = array.length - 1; i >= 0; i--) { if (!array[i] || !array[i].parent || array[i].isDying) { array.splice(i, 1); } } } } }; // Game input handling with spell casting support game.down = function (x, y, obj) { // Removed automatic fireball casting - spells are now manual only through spell slots // Tap-to-attack is now handled directly by individual enemies // No need for path-based attacks since enemies handle their own tap events }; // Initialize unified management systems for streamlined game architecture var globalEnemyManager = new EnemyManager(); var globalDeathHandler = new UnifiedDeathHandler(); // Unified death animation function for all enemy types function createEnemyDeathAnimation(enemy, enemyType, enemyArray) { globalDeathHandler.executeEnemyDeath(enemy, enemyArray); } // In-game spell card panel system var inGameCardPanel = null; var cardPanelVisible = false; var cardPanelElements = []; // Create in-game card panel function createInGameCardPanel() { if (inGameCardPanel) return inGameCardPanel; // Create semi-transparent background panel inGameCardPanel = game.addChild(LK.getAsset('spellCardBg', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732, scaleX: 20, scaleY: 4 })); inGameCardPanel.tint = 0x1a0a2e; inGameCardPanel.alpha = 0.9; inGameCardPanel.zIndex = 1500; inGameCardPanel.visible = false; return inGameCardPanel; } // Toggle card panel visibility function toggleCardPanel() { if (!gameStarted) return; cardPanelVisible = !cardPanelVisible; if (cardPanelVisible) { showInGameCardPanel(); } else { hideInGameCardPanel(); } } // Show in-game card panel function showInGameCardPanel() { if (!inGameCardPanel) createInGameCardPanel(); // Clear existing card elements clearCardPanelElements(); inGameCardPanel.visible = true; // Get current deck from activeSpellDeck var currentDeck = activeSpellDeck ? activeSpellDeck.currentDeck : ['fireball', 'heal', 'lightning']; // Create cards for current deck for (var i = 0; i < currentDeck.length && i < 5; i++) { var spellId = currentDeck[i]; var spell = _getSpell(spellId); if (!spell) continue; var cardX = 300 + i * 300; var cardY = 2732 - 150; // Create card background var cardBg = game.addChild(LK.getAsset('spellCard', { anchorX: 0.5, anchorY: 0.5, x: cardX, y: cardY, scaleX: 2.5, scaleY: 3.0 })); cardBg.tint = _getRarityColor(spell.rarity); cardBg.alpha = 0.9; cardBg.zIndex = 1501; cardBg.spellId = spellId; cardPanelElements.push(cardBg); // Enhanced ready-to-cast visual feedback with glow effects for in-game panel if (!isOnCooldown && _canCastSpell(spellId)) { // Create enhanced magical glow border around ready cards var inGameGlowBorder = game.addChild(LK.getAsset('spellCardBg', { anchorX: 0.5, anchorY: 0.5, x: cardX, y: cardY, scaleX: 3.2, scaleY: 3.8 })); inGameGlowBorder.tint = 0x00FF88; inGameGlowBorder.alpha = 0.5; inGameGlowBorder.zIndex = 1501; cardPanelElements.push(inGameGlowBorder); // Sparkle effects removed for simplification // Enhanced ready-to-cast card pulsing animation tween(cardBg, { alpha: 1.0, scaleX: 2.7, scaleY: 3.2 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(cardBg, { alpha: 0.9, scaleX: 2.5, scaleY: 3.0 }, { duration: 1000, easing: tween.easeInOut }); } }); // Animate glow border with enhanced breathing effect tween(inGameGlowBorder, { alpha: 0.7, scaleX: 3.6, scaleY: 4.2 }, { duration: 1300, easing: tween.easeInOut, onFinish: function onFinish() { tween(inGameGlowBorder, { alpha: 0.5, scaleX: 3.2, scaleY: 3.8 }, { duration: 1300, easing: tween.easeInOut }); } }); } // Check if spell can be cast (mana + cooldown validation) var canCast = _canCastSpell(spellId); var currentTick = LK.ticks || 0; var isOnCooldown = cardCooldowns[spellId] && currentTick < cardCooldowns[spellId]; var hasEnoughMana = currentMana >= (spell.manaCost || 0); // Enhanced card status visual feedback system if (isOnCooldown) { // Create enhanced cooldown overlay with animated elements var cooldownOverlay = game.addChild(LK.getAsset('cooldownOverlay', { anchorX: 0.5, anchorY: 0.5, x: cardX, y: cardY, scaleX: 2.5, scaleY: 3.0 })); cooldownOverlay.alpha = 0.8; cooldownOverlay.zIndex = 1502; cardPanelElements.push(cooldownOverlay); // Create rotating cooldown progress ring var cooldownRing = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: cardX, y: cardY, scaleX: 2.8, scaleY: 2.8 })); cooldownRing.tint = 0x4169E1; cooldownRing.alpha = 0.6; cooldownRing.zIndex = 1502; cardPanelElements.push(cooldownRing); // Animate cooldown ring rotation tween(cooldownRing, { rotation: Math.PI * 2 }, { duration: 2000, easing: tween.linear }); // Show enhanced cooldown time remaining with countdown animation var timeRemaining = Math.ceil((cardCooldowns[spellId] - currentTick) / 60); var cooldownText = new Text2(timeRemaining.toString(), { size: 50, fill: 0xFFFFFF, font: "monospace" }); cooldownText.anchor.set(0.5, 0.5); cooldownText.x = cardX; cooldownText.y = cardY; cooldownText.zIndex = 1503; game.addChild(cooldownText); cardPanelElements.push(cooldownText); // Pulsing countdown animation tween(cooldownText, { scaleX: 1.3, scaleY: 1.3, alpha: 0.7 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(cooldownText, { scaleX: 1.0, scaleY: 1.0, alpha: 1.0 }, { duration: 500, easing: tween.easeInOut }); } }); // Disable card interaction when on cooldown cardBg.alpha = 0.4; cardBg.tint = 0x666666; // Gray out on cooldown } else if (!hasEnoughMana) { // Enhanced insufficient mana feedback with warning indicators cardBg.alpha = 0.5; cardBg.tint = 0xFF4444; // Red tint for insufficient mana // Create mana warning icon var manaWarning = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: cardX + 70, y: cardY - 70, scaleX: 1.2, scaleY: 1.2 })); manaWarning.tint = 0xFF0000; manaWarning.alpha = 0.9; manaWarning.zIndex = 1502; cardPanelElements.push(manaWarning); // Add warning symbol var warningText = new Text2('!', { size: 60, fill: 0xFFFFFF, font: "monospace" }); warningText.anchor.set(0.5, 0.5); warningText.x = cardX + 70; warningText.y = cardY - 70; warningText.zIndex = 1503; game.addChild(warningText); cardPanelElements.push(warningText); // Urgent warning animation for insufficient mana tween(manaWarning, { scaleX: 1.6, scaleY: 1.6, alpha: 0.5 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { tween(manaWarning, { scaleX: 1.2, scaleY: 1.2, alpha: 0.9 }, { duration: 400, easing: tween.easeIn }); } }); } else if (canCast) { // Step 8: Enhanced ready to cast with contextual spell-specific visual effects cardBg.alpha = 0.9; cardBg.tint = _getRarityColor(spell.rarity); // Create contextual spell-specific aura effects around ready cards if (spellId === 'fireball') { // Fireball: Orange/red flame aura with heat distortions var fireAura = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: cardX, y: cardY, scaleX: 3.2, scaleY: 3.8 })); fireAura.tint = 0xFF4500; fireAura.alpha = 0.4; fireAura.zIndex = 1501; cardPanelElements.push(fireAura); // Create flame particles around fireball cards for (var f = 0; f < 5; f++) { var flameParticle = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: cardX + (Math.random() - 0.5) * 100, y: cardY + (Math.random() - 0.5) * 70 + 20, scaleX: 0.3 + Math.random() * 0.3, scaleY: 0.6 + Math.random() * 0.4 })); flameParticle.tint = f % 2 === 0 ? 0xFF4500 : 0xFF6600; flameParticle.alpha = 0.7; flameParticle.zIndex = 1504; cardPanelElements.push(flameParticle); // Flames rise upward with flickering tween(flameParticle, { y: flameParticle.y - 120, alpha: 0, scaleX: (0.3 + Math.random() * 0.3) * 1.5, scaleY: (0.6 + Math.random() * 0.4) * 0.3, rotation: Math.PI * (Math.random() - 0.5) }, { duration: 1500 + f * 200, delay: f * 150, easing: tween.easeOut }); } // Heat wave distortion effect var heatWave = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: cardX, y: cardY, scaleX: 2.8, scaleY: 1.5 })); heatWave.tint = 0xFF8800; heatWave.alpha = 0.15; heatWave.zIndex = 1500; cardPanelElements.push(heatWave); // Animate heat distortion tween(heatWave, { scaleY: 2.2, alpha: 0.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(heatWave, { scaleY: 1.5, alpha: 0.15 }, { duration: 1000, easing: tween.easeInOut }); } }); } else if (spellId === 'lightning') { // Lightning: Blue/cyan electric aura with static effects var lightningAura = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: cardX, y: cardY, scaleX: 3.2, scaleY: 3.8 })); lightningAura.tint = 0x00FFFF; lightningAura.alpha = 0.4; lightningAura.zIndex = 1501; cardPanelElements.push(lightningAura); // Create electric sparks around lightning cards for (var l = 0; l < 6; l++) { var electricSpark = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: cardX + (Math.random() - 0.5) * 120, y: cardY + (Math.random() - 0.5) * 90, scaleX: 0.2 + Math.random() * 0.3, scaleY: 1.0 + Math.random() * 0.8 })); electricSpark.tint = l % 3 === 0 ? 0xFFFFFF : 0x00FFFF; electricSpark.alpha = 0.8; electricSpark.rotation = Math.random() * Math.PI * 2; electricSpark.zIndex = 1504; cardPanelElements.push(electricSpark); // Electric sparks crackle and fade tween(electricSpark, { alpha: 0, scaleX: 0.05, scaleY: 0.3, rotation: electricSpark.rotation + Math.PI * 4 }, { duration: 300 + l * 100, delay: l * 80, easing: tween.easeOut }); } } else if (spellId === 'heal') { // Heal: Gentle green glow with floating plus symbols var healAura = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: cardX, y: cardY, scaleX: 3.2, scaleY: 3.8 })); healAura.tint = 0x00FF88; healAura.alpha = 0.3; healAura.zIndex = 1501; cardPanelElements.push(healAura); // Create soft healing particles around heal cards for (var h = 0; h < 4; h++) { var healParticle = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: cardX + (Math.random() - 0.5) * 100, y: cardY + (Math.random() - 0.5) * 70, scaleX: 0.5 + Math.random() * 0.4, scaleY: 0.5 + Math.random() * 0.4 })); healParticle.tint = h % 2 === 0 ? 0x00FF88 : 0x66FFAA; healParticle.alpha = 0.6; healParticle.zIndex = 1504; cardPanelElements.push(healParticle); // Gentle floating upward motion tween(healParticle, { y: healParticle.y - 80, alpha: 0, scaleX: (0.5 + Math.random() * 0.4) * 1.3, scaleY: (0.5 + Math.random() * 0.4) * 1.3, rotation: Math.PI * 0.5 * (Math.random() - 0.5) }, { duration: 2000 + h * 200, delay: h * 250, easing: tween.easeOut }); } // Add floating plus symbol for heal cards var plusSymbol = new Text2('+', { size: 60, fill: 0x00FF88, font: "monospace" }); plusSymbol.anchor.set(0.5, 0.5); plusSymbol.x = cardX + 60; plusSymbol.y = cardY - 60; plusSymbol.alpha = 0.7; plusSymbol.zIndex = 1505; game.addChild(plusSymbol); cardPanelElements.push(plusSymbol); // Gentle floating animation for plus symbol tween(plusSymbol, { y: plusSymbol.y - 60, alpha: 0, scaleX: 1.4, scaleY: 1.4, rotation: Math.PI * 0.3 }, { duration: 1800, easing: tween.easeOut }); } else { // Default magical readiness aura for other spells var readyAura = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: cardX, y: cardY, scaleX: 3.2, scaleY: 3.8 })); readyAura.tint = 0x00FF88; readyAura.alpha = 0.3; readyAura.zIndex = 1501; cardPanelElements.push(readyAura); // Create generic floating particles around ready cards for (var p = 0; p < 3; p++) { var particle = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: cardX + (Math.random() - 0.5) * 120, y: cardY + (Math.random() - 0.5) * 80, scaleX: 0.4, scaleY: 0.4 })); particle.tint = 0x00FFAA; particle.alpha = 0.8; particle.zIndex = 1504; cardPanelElements.push(particle); // Animate floating particles tween(particle, { y: particle.y - 100, alpha: 0, scaleX: 0.8, scaleY: 0.8, rotation: Math.PI }, { duration: 1800, delay: p * 400, easing: tween.easeOut }); } } // Add enhanced ready glow animation tween(cardBg, { alpha: 1.0, scaleX: 2.6, scaleY: 3.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(cardBg, { alpha: 0.9, scaleX: 2.5, scaleY: 3.0 }, { duration: 1000, easing: tween.easeInOut }); } }); // Animate aura with gentle pulsing globalTween(readyAura, { alpha: 0.5, scaleX: 3.6, scaleY: 4.2 }, { duration: 1400, easing: tween.easeInOut, onFinish: function onFinish() { tween(readyAura, { alpha: 0.3, scaleX: 3.2, scaleY: 3.8 }, { duration: 1400, easing: tween.easeInOut }); } }); } else { // Default disabled state cardBg.alpha = 0.6; cardBg.tint = 0x888888; // Gray tint for disabled } // Add enhanced card interaction with advanced touch feedback cardBg.touchStartTime = 0; cardBg.touchStartX = 0; cardBg.touchStartY = 0; cardBg.down = function (x, y, obj) { if (obj.spellId) { // Record touch start for gesture recognition obj.touchStartTime = LK.ticks; obj.touchStartX = x; obj.touchStartY = y; // Enhanced immediate haptic-like visual feedback with multiple effects LK.effects.flashObject(obj, 0x00FFFF, 200); // Create touch impact ripple at exact touch point var touchRipple = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: 0.2, scaleY: 0.2 })); touchRipple.tint = 0x00FFFF; touchRipple.alpha = 0.9; touchRipple.zIndex = 2100; tween(touchRipple, { scaleX: 2.5, scaleY: 2.5, alpha: 0, rotation: Math.PI * 1.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { if (touchRipple.parent) touchRipple.destroy(); } }); // Enhanced multi-stage press animation tween(obj, { scaleX: 2.3, scaleY: 2.7, rotation: Math.PI / 16 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(obj, { scaleX: 2.9, scaleY: 3.4, rotation: -Math.PI / 32 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(obj, { scaleX: 2.5, scaleY: 3.0, rotation: 0 }, { duration: 120, easing: tween.bounceOut }); } }); } }); // Create particle trail following touch movement for (var t = 0; t < 5; t++) { var trailParticle = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: x + (Math.random() - 0.5) * 20, y: y + (Math.random() - 0.5) * 20, scaleX: 0.3, scaleY: 0.3 })); trailParticle.tint = 0x00AAFF; trailParticle.alpha = 0.7; trailParticle.zIndex = 2099; tween(trailParticle, { x: trailParticle.x + (Math.random() - 0.5) * 80, y: trailParticle.y - 60 - Math.random() * 40, alpha: 0, scaleX: 0.8, scaleY: 0.8, rotation: Math.PI * 2 }, { duration: 600 + t * 100, delay: t * 50, easing: tween.easeOut, onFinish: function onFinish() { if (trailParticle.parent) trailParticle.destroy(); } }); } castSpellFromCard(obj.spellId); } }; // Add touch release handler for gesture recognition cardBg.up = function (x, y, obj) { if (obj.spellId && obj.touchStartTime) { var touchDuration = LK.ticks - obj.touchStartTime; var touchDistance = Math.sqrt(Math.pow(x - obj.touchStartX, 2) + Math.pow(y - obj.touchStartY, 2)); // Detect different touch gestures if (touchDuration < 30 && touchDistance < 50) { // Quick tap - create snap feedback var snapEffect = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: obj.x, y: obj.y, scaleX: 3.0, scaleY: 3.0 })); snapEffect.tint = 0xFFFF00; snapEffect.alpha = 0.6; snapEffect.zIndex = 2101; tween(snapEffect, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { if (snapEffect.parent) snapEffect.destroy(); } }); } else if (touchDuration > 60) { // Long press - create charge effect var chargeEffect = game.addChild(LK.getAsset('spellCardBg', { anchorX: 0.5, anchorY: 0.5, x: obj.x, y: obj.y, scaleX: 4.0, scaleY: 5.0 })); chargeEffect.tint = 0xFF6600; chargeEffect.alpha = 0.4; chargeEffect.zIndex = 2101; tween(chargeEffect, { scaleX: 6.0, scaleY: 7.0, alpha: 0, rotation: Math.PI / 4 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { if (chargeEffect.parent) chargeEffect.destroy(); } }); } } }; // Create card name text var nameText = new Text2(spell.name, { size: 30, fill: 0xFFFFFF, font: "monospace" }); nameText.anchor.set(0.5, 0.5); nameText.x = cardX; nameText.y = cardY - 40; nameText.zIndex = 1502; game.addChild(nameText); cardPanelElements.push(nameText); // Create mana cost indicator if (spell.manaCost) { var manaText = new Text2(spell.manaCost.toString(), { size: 40, fill: 0x4169E1, font: "monospace" }); manaText.anchor.set(0.5, 0.5); manaText.x = cardX + 50; manaText.y = cardY - 80; manaText.zIndex = 1502; game.addChild(manaText); cardPanelElements.push(manaText); } // Create damage/healing indicator var effectText = ''; if (spell.damage) effectText = 'DMG: ' + spell.damage; if (spell.healing) effectText = 'HEAL: ' + spell.healing; if (effectText) { var effectLabel = new Text2(effectText, { size: 25, fill: 0xFFD700, font: "monospace" }); effectLabel.anchor.set(0.5, 0.5); effectLabel.x = cardX; effectLabel.y = cardY + 40; effectLabel.zIndex = 1502; game.addChild(effectLabel); cardPanelElements.push(effectLabel); } } // Create toggle button to hide panel var hideButton = game.addChild(LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 100, y: 2732 - 300, scaleX: 1.5, scaleY: 1.5 })); hideButton.tint = 0xFF4444; hideButton.zIndex = 1502; hideButton.down = function (x, y, obj) { // Visual feedback for hide button LK.effects.flashObject(obj, 0xFF6666, 200); tween(obj, { scaleX: 1.8, scaleY: 1.8 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(obj, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100, easing: tween.easeIn }); } }); toggleCardPanel(); }; cardPanelElements.push(hideButton); var hideText = new Text2('CERRAR', { size: 40, fill: 0xFFFFFF, font: "monospace" }); hideText.anchor.set(0.5, 0.5); hideText.x = 2048 - 100; hideText.y = 2732 - 300; hideText.zIndex = 1503; game.addChild(hideText); cardPanelElements.push(hideText); } // Hide in-game card panel function hideInGameCardPanel() { if (inGameCardPanel) { inGameCardPanel.visible = false; } clearCardPanelElements(); } // Clear card panel elements function clearCardPanelElements() { for (var i = 0; i < cardPanelElements.length; i++) { if (cardPanelElements[i] && cardPanelElements[i].parent) { cardPanelElements[i].destroy(); } } cardPanelElements = []; } // Targeting system variables var targetingMode = false; var targetingSpell = null; var targetingCursor = null; var targetingRange = null; // Create targeting cursor function createTargetingCursor() { if (targetingCursor) return targetingCursor; targetingCursor = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 })); targetingCursor.tint = 0x00FFFF; targetingCursor.alpha = 0.8; targetingCursor.zIndex = 2000; targetingCursor.visible = false; // Add orbiting particles around cursor for enhanced feedback targetingCursor.particles = []; for (var p = 0; p < 4; p++) { var particle = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4 })); particle.tint = 0x00FFFF; particle.alpha = 0.6; particle.zIndex = 1999; particle.visible = false; particle.orbitAngle = p * Math.PI * 2 / 4; targetingCursor.particles.push(particle); } return targetingCursor; } // Create targeting range indicator function createTargetingRange() { if (targetingRange) return targetingRange; targetingRange = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, scaleX: 8.0, scaleY: 8.0 })); targetingRange.tint = 0x00FF00; targetingRange.alpha = 0.3; targetingRange.zIndex = 1999; targetingRange.visible = false; return targetingRange; } // Enter targeting mode function enterTargetingMode(spellId) { targetingMode = true; targetingSpell = spellId; // Create targeting visuals createTargetingCursor(); createTargetingRange(); targetingCursor.visible = true; targetingRange.visible = true; // Position range indicator around wizard targetingRange.x = wizard.x; targetingRange.y = wizard.y; // Add pulsing animation to cursor tween(targetingCursor, { scaleX: 2.5, scaleY: 2.5 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (targetingCursor && targetingCursor.visible) { tween(targetingCursor, { scaleX: 2.0, scaleY: 2.0 }, { duration: 800, easing: tween.easeInOut }); } } }); // Show targeting instructions showTargetingInstructions(spellId); } // Exit targeting mode function exitTargetingMode() { targetingMode = false; targetingSpell = null; if (targetingCursor) { targetingCursor.visible = false; } if (targetingRange) { targetingRange.visible = false; } // Hide card panel after targeting hideInGameCardPanel(); cardPanelVisible = false; } // Show targeting instructions function showTargetingInstructions(spellId) { var spell = _getSpell(spellId); var instructionText = ''; if (spellId === 'fireball') { instructionText = 'TOCA UN ENEMIGO PARA LANZAR FIREBALL'; } else if (spellId === 'lightning') { instructionText = 'TOCA UN ENEMIGO PARA CADENA DE RAYOS'; } else if (spellId === 'heal') { instructionText = 'TOCA PARA CURARTE'; } else { instructionText = 'SELECCIONA OBJETIVO PARA ' + (spell ? spell.name : 'HECHIZO'); } var targetingInstructions = new Text2(instructionText, { size: 50, fill: 0x00FFFF, font: "monospace" }); targetingInstructions.anchor.set(0.5, 0.5); targetingInstructions.x = 2048 / 2; targetingInstructions.y = 400; targetingInstructions.zIndex = 2001; game.addChild(targetingInstructions); // Auto-remove instructions after 3 seconds tween(targetingInstructions, { alpha: 0 }, { duration: 3000, easing: tween.easeOut, onFinish: function onFinish() { if (targetingInstructions.parent) targetingInstructions.destroy(); } }); } // Execute spell at target location function executeSpellAtTarget(spellId, targetX, targetY, targetEnemy) { console.log('Executing spell', spellId, 'at', targetX, targetY); var success = false; if (spellId === 'fireball') { if (targetEnemy) { // Create targeted fireball var fireball = ProjectileFactory.createProjectile('fireBall', wizard.x, wizard.y, targetEnemy.x, targetEnemy.y, { targetEnemy: targetEnemy, damage: 150 }); LK.getSound('fireWhoosh').play(); showSpellDescription('FIREBALL', 'Daño: 150 dirigido', 0xFF4500); success = true; } } else if (spellId === 'lightning') { if (targetEnemy) { // Execute lightning with target as starting point LK.effects.flashScreen(0x00FFFF, 800); LK.getSound('iceFreeze').play(); var allEnemies = collisionArrayPool.getAllEnemies(); var livingEnemies = []; // Start chain from targeted enemy for (var e = 0; e < allEnemies.length; e++) { var enemy = allEnemies[e]; if (!enemy.isDying && enemy.health > 0 && enemy.parent) { var dx = enemy.x - targetEnemy.x; var dy = enemy.y - targetEnemy.y; enemy.distanceFromTarget = Math.sqrt(dx * dx + dy * dy); livingEnemies.push(enemy); } } // Sort by distance from target livingEnemies.sort(function (a, b) { return a.distanceFromTarget - b.distanceFromTarget; }); var targetsHit = Math.min(3, livingEnemies.length); if (targetsHit > 0) { // Apply lightning damage for (var i = 0; i < targetsHit; i++) { var enemy = livingEnemies[i]; if (enemy && enemy.parent && !enemy.isDying) { enemy.health -= 200; LK.effects.flashObject(enemy, 0x00FFFF, 600); if (enemy.health <= 0) enemy.die(); // Create lightning visual var lightningImpact = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 3, scaleY: 3 })); lightningImpact.tint = 0x00FFFF; lightningImpact.alpha = 1.0; tween(lightningImpact, { scaleX: 7, scaleY: 7, alpha: 0, rotation: Math.PI * 3 }, { duration: 800, delay: i * 150, easing: tween.easeOut, onFinish: function onFinish() { if (lightningImpact.parent) lightningImpact.destroy(); } }); } } showSpellDescription('LIGHTNING', 'Cadena dirigida: ' + targetsHit + ' rayos', 0x00FFFF); } success = true; } } else if (spellId === 'heal') { // Heal can be cast anywhere, always targets wizard var healthBefore = wizard.health; wizard.health = Math.min(wizard.health + 50, wizard.maxHealth); var actualHealing = wizard.health - healthBefore; updateHealthBar(); // Enhanced healing effects at target location LK.effects.flashScreen(0x00FF00, 500); LK.effects.flashObject(wizard, 0x00FF00, 1000); // Create healing aura at clicked location var healingAura = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: targetX, y: targetY, scaleX: 4, scaleY: 4 })); healingAura.tint = 0x00FF00; healingAura.alpha = 0.8; tween(healingAura, { scaleX: 12, scaleY: 12, alpha: 0 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { if (healingAura.parent) healingAura.destroy(); } }); showSpellDescription('HEAL', 'Curado: ' + actualHealing + ' HP', 0x00FF00); success = true; } if (success) { LK.getSound('spellCast').play(); cardCooldowns[spellId] = LK.ticks + cardCooldownDuration; } return success; } // Cast spell from in-game card function castSpellFromCard(spellId) { console.log('=== CASTING SPELL FROM CARD ==='); console.log('Spell ID:', spellId); console.log('Current mana before cast:', currentMana); console.log('activeSpellDeck.currentMana before cast:', activeSpellDeck ? activeSpellDeck.currentMana : 'undefined'); // Check if spell can be cast with enhanced validation if (!_canCastSpell(spellId)) { console.log('Cannot cast spell:', spellId); LK.effects.flashScreen(0xFF0000, 200); return; } // Get spell data for mana consumption var spell = _getSpell(spellId); if (!spell) { console.log('Spell not found for ID:', spellId); return; } // Execute the spell using unified casting system console.log('Executing spell cast for:', spellId); var castSuccess = castSpell(spellId); if (!castSuccess) { console.log('Unified spell cast failed for:', spellId); } if (castSuccess) { console.log('Spell cast successful:', spellId); // Enhanced contextual success feedback based on spell type if (spellId === 'fireball') { LK.effects.flashScreen(0xFF4500, 400); // Create fire burst around wizard for (var f = 0; f < 6; f++) { var fireBurst = game.addChild(LK.getAsset('projectileGlow', { anchorX: 0.5, anchorY: 0.5, x: wizard.x, y: wizard.y, scaleX: 1.5, scaleY: 1.5 })); fireBurst.tint = 0xFF6600; fireBurst.alpha = 0.8; fireBurst.zIndex = 1700; var angle = f * Math.PI * 2 / 6; tween(fireBurst, { x: wizard.x + Math.cos(angle) * 120, y: wizard.y + Math.sin(angle) * 120, alpha: 0, scaleX: 3.0, scaleY: 3.0, rotation: Math.PI * 2 }, { duration: 600, delay: f * 100, easing: tween.easeOut, onFinish: function onFinish() { if (fireBurst.parent) fireBurst.destroy(); } }); } } else if (spellId === 'lightning') { LK.effects.flashScreen(0x00FFFF, 500); // Create electric arcs around wizard for (var l = 0; l < 8; l++) { var lightningArc = game.addChild(LK.getAsset('energySphere', { anchorX: 0.5, anchorY: 0.5, x: wizard.x + (Math.random() - 0.5) * 200, y: wizard.y + (Math.random() - 0.5) * 200, scaleX: 0.8, scaleY: 3.0 })); lightningArc.tint = 0x00FFFF; lightningArc.alpha = 0.9; lightningArc.rotation = Math.random() * Math.PI * 2; lightningArc.zIndex = 1700; tween(lightningArc, { alpha: 0, scaleX: 0.3, scaleY: 4.0 }, { duration: 300, delay: l * 50, easing: tween.easeOut, onFinish: function onFinish() { if (lightningArc.parent) lightningArc.destroy(); } }); } } else if (spellId === 'heal') { LK.effects.flashScreen(0x00FF00, 350); // Create healing aura waves for (var h = 0; h < 4; h++) { var healWave = game.addChild(LK.getAsset('spellCardBg', { anchorX: 0.5, anchorY: 0.5, x: wizard.x, y: wizard.y, scaleX: 1.0 + h * 0.5, scaleY: 1.0 + h * 0.5 })); healWave.tint = 0x00FF88; healWave.alpha = 0.6 - h * 0.1; healWave.zIndex = 1700; tween(healWave, { scaleX: 8.0 + h * 2, scaleY: 8.0 + h * 2, alpha: 0 }, { duration: 1200 + h * 200, delay: h * 150, easing: tween.easeOut, onFinish: function onFinish() { if (healWave.parent) healWave.destroy(); } }); } } else { // Default success feedback LK.effects.flashScreen(0x00FF00, 300); } // Create spell success text with enhanced animation var successText = new Text2('SPELL CAST!', { size: 80, fill: 0xFFD700, font: "monospace" }); successText.anchor.set(0.5, 0.5); successText.x = wizard.x; successText.y = wizard.y - 180; successText.zIndex = 1701; game.addChild(successText); tween(successText, { y: successText.y - 100, alpha: 0, scaleX: 1.5, scaleY: 1.5, rotation: Math.PI / 8 }, { duration: 1200, easing: tween.easeOut, onFinish: function onFinish() { if (successText.parent) successText.destroy(); } }); // Hide card panel after successful cast hideInGameCardPanel(); cardPanelVisible = false; } else { console.log('Spell cast failed:', spellId); // Enhanced failure feedback with shake effect LK.effects.flashScreen(0xFF0000, 300); // Create failure warning var failureText = new Text2('CAST FAILED!', { size: 60, fill: 0xFF4444, font: "monospace" }); failureText.anchor.set(0.5, 0.5); failureText.x = wizard.x; failureText.y = wizard.y - 150; failureText.zIndex = 1701; game.addChild(failureText); // Shake and fade failure text var originalFailX = failureText.x; tween(failureText, { x: originalFailX - 10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(failureText, { x: originalFailX + 10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(failureText, { x: originalFailX, alpha: 0, y: failureText.y - 80 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (failureText.parent) failureText.destroy(); } }); } }); } }); } } // Add targeting system to game mouse/touch handling game.move = function (x, y, obj) { if (targetingMode && targetingCursor) { // Update cursor position to follow mouse/touch targetingCursor.x = x; targetingCursor.y = y; // Calculate if target is in range var dx = x - wizard.x; var dy = y - wizard.y; var distance = Math.sqrt(dx * dx + dy * dy); var maxRange = 400; // Maximum spell range // Change cursor color based on range if (distance <= maxRange) { targetingCursor.tint = 0x00FF00; // Green for in range targetingCursor.alpha = 0.8; } else { targetingCursor.tint = 0xFF0000; // Red for out of range targetingCursor.alpha = 0.5; } } }; game.down = function (x, y, obj) { // Simple tap to attack handling - no spell casting interference // All spell casting is now handled through the in-game card panel system }; // Main game update loop game.update = function () { // Sort children by z-index to ensure proper rendering order game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); // Pause game when tutorial is active if (tutorial && tutorial.isActive) { return; } // Only update game logic if game has started if (!gameStarted) { return; } // Change music to epic battle theme at 10 enemies killed if (enemyKillCounter === 10) { LK.playMusic('epicBattle', { volume: 0.8, fade: { start: 0, end: 0.8, duration: 1500 } }); } // Change to mystical ambient music at 25 enemies killed if (enemyKillCounter === 25) { LK.playMusic('mysticalAmbient', { volume: 0.6, fade: { start: 0, end: 0.6, duration: 2000 } }); } // Upgrade menus removed - using spell deck system instead // Reset consecutive spawns for paths that have cooled down (runs every frame) for (var pathIdx = 0; pathIdx < 5; pathIdx++) { // Check if enough time has passed since last spawn (cooldown expired) if (pathLastSpawnTime[pathIdx] !== -1 && LK.ticks - pathLastSpawnTime[pathIdx] > pathCooldownDuration) { // Reset consecutive spawns for this path due to cooldown pathConsecutiveSpawns[pathIdx] = 0; } } // Get stored difficulty setting var selectedDifficulty = storage.difficulty || 'NORMAL'; var difficultyLevel = Math.floor(enemyKillCounter / 10); // Every 10 kills increases difficulty // Helper functions now integrated into EnemyFactory // Unified spawn management system SpawnManager.processSpawnCycle(selectedDifficulty, difficultyLevel); // Reset path cooldowns for optimized path management for (var pathIdx = 0; pathIdx < 5; pathIdx++) { if (pathLastSpawnTime[pathIdx] !== -1 && LK.ticks - pathLastSpawnTime[pathIdx] > pathCooldownDuration) { pathConsecutiveSpawns[pathIdx] = 0; } } // Unified CollisionManager for streamlined collision detection and response var CollisionManager = { // Consolidated collision configurations collisionConfig: { skeleton: { damage: 20, removeOnHit: true }, ogre: { damage: 30, removeOnHit: true }, knight: { damage: 40, removeOnHit: true }, miniBoss: { damage: 75, removeOnHit: false } }, // Streamlined enemy collision processing with categorized collision types processEnemyCollisions: function processEnemyCollisions() { var allEnemies = globalEnemyManager.getAllEnemies(); // Category 1: Off-screen cleanup (non-collision processing) this.processOffScreenCleanup(allEnemies); // Category 2: Enemy-wizard collisions this.processEnemyWizardCollisions(allEnemies); }, // Separate processing for off-screen enemy cleanup processOffScreenCleanup: function processOffScreenCleanup(allEnemies) { for (var i = allEnemies.length - 1; i >= 0; i--) { var enemy = allEnemies[i]; if (this.isOffScreen(enemy)) { this.removeEnemyFromGame(enemy); } } }, // Separate processing for enemy-wizard collisions processEnemyWizardCollisions: function processEnemyWizardCollisions(allEnemies) { for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; if (!enemy.isDying && enemy.parent) { this.checkWizardCollision(enemy); } } }, // Efficient off-screen detection isOffScreen: function isOffScreen(enemy) { return enemy.y > 2732 + 100; }, // Unified enemy removal system removeEnemyFromGame: function removeEnemyFromGame(enemy) { // Remove from global arrays directly this.removeFromLegacyArrays(enemy); enemy.destroy(); }, // Legacy array compatibility cleanup removeFromLegacyArrays: function removeFromLegacyArrays(enemy) { var arrays = [enemies, ogres, knights, miniBosses]; for (var a = 0; a < arrays.length; a++) { var array = arrays[a]; for (var i = array.length - 1; i >= 0; i--) { if (array[i] === enemy) { array.splice(i, 1); break; } } } }, // 1.1 Distance Culling: Enhanced wizard collision detection with optimized distance-based culling checkWizardCollision: function checkWizardCollision(enemy) { // Initialize collision tracking if (enemy.lastIntersecting === undefined) { enemy.lastIntersecting = false; } // 1.1 Distance Culling: Skip expensive intersection test if objects are too far apart var dx = enemy.x - wizard.x; var dy = enemy.y - wizard.y; var distance = Math.sqrt(dx * dx + dy * dy); var maxCollisionDistance = 150; // Approximate maximum collision distance based on sprite sizes var currentIntersecting = false; if (distance <= maxCollisionDistance) { // Only perform expensive intersection test if objects are close enough currentIntersecting = wizard.intersects(enemy); } // Check collision transition if (!enemy.lastIntersecting && currentIntersecting && !enemy.isDying) { var config = this.getEnemyConfig(enemy); wizard.takeDamage(config.damage); // Handle enemy removal based on type if (config.removeOnHit) { this.removeEnemyFromGame(enemy); return; } } // Update collision state enemy.lastIntersecting = currentIntersecting; }, // Get enemy configuration by type getEnemyConfig: function getEnemyConfig(enemy) { return this.collisionConfig[enemy.enemyType] || this.collisionConfig.skeleton; } }; // Replace the old collision function call function checkAllEnemyCollisions() { CollisionManager.processEnemyCollisions(); } // Call the unified collision detection function checkAllEnemyCollisions(); // Check thorns spike collisions with all enemies continuously var allSpikes = []; for (var childIdx = 0; childIdx < game.children.length; childIdx++) { var child = game.children[childIdx]; // Check if this child is a spike (has hitEnemies array and brown tint) if (child.hitEnemies && child.tint === 0x8B4513) { allSpikes.push(child); } } for (var spikeIdx = 0; spikeIdx < allSpikes.length; spikeIdx++) { var spike = allSpikes[spikeIdx]; var allEnemies = collisionArrayPool.getAllEnemies(); for (var enemyIdx = 0; enemyIdx < allEnemies.length; enemyIdx++) { var enemy = allEnemies[enemyIdx]; // Only hit enemies that haven't been hit by this spike yet and are not dying if (spike.intersects(enemy) && spike.hitEnemies.indexOf(enemy) === -1 && !enemy.isDying) { var thornDamage = 100; // Always deal 100 damage enemy.takeDamage(thornDamage); LK.effects.flashObject(enemy, 0x8B4513, 300); // Mark this enemy as hit by this spike spike.hitEnemies.push(enemy); } } } // Update spell system if (gameStarted) { // Mana regeneration system manaRegenTimer++; if (manaRegenTimer >= 60) { // Every second (60 ticks at 60fps) manaRegenTimer = 0; currentMana = Math.min(maxMana, currentMana + manaRegenRate); if (activeSpellDeck) { activeSpellDeck.currentMana = currentMana; } updateManaDisplay(); } // Ensure mana bounds are correct currentMana = Math.max(0, Math.min(maxMana, currentMana)); if (activeSpellDeck) { activeSpellDeck.currentMana = currentMana; } } // Simple time slow effects processing var allEnemies = collisionArrayPool.getAllEnemies(); for (var i = 0; i < allEnemies.length; i++) { var enemy = allEnemies[i]; if (enemy.timeSlowed) { enemy.timeSlowTimer--; if (enemy.timeSlowTimer <= 0) { enemy.timeSlowed = false; enemy.timeSlowAmount = 1.0; } } } // Make tap text pulse var pulse = 1 + Math.sin(LK.ticks * 0.1) * 0.2; tapText.scale.set(pulse, pulse); // Update targeting cursor animation if (targetingMode && targetingCursor && targetingCursor.visible) { // Rotate targeting cursor targetingCursor.rotation += 0.05; // Add secondary pulsing animation var targetPulse = 1 + Math.sin(LK.ticks * 0.2) * 0.3; if (targetingCursor.tint === 0x00FF00) { // In-range pulsing targetingCursor.alpha = 0.6 + targetPulse * 0.2; } else { // Out-of-range warning pulse targetingCursor.alpha = 0.3 + targetPulse * 0.4; } // Update orbiting particles around cursor if (targetingCursor.particles) { for (var p = 0; p < targetingCursor.particles.length; p++) { var particle = targetingCursor.particles[p]; if (particle && particle.parent) { particle.orbitAngle += 0.08; var orbitRadius = 40 + Math.sin(LK.ticks * 0.1) * 10; particle.x = targetingCursor.x + Math.cos(particle.orbitAngle) * orbitRadius; particle.y = targetingCursor.y + Math.sin(particle.orbitAngle) * orbitRadius; particle.visible = targetingCursor.visible; particle.tint = targetingCursor.tint; particle.alpha = targetingCursor.alpha * 0.7; } } } } // Update targeting range indicator if (targetingMode && targetingRange && targetingRange.visible) { // Gentle pulsing for range indicator var rangePulse = 1 + Math.sin(LK.ticks * 0.1) * 0.1; targetingRange.scaleX = 8.0 * rangePulse; targetingRange.scaleY = 8.0 * rangePulse; targetingRange.alpha = 0.2 + Math.sin(LK.ticks * 0.15) * 0.1; } // Check for spell unlocks checkSpellUnlocks(); // Clean up any orphaned projectiles that may not have been properly removed for (var i = projectiles.length - 1; i >= 0; i--) { var projectile = projectiles[i]; if (!projectile || !projectile.parent || projectile.hitEnemy) { projectiles.splice(i, 1); } } // ProjectileFactory uses the global projectiles array, no separate activeProjectiles array needed }; // Remove tap text after 5 seconds tween({}, {}, { duration: 5000, onFinish: function onFinish() { if (tapText && tapText.parent) { tapText.destroy(); } } });
===================================================================
--- original.js
+++ change.js
@@ -542,9 +542,9 @@
titleText.x = 2048 / 2;
titleText.y = 800;
self.addChild(titleText);
// Instructions text
- var instructionsText = new Text2('TAP ENEMIES TO ATTACK\nDEFEND YOUR CASTLE!', {
+ var instructionsText = new Text2('TAP ENEMIES TO ATTACK\nUSE CARDS FOR SPELLS', {
size: 80,
fill: 0xFFFFFF,
font: "monospace"
});
@@ -569,22 +569,20 @@
startButtonText.anchor.set(0.5, 0.5);
startButtonText.x = 2048 / 2;
startButtonText.y = 1600;
self.addChild(startButtonText);
- // Simple buttons - just Start
+ // Simple tap anywhere to start
self.down = function (x, y, obj) {
- // Simple tap detection - anywhere on screen starts game
self.startGame();
};
self.startGame = function () {
// Check if this is a new player (no tutorial completed)
if (!storage.tutorialCompleted && tutorial) {
- // Show tutorial for new players
self.visible = false;
tutorial.startTutorial();
return;
}
- // Simple deck setup - use default spells
+ // Simple deck setup
var defaultDeck = ['fireball', 'heal', 'lightning'];
currentDeck = defaultDeck.slice();
if (activeSpellDeck) {
activeSpellDeck.currentDeck = defaultDeck.slice();
@@ -592,13 +590,12 @@
storage.spellDeck = defaultDeck.slice();
// Hide menu and start game
self.visible = false;
gameStarted = true;
- // Show cave background when game starts
+ // Show game elements
if (backgroundMap) {
backgroundMap.visible = true;
}
- // Show all game elements
wizard.visible = true;
for (var i = 0; i < paths.length; i++) {
paths[i].visible = true;
}
@@ -607,24 +604,22 @@
tapText.visible = true;
healthBarBg.visible = true;
healthBar.visible = true;
healthText.visible = true;
- // Show mana UI
manaBarBg.visible = true;
manaBar.visible = true;
manaText.visible = true;
updateManaDisplay();
- // Show card toggle button
cardToggleButton.visible = true;
cardToggleText.visible = true;
- // Initialize mana to 100
+ // Initialize mana
currentMana = 100;
maxMana = 100;
if (activeSpellDeck) {
activeSpellDeck.currentMana = 100;
activeSpellDeck.maxMana = 100;
}
- // Start medieval music with user's volume setting
+ // Start music
var musicVolume = storage.musicVolume || 0.7;
LK.playMusic('medievalTheme', {
volume: musicVolume
});