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Sala de Conciertos Viviente Pasillos de madera noble, candelabros, butacas animadas. Los enemigos avanzan por el escenario y pasillos, como si invadieran un recital. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Quiero que añadas mas balconys (tendran un sprite distinto) al medio del escenario
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Quiero que pongas pilares a los lados de las sillas, ademas de añadir un poco mas de detalles al medio del escenario
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Si
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La torre de 100 y la torre de 350 no atacan, ademas quiero mas detalles en la Sala de Conciertos Viviente ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Quiero que el paisaje de fondo sea una Sala de Conciertos Viviente
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Quiero que el camino que siguen los enemigos sea un poco mas largo ademas de que se vea mas bonito
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Necesito que las torres se construyan al hacer click en la que quiero y tambien que se reduzca el oro ganado
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O Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = buildMenuContainer.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 431
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La torres siguen sin construirse
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tengo un problema, las torres no se construyen
Code edit (1 edits merged)
Please save this source code
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Musical Tower Defense
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Quiero un juego al estilo tower defense en la que unos enemigos partan de un inicio y lleguen a algo asi como una "meta", al hacer click en lugares determinados (obviamente no puedes construir mas de 1 torre en el mismo lugar) puedes Construir una torre (las torres en este caso son instrumentos musicales que tienen diferentes preciso conforme al daño que pueden hacer y el tipo de ataque que tienen) eso significa que al ahcer click en algun lugar se desplieguen las opciones de torres que tienes para construir con sus respectivos precios, el juego debe contar con niveles ademas de tener un sistema de oro para poder construir las torres
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BuildSpot = Container.expand(function () { var self = Container.call(this); var spotGraphics = self.attachAsset('buildSpot', { anchorX: 0.5, anchorY: 0.5 }); self.occupied = false; self.down = function (x, y, obj) { console.log("Build spot clicked, occupied:", self.occupied, "showingBuildMenu:", showingBuildMenu); if (!self.occupied && !showingBuildMenu) { console.log("Showing build menu for spot at:", self.x, self.y); showBuildMenu(self); } }; return self; }); var Bullet = Container.expand(function (startX, startY, target, damage) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.target = target; self.damage = damage; self.speed = 8; self.update = function () { if (!self.target || self.target.health <= 0) { self.destroy(); return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { // Hit target var died = self.target.takeDamage(self.damage); if (died) { gold += self.target.goldValue; updateUI(); LK.getSound('enemyDeath').play(); } self.destroy(); } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.speed = 2; self.pathIndex = 0; self.goldValue = 25; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; return true; // Enemy died } // Flash red when hit tween(enemyGraphics, { tint: 0xff0000 }, { duration: 100, onFinish: function onFinish() { tween(enemyGraphics, { tint: 0xffffff }, { duration: 100 }); } }); return false; }; self.update = function () { if (self.pathIndex < pathPoints.length - 1) { var targetPoint = pathPoints[self.pathIndex + 1]; var dx = targetPoint.x - self.x; var dy = targetPoint.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { self.pathIndex++; if (self.pathIndex >= pathPoints.length - 1) { // Reached goal lives--; updateUI(); if (lives <= 0) { LK.showGameOver(); } } } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } }; return self; }); var Tower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'drum'; var assetName = self.towerType + 'Tower'; var towerGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // Tower properties based on type if (self.towerType === 'drum') { self.damage = 30; self.range = 150; self.fireRate = 45; // frames between shots self.cost = 100; } else if (self.towerType === 'guitar') { self.damage = 50; self.range = 180; self.fireRate = 60; self.cost = 200; } else if (self.towerType === 'violin') { self.damage = 80; self.range = 200; self.fireRate = 90; self.cost = 350; } self.lastFire = 0; self.findTarget = function () { var closestEnemy = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range && distance < closestDistance) { closestEnemy = enemy; closestDistance = distance; } } return closestEnemy; }; self.fire = function (target) { var bullet = new Bullet(self.x, self.y, target, self.damage); bullets.push(bullet); game.addChild(bullet); LK.getSound('hit').play(); }; self.update = function () { self.lastFire++; if (self.lastFire >= self.fireRate) { var target = self.findTarget(); if (target && target.health > 0) { self.fire(target); self.lastFire = 0; // Add visual firing effect tween(towerGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(towerGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F1B14 }); /**** * Game Code ****/ // Game variables // Concert Hall Background Elements // Game Elements var enemies = []; var towers = []; var bullets = []; var buildSpots = []; var gold = 500; var lives = 20; var wave = 1; var enemiesSpawned = 0; var enemiesPerWave = 10; var spawnTimer = 0; var waveStarted = false; var showingBuildMenu = false; var selectedBuildSpot = null; // Concert Hall Background Elements var backgroundElements = []; var floatingNotes = []; // Create the main stage var stage = game.addChild(LK.getAsset('stage', { anchorX: 0.5, anchorY: 1 })); stage.x = 1024; stage.y = 300; // Add stage backdrop elements var stageBackdrop = game.addChild(LK.getAsset('curtain', { anchorX: 0.5, anchorY: 0 })); stageBackdrop.x = 1024; stageBackdrop.y = 50; stageBackdrop.scaleX = 0.8; stageBackdrop.scaleY = 0.6; backgroundElements.push(stageBackdrop); // Add center stage equipment var centerMicrophone = game.addChild(LK.getAsset('musicStand', { anchorX: 0.5, anchorY: 1 })); centerMicrophone.x = 1024; centerMicrophone.y = 280; centerMicrophone.scaleY = 1.5; backgroundElements.push(centerMicrophone); // Add side stage equipment var leftStageEquip = game.addChild(LK.getAsset('drumTower', { anchorX: 0.5, anchorY: 0.5 })); leftStageEquip.x = 800; leftStageEquip.y = 220; leftStageEquip.scaleX = 1.5; leftStageEquip.scaleY = 1.5; backgroundElements.push(leftStageEquip); var rightStageEquip = game.addChild(LK.getAsset('guitarTower', { anchorX: 0.5, anchorY: 0.5 })); rightStageEquip.x = 1248; rightStageEquip.y = 220; rightStageEquip.scaleX = 1.5; rightStageEquip.scaleY = 1.5; backgroundElements.push(rightStageEquip); // Add stage monitors var leftMonitor = game.addChild(LK.getAsset('vipBox', { anchorX: 0.5, anchorY: 1 })); leftMonitor.x = 900; leftMonitor.y = 290; leftMonitor.scaleX = 0.3; leftMonitor.scaleY = 0.4; backgroundElements.push(leftMonitor); var rightMonitor = game.addChild(LK.getAsset('vipBox', { anchorX: 0.5, anchorY: 1 })); rightMonitor.x = 1148; rightMonitor.y = 290; rightMonitor.scaleX = 0.3; rightMonitor.scaleY = 0.4; backgroundElements.push(rightMonitor); // Create red curtains on sides var leftCurtain = game.addChild(LK.getAsset('curtain', { anchorX: 0, anchorY: 0 })); leftCurtain.x = 0; leftCurtain.y = 0; var rightCurtain = game.addChild(LK.getAsset('curtain', { anchorX: 1, anchorY: 0 })); rightCurtain.x = 2048; rightCurtain.y = 0; // Create balconies for (var i = 0; i < 3; i++) { var balcony = game.addChild(LK.getAsset('balcony', { anchorX: 0.5, anchorY: 0.5 })); balcony.x = 300 + i * 700; balcony.y = 400 + i * 200; backgroundElements.push(balcony); } // Add middle stage balconies with distinct styling var middleBalconyLeft = game.addChild(LK.getAsset('vipBox', { anchorX: 0.5, anchorY: 0.5 })); middleBalconyLeft.x = 750; middleBalconyLeft.y = 180; middleBalconyLeft.scaleX = 0.7; middleBalconyLeft.scaleY = 0.8; backgroundElements.push(middleBalconyLeft); var middleBalconyRight = game.addChild(LK.getAsset('vipBox', { anchorX: 0.5, anchorY: 0.5 })); middleBalconyRight.x = 1298; middleBalconyRight.y = 180; middleBalconyRight.scaleX = 0.7; middleBalconyRight.scaleY = 0.8; backgroundElements.push(middleBalconyRight); // Add decorative elements to middle balconies var leftBalconyRailing = game.addChild(LK.getAsset('pillar', { anchorX: 0.5, anchorY: 1 })); leftBalconyRailing.x = 750; leftBalconyRailing.y = 220; leftBalconyRailing.scaleX = 0.2; leftBalconyRailing.scaleY = 0.3; backgroundElements.push(leftBalconyRailing); var rightBalconyRailing = game.addChild(LK.getAsset('pillar', { anchorX: 0.5, anchorY: 1 })); rightBalconyRailing.x = 1298; rightBalconyRailing.y = 220; rightBalconyRailing.scaleX = 0.2; rightBalconyRailing.scaleY = 0.3; backgroundElements.push(rightBalconyRailing); // Add royal crests to middle balconies var leftBalconyCrest = game.addChild(LK.getAsset('royalCrest', { anchorX: 0.5, anchorY: 0.5 })); leftBalconyCrest.x = 750; leftBalconyCrest.y = 160; leftBalconyCrest.scaleX = 0.6; leftBalconyCrest.scaleY = 0.6; backgroundElements.push(leftBalconyCrest); var rightBalconyCrest = game.addChild(LK.getAsset('royalCrest', { anchorX: 0.5, anchorY: 0.5 })); rightBalconyCrest.x = 1298; rightBalconyCrest.y = 160; rightBalconyCrest.scaleX = 0.6; rightBalconyCrest.scaleY = 0.6; backgroundElements.push(rightBalconyCrest); // Create noble wooden panels along the walls for (var i = 0; i < 10; i++) { var leftWoodPanel = game.addChild(LK.getAsset('woodPanel', { anchorX: 0.5, anchorY: 0.5 })); leftWoodPanel.x = 150; leftWoodPanel.y = 800 + i * 180; leftWoodPanel.scaleX = 0.4; leftWoodPanel.scaleY = 0.8; backgroundElements.push(leftWoodPanel); // Add subtle breathing animation to wood panels tween(leftWoodPanel, { scaleX: 0.42, alpha: 0.9 }, { duration: 3000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(leftWoodPanel, { scaleX: 0.4, alpha: 1.0 }, { duration: 3000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: arguments.callee }); } }); var rightWoodPanel = game.addChild(LK.getAsset('woodPanel', { anchorX: 0.5, anchorY: 0.5 })); rightWoodPanel.x = 1900; rightWoodPanel.y = 800 + i * 180; rightWoodPanel.scaleX = 0.4; rightWoodPanel.scaleY = 0.8; backgroundElements.push(rightWoodPanel); // Add subtle breathing animation to wood panels tween(rightWoodPanel, { scaleX: 0.42, alpha: 0.9 }, { duration: 3000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(rightWoodPanel, { scaleX: 0.4, alpha: 1.0 }, { duration: 3000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: arguments.callee }); } }); } // Create audience seating rows with animation for (var row = 0; row < 8; row++) { for (var seat = 0; seat < 12; seat++) { var seatObj = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); seatObj.x = 400 + seat * 100; seatObj.y = 2200 + row * 50; backgroundElements.push(seatObj); // Add subtle movement to seats as if audience members are shifting var delayTime = Math.random() * 5000 + 2000; // Random delay between 2-7 seconds LK.setTimeout(function () { function animateSeat() { tween(seatObj, { scaleY: 0.95, y: seatObj.y + 2 }, { duration: 1500 + Math.random() * 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(seatObj, { scaleY: 1.0, y: seatObj.y - 2 }, { duration: 1500 + Math.random() * 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Random chance to repeat animation if (Math.random() < 0.3) { LK.setTimeout(animateSeat, Math.random() * 8000 + 3000); } } }); } }); } animateSeat(); }, delayTime); } } // Create pillars on the sides of seating area var leftSidePillar = game.addChild(LK.getAsset('pillar', { anchorX: 0.5, anchorY: 1 })); leftSidePillar.x = 300; leftSidePillar.y = 2650; backgroundElements.push(leftSidePillar); var rightSidePillar = game.addChild(LK.getAsset('pillar', { anchorX: 0.5, anchorY: 1 })); rightSidePillar.x = 1600; rightSidePillar.y = 2650; backgroundElements.push(rightSidePillar); // Create chandeliers for (var i = 0; i < 3; i++) { var chandelier = game.addChild(LK.getAsset('chandelier', { anchorX: 0.5, anchorY: 0.5 })); chandelier.x = 500 + i * 500; chandelier.y = 150; backgroundElements.push(chandelier); // Add gentle swaying animation tween(chandelier, { rotation: 0.1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(chandelier, { rotation: -0.1 }, { duration: 2000, easing: tween.easeInOut, onFinish: arguments.callee }); } }); } // Create spotlights for (var i = 0; i < 6; i++) { var spotlight = game.addChild(LK.getAsset('spotlight', { anchorX: 0.5, anchorY: 0.5 })); spotlight.x = 300 + i * 250; spotlight.y = 350; backgroundElements.push(spotlight); // Add pulsing light effect tween(spotlight, { alpha: 0.3 }, { duration: 1500 + Math.random() * 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(spotlight, { alpha: 1.0 }, { duration: 1500 + Math.random() * 1000, easing: tween.easeInOut, onFinish: arguments.callee }); } }); } // Create orchestra pit var orchestraPit = game.addChild(LK.getAsset('orchestraPit', { anchorX: 0.5, anchorY: 1 })); orchestraPit.x = 1024; orchestraPit.y = 500; backgroundElements.push(orchestraPit); // Add grand piano to orchestra pit var grandPiano = game.addChild(LK.getAsset('grandPiano', { anchorX: 0.5, anchorY: 0.5 })); grandPiano.x = 900; grandPiano.y = 450; backgroundElements.push(grandPiano); // Add conductor podium var conductor = game.addChild(LK.getAsset('conductor', { anchorX: 0.5, anchorY: 1 })); conductor.x = 1024; conductor.y = 450; backgroundElements.push(conductor); // Add music stands in orchestra pit for (var i = 0; i < 8; i++) { var musicStand = game.addChild(LK.getAsset('musicStand', { anchorX: 0.5, anchorY: 1 })); musicStand.x = 700 + i * 80; musicStand.y = 480; backgroundElements.push(musicStand); } // Create VIP boxes on upper levels for (var i = 0; i < 4; i++) { var vipBox = game.addChild(LK.getAsset('vipBox', { anchorX: 0.5, anchorY: 0.5 })); vipBox.x = 200 + i * 500; vipBox.y = 600; backgroundElements.push(vipBox); // Add royal crest to VIP boxes var crest = game.addChild(LK.getAsset('royalCrest', { anchorX: 0.5, anchorY: 0.5 })); crest.x = vipBox.x; crest.y = vipBox.y - 50; backgroundElements.push(crest); } // Create golden candelabras throughout the hall for (var i = 0; i < 8; i++) { var candelabra = game.addChild(LK.getAsset('candelabra', { anchorX: 0.5, anchorY: 1 })); candelabra.x = 300 + i * 200; candelabra.y = 1800; candelabra.scaleX = 0.8; candelabra.scaleY = 1.2; backgroundElements.push(candelabra); // Add flickering candle flame effect tween(candelabra, { scaleY: 1.25, alpha: 0.8 }, { duration: 800 + Math.random() * 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(candelabra, { scaleY: 1.2, alpha: 1.0 }, { duration: 800 + Math.random() * 400, easing: tween.easeInOut, onFinish: arguments.callee }); } }); } // Add wall-mounted candelabras for (var i = 0; i < 6; i++) { var wallCandelabra = game.addChild(LK.getAsset('candelabra', { anchorX: 0.5, anchorY: 0.5 })); wallCandelabra.x = 200; wallCandelabra.y = 1000 + i * 250; wallCandelabra.scaleX = 0.6; wallCandelabra.scaleY = 0.9; backgroundElements.push(wallCandelabra); // Add gentle flickering animation tween(wallCandelabra, { rotation: 0.05, alpha: 0.85 }, { duration: 1200 + Math.random() * 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(wallCandelabra, { rotation: -0.05, alpha: 1.0 }, { duration: 1200 + Math.random() * 600, easing: tween.easeInOut, onFinish: arguments.callee }); } }); var rightWallCandelabra = game.addChild(LK.getAsset('candelabra', { anchorX: 0.5, anchorY: 0.5 })); rightWallCandelabra.x = 1850; rightWallCandelabra.y = 1000 + i * 250; rightWallCandelabra.scaleX = 0.6; rightWallCandelabra.scaleY = 0.9; backgroundElements.push(rightWallCandelabra); // Add gentle flickering animation tween(rightWallCandelabra, { rotation: -0.05, alpha: 0.85 }, { duration: 1200 + Math.random() * 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(rightWallCandelabra, { rotation: 0.05, alpha: 1.0 }, { duration: 1200 + Math.random() * 600, easing: tween.easeInOut, onFinish: arguments.callee }); } }); } // Add subtle swaying animation to conductor tween(conductor, { rotation: 0.05 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(conductor, { rotation: -0.05 }, { duration: 1500, easing: tween.easeInOut, onFinish: arguments.callee }); } }); // Add atmospheric breathing effect to balconies for (var i = 0; i < backgroundElements.length; i++) { var element = backgroundElements[i]; if (element && Math.random() < 0.4) { // 40% chance for each element var originalScaleX = element.scaleX || 1; var originalScaleY = element.scaleY || 1; LK.setTimeout(function () { function breatheAnimation() { tween(element, { scaleX: originalScaleX * 1.02, scaleY: originalScaleY * 1.01 }, { duration: 4000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(element, { scaleX: originalScaleX, scaleY: originalScaleY }, { duration: 4000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (Math.random() < 0.7) { LK.setTimeout(breatheAnimation, Math.random() * 3000 + 1000); } } }); } }); } breatheAnimation(); }, Math.random() * 8000); } } // Function to create floating musical notes function createFloatingNote() { var note = game.addChild(LK.getAsset('musicNote', { anchorX: 0.5, anchorY: 0.5 })); note.x = Math.random() * 2048; note.y = 2732 + 100; note.alpha = 0.6; floatingNotes.push(note); // Animate note floating upward tween(note, { y: -100, rotation: Math.PI * 2, alpha: 0 }, { duration: 8000 + Math.random() * 4000, easing: tween.easeOut, onFinish: function onFinish() { if (note.parent) { note.destroy(); } var index = floatingNotes.indexOf(note); if (index > -1) { floatingNotes.splice(index, 1); } } }); } // Create initial floating notes for (var i = 0; i < 5; i++) { LK.setTimeout(function () { createFloatingNote(); }, Math.random() * 3000); } // Path definition - longer and more visually appealing path var pathPoints = [{ x: 50, y: 300 }, { x: 200, y: 300 }, { x: 350, y: 300 }, { x: 500, y: 400 }, { x: 650, y: 500 }, { x: 700, y: 650 }, { x: 650, y: 800 }, { x: 500, y: 900 }, { x: 350, y: 950 }, { x: 200, y: 1000 }, { x: 100, y: 1150 }, { x: 200, y: 1300 }, { x: 350, y: 1400 }, { x: 500, y: 1450 }, { x: 650, y: 1500 }, { x: 800, y: 1550 }, { x: 950, y: 1600 }, { x: 1100, y: 1650 }, { x: 1250, y: 1700 }, { x: 1400, y: 1750 }, { x: 1550, y: 1800 }, { x: 1650, y: 1950 }, { x: 1700, y: 2100 }, { x: 1750, y: 2250 }]; // Create path visualization for (var i = 0; i < pathPoints.length; i++) { var pathNode = game.addChild(LK.getAsset('path', { anchorX: 0.5, anchorY: 0.5 })); pathNode.x = pathPoints[i].x; pathNode.y = pathPoints[i].y; } // Create goal var goal = game.addChild(LK.getAsset('goal', { anchorX: 0.5, anchorY: 0.5 })); goal.x = pathPoints[pathPoints.length - 1].x; goal.y = pathPoints[pathPoints.length - 1].y; // Create build spots var buildPositions = [{ x: 300, y: 150 }, { x: 550, y: 250 }, { x: 800, y: 450 }, { x: 500, y: 650 }, { x: 350, y: 750 }, { x: 100, y: 850 }, { x: 450, y: 1100 }, { x: 650, y: 1250 }, { x: 850, y: 1400 }, { x: 1200, y: 1500 }, { x: 1450, y: 1600 }, { x: 1600, y: 1650 }, { x: 1500, y: 2000 }, { x: 1400, y: 2200 }]; for (var i = 0; i < buildPositions.length; i++) { var buildSpot = new BuildSpot(); buildSpot.x = buildPositions[i].x; buildSpot.y = buildPositions[i].y; buildSpots.push(buildSpot); game.addChild(buildSpot); } // UI Elements var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFFF00 }); goldText.anchor.set(0, 0); LK.gui.topRight.addChild(goldText); goldText.x = -300; goldText.y = 20; var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0xFF0000 }); livesText.anchor.set(0, 0); LK.gui.topRight.addChild(livesText); livesText.x = -300; livesText.y = 100; var waveText = new Text2('Wave: ' + wave, { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0, 0); LK.gui.topRight.addChild(waveText); waveText.x = -300; waveText.y = 180; // Build menu elements (initially hidden) var buildMenuContainer = new Container(); game.addChild(buildMenuContainer); buildMenuContainer.visible = false; var drumButton = buildMenuContainer.addChild(LK.getAsset('drumTower', { anchorX: 0.5, anchorY: 0.5 })); var guitarButton = buildMenuContainer.addChild(LK.getAsset('guitarTower', { anchorX: 0.5, anchorY: 0.5 })); var violinButton = buildMenuContainer.addChild(LK.getAsset('violinTower', { anchorX: 0.5, anchorY: 0.5 })); var drumText = buildMenuContainer.addChild(new Text2('$100', { size: 40, fill: 0xFFFFFF })); drumText.anchor.set(0.5, 0); var guitarText = buildMenuContainer.addChild(new Text2('$200', { size: 40, fill: 0xFFFFFF })); guitarText.anchor.set(0.5, 0); var violinText = buildMenuContainer.addChild(new Text2('$350', { size: 40, fill: 0xFFFFFF })); violinText.anchor.set(0.5, 0); function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); waveText.setText('Wave: ' + wave); } function showBuildMenu(buildSpot) { showingBuildMenu = true; selectedBuildSpot = buildSpot; buildMenuContainer.visible = true; // Position menu near build spot buildMenuContainer.x = buildSpot.x; buildMenuContainer.y = buildSpot.y - 200; // Position buttons drumButton.x = -100; drumButton.y = 0; guitarButton.x = 0; guitarButton.y = 0; violinButton.x = 100; violinButton.y = 0; // Position text drumText.x = -100; drumText.y = 50; guitarText.x = 0; guitarText.y = 50; violinText.x = 100; violinText.y = 50; } function hideBuildMenu() { showingBuildMenu = false; selectedBuildSpot = null; buildMenuContainer.visible = false; } function buildTower(towerType, cost) { console.log("buildTower called:", towerType, "cost:", cost, "gold:", gold, "selectedBuildSpot:", selectedBuildSpot); if (!selectedBuildSpot) { console.log("No build spot selected"); return; } if (selectedBuildSpot.occupied) { console.log("Build spot already occupied"); return; } if (gold < cost) { console.log("Not enough gold:", gold, "needed:", cost); return; } console.log("Building tower..."); // Deduct gold first gold -= cost; console.log("Gold after purchase:", gold); var tower = new Tower(towerType); tower.x = selectedBuildSpot.x; tower.y = selectedBuildSpot.y; towers.push(tower); game.addChild(tower); selectedBuildSpot.occupied = true; console.log("Tower built successfully at:", tower.x, tower.y); updateUI(); hideBuildMenu(); LK.getSound('build').play(); } // Button handlers with proper event handling drumButton.down = function (x, y, obj) { console.log("Drum button clicked, gold:", gold); if (gold >= 100) { buildTower('drum', 100); } else { console.log("Not enough gold for drum tower"); } }; guitarButton.down = function (x, y, obj) { console.log("Guitar button clicked, gold:", gold); if (gold >= 200) { buildTower('guitar', 200); } else { console.log("Not enough gold for guitar tower"); } }; violinButton.down = function (x, y, obj) { console.log("Violin button clicked, gold:", gold); if (gold >= 350) { buildTower('violin', 350); } else { console.log("Not enough gold for violin tower"); } }; // Game click handler to hide menu - only if not clicking on buttons or build spots game.down = function (x, y, obj) { // Don't interfere if clicking on build menu buttons if (showingBuildMenu) { // Simple coordinate check relative to build menu position var relativeX = x - buildMenuContainer.x; var relativeY = y - buildMenuContainer.y; var clickedOnButton = false; // Check if clicked on any button area if (relativeX >= -150 && relativeX <= 150 && relativeY >= -50 && relativeY <= 100) { clickedOnButton = true; } if (!clickedOnButton) { hideBuildMenu(); } } }; function spawnEnemy() { var enemy = new Enemy(); enemy.x = pathPoints[0].x; enemy.y = pathPoints[0].y; enemy.health = 100 + (wave - 1) * 20; // Increase health each wave enemy.maxHealth = enemy.health; enemies.push(enemy); game.addChild(enemy); } function startNextWave() { waveStarted = true; enemiesSpawned = 0; enemiesPerWave = 10 + wave * 2; // More enemies each wave } // Start first wave startNextWave(); game.update = function () { // Concert hall ambiance - create floating musical notes periodically if (LK.ticks % 180 === 0) { // Every 3 seconds createFloatingNote(); } // Spawn enemies if (waveStarted && enemiesSpawned < enemiesPerWave) { spawnTimer++; if (spawnTimer >= 60) { // Spawn every second spawnEnemy(); enemiesSpawned++; spawnTimer = 0; } } // Check if wave is complete if (waveStarted && enemiesSpawned >= enemiesPerWave && enemies.length === 0) { wave++; waveStarted = false; gold += 100; // Bonus gold for completing wave updateUI(); // Start next wave after delay LK.setTimeout(function () { startNextWave(); }, 3000); } // Clean up destroyed bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].destroyed) { bullets.splice(i, 1); } } // Clean up dead enemies for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].health <= 0) { enemies[i].destroy(); enemies.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -360,9 +360,66 @@
rightBalconyCrest.y = 160;
rightBalconyCrest.scaleX = 0.6;
rightBalconyCrest.scaleY = 0.6;
backgroundElements.push(rightBalconyCrest);
-// Create audience seating rows
+// Create noble wooden panels along the walls
+for (var i = 0; i < 10; i++) {
+ var leftWoodPanel = game.addChild(LK.getAsset('woodPanel', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ leftWoodPanel.x = 150;
+ leftWoodPanel.y = 800 + i * 180;
+ leftWoodPanel.scaleX = 0.4;
+ leftWoodPanel.scaleY = 0.8;
+ backgroundElements.push(leftWoodPanel);
+ // Add subtle breathing animation to wood panels
+ tween(leftWoodPanel, {
+ scaleX: 0.42,
+ alpha: 0.9
+ }, {
+ duration: 3000 + Math.random() * 2000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(leftWoodPanel, {
+ scaleX: 0.4,
+ alpha: 1.0
+ }, {
+ duration: 3000 + Math.random() * 2000,
+ easing: tween.easeInOut,
+ onFinish: arguments.callee
+ });
+ }
+ });
+ var rightWoodPanel = game.addChild(LK.getAsset('woodPanel', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ rightWoodPanel.x = 1900;
+ rightWoodPanel.y = 800 + i * 180;
+ rightWoodPanel.scaleX = 0.4;
+ rightWoodPanel.scaleY = 0.8;
+ backgroundElements.push(rightWoodPanel);
+ // Add subtle breathing animation to wood panels
+ tween(rightWoodPanel, {
+ scaleX: 0.42,
+ alpha: 0.9
+ }, {
+ duration: 3000 + Math.random() * 2000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(rightWoodPanel, {
+ scaleX: 0.4,
+ alpha: 1.0
+ }, {
+ duration: 3000 + Math.random() * 2000,
+ easing: tween.easeInOut,
+ onFinish: arguments.callee
+ });
+ }
+ });
+}
+// Create audience seating rows with animation
for (var row = 0; row < 8; row++) {
for (var seat = 0; seat < 12; seat++) {
var seatObj = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
@@ -370,8 +427,37 @@
}));
seatObj.x = 400 + seat * 100;
seatObj.y = 2200 + row * 50;
backgroundElements.push(seatObj);
+ // Add subtle movement to seats as if audience members are shifting
+ var delayTime = Math.random() * 5000 + 2000; // Random delay between 2-7 seconds
+ LK.setTimeout(function () {
+ function animateSeat() {
+ tween(seatObj, {
+ scaleY: 0.95,
+ y: seatObj.y + 2
+ }, {
+ duration: 1500 + Math.random() * 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(seatObj, {
+ scaleY: 1.0,
+ y: seatObj.y - 2
+ }, {
+ duration: 1500 + Math.random() * 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ // Random chance to repeat animation
+ if (Math.random() < 0.3) {
+ LK.setTimeout(animateSeat, Math.random() * 8000 + 3000);
+ }
+ }
+ });
+ }
+ });
+ }
+ animateSeat();
+ }, delayTime);
}
}
// Create pillars on the sides of seating area
var leftSidePillar = game.addChild(LK.getAsset('pillar', {
@@ -491,8 +577,95 @@
crest.x = vipBox.x;
crest.y = vipBox.y - 50;
backgroundElements.push(crest);
}
+// Create golden candelabras throughout the hall
+for (var i = 0; i < 8; i++) {
+ var candelabra = game.addChild(LK.getAsset('candelabra', {
+ anchorX: 0.5,
+ anchorY: 1
+ }));
+ candelabra.x = 300 + i * 200;
+ candelabra.y = 1800;
+ candelabra.scaleX = 0.8;
+ candelabra.scaleY = 1.2;
+ backgroundElements.push(candelabra);
+ // Add flickering candle flame effect
+ tween(candelabra, {
+ scaleY: 1.25,
+ alpha: 0.8
+ }, {
+ duration: 800 + Math.random() * 400,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(candelabra, {
+ scaleY: 1.2,
+ alpha: 1.0
+ }, {
+ duration: 800 + Math.random() * 400,
+ easing: tween.easeInOut,
+ onFinish: arguments.callee
+ });
+ }
+ });
+}
+// Add wall-mounted candelabras
+for (var i = 0; i < 6; i++) {
+ var wallCandelabra = game.addChild(LK.getAsset('candelabra', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ wallCandelabra.x = 200;
+ wallCandelabra.y = 1000 + i * 250;
+ wallCandelabra.scaleX = 0.6;
+ wallCandelabra.scaleY = 0.9;
+ backgroundElements.push(wallCandelabra);
+ // Add gentle flickering animation
+ tween(wallCandelabra, {
+ rotation: 0.05,
+ alpha: 0.85
+ }, {
+ duration: 1200 + Math.random() * 600,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(wallCandelabra, {
+ rotation: -0.05,
+ alpha: 1.0
+ }, {
+ duration: 1200 + Math.random() * 600,
+ easing: tween.easeInOut,
+ onFinish: arguments.callee
+ });
+ }
+ });
+ var rightWallCandelabra = game.addChild(LK.getAsset('candelabra', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ rightWallCandelabra.x = 1850;
+ rightWallCandelabra.y = 1000 + i * 250;
+ rightWallCandelabra.scaleX = 0.6;
+ rightWallCandelabra.scaleY = 0.9;
+ backgroundElements.push(rightWallCandelabra);
+ // Add gentle flickering animation
+ tween(rightWallCandelabra, {
+ rotation: -0.05,
+ alpha: 0.85
+ }, {
+ duration: 1200 + Math.random() * 600,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(rightWallCandelabra, {
+ rotation: 0.05,
+ alpha: 1.0
+ }, {
+ duration: 1200 + Math.random() * 600,
+ easing: tween.easeInOut,
+ onFinish: arguments.callee
+ });
+ }
+ });
+}
// Add subtle swaying animation to conductor
tween(conductor, {
rotation: 0.05
}, {
@@ -507,8 +680,43 @@
onFinish: arguments.callee
});
}
});
+// Add atmospheric breathing effect to balconies
+for (var i = 0; i < backgroundElements.length; i++) {
+ var element = backgroundElements[i];
+ if (element && Math.random() < 0.4) {
+ // 40% chance for each element
+ var originalScaleX = element.scaleX || 1;
+ var originalScaleY = element.scaleY || 1;
+ LK.setTimeout(function () {
+ function breatheAnimation() {
+ tween(element, {
+ scaleX: originalScaleX * 1.02,
+ scaleY: originalScaleY * 1.01
+ }, {
+ duration: 4000 + Math.random() * 2000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(element, {
+ scaleX: originalScaleX,
+ scaleY: originalScaleY
+ }, {
+ duration: 4000 + Math.random() * 2000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ if (Math.random() < 0.7) {
+ LK.setTimeout(breatheAnimation, Math.random() * 3000 + 1000);
+ }
+ }
+ });
+ }
+ });
+ }
+ breatheAnimation();
+ }, Math.random() * 8000);
+ }
+}
// Function to create floating musical notes
function createFloatingNote() {
var note = game.addChild(LK.getAsset('musicNote', {
anchorX: 0.5,
Bloque de piedra que ocupe todo el sprite. In-Game asset. 2d. High contrast. No shadows
El pilar de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Silla de un Sala de Conciertos Viviente vista desde arriba. In-Game asset. 2d. High contrast. No shadows
Candelabro de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Orquesta de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
escenario de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Cortina de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Vip box de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
RoyalCrest de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Nota musical de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Una nota negrita endiablada. In-Game asset. 2d. High contrast. No shadows
WoodPanel en una sala de conciertos viviente. In-Game asset. 2d. High contrast. No shadows
Tarimas con cuerdas tensadas flotando debajo.. In-Game asset. 2d. High contrast. No shadows
tambor basico. In-Game asset. 2d. High contrast. No shadows
Trompeta de choque. In-Game asset. 2d. High contrast. No shadows
Un bailarin del caos. In-Game asset. 2d. High contrast. No shadows
Guitarra electrica. In-Game asset. 2d. High contrast. No shadows
Violin congelante. In-Game asset. 2d. High contrast. No shadows
DJ ritmico. In-Game asset. 2d. High contrast. No shadows
Oro. In-Game asset. 2d. High contrast. No shadows
Nota musical semifusa. In-Game asset. 2d. High contrast. No shadows
Clave de sol. In-Game asset. 2d. High contrast. No shadows
Portal siniestro. In-Game asset. 2d. High contrast. No shadows
Clave de fa. In-Game asset. 2d. High contrast. No shadows
nota musical. In-Game asset. 2d. High contrast. No shadows
Upgrade. In-Game asset. 2d. High contrast. No shadows
Remove. In-Game asset. 2d. High contrast. No shadows
Ruido blanco personificado como un enemigo. In-Game asset. 2d. High contrast. No shadows
Una nota desafinada personificada como enemigo. In-Game asset. 2d. High contrast. No shadows
Autotune malicioso personificado como enemigo. In-Game asset. 2d. High contrast. No shadows
Glitch audio personificado como un enemigo. In-Game asset. 2d. High contrast. No shadows
Eco oscuro personificado como un enemigo. In-Game asset. 2d. High contrast. No shadows
Un enemigo del infierno de elite, tiene armas y tambien armadura. In-Game asset. 2d. High contrast. No shadows
Crea un botón visual para la pantalla de inicio de un videojuego llamado Symphony Siege. El botón debe decir "Start" y estar inspirado en una sala de conciertos clásica y elementos musicales. El diseño debe tener un estilo elegante, ligeramente barroco o sinfónico, con detalles dorados y formas suaves. El texto "Start" debe estar centrado y ser legible, con una tipografía estilizada tipo partitura o manuscrito musical. El fondo del botón debe parecer una tecla de piano brillante o una placa de madera de violín. El contorno puede tener detalles dorados o bronces ornamentales. El botón debe emitir una sensación de majestuosidad y armonía, no modernidad ni minimalismo. In-Game asset. 2d. High contrast. No shadows
Diseña un botón visual para un videojuego llamado Symphony Siege, destinado a la opción "Tutorial". El estilo debe ser coherente con una interfaz inspirada en una sala de conciertos clásica: elegante, musical y refinada. El botón debe incluir la palabra "Tutorial" centrada, usando una tipografía manuscrita o de partitura antigua, legible y estilizada. El fondo puede simular una partitura enrollada, una tablilla de madera pulida o una tecla de piano estirada horizontalmente. El contorno del botón debe tener detalles ornamentales dorados o cobrizos, evocando la estética barroca o sinfónica. El tono general debe ser acogedor y educativo, sin perder la elegancia musical. In-Game asset. 2d. High contrast. No shadows
Fondo azul con un marco de hierro. In-Game asset. 2d. High contrast. No shadows
Tambor evolucionado. In-Game asset. 2d. High contrast. No shadows
guitarra evolucionada. In-Game asset. 2d. High contrast. No shadows
Trompeta evolucionada. In-Game asset. 2d. High contrast. No shadows
Violin de hielo futurista evolucionado. In-Game asset. 2d. High contrast. No shadows
DJ evolucionado. In-Game asset. 2d. High contrast. No shadows
estrellitas luminosas. In-Game asset. 2d. High contrast. No shadows
Piano enorme. In-Game asset. 2d. High contrast. No shadows
piano de cola cayendo. In-Game asset. 2d. High contrast. No shadows
musicChest. In-Game asset. 2d. High contrast. No shadows
Design a stylish "Restart" button for a fantasy-themed tower defense game called Symphony Siege. The button should look like a polished UI element with a musical theme, fitting the visual style of a haunted concert hall. Shape: rounded rectangle or ornate frame, with golden or bronze edges and a subtle wood or velvet texture background. Icon: a circular restart arrow symbol (⟳ or similar), stylized like a treble clef or musical motif, glowing softly in white, gold, or blue. Optional details: faint floating music notes, light reflections, or sparkles around the icon to suggest magical energy. Text (optional): include the word "Restart" in elegant serif font, or leave it icon-only. Make sure the design is readable at small sizes and fits with the existing UI style (clean, magical, classical). No clutter, no background image — just the button asset.. In-Game asset. 2d. High contrast. No shadows
Design an icon for a button labeled "Towers" in a fantasy tower defense game set in a haunted concert hall. The icon should clearly represent access to a selection of instrument-based defense towers. Use a stylized rack or display of musical instruments arranged like tower miniatures: a drum, violin, trumpet, electric guitar, and DJ deck. They should look magical and glowing slightly, as if floating or placed on a scroll or magical stand. The icon should be square (256×256 px), clean and readable at small sizes. Background should be subtle—wood, velvet, or magical mist—but not distracting. The icon must not include text, only imagery. Style: digital painted or semi-flat fantasy UI, fitting with a classical, magical orchestral theme.. In-Game asset. 2d. High contrast. No shadows
Design an icon for a button labeled "Enemies" in a fantasy tower defense game set in a haunted concert hall. The icon should represent the chaotic and musical nature of the enemies. Show a cluster of stylized enemy silhouettes made of shadow, glitchy waveforms, or cracked musical notes. They should look menacing but stylized, like abstract creatures of sound and dissonance. Use a dark, slightly glowing background (deep purple, blue, or smoky black) with subtle magical accents—floating broken clefs, static, or distortion. Icon must be square (256×256 px), clean, and readable at small sizes. Avoid text—use only imagery. Style: semi-flat or digitally painted fantasy UI, consistent with an elegant but eerie orchestral theme.. In-Game asset. 2d. High contrast. No shadows
Design a button icon for "Back to Menu" in a fantasy tower defense game set in a haunted, musical concert hall. The button should feature a stylized arrow pointing left, wrapped in or formed by musical elements such as a ribbon of notes, a bass clef, or a scroll with a staff line. The background should be elegant and soft: deep velvet red or dark wood with subtle glow. Optional: add a small menu symbol (like sliders or a parchment icon) subtly integrated behind or beneath the arrow. Keep the icon square (256×256 px), readable at small sizes, and without text. Style should match the UI of the game—refined, fantasy-themed, and orchestral in tone.. In-Game asset. 2d. High contrast. No shadows
Design an icon for the Settings menu in a fantasy tower defense game set in a haunted concert hall. The icon should be a stylized gear or cogwheel, but with a musical twist: integrate treble clefs, tuning pegs, or parts of old instruments (like violin scrolls or piano strings) into the gear design. Use metallic textures (bronze, dark gold, or polished silver), with soft magical glow or engraved music notes along the edges. Background should be subtle—deep velvet or dark wood, with ambient lighting to highlight the gear. Icon must be square (256×256 px), readable at small sizes, and include no text. Style: elegant, orchestral fantasy UI—matching the tone of a classical concert hall with magical elements.. In-Game asset. 2d. High contrast. No shadows
Simbolo de mas de color verde. In-Game asset. 2d. High contrast. No shadows
Simbolo de menos de color rojo. In-Game asset. 2d. High contrast. No shadows
Design an icon for an Auto Start Wave toggle in a fantasy tower defense game set in a haunted concert hall. The icon should represent automatic wave progression using a musical or magical theme. Main element: a stylized fast-forward symbol (⏩) or two angled arrows, designed from musical elements like overlapping notes, metronome arms, or flowing sheet music. Optional overlay: a glowing circle, enchanted loop, or small play symbol to suggest automation. Use glowing magical accents (blue, gold, or purple) and keep the shape elegant, readable, and consistent with the orchestral UI. Icon must be square (256×256 px), readable at small sizes, and include no text. Provide two visual states: Enabled: glowing softly with animated sparkles or highlights. Disabled: desaturated or dimmed, with no glow. Style: clean fantasy UI, matching a mystical and musical battlefield interface.. In-Game asset. 2d. High contrast. No shadows
Design an icon for a toggle button labeled "Show Damage Numbers" in a fantasy tower defense game set in a magical concert hall. The icon should represent visible damage output using a musical and magical theme. Main elements: show floating numbers (like “+35”, “-120”) rising or popping out from stylized musical symbols—such as a treble clef or burst of notes. Optionally, display a glowing impact spark or small explosion with numbers around it to represent hit feedback. Use gold, red, or white tones for the numbers and magical trails for emphasis. Background should be neutral or dark, subtly textured (like velvet or wood), to enhance readability. The icon must be square (256×256 px), readable at small sizes, and include no text. Provide two visual states: Enabled: numbers glowing, slightly animated or rising. Disabled: numbers greyed out or crossed subtly with a muted tone. Style: fantasy UI, clean and elegant, consistent with the musical combat theme of the game.. In-Game asset. 2d. High contrast. No shadows
Design an icon for a Language selection button in a fantasy tower defense game set in a magical concert hall. The icon should combine a classic globe symbol with musical or magical elements to reflect the game's unique theme. Main symbol: a stylized globe with subtle music note engravings on the surface or longitude/latitude lines formed from staff lines (like a musical sheet). Optional elements: a floating treble clef, sparkles, or an open scroll representing language or translation. Use elegant gold, bronze, or blue tones, with a soft magical glow. The background should be subtle—velvet, dark wood, or parchment-like texture. Icon must be square (256×256 px), readable at small sizes, and must not include text. Optional: provide a state where a small flag symbol or dropdown arrow appears to suggest language selection. Style: refined, orchestral fantasy UI—fitting the atmosphere of a haunted concert hall with magical elegance.. In-Game asset. 2d. High contrast. No shadows
destello. In-Game asset. 2d. High contrast. No shadows
Create a detailed fantasy icon of a War Horn designed for a musical-themed tower defense game set in a haunted concert hall. The horn should be ornate and elegant, resembling a mix between a classical brass instrument (like a French horn or trumpet) and a battle horn. Crafted from polished brass or gold, with engraved musical symbols (clefs, notes, or swirling staff lines) along its surface. The mouthpiece and flared bell should look slightly exaggerated, magical, or ceremonial. Add glowing accents (blue, violet, or gold) or floating music notes around it to suggest it's enchanted. The horn may rest on a pedestal, float slightly, or face outward ready to be sounded. Background should be minimal or transparent. Icon must be square (256×256 or 512×512), clean and readable at small sizes. Style: elegant fantasy UI, semi-realistic digital painting, matching the orchestral theme of the game.. In-Game asset. 2d. High contrast. No shadows
Torre de guitarra moderna, futurista con amplificacion.. In-Game asset. 2d. High contrast. No shadows
Una estructura imponente, como una batería gigante, con tambores hechos de cristales vibrantes o rocas volcánicas incandescentes. Podría tener vetas de energía luminosa (magma, hielo o electricidad) recorriendo su superficie, y un aura de pulsaciones rítmicas visibles. La base podría estar agrietada por la energía que emana.. In-Game asset. 2d. High contrast. No shadows
Una trompeta de proporciones colosales, con una campana que se abre como un altavoz parabólico gigante. Su superficie podría ser de un metal brillante y pulido, con intrincados grabados o incrustaciones de cristales resonantes que brillan intensamente. Podría tener un sistema de lentes o emisores de energía en su boca.. In-Game asset. 2d. High contrast. No shadows
Un violín que parece estar esculpido en nubes etéreas o cristal de éter, con un brillo suave. El arco es un haz de luz pura que deja un rastro luminoso al moverse. Las cuerdas son finos hilos de energía que brillan con diferentes colores, y el cuerpo del violín podría tener constelaciones o nebulosas incrustadas.. In-Game asset. 2d. High contrast. No shadows
Una torre que es una mesa de DJ futurista y auto-programable, flotando sobre el suelo. Tendría múltiples pantallas holográficas que muestran complejos patrones de ondas sonoras y datos. Los platos serían discos de energía giratorios que emiten luz y chispas, y la torre en sí podría estar rodeada por un campo de fuerza o una rejilla de luz.. In-Game asset. 2d. High contrast. No shadows
Aura de luz. In-Game asset. 2d. High contrast. No shadows
enemyDeath
Sound effect
hit
Sound effect
build
Sound effect
sonidotrompeta
Sound effect
proyectilT
Sound effect
ProyectilTA
Sound effect
SonidoGuitarra
Sound effect
ProyectilG
Sound effect
portal
Sound effect
titleSound
Sound effect
SonidoViolin
Sound effect
ProyectilV
Sound effect
SonidoV
Sound effect
Cuerno
Sound effect
SonidoDJ
Sound effect
ProyectilDJ
Sound effect
MusicaInicio
Music
Risa
Sound effect
Voz
Sound effect
Melodia
Music
Destruir
Sound effect
eror
Sound effect
grandPianoChord
Sound effect
grandPianoImpact
Sound effect
chestOpen
Sound effect
powerUnlock
Sound effect
fanfare
Music
orito
Sound effect