User prompt
La frase wave 1 ponla mas arriba por favor, ademas quiero que le multipliques x1,8 la vida a TODOS los enemigos
User prompt
Podrias poner los valores de texto de vida y de oro al medio de las tablas que las adornan correspondientes? tambien quiero que hagas lo mismo con la frase "wave 1"
User prompt
Podrias mover un poco mas abajo el orchestraPit? a parte tambien quiero que muevas mas abajo el icono de oro y de vidas, tambien quiero que la parte en la que dice wave 7 la madera que lo adorna ocupe toda la frase y tambien la nota musical
User prompt
Podrias añadir un sonido cuando comience una wave nueva? que sea un asset nuevo llamndo "Cuerno" ademas me gustaria que añadas mas sillas del asset llamado "seat" de forma simetrica (solamente de esas)
User prompt
Me refiero a que subas los valores de vida y de oro de forma visual o sea que los pongas mas arriba
User prompt
Revierte los cambios recien hechos
User prompt
Si
User prompt
🟡 1. Cantidad de enemigos por wave Fórmula sugerida: python Copiar Editar enemigos_totales = round(10 × (1.15 ^ (wave - 1))) 🔺 2. Escalado de vida de enemigos Cada tipo de enemigo escala su HP así: python Copiar Editar enemigo_HP = base_HP × (1.12 ^ (wave - 1)) Esto produce una progresión razonable que se vuelve letal en torno a wave 20–30 si el jugador no mejora bien sus torres. 👾 POOL DE ENEMIGOS POR RANGO DE WAVES Rango de Waves Enemigos posibles 1–4 Nota Desafinada 5–9 + Glitch de Audio 10–14 + Ruido Blanco 15–19 + Eco Oscuro 20–24 + Autotune Malicioso 25+ Todos los anteriores con versión “Élite” (más HP) Regla: A medida que el número de wave crece, los enemigos fuertes sustituyen en mayor proporción a los débiles: python Copiar Editar probabilidad_de_enemigo_fuerte = min(0.6, 0.05 × wave) 📊 EJEMPLO DE GENERACIÓN DE UNA WAVE INFINITA (wave 17) Enemigos totales: round(10 × 1.15^16) ≈ 78 Probabilidades: Nota Desafinada: 15% Glitch de Audio: 15% Ruido Blanco: 20% Eco Oscuro: 30% Autotune Malicioso: 20% HP multiplicador: 1.12^16 ≈ 6.5x Autotune Malicioso: base 150 HP → actual 975 HP Spawn interval: max(0.5, 1.5 - (wave × 0.03)) ≈ 1s 🔧 ENEMIGOS DISPONIBLES Y SUS FUNCIONES Enemigo Rol HP base Velocidad Efecto Especial Nota Desafinada Básico 50 Media Ninguno Glitch de Audio Rápido 40 Alta Velocidad elevada Ruido Blanco Tanque 80 Lenta Alta resistencia Eco Oscuro Divisor 100 Media Se divide en 2 Notas Desafinadas Autotune Malicioso Especial 150 Lenta Debuff: -20% daño a torres cercanas Enemigos élite (25+) Todos x2 HP Igual Mismos efectos, más resistentes 🎼 EVENTOS ESPECIALES EN WAVES ALTAS (Opcionales) Puedes introducir mutadores o eventos musicales únicos cada ciertas waves para añadir variedad: Wave múltiplo Evento 10 Mini jefe musical: “Reverberación Viciosa” 15 Enemigos aparecen sincronizados a la música 20 Todos los enemigos tienen +25% velocidad 25 Enemigos Élite aparecen al 100% Cada 5 waves Bonus de oro +5%, daño de torres +10% por 10s NECESITO QUE CADA ENEMIGO TENGA SU PROPIO ASSET RECIEN CREADO ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Si
User prompt
Necesito que sea un nuevo asset para cada uno de ellos
User prompt
Quiero que el icono de upgrade y el de remove sean otros
User prompt
Muy bien, ahora quiero que al abrir el menu de contruccion de torres exista una animacion de que esta abriedose, tambien quiero que al hacer click sobre una torre ya construida tengamos dos opciones: Upgrate y Remove, el sistema upgrade funcnionaria de la siguiente forma:🧱 ESTRUCTURA DEL SISTEMA Cada torre tiene 3 niveles: Nivel 1: Torre base Nivel 2: Primera mejora Nivel 3: Mejora máxima Las mejoras afectan: Daño Velocidad de ataque Alcance Efecto especial (como ralentizar o daño en área) Cada mejora tiene un costo en oro: De nivel 1 → 2: +50 oro De nivel 2 → 3: +80 oro 🛠️ FUNCIONALIDAD GENERAL El jugador puede seleccionar una torre colocada en el mapa. Al seleccionarla, aparece un menú con: El nivel actual El costo del siguiente nivel Una descripción del beneficio Un botón “Mejorar” Si el jugador tiene oro suficiente: El oro se resta Las estadísticas se actualizan El sprite de la torre cambia Se reproduce un nuevo sonido musical Si alcanza el nivel 3, el botón se desactiva o cambia a "MAX" Si el jugador no tiene oro, se muestra un mensaje o color rojo. El cambio visual que quiero que exista en la torre mejorada es el siguiente: una animacion de luces sobre la torre apenas se haga la mejora y un cambio de color en la torre mejorada Con la opcion de remove pues se quitaria la torre seleccionada haciendo un ruido como de destruccion ademas de devolverle la mitad del oro que costo la torre al jugador ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ahora esta bien pero quiero que las canciones cambien en intervalos de 23 segundos
User prompt
Ahora esta bien pero el juego se queda sin musica como por 30 segundos antes de poner la proxima
User prompt
Ahora despues de reproducido el primer tema no se reproduce ni una cancion mas, arregla eso
User prompt
Se sigue reproduciendo en bucle una vez reproducido
User prompt
Sigue sonando la misma musica en bucle, no cambia de musica
User prompt
Una vez acabada la musica elegida aleatoriamente necesito que se elija otra de la misma forma, de forma aleatoria, no quiero que la misma suene una y otra vez
User prompt
Ahora quieor que la musisca que se reproduzca sea aleatoria, una vez comenzado el juego o acabada una de las musicas necesito que se reproduzca aleatoriamente cualquiera de las siguientes (la musica debe tener ese nombre en assets): "1", "2" ó "3" luego de superar la wave 15 se debe seguir la misma regla con la diferencia de que las musicas que alternaran seran las llamadas en assets: "4", "5" ó"6"
User prompt
Quiero mas sillas en la ambientacion en medio del escenario
User prompt
Si
User prompt
Recuerdas que te dije que acomodes las plataformas en el lado derecho e izquierdo cada 3 tablas? mejor hazlo cada 2 tablas
User prompt
Podrias añadir 10 plataformas de construccion mas? respetando las reglas que se usaron para construir las ya existentes
User prompt
📈 REGLAS BASE PARA GENERACIÓN DE ENEMIGOS POR WAVE Cantidad total de enemigos por wave: Wave 1 comienza con 10 enemigos. Cada wave aumenta en un 15–25% la cantidad de enemigos. Fórmula ejemplo: enemigosTotales = round(10 × (1.2 ^ (waveActual - 1))) Distribución de tipos de enemigos según wave: Enemigos más fuertes se introducen en waves específicas: Wave 1–2: Solo Nota Desafinada Wave 3: Se agrega Glitch de Audio Wave 4: Aparece Ruido Blanco Wave 5+: Se introduce Eco Oscuro Wave 7+: Autotune Malicioso A mayor número de wave, mayor proporción de enemigos fuertes: Por ejemplo: En wave 7, solo el 50% son enemigos débiles. Velocidad de invocación (spawn interval): Inicia en 1.5s entre enemigos (wave 1). Se reduce progresivamente (hasta 0.5s en wave 10+).
User prompt
Que el alcance del tambor sea de 165
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BuildSpot = Container.expand(function (spotNumber) {
var self = Container.call(this);
var spotGraphics = self.attachAsset('buildSpot', {
anchorX: 0.5,
anchorY: 0.5
});
self.occupied = false;
self.spotNumber = spotNumber || 0;
// Build spot graphic only, no number display
self.down = function (x, y, obj) {
console.log("Build spot", self.spotNumber, "clicked, occupied:", self.occupied, "showingBuildMenu:", showingBuildMenu);
if (!self.occupied && !showingBuildMenu) {
console.log("Showing build menu for spot", self.spotNumber, "at:", self.x, self.y);
showBuildMenu(self);
}
};
return self;
});
var Bullet = Container.expand(function (startX, startY, target, damage, towerType, specialData) {
var self = Container.call(this);
// Choose random bullet asset from all available types
var bulletTypes = ['bullet', 'drumBullet', 'trumpetBullet', 'guitarBullet', 'violinBullet', 'djBullet'];
var bulletAsset = bulletTypes[Math.floor(Math.random() * bulletTypes.length)];
var bulletGraphics = self.attachAsset(bulletAsset, {
anchorX: 0.5,
anchorY: 0.5
});
self.x = startX;
self.y = startY;
self.target = target;
self.damage = damage;
self.speed = 8;
self.towerType = towerType || 'drum';
self.specialData = specialData || {};
self.hitTargets = []; // For chain attacks
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 = false;
// Handle different tower effects
if (self.towerType === 'drum') {
// Area damage around target
died = self.target.takeDamage(self.damage);
// Damage other enemies in area
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy !== self.target) {
var dx2 = enemy.x - self.target.x;
var dy2 = enemy.y - self.target.y;
var areaDist = Math.sqrt(dx2 * dx2 + dy2 * dy2);
if (areaDist <= (self.specialData.areaRadius || 60)) {
enemy.takeDamage(self.damage);
}
}
}
} else if (self.towerType === 'trumpet') {
// Damage and pushback
died = self.target.takeDamage(self.damage);
// Apply pushback effect
if (!died && self.target.pathIndex < pathPoints.length - 2) {
self.target.pathIndex = Math.max(0, self.target.pathIndex - 1);
}
} else if (self.towerType === 'guitar') {
// Chain attack
died = self.target.takeDamage(self.damage);
self.hitTargets.push(self.target);
var chainsLeft = (self.specialData.chainCount || 3) - self.hitTargets.length;
if (chainsLeft > 0) {
// Find next target for chain
var nextTarget = null;
var closestDist = 150; // Chain range
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (self.hitTargets.indexOf(enemy) === -1 && enemy.health > 0) {
var dx2 = enemy.x - self.target.x;
var dy2 = enemy.y - self.target.y;
var chainDist = Math.sqrt(dx2 * dx2 + dy2 * dy2);
if (chainDist < closestDist) {
nextTarget = enemy;
closestDist = chainDist;
}
}
}
if (nextTarget) {
self.target = nextTarget;
return; // Continue to next target
}
}
} else if (self.towerType === 'violin') {
// Damage with slow chance
died = self.target.takeDamage(self.damage);
if (!died && Math.random() < (self.specialData.slowChance || 0.25)) {
self.target.slowedUntil = LK.ticks + (self.specialData.slowDuration || 120);
// Apply freeze animation - enemy becomes frozen and shimmers
var enemyGraphics = self.target.getChildAt(0);
if (enemyGraphics) {
// Store original values
var originalTint = enemyGraphics.tint || 0xffffff;
var originalScaleX = enemyGraphics.scaleX || 1.0;
var originalScaleY = enemyGraphics.scaleY || 1.0;
var originalAlpha = enemyGraphics.alpha || 1.0;
// Freeze effect with ice-blue tint and slight scale animation
tween(enemyGraphics, {
tint: 0x0080FF,
scaleX: originalScaleX * 1.1,
scaleY: originalScaleY * 1.1,
alpha: 0.8
}, {
duration: 300,
easing: tween.easeOut
});
// Shimmer effect during freeze duration
var shimmerCount = 0;
var maxShimmers = Math.floor((self.specialData.slowDuration || 120) / 30);
var _doShimmer = function doShimmer() {
if (shimmerCount < maxShimmers && self.target && self.target.slowedUntil && LK.ticks < self.target.slowedUntil) {
tween(enemyGraphics, {
alpha: 0.5,
tint: 0xB3D9FF
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(enemyGraphics, {
alpha: 0.8,
tint: 0x0080FF
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
shimmerCount++;
if (shimmerCount < maxShimmers) {
LK.setTimeout(_doShimmer, 100);
}
}
});
}
});
}
};
LK.setTimeout(_doShimmer, 300);
// Return to normal after freeze duration
LK.setTimeout(function () {
if (enemyGraphics && enemyGraphics.parent) {
tween(enemyGraphics, {
tint: originalTint,
scaleX: originalScaleX,
scaleY: originalScaleY,
alpha: originalAlpha
}, {
duration: 500
});
}
}, (self.specialData.slowDuration || 120) * 16);
}
}
} else if (self.towerType === 'dj') {
// Area damage with blind effect
died = self.target.takeDamage(self.damage);
// Damage and blind other enemies in large area
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx2 = enemy.x - self.target.x;
var dy2 = enemy.y - self.target.y;
var areaDist = Math.sqrt(dx2 * dx2 + dy2 * dy2);
if (areaDist <= (self.specialData.areaRadius || 120)) {
if (enemy !== self.target) {
enemy.takeDamage(self.damage * 0.8); // Reduced area damage
}
// Apply blind effect (reduce speed)
enemy.blindedUntil = LK.ticks + 60; // 1 second blind
}
}
} else {
// Default damage
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 (enemyType) {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Set enemy properties based on type
self.enemyType = enemyType || 'notaDesafinada';
if (self.enemyType === 'notaDesafinada') {
self.health = 50;
self.maxHealth = 50;
self.speed = 2;
self.goldValue = 5;
enemyGraphics.tint = 0xFF6B6B; // Red tint
} else if (self.enemyType === 'ruidoBlanco') {
self.health = 80;
self.maxHealth = 80;
self.speed = 1.2;
self.goldValue = 5;
enemyGraphics.tint = 0xCCCCCC; // Gray tint
} else if (self.enemyType === 'glitchAudio') {
self.health = 40;
self.maxHealth = 40;
self.speed = 3.5;
self.goldValue = 5;
enemyGraphics.tint = 0x00FFFF; // Cyan tint
} else if (self.enemyType === 'ecoOscuro') {
self.health = 100;
self.maxHealth = 100;
self.speed = 2;
self.goldValue = 10;
self.canSplit = true;
enemyGraphics.tint = 0x800080; // Purple tint
} else if (self.enemyType === 'autotuneMalicioso') {
self.health = 150;
self.maxHealth = 150;
self.speed = 1.8;
self.goldValue = 15;
self.debuffRadius = 100;
enemyGraphics.tint = 0xFFD700; // Gold tint
}
self.pathIndex = 0;
self.walkAnimationTimer = 0;
self.originalScale = 1.0;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
// Handle splitting for Eco Oscuro
if (self.enemyType === 'ecoOscuro' && self.canSplit) {
// Create two Nota Desafinada enemies
for (var i = 0; i < 2; i++) {
var splitEnemy = new Enemy('notaDesafinada');
splitEnemy.x = self.x + (i === 0 ? -30 : 30);
splitEnemy.y = self.y;
splitEnemy.pathIndex = self.pathIndex;
enemies.push(splitEnemy);
game.addChild(splitEnemy);
}
}
return true; // Enemy died
}
// Flash red when hit but preserve original tint
var originalTint = enemyGraphics.tint;
tween(enemyGraphics, {
tint: 0xff0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(enemyGraphics, {
tint: originalTint
}, {
duration: 100
});
}
});
return false;
};
self.update = function () {
// Walking animation - bobbing effect
self.walkAnimationTimer += 0.2;
var walkBob = Math.sin(self.walkAnimationTimer) * 0.1;
enemyGraphics.scaleY = self.originalScale + walkBob;
enemyGraphics.scaleX = self.originalScale + walkBob * 0.5;
enemyGraphics.rotation = Math.sin(self.walkAnimationTimer * 1.5) * 0.05;
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 - play portal sound and animate enemy entering portal
LK.getSound('portal').play();
// Animate enemy being sucked into portal
tween(self, {
x: goal.x,
y: goal.y,
scaleX: 0.2,
scaleY: 0.2,
rotation: Math.PI * 4
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
// Final disappearing effect
tween(self, {
alpha: 0,
scaleX: 0.05,
scaleY: 0.05
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
lives--;
updateUI();
if (lives <= 0) {
LK.showGameOver();
}
// Remove enemy from array and destroy
var enemyIndex = enemies.indexOf(self);
if (enemyIndex > -1) {
enemies.splice(enemyIndex, 1);
}
self.destroy();
}
});
}
});
return; // Exit update to prevent further movement
}
} else {
// Calculate current speed with effects
var currentSpeed = self.speed;
// Apply slow effect from violin
if (self.slowedUntil && LK.ticks < self.slowedUntil) {
currentSpeed *= 0.5; // 50% speed when slowed
}
// Apply blind effect from DJ (further speed reduction)
if (self.blindedUntil && LK.ticks < self.blindedUntil) {
currentSpeed *= 0.3; // 30% speed when blinded
}
// Apply autotune debuff to nearby towers
if (self.enemyType === 'autotuneMalicioso') {
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var dx2 = tower.x - self.x;
var dy2 = tower.y - self.y;
var towerDist = Math.sqrt(dx2 * dx2 + dy2 * dy2);
if (towerDist <= self.debuffRadius) {
tower.debuffedUntil = LK.ticks + 1; // Continuous debuff while in range
}
}
}
self.x += dx / distance * currentSpeed;
self.y += dy / distance * currentSpeed;
}
}
};
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 = 15;
self.range = 165; // Short range
self.fireRate = 30; // Fast (0.5s at 60fps)
self.cost = 50;
self.areaRadius = 60; // Small area for drum
} else if (self.towerType === 'trumpet') {
self.damage = 35;
self.range = 180; // Medium range
self.fireRate = 60; // Medium (1s at 60fps)
self.cost = 80;
self.pushback = true;
} else if (self.towerType === 'guitar') {
self.damage = 20;
self.range = 220; // Long range
self.fireRate = 90; // Slow (1.5s at 60fps)
self.cost = 120;
self.chainCount = 3;
} else if (self.towerType === 'violin') {
self.damage = 10;
self.range = 220; // Long range
self.fireRate = 60; // Medium (1s at 60fps)
self.cost = 100;
self.slowChance = 0.25; // 25% chance
self.slowDuration = 120; // 2s at 60fps
} else if (self.towerType === 'dj') {
self.damage = 50;
self.range = 200; // Large area
self.fireRate = 150; // Very slow (2.5s at 60fps)
self.cost = 200;
self.areaRadius = 120; // Large area
self.blindEffect = true;
}
self.lastFire = self.fireRate; // Initialize to fireRate to allow immediate first shot after properties are set
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 specialData = {
areaRadius: self.areaRadius,
chainCount: self.chainCount,
slowChance: self.slowChance,
slowDuration: self.slowDuration
};
// Apply autotune debuff if present
var actualDamage = self.damage;
if (self.debuffedUntil && LK.ticks < self.debuffedUntil) {
actualDamage *= 0.8; // 20% damage reduction
}
var bullet = new Bullet(self.x, self.y, target, actualDamage, self.towerType, specialData);
bullets.push(bullet);
game.addChild(bullet);
// Play specific sound for different tower types
if (self.towerType === 'trumpet') {
LK.getSound('proyectilT').play();
} else if (self.towerType === 'drum') {
LK.getSound('ProyectilTA').play();
} else if (self.towerType === 'guitar') {
LK.getSound('ProyectilG').play();
} else if (self.towerType === 'violin') {
LK.getSound('ProyectilV').play();
} else {
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: 0x8B4513
});
/****
* Game Code
****/
// Game variables
var gameState = 'menu'; // 'menu', 'tutorial', 'playing'
var tutorialStep = 0;
var menuContainer;
var tutorialContainer;
// Game Elements
var enemies = [];
var towers = [];
var bullets = [];
var buildSpots = [];
var gold = 150;
var lives = 20;
var wave = 1;
var enemiesSpawned = 0;
var enemiesPerWave = 10;
var spawnTimer = 0;
var waveStarted = false;
var wavePaused = true; // New: waves start paused between waves
var autoStartTimer = 0; // New: timer for auto-starting waves
var showingBuildMenu = false;
var selectedBuildSpot = null;
var backgroundElements = [];
var floatingNotes = [];
// === GIANT WOODEN TABLE BACKGROUND ===
// Create a large wooden table that covers the entire game area as the base
var giantTable = game.addChild(LK.getAsset('woodPanel', {
anchorX: 0.5,
anchorY: 0.5
}));
giantTable.x = 1024;
giantTable.y = 1366;
giantTable.scaleX = 5.0; // Scale to cover full width
giantTable.scaleY = 6.0; // Scale to cover full height
giantTable.tint = 0x8B4513; // Rich wooden brown color
giantTable.alpha = 0.3; // Semi-transparent so other elements are visible
backgroundElements.push(giantTable);
// === STAGE AREA (Top section of concert hall) ===
// Main stage backdrop
var stage = game.addChild(LK.getAsset('stage', {
anchorX: 0.5,
anchorY: 1
}));
stage.x = 1024;
stage.y = 350;
stage.scaleX = 0.9;
stage.scaleY = 0.8;
backgroundElements.push(stage);
// Stage curtain backdrop
var stageBackdrop = game.addChild(LK.getAsset('curtain', {
anchorX: 0.5,
anchorY: 0
}));
stageBackdrop.x = 1024;
stageBackdrop.y = 30;
stageBackdrop.scaleX = 1.2;
stageBackdrop.scaleY = 0.7;
backgroundElements.push(stageBackdrop);
// Orchestra pit and performance area
var orchestraPit = game.addChild(LK.getAsset('orchestraPit', {
anchorX: 0.5,
anchorY: 1
}));
orchestraPit.x = 1024;
orchestraPit.y = 450;
orchestraPit.scaleX = 0.8;
orchestraPit.scaleY = 0.6;
backgroundElements.push(orchestraPit);
// Grand piano in orchestra pit
var grandPiano = game.addChild(LK.getAsset('grandPiano', {
anchorX: 0.5,
anchorY: 0.5
}));
grandPiano.x = 900;
grandPiano.y = 400;
grandPiano.scaleX = 0.8;
grandPiano.scaleY = 0.8;
backgroundElements.push(grandPiano);
// Conductor podium
var conductor = game.addChild(LK.getAsset('conductor', {
anchorX: 0.5,
anchorY: 1
}));
conductor.x = 1024;
conductor.y = 420;
conductor.scaleX = 0.8;
conductor.scaleY = 0.8;
backgroundElements.push(conductor);
// Music stands arranged in orchestra pit
for (var i = 0; i < 6; i++) {
var musicStand = game.addChild(LK.getAsset('musicStand', {
anchorX: 0.5,
anchorY: 1
}));
musicStand.x = 750 + i * 90;
musicStand.y = 440;
musicStand.scaleX = 0.6;
musicStand.scaleY = 0.8;
backgroundElements.push(musicStand);
}
// === UPPER BALCONIES AND VIP AREAS ===
// Main balconies positioned logically
for (var i = 0; i < 2; i++) {
var balcony = game.addChild(LK.getAsset('balcony', {
anchorX: 0.5,
anchorY: 0.5
}));
balcony.x = 400 + i * 1200;
balcony.y = 600;
balcony.scaleX = 0.7;
balcony.scaleY = 0.6;
backgroundElements.push(balcony);
// Royal crests for main balconies
var crest = game.addChild(LK.getAsset('royalCrest', {
anchorX: 0.5,
anchorY: 0.5
}));
crest.x = balcony.x;
crest.y = balcony.y - 60;
crest.scaleX = 0.5;
crest.scaleY = 0.5;
backgroundElements.push(crest);
}
// VIP boxes on middle level
for (var i = 0; i < 3; i++) {
var vipBox = game.addChild(LK.getAsset('vipBox', {
anchorX: 0.5,
anchorY: 0.5
}));
vipBox.x = 300 + i * 700;
vipBox.y = 800;
vipBox.scaleX = 0.6;
vipBox.scaleY = 0.5;
backgroundElements.push(vipBox);
// VIP box seating inside each box
for (var j = 0; j < 4; j++) {
var vipSeat = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
vipSeat.x = vipBox.x - 60 + j % 2 * 120;
vipSeat.y = vipBox.y - 15 + Math.floor(j / 2) * 30;
vipSeat.scaleX = 0.4;
vipSeat.scaleY = 0.4;
vipSeat.tint = 0xFFD700; // Gold tint for premium seating
backgroundElements.push(vipSeat);
// Gentle VIP seating animation
var vipDelayTime = Math.random() * 10000 + 5000;
LK.setTimeout(function () {
function animateVipSeat() {
tween(vipSeat, {
scaleY: 0.45,
y: vipSeat.y + 0.5
}, {
duration: 3000 + Math.random() * 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(vipSeat, {
scaleY: 0.4,
y: vipSeat.y - 0.5
}, {
duration: 3000 + Math.random() * 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (Math.random() < 0.15) {
LK.setTimeout(animateVipSeat, Math.random() * 15000 + 8000);
}
}
});
}
});
}
animateVipSeat();
}, vipDelayTime);
}
}
// === LIGHTING AND ATMOSPHERE ===
// Chandeliers positioned strategically
for (var i = 0; i < 4; i++) {
var chandelier = game.addChild(LK.getAsset('chandelier', {
anchorX: 0.5,
anchorY: 0.5
}));
chandelier.x = 400 + i * 400;
chandelier.y = 120;
chandelier.scaleX = 0.8;
chandelier.scaleY = 0.8;
backgroundElements.push(chandelier);
// Chandelier swaying animation
tween(chandelier, {
rotation: 0.08
}, {
duration: 2500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(chandelier, {
rotation: -0.08
}, {
duration: 2500,
easing: tween.easeInOut,
onFinish: arguments.callee
});
}
});
}
// Spotlights for stage lighting
for (var i = 0; i < 5; i++) {
var spotlight = game.addChild(LK.getAsset('spotlight', {
anchorX: 0.5,
anchorY: 0.5
}));
spotlight.x = 500 + i * 200;
spotlight.y = 280;
spotlight.scaleX = 0.7;
spotlight.scaleY = 0.7;
backgroundElements.push(spotlight);
// Spotlight pulsing effect
tween(spotlight, {
alpha: 0.4
}, {
duration: 1800 + Math.random() * 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(spotlight, {
alpha: 1.0
}, {
duration: 1800 + Math.random() * 800,
easing: tween.easeInOut,
onFinish: arguments.callee
});
}
});
}
// === STRUCTURAL ELEMENTS ===
// Supporting pillars
var leftPillar = game.addChild(LK.getAsset('pillar', {
anchorX: 0.5,
anchorY: 1
}));
leftPillar.x = 200;
leftPillar.y = 1200;
leftPillar.scaleX = 0.6;
leftPillar.scaleY = 1.0;
backgroundElements.push(leftPillar);
var rightPillar = game.addChild(LK.getAsset('pillar', {
anchorX: 0.5,
anchorY: 1
}));
rightPillar.x = 1848;
rightPillar.y = 1200;
rightPillar.scaleX = 0.6;
rightPillar.scaleY = 1.0;
backgroundElements.push(rightPillar);
// Decorative archways
for (var i = 0; i < 2; i++) {
var leftArch = game.addChild(LK.getAsset('archDetail', {
anchorX: 0,
anchorY: 0.5
}));
leftArch.x = 100;
leftArch.y = 1200 + i * 500;
leftArch.scaleX = 1.2;
leftArch.scaleY = 1.0;
leftArch.rotation = Math.PI / 2;
backgroundElements.push(leftArch);
var rightArch = game.addChild(LK.getAsset('archDetail', {
anchorX: 1,
anchorY: 0.5
}));
rightArch.x = 1948;
rightArch.y = 1200 + i * 500;
rightArch.scaleX = 1.2;
rightArch.scaleY = 1.0;
rightArch.rotation = -Math.PI / 2;
backgroundElements.push(rightArch);
}
// === AUDIENCE SEATING AREAS ===
// Orchestra level left side section (angled toward stage)
for (var row = 0; row < 5; row++) {
for (var seat = 0; seat < 4; seat++) {
var leftOrchSeat = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
leftOrchSeat.x = 100 + seat * 80;
leftOrchSeat.y = 1800 + row * 70;
leftOrchSeat.scaleX = 0.7;
leftOrchSeat.scaleY = 0.7;
leftOrchSeat.rotation = 0.4; // Angled toward orchestra pit
leftOrchSeat.tint = 0xF5DEB3; // Wheat color for orchestra level
backgroundElements.push(leftOrchSeat);
}
}
// Orchestra level right side section (angled toward stage)
for (var row = 0; row < 5; row++) {
for (var seat = 0; seat < 4; seat++) {
var rightOrchSeat = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
rightOrchSeat.x = 1720 + seat * 80;
rightOrchSeat.y = 1800 + row * 70;
rightOrchSeat.scaleX = 0.7;
rightOrchSeat.scaleY = 0.7;
rightOrchSeat.rotation = -0.4; // Angled toward orchestra pit
rightOrchSeat.tint = 0xF5DEB3; // Wheat color for orchestra level
backgroundElements.push(rightOrchSeat);
}
}
// Center stage seating - Close to orchestra pit
for (var row = 0; row < 4; row++) {
for (var seat = 0; seat < 8; seat++) {
var centerStageSeat = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
centerStageSeat.x = 700 + seat * 90;
centerStageSeat.y = 1550 + row * 65;
centerStageSeat.scaleX = 0.75;
centerStageSeat.scaleY = 0.75;
centerStageSeat.tint = 0xDEB887; // Burlywood for center premium seating
backgroundElements.push(centerStageSeat);
// Add gentle animation to center stage seats
var centerDelayTime = Math.random() * 6000 + 2000;
LK.setTimeout(function () {
function animateCenterSeat() {
tween(centerStageSeat, {
scaleY: 0.8,
y: centerStageSeat.y + 0.8
}, {
duration: 1800 + Math.random() * 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(centerStageSeat, {
scaleY: 0.75,
y: centerStageSeat.y - 0.8
}, {
duration: 1800 + Math.random() * 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (Math.random() < 0.25) {
LK.setTimeout(animateCenterSeat, Math.random() * 8000 + 4000);
}
}
});
}
});
}
animateCenterSeat();
}, centerDelayTime);
}
}
// Additional center orchestra level seating (behind center stage seating)
for (var row = 0; row < 3; row++) {
for (var seat = 0; seat < 6; seat++) {
var backCenterSeat = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
backCenterSeat.x = 800 + seat * 85;
backCenterSeat.y = 1800 + row * 60;
backCenterSeat.scaleX = 0.7;
backCenterSeat.scaleY = 0.7;
backCenterSeat.tint = 0xF5DEB3; // Wheat color matching orchestra level
backgroundElements.push(backCenterSeat);
}
}
// Front row VIP center seating (closest to stage)
for (var seat = 0; seat < 10; seat++) {
var frontVipSeat = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
frontVipSeat.x = 650 + seat * 95;
frontVipSeat.y = 1450;
frontVipSeat.scaleX = 0.8;
frontVipSeat.scaleY = 0.8;
frontVipSeat.tint = 0xFFD700; // Gold tint for front row VIP
backgroundElements.push(frontVipSeat);
// Premium animation for front row seats
var vipDelayTime = Math.random() * 4000 + 1000;
LK.setTimeout(function () {
function animateVipSeat() {
tween(frontVipSeat, {
scaleY: 0.85,
alpha: 0.95
}, {
duration: 2500 + Math.random() * 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(frontVipSeat, {
scaleY: 0.8,
alpha: 1.0
}, {
duration: 2500 + Math.random() * 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (Math.random() < 0.3) {
LK.setTimeout(animateVipSeat, Math.random() * 6000 + 3000);
}
}
});
}
});
}
animateVipSeat();
}, vipDelayTime);
}
// Main seating section
for (var row = 0; row < 6; row++) {
for (var seat = 0; seat < 14; seat++) {
var seatObj = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
seatObj.x = 350 + seat * 100;
seatObj.y = 2000 + row * 60;
seatObj.scaleX = 0.8;
seatObj.scaleY = 0.8;
backgroundElements.push(seatObj);
// Subtle audience movement animation
var delayTime = Math.random() * 8000 + 3000;
LK.setTimeout(function () {
function animateSeat() {
tween(seatObj, {
scaleY: 0.85,
y: seatObj.y + 1
}, {
duration: 2000 + Math.random() * 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(seatObj, {
scaleY: 0.8,
y: seatObj.y - 1
}, {
duration: 2000 + Math.random() * 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (Math.random() < 0.2) {
LK.setTimeout(animateSeat, Math.random() * 10000 + 5000);
}
}
});
}
});
}
animateSeat();
}, delayTime);
}
}
// Upper level seating (Second tier)
for (var row = 0; row < 3; row++) {
for (var seat = 0; seat < 10; seat++) {
var upperSeat = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
upperSeat.x = 500 + seat * 100;
upperSeat.y = 950 + row * 50;
upperSeat.scaleX = 0.6;
upperSeat.scaleY = 0.6;
backgroundElements.push(upperSeat);
}
}
// Upper gallery seating (Third tier - highest level)
for (var row = 0; row < 2; row++) {
for (var seat = 0; seat < 16; seat++) {
var gallerySeat = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
gallerySeat.x = 400 + seat * 80;
gallerySeat.y = 700 + row * 40;
gallerySeat.scaleX = 0.45;
gallerySeat.scaleY = 0.45;
gallerySeat.tint = 0xDDA0DD; // Plum color for gallery level
backgroundElements.push(gallerySeat);
// Very subtle animation for distant gallery seats
var galleryDelayTime = Math.random() * 12000 + 8000;
LK.setTimeout(function () {
function animateGallerySeat() {
tween(gallerySeat, {
scaleY: 0.48,
alpha: 0.95
}, {
duration: 4000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(gallerySeat, {
scaleY: 0.45,
alpha: 1.0
}, {
duration: 4000 + Math.random() * 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (Math.random() < 0.1) {
LK.setTimeout(animateGallerySeat, Math.random() * 20000 + 15000);
}
}
});
}
});
}
animateGallerySeat();
}, galleryDelayTime);
}
}
// Side balcony seating - Left side
for (var row = 0; row < 4; row++) {
for (var seat = 0; seat < 6; seat++) {
var leftBalconySeat = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
leftBalconySeat.x = 200 + seat * 70;
leftBalconySeat.y = 550 + row * 45;
leftBalconySeat.scaleX = 0.5;
leftBalconySeat.scaleY = 0.5;
leftBalconySeat.rotation = 0.3; // Angled toward center stage
backgroundElements.push(leftBalconySeat);
}
}
// Side balcony seating - Right side
for (var row = 0; row < 4; row++) {
for (var seat = 0; seat < 6; seat++) {
var rightBalconySeat = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
rightBalconySeat.x = 1650 + seat * 70;
rightBalconySeat.y = 550 + row * 45;
rightBalconySeat.scaleX = 0.5;
rightBalconySeat.scaleY = 0.5;
rightBalconySeat.rotation = -0.3; // Angled toward center stage
backgroundElements.push(rightBalconySeat);
}
}
// === DECORATIVE LIGHTING ===
// Elegant candelabras positioned throughout
for (var i = 0; i < 6; i++) {
var candelabra = game.addChild(LK.getAsset('candelabra', {
anchorX: 0.5,
anchorY: 1
}));
candelabra.x = 400 + i * 200;
candelabra.y = 1600;
candelabra.scaleX = 0.9;
candelabra.scaleY = 1.1;
backgroundElements.push(candelabra);
// Flickering flame effect
tween(candelabra, {
scaleY: 1.15,
alpha: 0.85
}, {
duration: 1000 + Math.random() * 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(candelabra, {
scaleY: 1.1,
alpha: 1.0
}, {
duration: 1000 + Math.random() * 500,
easing: tween.easeInOut,
onFinish: arguments.callee
});
}
});
}
// Wall-mounted lighting
for (var i = 0; i < 4; i++) {
var wallCandelabra = game.addChild(LK.getAsset('candelabra', {
anchorX: 0.5,
anchorY: 0.5
}));
wallCandelabra.x = 150;
wallCandelabra.y = 1000 + i * 300;
wallCandelabra.scaleX = 0.7;
wallCandelabra.scaleY = 0.8;
backgroundElements.push(wallCandelabra);
var rightWallCandelabra = game.addChild(LK.getAsset('candelabra', {
anchorX: 0.5,
anchorY: 0.5
}));
rightWallCandelabra.x = 1898;
rightWallCandelabra.y = 1000 + i * 300;
rightWallCandelabra.scaleX = 0.7;
rightWallCandelabra.scaleY = 0.8;
backgroundElements.push(rightWallCandelabra);
// Elevated box seats along left wall
var leftBoxSeat = game.addChild(LK.getAsset('vipBox', {
anchorX: 1,
anchorY: 0.5
}));
leftBoxSeat.x = 300;
leftBoxSeat.y = 1000 + i * 300;
leftBoxSeat.scaleX = 0.4;
leftBoxSeat.scaleY = 0.3;
leftBoxSeat.rotation = 0.1;
backgroundElements.push(leftBoxSeat);
// Premium seats inside left box
for (var j = 0; j < 2; j++) {
var leftBoxSeatChair = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
leftBoxSeatChair.x = leftBoxSeat.x - 40 + j * 30;
leftBoxSeatChair.y = leftBoxSeat.y;
leftBoxSeatChair.scaleX = 0.35;
leftBoxSeatChair.scaleY = 0.35;
leftBoxSeatChair.tint = 0xFF6347; // Tomato red for premium seating
leftBoxSeatChair.rotation = 0.2;
backgroundElements.push(leftBoxSeatChair);
}
// Elevated box seats along right wall
var rightBoxSeat = game.addChild(LK.getAsset('vipBox', {
anchorX: 0,
anchorY: 0.5
}));
rightBoxSeat.x = 1748;
rightBoxSeat.y = 1000 + i * 300;
rightBoxSeat.scaleX = 0.4;
rightBoxSeat.scaleY = 0.3;
rightBoxSeat.rotation = -0.1;
backgroundElements.push(rightBoxSeat);
// Premium seats inside right box
for (var j = 0; j < 2; j++) {
var rightBoxSeatChair = game.addChild(LK.getAsset('seat', {
anchorX: 0.5,
anchorY: 0.5
}));
rightBoxSeatChair.x = rightBoxSeat.x + 40 - j * 30;
rightBoxSeatChair.y = rightBoxSeat.y;
rightBoxSeatChair.scaleX = 0.35;
rightBoxSeatChair.scaleY = 0.35;
rightBoxSeatChair.tint = 0xFF6347; // Tomato red for premium seating
rightBoxSeatChair.rotation = -0.2;
backgroundElements.push(rightBoxSeatChair);
}
// Synchronized flickering for wall candelabras
tween(wallCandelabra, {
rotation: 0.03,
alpha: 0.9
}, {
duration: 1500 + Math.random() * 700,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(wallCandelabra, {
rotation: -0.03,
alpha: 1.0
}, {
duration: 1500 + Math.random() * 700,
easing: tween.easeInOut,
onFinish: arguments.callee
});
}
});
tween(rightWallCandelabra, {
rotation: -0.03,
alpha: 0.9
}, {
duration: 1500 + Math.random() * 700,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(rightWallCandelabra, {
rotation: 0.03,
alpha: 1.0
}, {
duration: 1500 + Math.random() * 700,
easing: tween.easeInOut,
onFinish: arguments.callee
});
}
});
}
// === ENTRANCE AREA ===
// Grand entrance architecture
var entranceArch = game.addChild(LK.getAsset('archDetail', {
anchorX: 0.5,
anchorY: 1
}));
entranceArch.x = 1750;
entranceArch.y = 2732;
entranceArch.scaleX = 2.5;
entranceArch.scaleY = 1.8;
backgroundElements.push(entranceArch);
// Entrance pillars
var leftEntrancePillar = game.addChild(LK.getAsset('pillar', {
anchorX: 0.5,
anchorY: 1
}));
leftEntrancePillar.x = 1600;
leftEntrancePillar.y = 2732;
leftEntrancePillar.scaleX = 0.7;
leftEntrancePillar.scaleY = 1.0;
backgroundElements.push(leftEntrancePillar);
var rightEntrancePillar = game.addChild(LK.getAsset('pillar', {
anchorX: 0.5,
anchorY: 1
}));
rightEntrancePillar.x = 1900;
rightEntrancePillar.y = 2732;
rightEntrancePillar.scaleX = 0.7;
rightEntrancePillar.scaleY = 1.0;
backgroundElements.push(rightEntrancePillar);
// Entrance lighting
for (var i = 0; i < 3; i++) {
var entranceCandelabra = game.addChild(LK.getAsset('candelabra', {
anchorX: 0.5,
anchorY: 1
}));
entranceCandelabra.x = 1600 + i * 150;
entranceCandelabra.y = 2550;
entranceCandelabra.scaleX = 1.0;
entranceCandelabra.scaleY = 1.3;
backgroundElements.push(entranceCandelabra);
// Flickering effect for entrance lighting
tween(entranceCandelabra, {
scaleY: 1.35,
alpha: 0.95
}, {
duration: 1200 + Math.random() * 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(entranceCandelabra, {
scaleY: 1.3,
alpha: 1.0
}, {
duration: 1200 + Math.random() * 600,
easing: tween.easeInOut,
onFinish: arguments.callee
});
}
});
}
// === CURTAINS AND DRAPING ===
// Side curtains for proper hall framing
var leftCurtain = game.addChild(LK.getAsset('curtain', {
anchorX: 0,
anchorY: 0
}));
leftCurtain.x = 0;
leftCurtain.y = 0;
leftCurtain.scaleX = 0.5;
leftCurtain.scaleY = 1.2;
backgroundElements.push(leftCurtain);
var rightCurtain = game.addChild(LK.getAsset('curtain', {
anchorX: 1,
anchorY: 0
}));
rightCurtain.x = 2048;
rightCurtain.y = 0;
rightCurtain.scaleX = 0.5;
rightCurtain.scaleY = 1.2;
backgroundElements.push(rightCurtain);
// === CONDUCTOR ANIMATION ===
// Conductor movement for liveliness
tween(conductor, {
rotation: 0.06
}, {
duration: 1800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(conductor, {
rotation: -0.06
}, {
duration: 1800,
easing: tween.easeInOut,
onFinish: arguments.callee
});
}
});
// 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);
}
// === MAIN MENU ===
menuContainer = new Container();
// Add menu container after all background elements to ensure it appears on top
game.addChild(menuContainer);
var menuBackground = menuContainer.addChild(LK.getAsset('woodPanel', {
anchorX: 0.5,
anchorY: 0.5
}));
menuBackground.x = 1024;
menuBackground.y = 1366;
menuBackground.scaleX = 4.5;
menuBackground.scaleY = 6;
menuBackground.alpha = 0.95;
menuBackground.tint = 0x3D2914;
var startButton = menuContainer.addChild(LK.getAsset('djTower', {
anchorX: 0.5,
anchorY: 0.5
}));
startButton.x = 1024;
startButton.y = 1000;
startButton.scaleX = 1.5;
startButton.scaleY = 1.5;
var startText = menuContainer.addChild(new Text2('START GAME', {
size: 80,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
startText.anchor.set(0.5, 0.5);
startText.x = 1024;
startText.y = 1120;
var tutorialButton = menuContainer.addChild(LK.getAsset('violinTower', {
anchorX: 0.5,
anchorY: 0.5
}));
tutorialButton.x = 1024;
tutorialButton.y = 1300;
tutorialButton.scaleX = 1.5;
tutorialButton.scaleY = 1.5;
var tutorialText = menuContainer.addChild(new Text2('TUTORIAL', {
size: 80,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
tutorialText.anchor.set(0.5, 0.5);
tutorialText.x = 1024;
tutorialText.y = 1420;
startButton.down = function () {
// Show title intro with curtains
showTitleIntro();
};
tutorialButton.down = function () {
gameState = 'tutorial';
tutorialStep = 0;
menuContainer.visible = false;
showTutorial();
};
// === TUTORIAL SYSTEM ===
tutorialContainer = new Container();
tutorialContainer.visible = false;
// Add tutorial container after all background elements to ensure it appears on top
game.addChild(tutorialContainer);
var tutorialBackground = tutorialContainer.addChild(LK.getAsset('woodPanel', {
anchorX: 0.5,
anchorY: 0.5
}));
tutorialBackground.x = 1024;
tutorialBackground.y = 1366;
tutorialBackground.scaleX = 4.5;
tutorialBackground.scaleY = 5.5;
tutorialBackground.alpha = 0.95;
tutorialBackground.tint = 0x8B4513;
var tutorialTitleText = tutorialContainer.addChild(new Text2('♪ TUTORIAL ♪', {
size: 100,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
tutorialTitleText.anchor.set(0.5, 0.5);
tutorialTitleText.x = 1024;
tutorialTitleText.y = 300;
var tutorialStepText = tutorialContainer.addChild(new Text2('', {
size: 60,
fill: 0xF5F5DC,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
tutorialStepText.anchor.set(0.5, 0.5);
tutorialStepText.x = 1024;
tutorialStepText.y = 1000;
var nextButton = tutorialContainer.addChild(LK.getAsset('guitarTower', {
anchorX: 0.5,
anchorY: 0.5
}));
nextButton.x = 1200;
nextButton.y = 1600;
var nextButtonText = tutorialContainer.addChild(new Text2('♫ NEXT ♫', {
size: 60,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
nextButtonText.anchor.set(0.5, 0.5);
nextButtonText.x = 1200;
nextButtonText.y = 1680;
var backButton = tutorialContainer.addChild(LK.getAsset('drumTower', {
anchorX: 0.5,
anchorY: 0.5
}));
backButton.x = 848;
backButton.y = 1600;
var backButtonText = tutorialContainer.addChild(new Text2('♪ BACK TO MENU ♪', {
size: 60,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
backButtonText.anchor.set(0.5, 0.5);
backButtonText.x = 848;
backButtonText.y = 1680;
var tutorialSteps = ['Welcome to Concert Hall Defense!\nProtect the stage from invading enemies.', 'Enemies follow the wooden path from bottom to top.\nThey want to disrupt the concert!', 'Click on build spots (circular areas) to place towers.\nEach tower has different abilities and costs.', 'DRUM TOWERS ($50): Fast firing with area damage.\nGreat for groups of enemies.', 'TRUMPET TOWERS ($80): Push enemies back down the path.\nUse to buy more time.', 'GUITAR TOWERS ($120): Chain lightning between enemies.\nEffective against clustered foes.', 'VIOLIN TOWERS ($100): Slow enemies with magical music.\nPerfect for crowd control.', 'DJ TOWERS ($200): Massive area damage with blinding effects.\nExpensive but very powerful.', 'Place towers strategically around the path.\nElevated positions like balconies give better coverage.', 'You earn gold by defeating enemies.\nUse it wisely to build your defense!', 'Good luck defending the concert hall!\nThe show must go on!'];
function showTutorial() {
tutorialContainer.visible = true;
// Move tutorial container to front to ensure visibility
game.removeChild(tutorialContainer);
game.addChild(tutorialContainer);
updateTutorialStep();
}
function updateTutorialStep() {
if (tutorialStep < tutorialSteps.length) {
tutorialStepText.setText(tutorialSteps[tutorialStep]);
nextButtonText.setText(tutorialStep === tutorialSteps.length - 1 ? 'START GAME' : 'NEXT');
} else {
gameState = 'playing';
tutorialContainer.visible = false;
startNextWave();
}
}
nextButton.down = function () {
tutorialStep++;
if (tutorialStep >= tutorialSteps.length) {
gameState = 'playing';
tutorialContainer.visible = false;
startNextWave();
} else {
updateTutorialStep();
}
};
backButton.down = function () {
gameState = 'menu';
tutorialContainer.visible = false;
menuContainer.visible = true;
};
// Path definition - reversed to go from bottom to top
var pathPoints = [{
x: 1750,
y: 2250
}, {
x: 1700,
y: 2100
}, {
x: 1650,
y: 1950
}, {
x: 1550,
y: 1800
}, {
x: 1400,
y: 1750
}, {
x: 1250,
y: 1700
}, {
x: 1100,
y: 1650
}, {
x: 950,
y: 1600
}, {
x: 800,
y: 1550
}, {
x: 650,
y: 1500
}, {
x: 500,
y: 1450
}, {
x: 350,
y: 1400
}, {
x: 200,
y: 1300
}, {
x: 100,
y: 1150
}, {
x: 200,
y: 1000
}, {
x: 350,
y: 950
}, {
x: 500,
y: 900
}, {
x: 650,
y: 800
}, {
x: 700,
y: 650
}, {
x: 650,
y: 500
}, {
x: 500,
y: 400
}, {
x: 350,
y: 300
}, {
x: 200,
y: 300
}, {
x: 50,
y: 300
}];
// Create elegant wooden walkway with proper connectivity
for (var i = 0; i < pathPoints.length; i++) {
var pathNode = game.addChild(LK.getAsset('woodPanel', {
anchorX: 0.5,
anchorY: 0.5
}));
pathNode.x = pathPoints[i].x;
pathNode.y = pathPoints[i].y;
pathNode.scaleX = 0.4;
pathNode.scaleY = 0.4;
pathNode.alpha = 0.95;
pathNode.tint = 0xD2691E; // Warm wood color
// Calculate rotation based on path direction for better connectivity
if (i < pathPoints.length - 1) {
var dx = pathPoints[i + 1].x - pathPoints[i].x;
var dy = pathPoints[i + 1].y - pathPoints[i].y;
pathNode.rotation = Math.atan2(dy, dx);
} else if (i > 0) {
var dx = pathPoints[i].x - pathPoints[i - 1].x;
var dy = pathPoints[i].y - pathPoints[i - 1].y;
pathNode.rotation = Math.atan2(dy, dx);
}
// Add gentle animation to make the wooden path feel alive
tween(pathNode, {
scaleX: 0.42,
alpha: 1.0
}, {
duration: 2000 + Math.random() * 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(pathNode, {
scaleX: 0.4,
alpha: 0.95
}, {
duration: 2000 + Math.random() * 1000,
easing: tween.easeInOut,
onFinish: arguments.callee
});
}
});
// Add connecting wooden planks between path points for better continuity
if (i < pathPoints.length - 1) {
var distance = Math.sqrt(Math.pow(pathPoints[i + 1].x - pathPoints[i].x, 2) + Math.pow(pathPoints[i + 1].y - pathPoints[i].y, 2));
var numConnectors = Math.floor(distance / 80); // Add connectors every 80 pixels
for (var j = 1; j <= numConnectors; j++) {
var ratio = j / (numConnectors + 1);
var connectorX = pathPoints[i].x + (pathPoints[i + 1].x - pathPoints[i].x) * ratio;
var connectorY = pathPoints[i].y + (pathPoints[i + 1].y - pathPoints[i].y) * ratio;
var connector = game.addChild(LK.getAsset('woodPanel', {
anchorX: 0.5,
anchorY: 0.5
}));
connector.x = connectorX;
connector.y = connectorY;
connector.scaleX = 0.3;
connector.scaleY = 0.3;
connector.alpha = 0.8;
connector.tint = 0xCD853F; // Slightly different wood tone for variety
var dx = pathPoints[i + 1].x - pathPoints[i].x;
var dy = pathPoints[i + 1].y - pathPoints[i].y;
connector.rotation = Math.atan2(dy, dx) + (Math.random() - 0.5) * 0.2;
}
}
}
// 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;
// === BUILD SPOTS CREATION ===
var purpleNumbers = []; // Keep empty array for build spot reference
// Create build spots positioned every 2 wooden path tables on both left and right sides
for (var i = 0; i < pathPoints.length - 1; i += 2) {
// Get the path point for this segment
var pathPoint = pathPoints[i];
// Calculate direction to next path point for perpendicular positioning
var nextPathPoint = pathPoints[Math.min(i + 1, pathPoints.length - 1)];
var pathDx = nextPathPoint.x - pathPoint.x;
var pathDy = nextPathPoint.y - pathPoint.y;
var pathLength = Math.sqrt(pathDx * pathDx + pathDy * pathDy);
if (pathLength > 0) {
// Normalize the path direction
pathDx /= pathLength;
pathDy /= pathLength;
// Calculate perpendicular vectors (90 degrees rotated)
var perpDx = -pathDy; // Left side perpendicular
var perpDy = pathDx;
// Distance from path center to build spots
var offsetDistance = 150;
// Create left side build spot
var leftBuildSpot = new BuildSpot(buildSpots.length + 1);
leftBuildSpot.x = pathPoint.x + perpDx * offsetDistance;
leftBuildSpot.y = pathPoint.y + perpDy * offsetDistance;
buildSpots.push(leftBuildSpot);
game.addChild(leftBuildSpot);
// Create right side build spot
var rightBuildSpot = new BuildSpot(buildSpots.length + 1);
rightBuildSpot.x = pathPoint.x - perpDx * offsetDistance;
rightBuildSpot.y = pathPoint.y - perpDy * offsetDistance;
buildSpots.push(rightBuildSpot);
game.addChild(rightBuildSpot);
}
}
// UI Elements
// Gold background panel for better visibility
var goldBackground = LK.getAsset('woodPanel', {
anchorX: 0.5,
anchorY: 0.5
});
goldBackground.scaleX = 0.5;
goldBackground.scaleY = 0.25;
goldBackground.alpha = 0.9;
goldBackground.tint = 0x8B4513;
LK.gui.topRight.addChild(goldBackground);
goldBackground.x = -200;
goldBackground.y = 50;
// Gold icon and text
var goldIcon = LK.getAsset('gold', {
anchorX: 0.5,
anchorY: 0.5
});
goldIcon.tint = 0xFFD700;
goldIcon.scaleX = 0.8;
goldIcon.scaleY = 0.8;
LK.gui.topRight.addChild(goldIcon);
goldIcon.x = -280;
goldIcon.y = 50;
var goldText = new Text2(gold, {
size: 85,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
});
goldText.anchor.set(0, 0);
LK.gui.topRight.addChild(goldText);
goldText.x = -240;
goldText.y = 20;
// Lives background panel for better visibility
var livesBackground = LK.getAsset('woodPanel', {
anchorX: 0.5,
anchorY: 0.5
});
livesBackground.scaleX = 0.5;
livesBackground.scaleY = 0.25;
livesBackground.alpha = 0.9;
livesBackground.tint = 0x8B4513;
LK.gui.topRight.addChild(livesBackground);
livesBackground.x = -200;
livesBackground.y = 250;
// Lives icon and text
var livesIcon = LK.getAsset('lives', {
anchorX: 0.5,
anchorY: 0.5
});
livesIcon.tint = 0xFF0000;
livesIcon.scaleX = 0.8;
livesIcon.scaleY = 0.8;
LK.gui.topRight.addChild(livesIcon);
livesIcon.x = -280;
livesIcon.y = 250;
var livesText = new Text2(lives, {
size: 85,
fill: 0xFF6B6B,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
});
livesText.anchor.set(0, 0);
LK.gui.topRight.addChild(livesText);
livesText.x = -240;
livesText.y = 220;
var waveText = new Text2('♪ WAVE ' + wave + ' ♪', {
size: 80,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
});
waveText.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(waveText);
waveText.x = 50;
waveText.y = -50;
// Add wave background for better visibility
var waveBackground = LK.getAsset('woodPanel', {
anchorX: 0,
anchorY: 1
});
waveBackground.scaleX = 0.6;
waveBackground.scaleY = 0.3;
waveBackground.alpha = 0.7;
waveBackground.tint = 0x8B4513;
LK.gui.bottomLeft.addChild(waveBackground);
waveBackground.x = 40;
waveBackground.y = -40;
// Move wave text to front
LK.gui.bottomLeft.removeChild(waveText);
LK.gui.bottomLeft.addChild(waveText);
// Add music mute button
var musicMuted = false;
var muteButtonBackground = LK.getAsset('woodPanel', {
anchorX: 0.5,
anchorY: 0.5
});
muteButtonBackground.scaleX = 0.4;
muteButtonBackground.scaleY = 0.25;
muteButtonBackground.alpha = 0.9;
muteButtonBackground.tint = 0x8B4513;
LK.gui.topRight.addChild(muteButtonBackground);
muteButtonBackground.x = -200;
muteButtonBackground.y = 450;
var muteButton = LK.getAsset('violinTower', {
anchorX: 0.5,
anchorY: 0.5
});
muteButton.scaleX = 0.8;
muteButton.scaleY = 0.8;
LK.gui.topRight.addChild(muteButton);
muteButton.x = -200;
muteButton.y = 450;
var muteText = new Text2('♪ MUSIC ♪', {
size: 45,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
});
muteText.anchor.set(0.5, 0.5);
LK.gui.topRight.addChild(muteText);
muteText.x = -200;
muteText.y = 500;
// Start Wave button
var startWaveBackground = LK.getAsset('woodPanel', {
anchorX: 0.5,
anchorY: 0.5
});
startWaveBackground.scaleX = 0.8;
startWaveBackground.scaleY = 0.4;
startWaveBackground.alpha = 0.9;
startWaveBackground.tint = 0x8B4513;
LK.gui.bottomRight.addChild(startWaveBackground);
startWaveBackground.x = -200;
startWaveBackground.y = -150;
var startWaveButton = LK.getAsset('trumpetTower', {
anchorX: 0.5,
anchorY: 0.5
});
startWaveButton.scaleX = 1.0;
startWaveButton.scaleY = 1.0;
LK.gui.bottomRight.addChild(startWaveButton);
startWaveButton.x = -200;
startWaveButton.y = -150;
var startWaveText = new Text2('♪ START WAVE ♪', {
size: 50,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
});
startWaveText.anchor.set(0.5, 0.5);
LK.gui.bottomRight.addChild(startWaveText);
startWaveText.x = -200;
startWaveText.y = -100;
var autoStartText = new Text2('Auto: 5s', {
size: 35,
fill: 0xFFFFFF,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
});
autoStartText.anchor.set(0.5, 0.5);
LK.gui.bottomRight.addChild(autoStartText);
autoStartText.x = -200;
autoStartText.y = -70;
muteButton.down = function () {
if (musicMuted) {
LK.playMusic('1');
muteText.setText('♪ MUSIC ♪');
muteButton.tint = 0xFFFFFF;
musicMuted = false;
} else {
LK.stopMusic();
muteText.setText('♪ MUTED ♪');
muteButton.tint = 0x888888;
musicMuted = true;
}
};
startWaveButton.down = function () {
if (gameState === 'playing' && wavePaused && enemies.length === 0) {
startCurrentWave();
}
};
// 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 trumpetButton = buildMenuContainer.addChild(LK.getAsset('trumpetTower', {
anchorX: 0.5,
anchorY: 0.5
}));
var djButton = buildMenuContainer.addChild(LK.getAsset('djTower', {
anchorX: 0.5,
anchorY: 0.5
}));
var drumText = buildMenuContainer.addChild(new Text2('$50', {
size: 45,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
drumText.anchor.set(0.5, 0);
var trumpetText = buildMenuContainer.addChild(new Text2('$80', {
size: 45,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
trumpetText.anchor.set(0.5, 0);
var guitarText = buildMenuContainer.addChild(new Text2('$120', {
size: 45,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
guitarText.anchor.set(0.5, 0);
var violinText = buildMenuContainer.addChild(new Text2('$100', {
size: 45,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
violinText.anchor.set(0.5, 0);
var djText = buildMenuContainer.addChild(new Text2('$200', {
size: 45,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
djText.anchor.set(0.5, 0);
function updateUI() {
goldText.setText(gold);
livesText.setText(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;
// Create circular menu layout
var radius = 120;
var centerX = 0;
var centerY = 0;
// Position buttons in a circle
var angleStep = Math.PI * 2 / 5; // 5 buttons in circle
drumButton.x = centerX + Math.cos(0) * radius;
drumButton.y = centerY + Math.sin(0) * radius;
trumpetButton.x = centerX + Math.cos(angleStep) * radius;
trumpetButton.y = centerY + Math.sin(angleStep) * radius;
guitarButton.x = centerX + Math.cos(angleStep * 2) * radius;
guitarButton.y = centerY + Math.sin(angleStep * 2) * radius;
violinButton.x = centerX + Math.cos(angleStep * 3) * radius;
violinButton.y = centerY + Math.sin(angleStep * 3) * radius;
djButton.x = centerX + Math.cos(angleStep * 4) * radius;
djButton.y = centerY + Math.sin(angleStep * 4) * radius;
// Position text closer to buttons in circle
var textRadius = radius + 30;
drumText.x = centerX + Math.cos(0) * textRadius;
drumText.y = centerY + Math.sin(0) * textRadius;
trumpetText.x = centerX + Math.cos(angleStep) * textRadius;
trumpetText.y = centerY + Math.sin(angleStep) * textRadius;
guitarText.x = centerX + Math.cos(angleStep * 2) * textRadius;
guitarText.y = centerY + Math.sin(angleStep * 2) * textRadius;
violinText.x = centerX + Math.cos(angleStep * 3) * textRadius;
violinText.y = centerY + Math.sin(angleStep * 3) * textRadius;
djText.x = centerX + Math.cos(angleStep * 4) * textRadius;
djText.y = centerY + Math.sin(angleStep * 4) * textRadius;
// Animate buttons appearing in circle
tween(drumButton, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut
});
tween(trumpetButton, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut
});
tween(guitarButton, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut
});
tween(violinButton, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut
});
tween(djButton, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut
});
}
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 (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();
// Play specific sound for trumpet and guitar towers
if (towerType === 'trumpet') {
LK.getSound('sonidotrompeta').play();
} else if (towerType === 'guitar') {
LK.getSound('SonidoGuitarra').play();
} else if (towerType === 'violin') {
LK.getSound('SonidoV').play();
} else {
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 >= 50) {
buildTower('drum', 50);
} else {
console.log("Not enough gold for drum tower");
}
};
guitarButton.down = function (x, y, obj) {
console.log("Guitar button clicked, gold:", gold);
if (gold >= 120) {
buildTower('guitar', 120);
} else {
console.log("Not enough gold for guitar tower");
}
};
violinButton.down = function (x, y, obj) {
console.log("Violin button clicked, gold:", gold);
if (gold >= 100) {
buildTower('violin', 100);
} else {
console.log("Not enough gold for violin tower");
}
};
trumpetButton.down = function (x, y, obj) {
console.log("Trumpet button clicked, gold:", gold);
if (gold >= 80) {
buildTower('trumpet', 80);
} else {
console.log("Not enough gold for trumpet tower");
}
};
djButton.down = function (x, y, obj) {
console.log("DJ button clicked, gold:", gold);
if (gold >= 200) {
buildTower('dj', 200);
} else {
console.log("Not enough gold for DJ 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) {
// Check if clicked within circular menu area
var relativeX = x - buildMenuContainer.x;
var relativeY = y - buildMenuContainer.y;
var distanceFromCenter = Math.sqrt(relativeX * relativeX + relativeY * relativeY);
var clickedOnButton = distanceFromCenter <= 180; // Circular area radius + buffer
if (!clickedOnButton) {
hideBuildMenu();
}
}
};
function calculateEnemiesForWave(waveNumber) {
// Formula: enemiesTotal = round(10 × (1.2 ^ (waveActual - 1)))
return Math.round(10 * Math.pow(1.2, waveNumber - 1));
}
function getSpawnIntervalForWave(waveNumber) {
// Start at 1.5s (90 ticks) and reduce to 0.5s (30 ticks) by wave 10+
var minInterval = 30; // 0.5s at 60fps
var maxInterval = 90; // 1.5s at 60fps
if (waveNumber >= 10) {
return minInterval;
}
// Linear reduction from wave 1 to 10
var reduction = (maxInterval - minInterval) / 9; // 9 waves to reach minimum
return Math.round(maxInterval - (waveNumber - 1) * reduction);
}
function getEnemyTypesForWave(waveNumber) {
var availableTypes = [];
// Wave 1-2: Only Nota Desafinada
if (waveNumber <= 2) {
availableTypes = ['notaDesafinada'];
}
// Wave 3: Add Glitch de Audio
else if (waveNumber === 3) {
availableTypes = ['notaDesafinada', 'glitchAudio'];
}
// Wave 4: Add Ruido Blanco
else if (waveNumber === 4) {
availableTypes = ['notaDesafinada', 'glitchAudio', 'ruidoBlanco'];
}
// Wave 5-6: Add Eco Oscuro
else if (waveNumber >= 5 && waveNumber <= 6) {
availableTypes = ['notaDesafinada', 'glitchAudio', 'ruidoBlanco', 'ecoOscuro'];
}
// Wave 7+: All enemy types
else {
availableTypes = ['notaDesafinada', 'glitchAudio', 'ruidoBlanco', 'ecoOscuro', 'autotuneMalicioso'];
}
return availableTypes;
}
function getEnemyTypeWeights(waveNumber, availableTypes) {
var weights = {};
// Base weights for early waves
if (waveNumber <= 3) {
weights['notaDesafinada'] = 70;
weights['glitchAudio'] = 30;
} else if (waveNumber <= 6) {
// Reduce weak enemy proportion gradually
var weakProportion = Math.max(40, 70 - (waveNumber - 3) * 10);
weights['notaDesafinada'] = weakProportion;
weights['glitchAudio'] = 20;
weights['ruidoBlanco'] = 20;
if (availableTypes.indexOf('ecoOscuro') >= 0) {
weights['ecoOscuro'] = 20 - weakProportion + 70;
}
} else {
// Wave 7+: 50% weak enemies, rest distributed among stronger ones
weights['notaDesafinada'] = 30;
weights['glitchAudio'] = 20;
weights['ruidoBlanco'] = 20;
weights['ecoOscuro'] = 20;
weights['autotuneMalicioso'] = 10;
}
return weights;
}
function spawnEnemy() {
var availableTypes = getEnemyTypesForWave(wave);
var weights = getEnemyTypeWeights(wave, availableTypes);
// Calculate total weight
var totalWeight = 0;
for (var i = 0; i < availableTypes.length; i++) {
totalWeight += weights[availableTypes[i]];
}
// Select random enemy type based on weights
var random = Math.random() * totalWeight;
var selectedType = availableTypes[0];
var currentWeight = 0;
for (var i = 0; i < availableTypes.length; i++) {
currentWeight += weights[availableTypes[i]];
if (random <= currentWeight) {
selectedType = availableTypes[i];
break;
}
}
var enemy = new Enemy(selectedType);
enemy.x = pathPoints[0].x;
enemy.y = pathPoints[0].y;
// Scale health based on wave and enemy type
var healthMultiplier = 1 + (wave - 1) * 0.3;
enemy.health = Math.floor(enemy.health * healthMultiplier);
enemy.maxHealth = enemy.health;
enemies.push(enemy);
game.addChild(enemy);
}
function startNextWave() {
if (gameState === 'playing') {
// Start background music on first wave
if (wave === 1) {
LK.playMusic('1');
}
// Set up the wave but don't start it yet
wavePaused = true;
autoStartTimer = 0;
enemiesSpawned = 0;
enemiesPerWave = calculateEnemiesForWave(wave); // Use calculated enemy count
waveStarted = false;
// Show wave announcement
var waveAnnouncement = game.addChild(new Text2('♪ WAVE ' + wave + ' READY ♪', {
size: 120,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
waveAnnouncement.anchor.set(0.5, 0.5);
waveAnnouncement.x = 1024;
waveAnnouncement.y = 1366;
waveAnnouncement.alpha = 0;
// Animate the announcement
tween(waveAnnouncement, {
alpha: 1,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(waveAnnouncement, {
alpha: 0,
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 1000,
easing: tween.easeIn,
onFinish: function onFinish() {
waveAnnouncement.destroy();
}
});
}
});
updateWaveUI();
}
}
function startCurrentWave() {
if (wavePaused && gameState === 'playing') {
wavePaused = false;
waveStarted = true;
autoStartTimer = 0;
// Show "GO!" message
var goMessage = game.addChild(new Text2('♪ GO! ♪', {
size: 150,
fill: 0x00FF00,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
goMessage.anchor.set(0.5, 0.5);
goMessage.x = 1024;
goMessage.y = 1366;
goMessage.alpha = 0;
tween(goMessage, {
alpha: 1,
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(goMessage, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 600,
easing: tween.easeIn,
onFinish: function onFinish() {
goMessage.destroy();
}
});
}
});
updateWaveUI();
}
}
function updateWaveUI() {
if (wavePaused && autoStartTimer > 0) {
var timeLeft = Math.ceil((300 - autoStartTimer) / 60); // 5 seconds = 300 ticks
autoStartText.setText('Auto: ' + timeLeft + 's');
startWaveText.setText('♪ START WAVE ♪');
startWaveButton.tint = 0xFFFFFF;
} else if (wavePaused) {
autoStartText.setText('Auto: 5s');
startWaveText.setText('♪ START WAVE ♪');
startWaveButton.tint = 0xFFFFFF;
} else {
autoStartText.setText('In Progress');
startWaveText.setText('♪ WAVE ACTIVE ♪');
startWaveButton.tint = 0x666666;
}
}
// Hide game elements initially
goal.visible = false;
buildMenuContainer.visible = false;
// Hide build spots initially
for (var i = 0; i < buildSpots.length; i++) {
buildSpots[i].visible = false;
}
// Title intro system
var titleIntroContainer;
var leftCurtainIntro;
var rightCurtainIntro;
function showTitleIntro() {
menuContainer.visible = false;
gameState = 'titleIntro';
// Play title sound
LK.getSound('titleSound').play();
// Create title intro container
titleIntroContainer = new Container();
game.addChild(titleIntroContainer);
// Create closed curtains covering the entire screen
leftCurtainIntro = titleIntroContainer.addChild(LK.getAsset('curtain', {
anchorX: 1,
anchorY: 0
}));
leftCurtainIntro.x = 1024; // Center of screen
leftCurtainIntro.y = 0;
leftCurtainIntro.scaleX = 1.8;
leftCurtainIntro.scaleY = 3.0;
rightCurtainIntro = titleIntroContainer.addChild(LK.getAsset('curtain', {
anchorX: 0,
anchorY: 0
}));
rightCurtainIntro.x = 1024; // Center of screen
rightCurtainIntro.y = 0;
rightCurtainIntro.scaleX = 1.8;
rightCurtainIntro.scaleY = 3.0;
// Create gothic title text
var titleText = titleIntroContainer.addChild(new Text2('♪♫ CONCERT HALL DEFENSE ♫♪', {
size: 140,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 1366;
titleText.alpha = 0;
// Animate title appearing
tween(titleText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
// After 2 seconds, open curtains
LK.setTimeout(function () {
openCurtainsAndStartGame();
}, 1000);
}
});
}
function openCurtainsAndStartGame() {
// Animate curtains opening
tween(leftCurtainIntro, {
x: -600
}, {
duration: 2000,
easing: tween.easeInOut
});
tween(rightCurtainIntro, {
x: 2648
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Clean up title intro and start game
titleIntroContainer.destroy();
gameState = 'playing';
startNextWave();
}
});
}
// Show main menu first
gameState = 'menu';
game.update = function () {
// Concert hall ambiance - create floating musical notes periodically
if (LK.ticks % 180 === 0) {
// Every 3 seconds
createFloatingNote();
}
if (gameState === 'playing') {
// Show game elements when playing
goal.visible = true;
// Show build spots
for (var i = 0; i < buildSpots.length; i++) {
buildSpots[i].visible = true;
}
// Spawn enemies
if (waveStarted && enemiesSpawned < enemiesPerWave) {
spawnTimer++;
var spawnInterval = getSpawnIntervalForWave(wave);
if (spawnTimer >= spawnInterval) {
spawnEnemy();
enemiesSpawned++;
spawnTimer = 0;
}
}
// Handle wave auto-start timer
if (wavePaused && enemies.length === 0) {
autoStartTimer++;
if (autoStartTimer >= 300) {
// 5 seconds at 60fps
startCurrentWave();
}
// Update UI every 60 ticks (1 second)
if (autoStartTimer % 60 === 0) {
updateWaveUI();
}
}
// Check if wave is complete
if (waveStarted && enemiesSpawned >= enemiesPerWave && enemies.length === 0) {
// Check if player has lives before advancing
if (lives <= 0) {
LK.showGameOver();
return;
}
wave++;
waveStarted = false;
gold += 75; // 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
@@ -796,8 +796,107 @@
rightOrchSeat.tint = 0xF5DEB3; // Wheat color for orchestra level
backgroundElements.push(rightOrchSeat);
}
}
+// Center stage seating - Close to orchestra pit
+for (var row = 0; row < 4; row++) {
+ for (var seat = 0; seat < 8; seat++) {
+ var centerStageSeat = game.addChild(LK.getAsset('seat', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ centerStageSeat.x = 700 + seat * 90;
+ centerStageSeat.y = 1550 + row * 65;
+ centerStageSeat.scaleX = 0.75;
+ centerStageSeat.scaleY = 0.75;
+ centerStageSeat.tint = 0xDEB887; // Burlywood for center premium seating
+ backgroundElements.push(centerStageSeat);
+ // Add gentle animation to center stage seats
+ var centerDelayTime = Math.random() * 6000 + 2000;
+ LK.setTimeout(function () {
+ function animateCenterSeat() {
+ tween(centerStageSeat, {
+ scaleY: 0.8,
+ y: centerStageSeat.y + 0.8
+ }, {
+ duration: 1800 + Math.random() * 800,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(centerStageSeat, {
+ scaleY: 0.75,
+ y: centerStageSeat.y - 0.8
+ }, {
+ duration: 1800 + Math.random() * 800,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ if (Math.random() < 0.25) {
+ LK.setTimeout(animateCenterSeat, Math.random() * 8000 + 4000);
+ }
+ }
+ });
+ }
+ });
+ }
+ animateCenterSeat();
+ }, centerDelayTime);
+ }
+}
+// Additional center orchestra level seating (behind center stage seating)
+for (var row = 0; row < 3; row++) {
+ for (var seat = 0; seat < 6; seat++) {
+ var backCenterSeat = game.addChild(LK.getAsset('seat', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ backCenterSeat.x = 800 + seat * 85;
+ backCenterSeat.y = 1800 + row * 60;
+ backCenterSeat.scaleX = 0.7;
+ backCenterSeat.scaleY = 0.7;
+ backCenterSeat.tint = 0xF5DEB3; // Wheat color matching orchestra level
+ backgroundElements.push(backCenterSeat);
+ }
+}
+// Front row VIP center seating (closest to stage)
+for (var seat = 0; seat < 10; seat++) {
+ var frontVipSeat = game.addChild(LK.getAsset('seat', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ frontVipSeat.x = 650 + seat * 95;
+ frontVipSeat.y = 1450;
+ frontVipSeat.scaleX = 0.8;
+ frontVipSeat.scaleY = 0.8;
+ frontVipSeat.tint = 0xFFD700; // Gold tint for front row VIP
+ backgroundElements.push(frontVipSeat);
+ // Premium animation for front row seats
+ var vipDelayTime = Math.random() * 4000 + 1000;
+ LK.setTimeout(function () {
+ function animateVipSeat() {
+ tween(frontVipSeat, {
+ scaleY: 0.85,
+ alpha: 0.95
+ }, {
+ duration: 2500 + Math.random() * 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(frontVipSeat, {
+ scaleY: 0.8,
+ alpha: 1.0
+ }, {
+ duration: 2500 + Math.random() * 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ if (Math.random() < 0.3) {
+ LK.setTimeout(animateVipSeat, Math.random() * 6000 + 3000);
+ }
+ }
+ });
+ }
+ });
+ }
+ animateVipSeat();
+ }, vipDelayTime);
+}
// Main seating section
for (var row = 0; row < 6; row++) {
for (var seat = 0; seat < 14; seat++) {
var seatObj = game.addChild(LK.getAsset('seat', {
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