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quiero que a la hora de seleccionar una torre y no tener el dinero suficiente se reproduzca un asset nuevo llamado "eror" ademas quiero que ninguna torre se sobreponga al menu de construir torre
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si
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Ahora quiero que añadas una pantalla de "creditos" pasada la wave 2 que diga Plantilla de atribución para música generada con Udio Usa esta leyenda en los créditos de tu juego (en pantalla de créditos, menú o documentación): Music generated with Udio This game includes AI-generated music created using Udio. All tracks were produced by the developer via Udio’s platform under its current terms of use.
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Quiero que a la hora de remover una torre se active un asset nuevo llamado "Destruir"
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tengo un problema los tambores ya no hacen ruido al atacar
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Olvidemos la musica aleatoria quiero que el asset "Melodia" se reproduzca en el juego
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Okay quiero que olvides totalmente el sistema de musica aleatoria, ahora quiero que se reproduzca unicamente el asset llamado "Melodia" como musica
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Crea un sistema de reproducción de música aleatoria para un videojuego. El sistema debe seleccionar una canción aleatoria de una lista definida por el usuario, pero debe asegurarse de que solo se reproduzca una canción a la vez. Las condiciones clave son: Si una canción ya está sonando, no debe iniciar una nueva. Si por cualquier razón hay una transición (ej. nueva wave, cambio de escena), la canción anterior debe detenerse por completo antes de iniciar otra. El sistema no debe crear múltiples instancias del reproductor de audio. Evita la repetición inmediata de la misma canción (opcional). Incluye control manual: una función para detener la música si se necesita. Puede implementarse en Unity (C#), Godot (GDScript) o JavaScript con HTML5 Audio. Usa comentarios para explicar cada sección y prevé errores como múltiples llamadas seguidas al mismo evento. Opcional: añade un pequeño retraso (1-2 segundos) entre el final de una canción y el inicio de la siguiente si hay autoplay.
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Reestructura el sistema de dificultad del juego “Symphony Siege” para que el jugador no pueda llegar cómodamente a la wave 15 ahorrando grandes cantidades de oro. Implementa los siguientes cambios: 1. Escalado de enemigos A partir de la wave 6, la salud de los enemigos debe escalar de forma exponencial suave, usando una fórmula como: vida = vida_base × (1.1)^(número_de_wave) A partir de la wave 10, aumenta la velocidad de los enemigos un 5% cada 2 waves. 2. Sistema de economía más estricto Reduce la ganancia por enemigo a 3 de oro a partir de la wave 6. Limita el oro total que puede obtenerse por wave a 45, a menos que el jugador tenga torres o mejoras que aumenten la ganancia. Introduce enemigos especiales que no den oro al morir (ej: espectros o sombras musicales). 3. Waves especiales y aleatorias A partir de la wave 8, introduce ocasionalmente oleadas temáticas como: Oleada de corredores (enemigos muy rápidos con poca vida) Oleada de blindados (enemigos muy resistentes a daño físico) Oleada masiva (más enemigos pero menos vida) 4. Enemigos con mecánicas disruptivas Introduce enemigos que: Son inmunes a ralentización o empuje Explotan al morir y dañan torres cercanas Desactivan torres por 2 segundos al tocarlas 5. Sistema de gasto forzado Cada 5 waves, genera un evento donde el jugador debe gastar oro para: Reparar torres Activar un escudo defensivo Desbloquear mejoras o evitar penalizaciones 6. Anti-abuso de ahorro Si el jugador mantiene más de 600 de oro durante 3 waves seguidas, activa un modificador: Incrementa la dificultad de las próximas 2 waves (más enemigos o más rápidos) ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Crea un sistema de reproducción aleatoria de música para un videojuego. El juego tiene una lista de canciones predeterminadas y se debe seleccionar una canción aleatoriamente al iniciar el juego o al comenzar una nueva wave. Solo debe reproducirse una canción a la vez. Si una canción ya está sonando, no debe iniciar otra hasta que termine (o hasta que se la detenga manualmente). Asegúrate de que el sistema: Elija una canción aleatoria del listado (los que en assets en el apartado de musica llevan los nombres): "1" "2" "3" "4" "5" y "6" Detenga la canción anterior antes de reproducir una nueva (si aplica) No permita que múltiples canciones se reproduzcan a la vez Evite la reproducción repetida de la misma canción consecutivamente Opcional: agregue una pequeña pausa entre canciones (ej. 1-2 segundos) Esté optimizado para no generar acumulación de llamadas de audio si se reinicia el evento varias veces
User prompt
Quiero agregar una nueva regla a la musica aleatoria, una nueva cancion se reproducira cada 23 segundos, esta condicion solo se rompera cuando el jugador haga click en el boton de start en ese caso una canncion al azar sera reproducida
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Hay musica que se reproduce una sobre otra
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Me gustaria que centres el precio del upgrade ademas de poner el menu upgrade un poco mas arriba
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Si
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Podrias hacer que al actualizar cualquiera de las torres haga el mismo sonido que hizo al ser construida? ademas me gustaria que multipliques x1,2 la vida de los enemigos
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Si
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Quiero que elimines "archdetail" ademas de las sillas sombreadas de los lados derecho e izquierdo
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ahora Place classical concert chairs in neat, evenly spaced rows inside a concert hall setting. Align them facing the stage, with realistic perspective and natural spacing. Include central and side aisles, follow terrain elevation if present, and avoid obstructing key gameplay zones. Emphasize symmetry, readability, and functional layout.”
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Quiero que quites todas las sillas, ojo no quiero que borres el asset, solo las sillas
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Quiero que al clickar el boton start te den 5000 de oro
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A la hora de actualizar las torres ya no quiero que las cambies de color
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Quiero que el costo de upgrade este justo debajo de la r de la palabra "upgrade" ademas quiero que crees un asset nuevo para el wave active llamado "wave" ademas de que quiero que crees assets nuevos para todas las actualizaciones 2 y 3 de TODAS las torres denominandolos de la siguiente forma ejemplo para la torre tambor "Tambor2" y "Tambor3" mientras que para la torre trompeta "Trompeta2" y "Trompeta3" y asi sucesivamente
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Si
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Okay te voy a hacer un reajuste en el sistema de upgrade con los siguientes puntos: 🥁 1. Tambor Básico Tipo: Torre rápida de corto alcance con daño en área Nivel Daño Velocidad (disparos) Efecto especial Costo I 15 0.5s Golpea en área pequeña 50 II 20 0.5s Aumenta el área de impacto un 25% 90 III 25 0.4s Aplica ralentización del 10% por 1.5 segundos 160 🎺 2. Trompeta de Choque Tipo: Torre de daño medio que empuja a los enemigos Nivel Daño Velocidad (disparos) Efecto especial Costo I 35 1.0s Empuja levemente a los enemigos 80 II 45 0.9s Empuje más fuerte, puede interrumpir animaciones 130 III 60 0.8s 10% de probabilidad de aturdir por 1 segundo 200 🎸 3. Guitarra Eléctrica Tipo: Torre de rebote en cadena, ataque lento con daño dividido Nivel Daño total Velocidad Efecto especial Costo I 20 1.5s Rebota entre 3 enemigos 120 II 25 1.3s Rebota entre 4 enemigos 180 III 30 1.2s Rebote puede encadenar a enemigos cercanos del último impacto 250 🎻 4. Violín Congelante Tipo: Torre de control con ralentización Nivel Daño Velocidad Efecto especial Costo I 10 1.0s Ralentiza 25% por 2 segundos 100 II 14 1.0s Ralentiza 35% por 3 segundos 160 III 18 0.9s Ralentiza 40% y 10% de probabilidad de congelar por 1.5s 220 🎧 5. DJ Rítmico Tipo: Torre poderosa de gran alcance con efectos en área Nivel Daño Velocidad Efecto especial Costo I 50 2.5s Daño en área + ceguera temporal (reduce precisión o velocidad) 200 II 65 2.3s Aumenta el área + la ceguera dura 1 segundo 280 III 80 2.0s Aplica distorsión: -25% de velocidad + daño en el tiempo (DoT leve)
User prompt
Podrias cambiar el color del texto de upgrade y remove para que se vean mas claros? ademas me gustaria que muevas un poco mas arriba el menu de upgrade
/**** * 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); // Level III drum tower slow effect if (self.specialData.slowEffect && Math.random() < (self.specialData.slowChance || 0.1)) { enemy.slowedUntil = LK.ticks + (self.specialData.slowDuration || 90); } } } } } 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); } // Level III stun effect if (!died && self.specialData.stunChance && Math.random() < self.specialData.stunChance) { self.target.stunnedUntil = LK.ticks + (self.specialData.stunDuration || 60); // Visual stun effect var enemyGraphics = self.target.getChildAt(0); if (enemyGraphics) { var originalTint = enemyGraphics.tint || 0xffffff; tween(enemyGraphics, { tint: 0xFFFF00, // Yellow stun effect scaleX: 0.8, scaleY: 0.8 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { LK.setTimeout(function () { if (enemyGraphics && enemyGraphics.parent) { tween(enemyGraphics, { tint: originalTint, scaleX: 1.0, scaleY: 1.0 }, { duration: 300 }); } }, (self.specialData.stunDuration || 60) * 16); } }); } } } else if (self.towerType === 'guitar') { // Chain attack with multiple hits var hitsPerTarget = 3; // Guitar does 3 hits per target for (var hit = 0; hit < hitsPerTarget; hit++) { died = self.target.takeDamage(self.damage) || died; } 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 } // Level III extended chaining else if (self.specialData.extendedChain && self.hitTargets.length === self.specialData.chainCount) { // Try to find enemies near the last hit target for extended chain var lastTarget = self.hitTargets[self.hitTargets.length - 1]; 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 - lastTarget.x; var dy2 = enemy.y - lastTarget.y; var chainDist = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (chainDist < 100) { // Shorter range for extended chain self.target = enemy; self.specialData.chainCount++; // Extend the chain return; } } } } } } else if (self.towerType === 'violin') { // Damage with slow and freeze chance died = self.target.takeDamage(self.damage); // Check for freeze effect first (Level III only) var froze = false; if (!died && self.specialData.freezeChance && Math.random() < self.specialData.freezeChance) { self.target.frozenUntil = LK.ticks + (self.specialData.freezeDuration || 90); froze = true; // Apply freeze animation var enemyGraphics = self.target.getChildAt(0); if (enemyGraphics) { var originalTint = enemyGraphics.tint || 0xffffff; tween(enemyGraphics, { tint: 0x00FFFF, // Cyan freeze effect scaleX: 0.9, scaleY: 0.9, alpha: 0.7 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { LK.setTimeout(function () { if (enemyGraphics && enemyGraphics.parent) { tween(enemyGraphics, { tint: originalTint, scaleX: 1.0, scaleY: 1.0, alpha: 1.0 }, { duration: 300 }); } }, (self.specialData.freezeDuration || 90) * 16); } }); } } // Apply slow effect if not frozen else if (!died && !froze && 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 and Level III distortion died = self.target.takeDamage(self.damage); // Damage and apply effects to 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 + (self.specialData.blindDuration || 60); // Level III distortion effect if (self.specialData.distortionEffect) { enemy.distortedUntil = LK.ticks + (self.specialData.distortionDuration || 180); enemy.distortionDamage = self.specialData.distortionDamage || 5; enemy.distortionSlowPercent = self.specialData.distortionSlowPercent || 0.25; // Visual distortion effect var enemyGraphics = enemy.getChildAt(0); if (enemyGraphics) { tween(enemyGraphics, { tint: 0xFF00FF, // Magenta distortion effect rotation: 0.2 }, { duration: 300, easing: tween.easeOut }); } } } } } 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, isElite) { var self = Container.call(this); // Set enemy properties based on type self.enemyType = enemyType || 'notaDesafinada'; self.isElite = isElite || false; var assetName = self.isElite ? 'eliteEnemy' : self.enemyType; var enemyGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); if (self.enemyType === 'notaDesafinada') { self.health = 90; self.maxHealth = 90; self.speed = 2; self.goldValue = 5; } else if (self.enemyType === 'ruidoBlanco') { self.health = 144; self.maxHealth = 144; self.speed = 1.2; self.goldValue = 8; } else if (self.enemyType === 'glitchAudio') { self.health = 72; self.maxHealth = 72; self.speed = 3.5; self.goldValue = 6; } else if (self.enemyType === 'ecoOscuro') { self.health = 180; self.maxHealth = 180; self.speed = 2; self.goldValue = 12; self.canSplit = true; } else if (self.enemyType === 'autotuneMalicioso') { self.health = 270; self.maxHealth = 270; self.speed = 1.8; self.goldValue = 20; self.debuffRadius = 100; } // Elite enemies have double HP and gold value if (self.isElite) { self.health *= 2; self.maxHealth *= 2; self.goldValue *= 2; enemyGraphics.scaleX = 1.3; enemyGraphics.scaleY = 1.3; } 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 stun effect from trumpet (completely stops movement) if (self.stunnedUntil && LK.ticks < self.stunnedUntil) { currentSpeed = 0; // Can't move when stunned } // Apply freeze effect from violin (completely stops movement) else if (self.frozenUntil && LK.ticks < self.frozenUntil) { currentSpeed = 0; // Can't move when frozen } // Apply slow effect from violin else 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 distortion effect from DJ Level III if (self.distortedUntil && LK.ticks < self.distortedUntil) { currentSpeed *= 1 - (self.distortionSlowPercent || 0.25); // Additional slow from distortion // Apply DoT damage every 30 ticks (0.5 seconds) if (LK.ticks % 30 === 0) { self.takeDamage(self.distortionDamage || 5); } } // 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 level system self.level = 1; self.totalCost = 0; // Track total investment for removal refund // 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; } // Store base stats for upgrade calculations self.baseDamage = self.damage; self.baseRange = self.range; self.baseFireRate = self.fireRate; self.baseAreaRadius = self.areaRadius || 0; self.totalCost = self.cost; // Track total investment 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 if (self.towerType === 'dj') { LK.getSound('ProyectilDJ').play(); } else { LK.getSound('hit').play(); } }; // Tower upgrade method with specific stats per tower type and level self.upgrade = function () { if (self.level >= 3) return false; // Max level reached // Calculate upgrade cost based on tower type and level var upgradeCost = 0; if (self.towerType === 'drum') { upgradeCost = self.level === 1 ? 90 : 160; } else if (self.towerType === 'trumpet') { upgradeCost = self.level === 1 ? 130 : 200; } else if (self.towerType === 'guitar') { upgradeCost = self.level === 1 ? 180 : 250; } else if (self.towerType === 'violin') { upgradeCost = self.level === 1 ? 160 : 220; } else if (self.towerType === 'dj') { upgradeCost = self.level === 1 ? 280 : 350; } if (gold < upgradeCost) return false; // Not enough gold gold -= upgradeCost; self.totalCost += upgradeCost; self.level++; // Apply specific stats based on tower type and level if (self.towerType === 'drum') { if (self.level === 2) { self.damage = 20; self.fireRate = 30; // Same as level 1 (0.5s) self.areaRadius = Math.floor(self.baseAreaRadius * 1.25); // 25% larger area } else if (self.level === 3) { self.damage = 25; self.fireRate = 24; // 0.4s at 60fps self.areaRadius = Math.floor(self.baseAreaRadius * 1.25); self.slowEffect = true; // Add 10% slow for 1.5s self.slowChance = 0.1; self.slowDuration = 90; // 1.5s at 60fps } } else if (self.towerType === 'trumpet') { if (self.level === 2) { self.damage = 45; self.fireRate = 54; // 0.9s at 60fps self.strongerPushback = true; } else if (self.level === 3) { self.damage = 60; self.fireRate = 48; // 0.8s at 60fps self.stunChance = 0.1; // 10% stun chance self.stunDuration = 60; // 1s at 60fps } } else if (self.towerType === 'guitar') { if (self.level === 2) { self.damage = 25; // Per hit self.fireRate = 78; // 1.3s at 60fps self.chainCount = 4; } else if (self.level === 3) { self.damage = 30; // Per hit self.fireRate = 72; // 1.2s at 60fps self.chainCount = 4; self.extendedChain = true; // Enhanced chaining } } else if (self.towerType === 'violin') { if (self.level === 2) { self.damage = 14; self.fireRate = 60; // Same as level 1 (1.0s) self.slowChance = 0.35; // 35% slow self.slowDuration = 180; // 3s at 60fps } else if (self.level === 3) { self.damage = 18; self.fireRate = 54; // 0.9s at 60fps self.slowChance = 0.40; // 40% slow self.slowDuration = 180; self.freezeChance = 0.1; // 10% freeze chance self.freezeDuration = 90; // 1.5s at 60fps } } else if (self.towerType === 'dj') { if (self.level === 2) { self.damage = 65; self.fireRate = 138; // 2.3s at 60fps self.areaRadius = Math.floor(self.baseAreaRadius * 1.2); // Larger area self.blindDuration = 60; // 1s blind } else if (self.level === 3) { self.damage = 80; self.fireRate = 120; // 2.0s at 60fps self.distortionEffect = true; // Add distortion (25% slow + DoT) self.distortionSlowPercent = 0.25; self.distortionDamage = 5; // DoT damage per tick self.distortionDuration = 180; // 3s duration } } // Visual upgrade effect var upgradeColor = self.level === 2 ? 0x00FF00 : 0xFFD700; towerGraphics.tint = upgradeColor; // Light animation effect var lightEffect = self.addChild(LK.getAsset('spotlight', { anchorX: 0.5, anchorY: 0.5 })); lightEffect.x = 0; lightEffect.y = 0; lightEffect.scaleX = 2; lightEffect.scaleY = 2; lightEffect.alpha = 0.8; lightEffect.tint = upgradeColor; tween(lightEffect, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { lightEffect.destroy(); } }); updateUI(); return true; }; // Tower click handler for upgrade menu self.down = function (x, y, obj) { if (!showingBuildMenu && gameState === 'playing') { // If this tower is already selected and upgrade menu is showing, close it if (showingUpgradeMenu && selectedTower === self) { hideUpgradeMenu(); } else { // Otherwise show upgrade menu for this tower showUpgradeMenu(self); } } }; 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; // Music system variables var currentMusicTrack = null; var musicTracks = ["1", "2", "3"]; // Initial tracks for waves 1-15 var advancedMusicTracks = ["4", "5", "6"]; // Advanced tracks for wave 16+ var musicCheckInterval = 1800; // Check every 30 seconds (1800 ticks = 30 seconds at 60fps) var musicCheckTimer = 0; var gameplayMusicPlaying = false; // 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 = []; // Tower upgrade system variables var showingUpgradeMenu = false; var selectedTower = null; var upgradeMenuContainer; // === 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 = 550; 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); } // Additional symmetric seating sections for more complete hall // Second row VIP seating (behind front row) for (var seat = 0; seat < 12; seat++) { var secondVipSeat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); secondVipSeat.x = 600 + seat * 90; secondVipSeat.y = 1520; secondVipSeat.scaleX = 0.75; secondVipSeat.scaleY = 0.75; secondVipSeat.tint = 0xE6E600; // Slightly less gold for second row backgroundElements.push(secondVipSeat); } // Side orchestra sections - Extended left side for (var row = 0; row < 6; row++) { for (var seat = 0; seat < 5; seat++) { var extendedLeftSeat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); extendedLeftSeat.x = 200 + seat * 75; extendedLeftSeat.y = 1650 + row * 65; extendedLeftSeat.scaleX = 0.68; extendedLeftSeat.scaleY = 0.68; extendedLeftSeat.rotation = 0.3; extendedLeftSeat.tint = 0xF5DEB3; backgroundElements.push(extendedLeftSeat); } } // Side orchestra sections - Extended right side for (var row = 0; row < 6; row++) { for (var seat = 0; seat < 5; seat++) { var extendedRightSeat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); extendedRightSeat.x = 1650 + seat * 75; extendedRightSeat.y = 1650 + row * 65; extendedRightSeat.scaleX = 0.68; extendedRightSeat.scaleY = 0.68; extendedRightSeat.rotation = -0.3; extendedRightSeat.tint = 0xF5DEB3; backgroundElements.push(extendedRightSeat); } } // Premium box seats - Upper level center for (var row = 0; row < 2; row++) { for (var seat = 0; seat < 8; seat++) { var upperCenterSeat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); upperCenterSeat.x = 750 + seat * 85; upperCenterSeat.y = 1150 + row * 50; upperCenterSeat.scaleX = 0.65; upperCenterSeat.scaleY = 0.65; upperCenterSeat.tint = 0xFFB347; // Orange-gold for premium upper seats backgroundElements.push(upperCenterSeat); } } // Extended back orchestra seating for (var row = 0; row < 4; row++) { for (var seat = 0; seat < 16; seat++) { var backExtendedSeat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); backExtendedSeat.x = 400 + seat * 85; backExtendedSeat.y = 2150 + row * 55; backExtendedSeat.scaleX = 0.72; backExtendedSeat.scaleY = 0.72; backExtendedSeat.tint = 0xD2B48C; // Tan color for back seating backgroundElements.push(backExtendedSeat); } } // 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 playRandomMusic() { var availableTracks = wave >= 16 ? advancedMusicTracks : musicTracks; var selectedTrack; // Ensure we don't play the same track twice in a row do { var randomIndex = Math.floor(Math.random() * availableTracks.length); selectedTrack = availableTracks[randomIndex]; } while (selectedTrack === currentMusicTrack && availableTracks.length > 1); // Stop current music before playing new track to prevent overlap LK.stopMusic(); // Always update and play the new track currentMusicTrack = selectedTrack; if (!musicMuted) { LK.playMusic(currentMusicTrack, { loop: true }); gameplayMusicPlaying = true; } } 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('BotonStart', { anchorX: 0.5, anchorY: 0.5 })); startButton.x = 1024; startButton.y = 1000; startButton.scaleX = 1.5; startButton.scaleY = 1.5; var tutorialButton = menuContainer.addChild(LK.getAsset('TutorialB', { anchorX: 0.5, anchorY: 0.5 })); tutorialButton.x = 1024; tutorialButton.y = 1300; tutorialButton.scaleX = 1.5; tutorialButton.scaleY = 1.5; 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('fondo', { 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 = 100; // 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 = 100; var goldText = new Text2(gold, { size: 85, fill: 0xFFD700, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" }); goldText.anchor.set(0.5, 0.5); LK.gui.topRight.addChild(goldText); goldText.x = -200; goldText.y = 100; // Lives background panel for better visibility var livesBackground = LK.getAsset('fondo', { 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 = 300; // 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 = 300; var livesText = new Text2(lives, { size: 85, fill: 0xFF6B6B, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" }); livesText.anchor.set(0.5, 0.5); LK.gui.topRight.addChild(livesText); livesText.x = -200; livesText.y = 300; var waveText = new Text2('♪ WAVE ' + wave + ' ♪', { size: 80, fill: 0xFFD700, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" }); waveText.anchor.set(0.5, 0.5); LK.gui.bottomLeft.addChild(waveText); waveText.x = 320; waveText.y = -150; // Add wave background for better visibility var waveBackground = LK.getAsset('fondo', { anchorX: 0.5, anchorY: 0.5 }); waveBackground.scaleX = 1.2; waveBackground.scaleY = 0.4; waveBackground.alpha = 0.7; waveBackground.tint = 0x8B4513; LK.gui.bottomLeft.addChild(waveBackground); waveBackground.x = 320; waveBackground.y = -150; // 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('fondo', { 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('fondo', { 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) { if (gameState === 'playing') { playRandomMusic(); } else { LK.playMusic('MusicaInicio', { loop: true }); } muteText.setText('♪ MUSIC ♪'); muteButton.tint = 0xFFFFFF; musicMuted = false; } else { LK.stopMusic(); muteText.setText('♪ MUTED ♪'); muteButton.tint = 0x888888; musicMuted = true; gameplayMusicPlaying = false; } }; 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); // Upgrade menu elements (initially hidden) upgradeMenuContainer = new Container(); game.addChild(upgradeMenuContainer); upgradeMenuContainer.visible = false; var upgradeMenuBackground = upgradeMenuContainer.addChild(LK.getAsset('woodPanel', { anchorX: 0.5, anchorY: 0.5 })); upgradeMenuBackground.scaleX = 1.2; upgradeMenuBackground.scaleY = 0.8; upgradeMenuBackground.alpha = 0.95; upgradeMenuBackground.tint = 0x8B4513; var upgradeButton = upgradeMenuContainer.addChild(LK.getAsset('upgradeIcon', { anchorX: 0.5, anchorY: 0.5 })); upgradeButton.x = -80; upgradeButton.y = 0; upgradeButton.scaleX = 1.0; upgradeButton.scaleY = 1.0; var removeButton = upgradeMenuContainer.addChild(LK.getAsset('removeIcon', { anchorX: 0.5, anchorY: 0.5 })); removeButton.x = 80; removeButton.y = 0; removeButton.scaleX = 1.0; removeButton.scaleY = 1.0; var upgradeCostText = upgradeMenuContainer.addChild(new Text2('UPGRADE\n$50', { size: 40, fill: 0xFFFFFF, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" })); upgradeCostText.anchor.set(0.5, 0); upgradeCostText.x = -80; upgradeCostText.y = 50; var removeText = upgradeMenuContainer.addChild(new Text2('REMOVE\nRefund 50%', { size: 40, fill: 0xFFFFFF, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" })); removeText.anchor.set(0.5, 0); removeText.x = 120; removeText.y = 50; var towerInfoText = upgradeMenuContainer.addChild(new Text2('Level 1 Tower', { size: 45, fill: 0xFFFFFF, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" })); towerInfoText.anchor.set(0.5, 1); towerInfoText.x = 0; towerInfoText.y = -50; 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; // Start buttons small and animate them opening drumButton.scaleX = 0.1; drumButton.scaleY = 0.1; trumpetButton.scaleX = 0.1; trumpetButton.scaleY = 0.1; guitarButton.scaleX = 0.1; guitarButton.scaleY = 0.1; violinButton.scaleX = 0.1; violinButton.scaleY = 0.1; djButton.scaleX = 0.1; djButton.scaleY = 0.1; // Animate buttons appearing in sequence with slight delays tween(drumButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut }); LK.setTimeout(function () { tween(trumpetButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut }); }, 100); LK.setTimeout(function () { tween(guitarButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut }); }, 200); LK.setTimeout(function () { tween(violinButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut }); }, 300); LK.setTimeout(function () { tween(djButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut }); }, 400); } function hideBuildMenu() { showingBuildMenu = false; selectedBuildSpot = null; buildMenuContainer.visible = false; } function showUpgradeMenu(tower) { if (showingBuildMenu) return; // Don't show if build menu is open // Force hide any existing upgrade menu first if (showingUpgradeMenu) { hideUpgradeMenu(); // Wait for hide animation to complete before showing new menu LK.setTimeout(function () { actuallyShowUpgradeMenu(tower); }, 250); return; } actuallyShowUpgradeMenu(tower); } function actuallyShowUpgradeMenu(tower) { showingUpgradeMenu = true; selectedTower = tower; // Ensure container is properly reset upgradeMenuContainer.visible = true; upgradeMenuContainer.scaleX = 0.1; upgradeMenuContainer.scaleY = 0.1; upgradeMenuContainer.alpha = 0; // Position menu near tower upgradeMenuContainer.x = tower.x; upgradeMenuContainer.y = tower.y - 200; // Hide background for circular menu upgradeMenuBackground.visible = false; // Position buttons in circular layout var radius = 80; upgradeButton.x = -radius; upgradeButton.y = 0; removeButton.x = radius; removeButton.y = 0; // Update menu content based on tower level and type var upgradeCost = 0; if (tower.towerType === 'drum') { upgradeCost = tower.level === 1 ? 90 : tower.level === 2 ? 160 : 0; } else if (tower.towerType === 'trumpet') { upgradeCost = tower.level === 1 ? 130 : tower.level === 2 ? 200 : 0; } else if (tower.towerType === 'guitar') { upgradeCost = tower.level === 1 ? 180 : tower.level === 2 ? 250 : 0; } else if (tower.towerType === 'violin') { upgradeCost = tower.level === 1 ? 160 : tower.level === 2 ? 220 : 0; } else if (tower.towerType === 'dj') { upgradeCost = tower.level === 1 ? 280 : tower.level === 2 ? 350 : 0; } var canUpgrade = tower.level < 3 && gold >= upgradeCost; var refundAmount = Math.floor(tower.totalCost * 0.5); if (tower.level >= 3) { upgradeCostText.setText('UPGRADE\nMAX LEVEL'); upgradeCostText.tint = 0x888888; upgradeButton.tint = 0x666666; } else { upgradeCostText.setText('UPGRADE\n$' + upgradeCost); upgradeCostText.tint = canUpgrade ? 0x00FF00 : 0xFF4444; upgradeButton.tint = canUpgrade ? 0xFFFFFF : 0x888888; } removeText.setText('REMOVE\nRefund $' + refundAmount); towerInfoText.setText('Level ' + tower.level + ' ' + tower.towerType.toUpperCase()); // Position text relative to circular buttons upgradeCostText.x = -radius; upgradeCostText.y = 50; removeText.x = radius; removeText.y = 50; towerInfoText.x = 0; towerInfoText.y = -50; // Animate menu opening tween(upgradeMenuContainer, { scaleX: 1.0, scaleY: 1.0, alpha: 1.0 }, { duration: 300, easing: tween.easeOut }); } function hideUpgradeMenu() { showingUpgradeMenu = false; selectedTower = null; tween(upgradeMenuContainer, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { upgradeMenuContainer.visible = false; } }); } function removeTower(tower) { if (!tower) return; // Calculate refund (50% of total investment) var refundAmount = Math.floor(tower.totalCost * 0.5); gold += refundAmount; // Find and free the build spot for (var i = 0; i < buildSpots.length; i++) { var spot = buildSpots[i]; var distance = Math.sqrt((spot.x - tower.x) * (spot.x - tower.x) + (spot.y - tower.y) * (spot.y - tower.y)); if (distance < 50) { // Close enough to be the same spot spot.occupied = false; break; } } // Remove from towers array var towerIndex = towers.indexOf(tower); if (towerIndex > -1) { towers.splice(towerIndex, 1); } // Destruction animation and sound LK.getSound('enemyDeath').play(); // Destruction sound tween(tower, { scaleX: 0.1, scaleY: 0.1, rotation: Math.PI * 2, alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { tower.destroy(); } }); updateUI(); hideUpgradeMenu(); } 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 if (towerType === 'dj') { LK.getSound('SonidoDJ').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"); } }; // Upgrade menu button handlers upgradeButton.down = function (x, y, obj) { if (selectedTower && selectedTower.level < 3) { var upgradeCost = 0; if (selectedTower.towerType === 'drum') { upgradeCost = selectedTower.level === 1 ? 90 : 160; } else if (selectedTower.towerType === 'trumpet') { upgradeCost = selectedTower.level === 1 ? 130 : 200; } else if (selectedTower.towerType === 'guitar') { upgradeCost = selectedTower.level === 1 ? 180 : 250; } else if (selectedTower.towerType === 'violin') { upgradeCost = selectedTower.level === 1 ? 160 : 220; } else if (selectedTower.towerType === 'dj') { upgradeCost = selectedTower.level === 1 ? 280 : 350; } if (gold >= upgradeCost) { if (selectedTower.upgrade()) { LK.getSound('build').play(); // Upgrade sound hideUpgradeMenu(); } } } }; removeButton.down = function (x, y, obj) { if (selectedTower) { removeTower(selectedTower); } }; // Game click handler to hide menus - only if not clicking on buttons or build spots game.down = function (x, y, obj) { // Priority: Build menu takes precedence 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(); } return; // Prevent other interactions when build menu is open } // Check if we clicked on a tower first - if so, don't hide upgrade menu var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var dx = x - tower.x; var dy = y - tower.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= 60) { // Tower click radius clickedOnTower = true; break; } } // Handle upgrade menu interactions if (showingUpgradeMenu) { // Don't hide if we clicked on a tower (allowing tower switching) if (clickedOnTower) { return; } // Check if clicked within upgrade menu area var relativeX = x - upgradeMenuContainer.x; var relativeY = y - upgradeMenuContainer.y; var distanceFromCenter = Math.sqrt(relativeX * relativeX + relativeY * relativeY); var clickedOnButton = distanceFromCenter <= 150; // Menu area radius + buffer if (!clickedOnButton) { hideUpgradeMenu(); } return; // Prevent other interactions when upgrade menu is open } }; function calculateEnemiesForWave(waveNumber) { // Formula: enemiesTotal = round(10 × (1.15 ^ (waveActual - 1))) return Math.round(10 * Math.pow(1.15, waveNumber - 1)); } function getSpawnIntervalForWave(waveNumber) { // Formula: max(0.5, 1.5 - (wave × 0.03)) in seconds, converted to ticks var intervalInSeconds = Math.max(0.5, 1.5 - waveNumber * 0.03); var intervalInTicks = Math.round(intervalInSeconds * 60); // Convert to 60fps ticks return intervalInTicks; } function getEnemyTypesForWave(waveNumber) { var availableTypes = []; // Wave 1-4: Only Nota Desafinada if (waveNumber <= 4) { availableTypes = ['notaDesafinada']; } // Wave 5-9: Add Glitch de Audio else if (waveNumber >= 5 && waveNumber <= 9) { availableTypes = ['notaDesafinada', 'glitchAudio']; } // Wave 10-14: Add Ruido Blanco else if (waveNumber >= 10 && waveNumber <= 14) { availableTypes = ['notaDesafinada', 'glitchAudio', 'ruidoBlanco']; } // Wave 15-19: Add Eco Oscuro else if (waveNumber >= 15 && waveNumber <= 19) { availableTypes = ['notaDesafinada', 'glitchAudio', 'ruidoBlanco', 'ecoOscuro']; } // Wave 20-24: Add Autotune Malicioso else if (waveNumber >= 20 && waveNumber <= 24) { availableTypes = ['notaDesafinada', 'glitchAudio', 'ruidoBlanco', 'ecoOscuro', 'autotuneMalicioso']; } // Wave 25+: All enemy types with elites else { availableTypes = ['notaDesafinada', 'glitchAudio', 'ruidoBlanco', 'ecoOscuro', 'autotuneMalicioso']; } return availableTypes; } function getEnemyTypeWeights(waveNumber, availableTypes) { var weights = {}; // Calculate probability of strong enemy: min(0.6, 0.05 × wave) var strongEnemyProbability = Math.min(0.6, 0.05 * waveNumber); var weakEnemyProbability = 1 - strongEnemyProbability; // Early waves (1-4): Only Nota Desafinada if (waveNumber <= 4) { weights['notaDesafinada'] = 100; } // Waves 5-9: Nota Desafinada + Glitch Audio else if (waveNumber >= 5 && waveNumber <= 9) { weights['notaDesafinada'] = Math.round(weakEnemyProbability * 100); weights['glitchAudio'] = Math.round(strongEnemyProbability * 100); } // Waves 10-14: Add Ruido Blanco else if (waveNumber >= 10 && waveNumber <= 14) { var basicProportion = Math.round(weakEnemyProbability * 50); var strongProportion = Math.round(strongEnemyProbability * 50); weights['notaDesafinada'] = basicProportion; weights['glitchAudio'] = basicProportion; weights['ruidoBlanco'] = strongProportion * 2; } // Waves 15-19: Add Eco Oscuro else if (waveNumber >= 15 && waveNumber <= 19) { weights['notaDesafinada'] = Math.round(weakEnemyProbability * 35); weights['glitchAudio'] = Math.round(weakEnemyProbability * 15); weights['ruidoBlanco'] = Math.round(strongEnemyProbability * 30); weights['ecoOscuro'] = Math.round(strongEnemyProbability * 20); } // Waves 20-24: Add Autotune Malicioso else if (waveNumber >= 20 && waveNumber <= 24) { weights['notaDesafinada'] = Math.round(weakEnemyProbability * 25); weights['glitchAudio'] = Math.round(weakEnemyProbability * 15); weights['ruidoBlanco'] = Math.round(strongEnemyProbability * 20); weights['ecoOscuro'] = Math.round(strongEnemyProbability * 20); weights['autotuneMalicioso'] = Math.round(strongEnemyProbability * 20); } // Wave 25+: All enemies with elite variants else { weights['notaDesafinada'] = 15; weights['glitchAudio'] = 15; weights['ruidoBlanco'] = 20; weights['ecoOscuro'] = 30; weights['autotuneMalicioso'] = 20; } 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; } } // Determine if this should be an elite enemy (25+ waves only) var isElite = wave >= 25 && Math.random() < 0.25; // 25% chance for elite var enemy = new Enemy(selectedType, isElite); enemy.x = pathPoints[0].x; enemy.y = pathPoints[0].y; // Scale health based on wave using formula: enemy_HP = base_HP × (1.12 ^ (wave - 1)) var healthMultiplier = Math.pow(1.12, wave - 1); 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.stopMusic(); // Stop menu music playRandomMusic(); } else if (!musicMuted && !gameplayMusicPlaying) { // Ensure music is playing for subsequent waves playRandomMusic(); } // 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; // Play horn sound for wave start LK.getSound('Cuerno').play(); // 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('Symphony Siege', { size: 160, 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'; // Play Voz sound immediately when entering initial menu and chain Risa after it finishes var vozSound = LK.getSound('Voz'); vozSound.play(); // Calculate duration of Voz sound and play Risa after that duration // Assuming Voz sound is approximately 3 seconds, adjust timing as needed LK.setTimeout(function () { LK.getSound('Risa').play(); }, 3000); // 3 seconds delay, adjust based on actual Voz sound duration // Play menu music if (!musicMuted) { LK.playMusic('MusicaInicio', { loop: true }); } game.update = function () { // Concert hall ambiance - create floating musical notes periodically if (LK.ticks % 180 === 0) { // Every 3 seconds createFloatingNote(); } // Music system - check if we need to switch tracks and ensure music is always playing if (!musicMuted && gameState === 'playing') { // Ensure music is playing during gameplay if (!gameplayMusicPlaying || LK.ticks % 300 === 0) { // Check every 5 seconds if (!currentMusicTrack) { playRandomMusic(); } else { // Restart current track if not playing LK.playMusic(currentMusicTrack, { loop: true }); gameplayMusicPlaying = true; } } musicCheckTimer++; if (musicCheckTimer >= musicCheckInterval) { musicCheckTimer = 0; // Play a new random track every 30 seconds playRandomMusic(); } } 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(); // Check if we've reached wave 16 to switch to advanced music if (wave === 16 && !musicMuted) { playRandomMusic(); // Switch to advanced tracks } // 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
@@ -64,8 +64,12 @@
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);
+ // Level III drum tower slow effect
+ if (self.specialData.slowEffect && Math.random() < (self.specialData.slowChance || 0.1)) {
+ enemy.slowedUntil = LK.ticks + (self.specialData.slowDuration || 90);
+ }
}
}
}
} else if (self.towerType === 'trumpet') {
@@ -74,11 +78,45 @@
// Apply pushback effect
if (!died && self.target.pathIndex < pathPoints.length - 2) {
self.target.pathIndex = Math.max(0, self.target.pathIndex - 1);
}
+ // Level III stun effect
+ if (!died && self.specialData.stunChance && Math.random() < self.specialData.stunChance) {
+ self.target.stunnedUntil = LK.ticks + (self.specialData.stunDuration || 60);
+ // Visual stun effect
+ var enemyGraphics = self.target.getChildAt(0);
+ if (enemyGraphics) {
+ var originalTint = enemyGraphics.tint || 0xffffff;
+ tween(enemyGraphics, {
+ tint: 0xFFFF00,
+ // Yellow stun effect
+ scaleX: 0.8,
+ scaleY: 0.8
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ LK.setTimeout(function () {
+ if (enemyGraphics && enemyGraphics.parent) {
+ tween(enemyGraphics, {
+ tint: originalTint,
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 300
+ });
+ }
+ }, (self.specialData.stunDuration || 60) * 16);
+ }
+ });
+ }
+ }
} else if (self.towerType === 'guitar') {
- // Chain attack
- died = self.target.takeDamage(self.damage);
+ // Chain attack with multiple hits
+ var hitsPerTarget = 3; // Guitar does 3 hits per target
+ for (var hit = 0; hit < hitsPerTarget; hit++) {
+ died = self.target.takeDamage(self.damage) || died;
+ }
self.hitTargets.push(self.target);
var chainsLeft = (self.specialData.chainCount || 3) - self.hitTargets.length;
if (chainsLeft > 0) {
// Find next target for chain
@@ -99,13 +137,68 @@
if (nextTarget) {
self.target = nextTarget;
return; // Continue to next target
}
+ // Level III extended chaining
+ else if (self.specialData.extendedChain && self.hitTargets.length === self.specialData.chainCount) {
+ // Try to find enemies near the last hit target for extended chain
+ var lastTarget = self.hitTargets[self.hitTargets.length - 1];
+ 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 - lastTarget.x;
+ var dy2 = enemy.y - lastTarget.y;
+ var chainDist = Math.sqrt(dx2 * dx2 + dy2 * dy2);
+ if (chainDist < 100) {
+ // Shorter range for extended chain
+ self.target = enemy;
+ self.specialData.chainCount++; // Extend the chain
+ return;
+ }
+ }
+ }
+ }
}
} else if (self.towerType === 'violin') {
- // Damage with slow chance
+ // Damage with slow and freeze chance
died = self.target.takeDamage(self.damage);
- if (!died && Math.random() < (self.specialData.slowChance || 0.25)) {
+ // Check for freeze effect first (Level III only)
+ var froze = false;
+ if (!died && self.specialData.freezeChance && Math.random() < self.specialData.freezeChance) {
+ self.target.frozenUntil = LK.ticks + (self.specialData.freezeDuration || 90);
+ froze = true;
+ // Apply freeze animation
+ var enemyGraphics = self.target.getChildAt(0);
+ if (enemyGraphics) {
+ var originalTint = enemyGraphics.tint || 0xffffff;
+ tween(enemyGraphics, {
+ tint: 0x00FFFF,
+ // Cyan freeze effect
+ scaleX: 0.9,
+ scaleY: 0.9,
+ alpha: 0.7
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ LK.setTimeout(function () {
+ if (enemyGraphics && enemyGraphics.parent) {
+ tween(enemyGraphics, {
+ tint: originalTint,
+ scaleX: 1.0,
+ scaleY: 1.0,
+ alpha: 1.0
+ }, {
+ duration: 300
+ });
+ }
+ }, (self.specialData.freezeDuration || 90) * 16);
+ }
+ });
+ }
+ }
+ // Apply slow effect if not frozen
+ else if (!died && !froze && 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) {
@@ -169,11 +262,11 @@
}, (self.specialData.slowDuration || 120) * 16);
}
}
} else if (self.towerType === 'dj') {
- // Area damage with blind effect
+ // Area damage with blind effect and Level III distortion
died = self.target.takeDamage(self.damage);
- // Damage and blind other enemies in large area
+ // Damage and apply effects to 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;
@@ -182,9 +275,27 @@
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
+ enemy.blindedUntil = LK.ticks + (self.specialData.blindDuration || 60);
+ // Level III distortion effect
+ if (self.specialData.distortionEffect) {
+ enemy.distortedUntil = LK.ticks + (self.specialData.distortionDuration || 180);
+ enemy.distortionDamage = self.specialData.distortionDamage || 5;
+ enemy.distortionSlowPercent = self.specialData.distortionSlowPercent || 0.25;
+ // Visual distortion effect
+ var enemyGraphics = enemy.getChildAt(0);
+ if (enemyGraphics) {
+ tween(enemyGraphics, {
+ tint: 0xFF00FF,
+ // Magenta distortion effect
+ rotation: 0.2
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ }
+ }
}
}
} else {
// Default damage
@@ -342,16 +453,32 @@
}
} else {
// Calculate current speed with effects
var currentSpeed = self.speed;
+ // Apply stun effect from trumpet (completely stops movement)
+ if (self.stunnedUntil && LK.ticks < self.stunnedUntil) {
+ currentSpeed = 0; // Can't move when stunned
+ }
+ // Apply freeze effect from violin (completely stops movement)
+ else if (self.frozenUntil && LK.ticks < self.frozenUntil) {
+ currentSpeed = 0; // Can't move when frozen
+ }
// Apply slow effect from violin
- if (self.slowedUntil && LK.ticks < self.slowedUntil) {
+ else 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 distortion effect from DJ Level III
+ if (self.distortedUntil && LK.ticks < self.distortedUntil) {
+ currentSpeed *= 1 - (self.distortionSlowPercent || 0.25); // Additional slow from distortion
+ // Apply DoT damage every 30 ticks (0.5 seconds)
+ if (LK.ticks % 30 === 0) {
+ self.takeDamage(self.distortionDamage || 5);
+ }
+ }
// Apply autotune debuff to nearby towers
if (self.enemyType === 'autotuneMalicioso') {
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
@@ -466,80 +593,91 @@
} else {
LK.getSound('hit').play();
}
};
- // Tower upgrade method
+ // Tower upgrade method with specific stats per tower type and level
self.upgrade = function () {
if (self.level >= 3) return false; // Max level reached
- var upgradeCost = self.level === 1 ? 40 : 60; // Reduced base cost, adjusted for level 2
+ // Calculate upgrade cost based on tower type and level
+ var upgradeCost = 0;
+ if (self.towerType === 'drum') {
+ upgradeCost = self.level === 1 ? 90 : 160;
+ } else if (self.towerType === 'trumpet') {
+ upgradeCost = self.level === 1 ? 130 : 200;
+ } else if (self.towerType === 'guitar') {
+ upgradeCost = self.level === 1 ? 180 : 250;
+ } else if (self.towerType === 'violin') {
+ upgradeCost = self.level === 1 ? 160 : 220;
+ } else if (self.towerType === 'dj') {
+ upgradeCost = self.level === 1 ? 280 : 350;
+ }
if (gold < upgradeCost) return false; // Not enough gold
gold -= upgradeCost;
self.totalCost += upgradeCost;
self.level++;
- // Apply new upgrade system based on tower type and level
+ // Apply specific stats based on tower type and level
if (self.towerType === 'drum') {
if (self.level === 2) {
self.damage = 20;
- self.fireRate = 30; // Same speed
+ self.fireRate = 30; // Same as level 1 (0.5s)
self.areaRadius = Math.floor(self.baseAreaRadius * 1.25); // 25% larger area
} else if (self.level === 3) {
self.damage = 25;
- self.fireRate = 24; // Faster (0.4s)
+ self.fireRate = 24; // 0.4s at 60fps
self.areaRadius = Math.floor(self.baseAreaRadius * 1.25);
- self.slowChance = 0.1; // 10% slow chance
- self.slowDuration = 90; // 1.5s slow
+ self.slowEffect = true; // Add 10% slow for 1.5s
+ self.slowChance = 0.1;
+ self.slowDuration = 90; // 1.5s at 60fps
}
} else if (self.towerType === 'trumpet') {
if (self.level === 2) {
self.damage = 45;
- self.fireRate = 54; // Faster (0.9s)
- self.pushbackStrength = 1.5; // Stronger push
+ self.fireRate = 54; // 0.9s at 60fps
+ self.strongerPushback = true;
} else if (self.level === 3) {
self.damage = 60;
- self.fireRate = 48; // Faster (0.8s)
- self.pushbackStrength = 2.0;
+ self.fireRate = 48; // 0.8s at 60fps
self.stunChance = 0.1; // 10% stun chance
- self.stunDuration = 60; // 1s stun
+ self.stunDuration = 60; // 1s at 60fps
}
} else if (self.towerType === 'guitar') {
if (self.level === 2) {
- self.damage = 25;
- self.fireRate = 78; // Faster (1.3s)
- self.chainCount = 4; // One more bounce
+ self.damage = 25; // Per hit
+ self.fireRate = 78; // 1.3s at 60fps
+ self.chainCount = 4;
} else if (self.level === 3) {
- self.damage = 30;
- self.fireRate = 72; // Faster (1.2s)
+ self.damage = 30; // Per hit
+ self.fireRate = 72; // 1.2s at 60fps
self.chainCount = 4;
- self.chainNearby = true; // Can chain to nearby enemies
+ self.extendedChain = true; // Enhanced chaining
}
} else if (self.towerType === 'violin') {
if (self.level === 2) {
self.damage = 14;
- self.fireRate = 60; // Same speed
- self.slowChance = 0.35; // 35% chance
- self.slowDuration = 180; // 3s slow
+ self.fireRate = 60; // Same as level 1 (1.0s)
+ self.slowChance = 0.35; // 35% slow
+ self.slowDuration = 180; // 3s at 60fps
} else if (self.level === 3) {
self.damage = 18;
- self.fireRate = 54; // Faster (0.9s)
- self.slowChance = 0.4; // 40% chance
+ self.fireRate = 54; // 0.9s at 60fps
+ self.slowChance = 0.40; // 40% slow
self.slowDuration = 180;
self.freezeChance = 0.1; // 10% freeze chance
- self.freezeDuration = 90; // 1.5s freeze
+ self.freezeDuration = 90; // 1.5s at 60fps
}
} else if (self.towerType === 'dj') {
if (self.level === 2) {
self.damage = 65;
- self.fireRate = 138; // Faster (2.3s)
+ self.fireRate = 138; // 2.3s at 60fps
self.areaRadius = Math.floor(self.baseAreaRadius * 1.2); // Larger area
self.blindDuration = 60; // 1s blind
} else if (self.level === 3) {
self.damage = 80;
- self.fireRate = 120; // Faster (2.0s)
- self.areaRadius = Math.floor(self.baseAreaRadius * 1.2);
- self.blindDuration = 60;
- self.distortionEffect = true; // DoT and slow
+ self.fireRate = 120; // 2.0s at 60fps
+ self.distortionEffect = true; // Add distortion (25% slow + DoT)
+ self.distortionSlowPercent = 0.25;
self.distortionDamage = 5; // DoT damage per tick
- self.distortionDuration = 180; // 3s distortion
+ self.distortionDuration = 180; // 3s duration
}
}
// Visual upgrade effect
var upgradeColor = self.level === 2 ? 0x00FF00 : 0xFFD700;
@@ -2106,19 +2244,19 @@
removeButton.x = 80;
removeButton.y = 0;
removeButton.scaleX = 1.0;
removeButton.scaleY = 1.0;
-var upgradeCostText = upgradeMenuContainer.addChild(new Text2('UPGRADE\n$40', {
+var upgradeCostText = upgradeMenuContainer.addChild(new Text2('UPGRADE\n$50', {
size: 40,
- fill: 0x00FF00,
+ fill: 0xFFFFFF,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
upgradeCostText.anchor.set(0.5, 0);
upgradeCostText.x = -80;
upgradeCostText.y = 50;
var removeText = upgradeMenuContainer.addChild(new Text2('REMOVE\nRefund 50%', {
size: 40,
- fill: 0xFF6B6B,
+ fill: 0xFFFFFF,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
}));
removeText.anchor.set(0.5, 0);
removeText.x = 120;
@@ -2254,9 +2392,9 @@
upgradeMenuContainer.scaleY = 0.1;
upgradeMenuContainer.alpha = 0;
// Position menu near tower
upgradeMenuContainer.x = tower.x;
- upgradeMenuContainer.y = tower.y - 250;
+ upgradeMenuContainer.y = tower.y - 200;
// Hide background for circular menu
upgradeMenuBackground.visible = false;
// Position buttons in circular layout
var radius = 80;
@@ -2264,9 +2402,20 @@
upgradeButton.y = 0;
removeButton.x = radius;
removeButton.y = 0;
// Update menu content based on tower level and type
- var upgradeCost = tower.level === 1 ? 40 : tower.level === 2 ? 60 : 0;
+ var upgradeCost = 0;
+ if (tower.towerType === 'drum') {
+ upgradeCost = tower.level === 1 ? 90 : tower.level === 2 ? 160 : 0;
+ } else if (tower.towerType === 'trumpet') {
+ upgradeCost = tower.level === 1 ? 130 : tower.level === 2 ? 200 : 0;
+ } else if (tower.towerType === 'guitar') {
+ upgradeCost = tower.level === 1 ? 180 : tower.level === 2 ? 250 : 0;
+ } else if (tower.towerType === 'violin') {
+ upgradeCost = tower.level === 1 ? 160 : tower.level === 2 ? 220 : 0;
+ } else if (tower.towerType === 'dj') {
+ upgradeCost = tower.level === 1 ? 280 : tower.level === 2 ? 350 : 0;
+ }
var canUpgrade = tower.level < 3 && gold >= upgradeCost;
var refundAmount = Math.floor(tower.totalCost * 0.5);
if (tower.level >= 3) {
upgradeCostText.setText('UPGRADE\nMAX LEVEL');
@@ -2427,9 +2576,20 @@
};
// Upgrade menu button handlers
upgradeButton.down = function (x, y, obj) {
if (selectedTower && selectedTower.level < 3) {
- var upgradeCost = selectedTower.level === 1 ? 40 : 60;
+ var upgradeCost = 0;
+ if (selectedTower.towerType === 'drum') {
+ upgradeCost = selectedTower.level === 1 ? 90 : 160;
+ } else if (selectedTower.towerType === 'trumpet') {
+ upgradeCost = selectedTower.level === 1 ? 130 : 200;
+ } else if (selectedTower.towerType === 'guitar') {
+ upgradeCost = selectedTower.level === 1 ? 180 : 250;
+ } else if (selectedTower.towerType === 'violin') {
+ upgradeCost = selectedTower.level === 1 ? 160 : 220;
+ } else if (selectedTower.towerType === 'dj') {
+ upgradeCost = selectedTower.level === 1 ? 280 : 350;
+ }
if (gold >= upgradeCost) {
if (selectedTower.upgrade()) {
LK.getSound('build').play(); // Upgrade sound
hideUpgradeMenu();
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