User prompt
Mejor haz esto, al picas al boton de restart que el usuario regrese a la pantalla de inicio del juego
User prompt
Una vez presionado el boton se vuelve al menu de gameover, arregla eso
User prompt
Hay que picarle 3 veces al boton para que funcione, arregla eso
User prompt
When the "Restart" button is clicked, immediately reset the game state to its initial configuration: Clear all placed towers and upgrades. Reset player gold to starting amount. Set wave count to 1. Regenerate the enemy path and environment as in the first playthrough. Stop all ongoing music and restart the background track from the beginning. Reset cooldowns (including Grand Piano) and clear all visual effects or lingering animations. Fade the screen briefly to black, then fade back in with a fresh battlefield. Do not reload the entire scene—only reset gameplay data and visuals smoothly. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El boton solo sirve cuando se hace doble click rapidamente, yo quiero que funcione con solo un click
User prompt
El boton de restart aun no funciona
User prompt
haz el primero, cuando te de la orden reestablece las vidas a 40 despues
User prompt
Hay un problema a la hora de perder y pulsar el boton restart no se reestablece el juego y se queda en la pantalla de gameover
User prompt
Hay un problema, despues de la wave 10 se pausa la musica de fondo (melodia) y no se vuelve a poner, ademas quiero añadir +1 de oro por cada enemigo matado a partir de la wave 10
User prompt
Hazlo
User prompt
El botonde restart no esta funcionando correctamente, arregla eso, al presionar restart se debe empezar el juego desde 0 otra vez
User prompt
Hay un problema a la hora de picar el boton restart no se visualiza el escenario y sigue viendose la interfaz de gameover
User prompt
quiero que el boton de restart sea un nuevo asset llamado "restart" tambien quiero que elimines el texto de "restart"
User prompt
En la pantalla de gameover quiero que añadas los siguiente: "Total enemigos asesinados:" "Numero de wave:" "Oro gastado:" y un boton de volver a empezar (todo debe estar en ingles)
User prompt
Quiero que añadas +1 de oro por cada enemigo derrotado de la wave 10 para arriba ademas de ahcer un pequeño buff a la torre dj 1, 2 y 3
User prompt
Ahora un detalle final, quiero que a la hora de seleccionar el tutorial se de cada detalle de cada torre, alcance, daño, costo, velocidad de ataque y habilidad ademas de poner una imagen referencia de dicha torre (es la torre nivel 1, las torres 2 y 3 son una sorpresa para el jugador) ademas quiero que hagas 2 modificaciones extra al juego, no quieroq ue exista ningun "eliteEnemy" potenciado ademas de incrementar las vidas de jugador a 40 y cada 10 awves pasadas que se le sumen 10 (dandole un anuncio de que se le sumaron vidas) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El tamaño del texto de oro, quiero que lo reescales a como era antes
User prompt
Tus sugerencias suenan muy bien pero las implemetnaremos despues, por el momento me gustaria que incrementes el tamaño de las letras de impuesto y cuanto se cobro del mismo,a demas quiero que reduzcas un poco mas la velocidad de glitch audio potenciado, ademas me he dado cuenta que existen waves que no dan ni uno soo de oro no quiero que esto suceda, algunas waves (a partir de la 10) hay algunos enemigos que no te dan oro pero no son todos ademas quiero que reescales el daño de piano para que este mas acorde a la wave en la que se lanza ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Quiero que grand piano se desbloquee despues de la wave 10 ademas quiero que añadas mas dificultad al juego y trates de hacer que los enemigos muevan sus pies ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
A ver implementa todas tus sugerencias, ademas te dejo dibujo libre para que aumentes un poco la dificultad del juego ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Reduce el area de efecto de grand piano ademas de que he notado que los enemigos que matas con grand piano no te dejan oro y ademas de todo eso quiero que la animacion de caida se haga donde puse el target de caida, no al medio, soluciona eso ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Reduce el area de efecto de grand piano ademas de que he notado que los enemigos que matas con grand piano no te dejan oro y ademas de todo eso quiero que la animacion de caida se haga donde puse el target de caida, no al medio, soluciona eso
User prompt
Implementa un sistema para el poder especial Grand Piano en el juego Symphony Siege con las siguientes funciones y efectos visuales: 🖱️ Interacción del jugador Al hacer clic en el ícono del Grand Piano, cambia el cursor o genera una versión fantasmal del piano que el jugador puede mover libremente por el escenario con el mouse. El piano debe mostrar una sombra de área de impacto o un indicador circular/rectangular para elegir dónde dejarlo caer. Al hacer clic nuevamente, se ejecuta la animación de caída del Grand Piano y el sonido correspondiente. ✨ Animación de obtención Crear una animación especial al desbloquear el Grand Piano (tras wave 10): Un cofre elegante y musical aparece y se abre con efectos de luz. El Grand Piano sale flotando del cofre lentamente, iluminado desde abajo, y se posiciona en su ícono de poder en la interfaz. Añadir efectos de partículas doradas, notas musicales flotando y una breve fanfarria orquestal. 🔄 Carga visual del poder El ícono del Grand Piano en la UI debe tener: Un contador de waves restantes para poder usarlo nuevamente (cooldown) Una barra o círculo de carga visual que se llena por segmentos a medida que pasan las oleadas. Crear nuevos assets si es necesario: ícono en escala gris cuando está bloqueado, versión animada cuando está listo. 🦶 Animaciones de enemigos Añadir una animación de caminar con los pies a todos los enemigos: Los enemigos deben mover sus pies de forma cíclica al avanzar. La velocidad de la animación debe coincidir con la velocidad del movimiento real. Si ya tienen animaciones flotantes o sin piernas, hacer que el cuerpo entero oscile o gire suavemente para simular avance. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Crea un sistema para un poder especial llamado Grand Piano en el juego Symphony Siege. Este poder se desbloquea al superar la wave 2 y puede activarse manualmente por el jugador con un botón especial en la interfaz. Funcionamiento del poder Grand Piano: Al activarse, aparece una animación dramática de un piano gigante cayendo sobre el escenario. El piano golpea toda el área del camino visible, causando 300 de daño masivo en área a todos los enemigos en pantalla. Si un enemigo sobrevive, queda aturdido durante 3 segundos. Enemigos inmunes a empuje también son afectados por este poder. Tiene un cooldown de 5 waves antes de poder usarse de nuevo. Añade efectos visuales como una tecla pulsando con intensidad y sonido clásico de acordes de piano graves. Este poder debe integrarse en el sistema actual de habilidades del jugador. Debe tener botón propio en la interfaz y debe mostrar un ícono de carga con contador de waves restante. Todo lo que necesite en assets y sonidos esta habilidad deben ser nuevos, no debe usar assets ya existentes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Quiero que reduzcas un poco la velocidad de el enemigo glitch audio cuando viene potenciado
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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) { // Calculate gold reward with restrictions var goldReward = self.target.goldValue; // Reduce gold per enemy from wave 6 if (wave >= 6) { goldReward = Math.min(goldReward, 3); } // Ensure minimum gold reward of 1 for all enemies from wave 10+ if (wave >= 10 && goldReward === 0) { goldReward = 1; } // Check wave gold limit if (lastWaveGoldEarned + goldReward > maxGoldPerWave) { goldReward = Math.max(1, maxGoldPerWave - lastWaveGoldEarned); } // Apply gold reward if (goldReward > 0) { gold += goldReward; lastWaveGoldEarned += goldReward; } 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, isSpecial, specialType) { var self = Container.call(this); // Set enemy properties based on type self.enemyType = enemyType || 'notaDesafinada'; self.isElite = isElite || false; self.isSpecial = isSpecial || false; self.specialType = specialType || ''; 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 = 2.7; // Further reduced for better balance when empowered 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; } // Special enemy modifications if (self.isSpecial) { if (self.specialType === 'spectral') { self.goldValue = 0; // No gold reward enemyGraphics.tint = 0x8800FF; // Purple tint enemyGraphics.alpha = 0.7; } else if (self.specialType === 'runner') { self.speed *= 2.5; // Very fast self.health *= 0.5; // Low health enemyGraphics.tint = 0x00FFFF; // Cyan tint } else if (self.specialType === 'armored') { self.health *= 1.8; // High health self.speed *= 0.7; // Slower self.damageResistance = 0.3; // 30% damage reduction enemyGraphics.tint = 0x808080; // Gray tint } else if (self.specialType === 'explosive') { self.explosiveDamage = 25; self.explosiveRadius = 80; enemyGraphics.tint = 0xFF4400; // Orange-red tint } else if (self.specialType === 'disruptor') { self.disruptRadius = 100; enemyGraphics.tint = 0xFFFF00; // Yellow tint } } self.pathIndex = 0; self.walkAnimationTimer = 0; self.originalScale = 1.0; self.takeDamage = function (damage) { // Apply damage resistance for armored enemies if (self.isSpecial && self.specialType === 'armored' && self.damageResistance) { damage *= 1 - self.damageResistance; } self.health -= damage; if (self.health <= 0) { self.health = 0; // Special enemy death effects if (self.isSpecial) { if (self.specialType === 'explosive') { // Damage nearby towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var dx = tower.x - self.x; var dy = tower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.explosiveRadius) { tower.disruptedUntil = LK.ticks + 120; // 2 seconds disruption // Visual explosion effect var explosion = game.addChild(LK.getAsset('spotlight', { anchorX: 0.5, anchorY: 0.5 })); explosion.x = self.x; explosion.y = self.y; explosion.tint = 0xFF4400; explosion.alpha = 0.8; tween(explosion, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 500, onFinish: function onFinish() { explosion.destroy(); } }); } } } } // 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 () { // Enhanced walking animation - more pronounced feet movement and body oscillation self.walkAnimationTimer += 0.4; // Increased animation speed var walkBob = Math.sin(self.walkAnimationTimer) * 0.12; // More pronounced bobbing var walkSway = Math.cos(self.walkAnimationTimer * 0.9) * 0.05; // Increased sway var footStep = Math.sin(self.walkAnimationTimer * 2) * 0.08; // Foot stepping animation // Enhanced scale animation for walking feet effect enemyGraphics.scaleY = self.originalScale + walkBob + footStep; enemyGraphics.scaleX = self.originalScale + walkBob * 0.4 + Math.abs(footStep) * 0.2; // Enhanced rotation for body sway during movement enemyGraphics.rotation = Math.sin(self.walkAnimationTimer * 1.4) * 0.06 + walkSway; // Add slight vertical movement for walking bounce enemyGraphics.y = Math.sin(self.walkAnimationTimer * 1.8) * 3; // Additional movement for floating/spectral enemies if (self.isSpecial && self.specialType === 'spectral') { enemyGraphics.y = Math.sin(self.walkAnimationTimer * 0.6) * 20; // Increased floating range enemyGraphics.rotation += Math.sin(self.walkAnimationTimer * 0.4) * 0.15; // More rotation enemyGraphics.alpha = 0.7 + Math.sin(self.walkAnimationTimer * 0.8) * 0.1; // Ghostly flickering } 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 Grand Piano stun effect (completely stops movement) else if (self.grandPianoStunnedUntil && LK.ticks < self.grandPianoStunnedUntil) { currentSpeed = 0; // Can't move when stunned by Grand Piano } // 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 } } } // Special disruptor enemy abilities if (self.isSpecial && self.specialType === 'disruptor') { 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.disruptRadius) { tower.disruptedUntil = LK.ticks + 1; // Continuous disruption } } } 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 }); // Function to update tower graphics based on level self.updateTowerGraphics = function () { var newAssetName; if (self.level === 1) { newAssetName = self.towerType + 'Tower'; } else if (self.level === 2) { if (self.towerType === 'drum') newAssetName = 'Tambor2';else if (self.towerType === 'trumpet') newAssetName = 'Trompeta2';else if (self.towerType === 'guitar') newAssetName = 'Guitarra2';else if (self.towerType === 'violin') newAssetName = 'Violin2';else if (self.towerType === 'dj') newAssetName = 'DJ2'; } else if (self.level === 3) { if (self.towerType === 'drum') newAssetName = 'Tambor3';else if (self.towerType === 'trumpet') newAssetName = 'Trompeta3';else if (self.towerType === 'guitar') newAssetName = 'Guitarra3';else if (self.towerType === 'violin') newAssetName = 'Violin3';else if (self.towerType === 'dj') newAssetName = 'DJ3'; } // Remove old graphics and add new ones if (towerGraphics && towerGraphics.parent) { self.removeChild(towerGraphics); } towerGraphics = self.attachAsset(newAssetName, { 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') { try { LK.getSound('ProyectilTA').play(); } catch (error) { console.log("Error playing drum sound, using fallback"); LK.getSound('hit').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 } } // Update tower graphics to show new level self.updateTowerGraphics(); // Light animation effect without changing tower color 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 = 0xFFD700; // Gold light effect 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++; // Check if tower is disrupted if (self.disruptedUntil && LK.ticks < self.disruptedUntil) { return; // Skip firing if disrupted } 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; // Difficulty system variables var goldPerEnemy = 5; // Base gold per enemy var maxGoldPerWave = 60; // Base maximum gold per wave var goldAbuseCooldown = 0; // Timer for gold abuse punishment var highGoldWaveCount = 0; // Count of waves with excess gold var lastWaveGoldEarned = 0; // Track gold earned in current wave var difficultyModifier = 1.0; // Applied to enemy stats for punishment var enemySpeedModifier = 1.0; // Speed increase from wave 10+ var forceExpenseEvent = false; // Force expense event flag var nextForceExpenseWave = 5; // Next wave to force expense var currentSpecialWave = null; // Track current special wave type // Simple music system - just track if Melodia is playing var gameplayMusicPlaying = false; // Flag to track if music is currently playing // 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; // Credits screen variables var creditsContainer; var showingCredits = false; // Grand Piano Power System var grandPianoPowerUnlocked = false; var grandPianoCooldownRemaining = 0; var grandPianoPowerButton; var grandPianoPowerText; var grandPianoCooldownText; var grandPianoButtonBackground; var grandPianoPowerActive = false; var grandPianoGhostMode = false; var grandPianoGhost = null; var grandPianoTargetArea = null; var grandPianoUnlockAnimationShown = false; // === 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 removed } // === 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 }); } }); } // === 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 section removed // === AUDIENCE SEATING AREAS === // Classical concert hall seating arrangement // Orchestra Level - Main Floor Seating // Left orchestra section with center aisle for (var row = 0; row < 8; row++) { for (var col = 0; col < 6; col++) { var seat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); seat.x = 300 + col * 65; seat.y = 1800 + row * 70; seat.scaleX = 0.8; seat.scaleY = 0.8; seat.rotation = 0.05; // Slight angle toward stage backgroundElements.push(seat); } } // Right orchestra section with center aisle for (var row = 0; row < 8; row++) { for (var col = 0; col < 6; col++) { var seat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); seat.x = 1400 + col * 65; seat.y = 1800 + row * 70; seat.scaleX = 0.8; seat.scaleY = 0.8; seat.rotation = -0.05; // Slight angle toward stage backgroundElements.push(seat); } } // Center orchestra section - split for main aisle for (var row = 0; row < 6; row++) { // Left side of center section for (var col = 0; col < 4; col++) { var seat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); seat.x = 750 + col * 65; seat.y = 1850 + row * 70; seat.scaleX = 0.9; seat.scaleY = 0.9; backgroundElements.push(seat); } // Right side of center section for (var col = 0; col < 4; col++) { var seat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); seat.x = 1100 + col * 65; seat.y = 1850 + row * 70; seat.scaleX = 0.9; seat.scaleY = 0.9; backgroundElements.push(seat); } } // Premium front rows - closer to orchestra pit for (var row = 0; row < 3; row++) { for (var col = 0; col < 12; col++) { var seat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); seat.x = 650 + col * 75; seat.y = 1650 + row * 70; seat.scaleX = 1.0; seat.scaleY = 1.0; seat.tint = 0xB8860B; // Gold tint for premium seats backgroundElements.push(seat); } } // Mezzanine Level - First Balcony // Left and right mezzanine sections removed // Center mezzanine - elevated premium seating for (var row = 0; row < 4; row++) { for (var col = 0; col < 10; col++) { var seat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); seat.x = 750 + col * 70; seat.y = 1100 + row * 65; seat.scaleX = 0.8; seat.scaleY = 0.8; seat.tint = 0x8B0000; // Deep red for premium balcony seats backgroundElements.push(seat); } } // Upper Gallery - Third Level // Compact seating in upper gallery for (var row = 0; row < 6; row++) { for (var col = 0; col < 16; col++) { var seat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); seat.x = 500 + col * 65; seat.y = 800 + row * 60; seat.scaleX = 0.6; seat.scaleY = 0.6; // Create perspective effect - chairs get smaller toward back var perspectiveScale = 1.0 - row * 0.05; seat.scaleX *= perspectiveScale; seat.scaleY *= perspectiveScale; backgroundElements.push(seat); } } // Side Box Seats - Elevated positions along walls // Rear Orchestra - Additional seating toward entrance for (var row = 0; row < 5; row++) { for (var col = 0; col < 14; col++) { var seat = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); seat.x = 600 + col * 70; seat.y = 2100 + row * 70; seat.scaleX = 0.8; seat.scaleY = 0.8; // Create slight curve effect for better sightlines var curveOffset = Math.sin(col / 13 * Math.PI) * 20; seat.y += curveOffset; backgroundElements.push(seat); } } // Standing room areas - simulated with smaller seats for atmosphere // Upper standing gallery for (var i = 0; i < 20; i++) { var standingSpot = game.addChild(LK.getAsset('seat', { anchorX: 0.5, anchorY: 0.5 })); standingSpot.x = 400 + i * 60; standingSpot.y = 650; standingSpot.scaleX = 0.3; standingSpot.scaleY = 0.3; standingSpot.alpha = 0.7; standingSpot.tint = 0x696969; // Gray for standing areas backgroundElements.push(standingSpot); } // === 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 removed // 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 removed // 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 playMelodia() { // Only start music if not muted if (!musicMuted) { try { LK.stopMusic(); console.log("Successfully stopped current music"); } catch (error) { console.log("Error stopping music:", error); } gameplayMusicPlaying = false; try { LK.playMusic('Melodia', { loop: true }); gameplayMusicPlaying = true; console.log("Successfully started Melodia"); } catch (error) { console.log("Error starting Melodia:", error); gameplayMusicPlaying = false; } } else { console.log("Music not started - muted:", musicMuted); } } function startMelodia() { // Only start music if not muted if (!musicMuted) { try { LK.playMusic('Melodia', { loop: true }); gameplayMusicPlaying = true; console.log("Successfully started Melodia"); } catch (error) { console.log("Error starting Melodia:", error); gameplayMusicPlaying = false; } } else { console.log("Music not started - muted:", musicMuted); } } // Manual music control function - stops current music function stopMusicSystem() { console.log("Stopping music system manually"); try { LK.stopMusic(); } catch (error) { console.log("Error stopping music:", error); } gameplayMusicPlaying = false; console.log("Music system stopped"); } 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: 80, 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; // Grand Piano Power Button (initially hidden) grandPianoButtonBackground = LK.getAsset('fondo', { anchorX: 0.5, anchorY: 0.5 }); grandPianoButtonBackground.scaleX = 0.8; grandPianoButtonBackground.scaleY = 0.5; grandPianoButtonBackground.alpha = 0.9; grandPianoButtonBackground.tint = 0x8B4513; LK.gui.bottomLeft.addChild(grandPianoButtonBackground); grandPianoButtonBackground.x = 200; grandPianoButtonBackground.y = -400; grandPianoButtonBackground.visible = false; grandPianoPowerButton = LK.getAsset('grandPiano', { anchorX: 0.5, anchorY: 0.5 }); grandPianoPowerButton.scaleX = 1.0; grandPianoPowerButton.scaleY = 1.0; LK.gui.bottomLeft.addChild(grandPianoPowerButton); grandPianoPowerButton.x = 200; grandPianoPowerButton.y = -400; grandPianoPowerButton.visible = false; grandPianoPowerText = new Text2('♪ GRAND PIANO ♪', { size: 45, fill: 0xFFD700, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" }); grandPianoPowerText.anchor.set(0.5, 0.5); LK.gui.bottomLeft.addChild(grandPianoPowerText); grandPianoPowerText.x = 200; grandPianoPowerText.y = -350; grandPianoPowerText.visible = false; grandPianoCooldownText = new Text2('Ready!', { size: 35, fill: 0x00FF00, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" }); grandPianoCooldownText.anchor.set(0.5, 0.5); LK.gui.bottomLeft.addChild(grandPianoCooldownText); grandPianoCooldownText.x = 200; grandPianoCooldownText.y = -320; grandPianoCooldownText.visible = false; muteButton.down = function () { if (musicMuted) { // Unmuting - start appropriate music if (gameState === 'playing') { console.log("Unmuting - starting Melodia"); playMelodia(); } else { // In menu, play menu music console.log("Unmuting - starting menu music"); try { LK.playMusic('MusicaInicio', { loop: true }); } catch (error) { console.log("Error starting menu music:", error); } } muteText.setText('♪ MUSIC ♪'); muteButton.tint = 0xFFFFFF; musicMuted = false; } else { // Muting - stop all music and reset system console.log("Muting music"); stopMusicSystem(); muteText.setText('♪ MUTED ♪'); muteButton.tint = 0x888888; musicMuted = true; } }; startWaveButton.down = function () { if (gameState === 'playing' && wavePaused && enemies.length === 0) { startCurrentWave(); } }; grandPianoPowerButton.down = function () { if (grandPianoPowerUnlocked && grandPianoCooldownRemaining === 0 && !grandPianoPowerActive && gameState === 'playing') { enterGrandPianoTargetingMode(); } }; // 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 + ' ♪'); updateGrandPianoPowerUI(); } function showBuildMenu(buildSpot) { showingBuildMenu = true; selectedBuildSpot = buildSpot; buildMenuContainer.visible = true; // Ensure build menu appears above all other elements game.removeChild(buildMenuContainer); game.addChild(buildMenuContainer); // 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 but higher up upgradeMenuContainer.x = tower.x; upgradeMenuContainer.y = tower.y - 250; // 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 - center upgrade cost below upgrade button upgradeCostText.x = -radius; // Center below upgrade button 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('Destruir').play(); // Tower 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"); LK.getSound('eror').play(); } }; 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"); LK.getSound('eror').play(); } }; 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"); LK.getSound('eror').play(); } }; 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"); LK.getSound('eror').play(); } }; 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"); LK.getSound('eror').play(); } }; // 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.move = function (x, y, obj) { if (grandPianoGhostMode && grandPianoGhost && grandPianoTargetArea) { grandPianoGhost.x = x; grandPianoGhost.y = y; grandPianoTargetArea.x = x; grandPianoTargetArea.y = y; } }; game.down = function (x, y, obj) { // Handle Grand Piano targeting mode first if (grandPianoGhostMode) { activateGrandPianoPowerAt(x, y); return; } // 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))) var baseCount = Math.round(10 * Math.pow(1.15, waveNumber - 1)); // Modify for special waves if (currentSpecialWave === 'massive') { baseCount = Math.round(baseCount * 1.8); // 80% more enemies } else if (currentSpecialWave === 'runners') { baseCount = Math.round(baseCount * 1.3); // 30% more fast enemies } return baseCount; } 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 = []; // Check for special themed waves from wave 8+ if (waveNumber >= 8) { var isSpecialWave = Math.random() < 0.25; // 25% chance if (isSpecialWave) { var specialWaves = ['runners', 'armored', 'massive']; var specialWave = specialWaves[Math.floor(Math.random() * specialWaves.length)]; // Store special wave type for spawn modifications currentSpecialWave = specialWave; if (specialWave === 'runners') { return ['glitchAudio']; // Fast, low HP enemies } else if (specialWave === 'armored') { return ['ruidoBlanco']; // Slow, high HP enemies } else if (specialWave === 'massive') { // More enemies but weaker return ['notaDesafinada']; } } } currentSpecialWave = null; // Normal wave // 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 (earlier and higher chances) var isElite = false; if (wave >= 20) { isElite = Math.random() < 0.35; // 35% chance for elite from wave 20 } else if (wave >= 15) { isElite = Math.random() < 0.20; // 20% chance for elite from wave 15 } else if (wave >= 10) { isElite = Math.random() < 0.10; // 10% chance for elite from wave 10 } // Special enemy mechanics from wave 8+ var isSpecialEnemy = false; var specialType = ''; if (wave >= 8 && Math.random() < 0.3) { // 30% chance for special enemy isSpecialEnemy = true; var specialTypes = ['spectral', 'explosive', 'disruptor', 'runner', 'armored']; if (wave >= 8 && wave < 12) specialTypes = ['spectral', 'runner'];else if (wave >= 12 && wave < 16) specialTypes = ['spectral', 'explosive', 'runner'];else if (wave >= 16) specialTypes = ['spectral', 'explosive', 'disruptor', 'runner', 'armored']; specialType = specialTypes[Math.floor(Math.random() * specialTypes.length)]; } var enemy = new Enemy(selectedType, isElite, isSpecialEnemy, specialType); enemy.x = pathPoints[0].x; enemy.y = pathPoints[0].y; // Scale health based on wave - more aggressive scaling var healthMultiplier; if (wave <= 5) { healthMultiplier = Math.pow(1.15, wave - 1); // Increased from 1.12 } else if (wave <= 15) { // More aggressive scaling from wave 6-15: vida = vida_base × (1.12)^wave healthMultiplier = Math.pow(1.12, wave); } else { // Even more aggressive for wave 16+: vida = vida_base × (1.14)^wave healthMultiplier = Math.pow(1.14, wave); } // Apply difficulty modifier for gold abuse punishment healthMultiplier *= difficultyModifier; enemy.health = Math.floor(enemy.health * healthMultiplier * 1.3); // Increased from 1.2 enemy.maxHealth = enemy.health; // Apply speed modifier from wave 6+ (moved earlier) if (wave >= 6) { var speedIncrease = Math.floor((wave - 6) / 2) * 0.06; // 6% every 2 waves starting wave 6 enemy.speed *= (1 + speedIncrease) * enemySpeedModifier; } // Additional speed boost for waves 15+ if (wave >= 15) { enemy.speed *= 1.15; // 15% additional speed boost } 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 gameplayMusicPlaying = false; playMelodia(); } else if (!musicMuted && !gameplayMusicPlaying) { // Ensure music is playing for subsequent waves playMelodia(); } // 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; // Adjust max gold per wave based on progression if (wave >= 6) { maxGoldPerWave = 45; // Reduced from wave 6 } else { maxGoldPerWave = 60; // Normal for early waves } // Further reduce for waves with punishment if (goldAbuseCooldown > 0) { maxGoldPerWave = Math.round(maxGoldPerWave * 0.7); // 30% reduction } // 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(); } }); } function showCreditsScreen() { showingCredits = true; gameState = 'credits'; // Create credits container creditsContainer = new Container(); game.addChild(creditsContainer); // Credits background var creditsBackground = creditsContainer.addChild(LK.getAsset('woodPanel', { anchorX: 0.5, anchorY: 0.5 })); creditsBackground.x = 1024; creditsBackground.y = 1366; creditsBackground.scaleX = 4.5; creditsBackground.scaleY = 6; creditsBackground.alpha = 0.95; creditsBackground.tint = 0x2D1B0E; // Credits title var creditsTitle = creditsContainer.addChild(new Text2('♪ CREDITS ♪', { size: 120, fill: 0xFFD700, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" })); creditsTitle.anchor.set(0.5, 0.5); creditsTitle.x = 1024; creditsTitle.y = 400; // Attribution text for Udio music var attributionText = creditsContainer.addChild(new Text2('Music generated with Udio\n\nThis game includes AI-generated music\ncreated using Udio.\n\nAll tracks were produced by the developer\nvia Udio\'s platform under its current\nterms of use.', { size: 55, fill: 0xF5F5DC, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" })); attributionText.anchor.set(0.5, 0.5); attributionText.x = 1024; attributionText.y = 1000; // Continue button var continueButton = creditsContainer.addChild(LK.getAsset('trumpetTower', { anchorX: 0.5, anchorY: 0.5 })); continueButton.x = 1024; continueButton.y = 1600; continueButton.scaleX = 1.2; continueButton.scaleY = 1.2; var continueButtonText = creditsContainer.addChild(new Text2('♪ CONTINUE ♪', { size: 65, fill: 0xFFD700, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" })); continueButtonText.anchor.set(0.5, 0.5); continueButtonText.x = 1024; continueButtonText.y = 1700; // Animate credits appearing creditsContainer.alpha = 0; tween(creditsContainer, { alpha: 1 }, { duration: 1000, easing: tween.easeOut }); // Continue button handler continueButton.down = function () { hideCreditsScreen(); }; } function enterGrandPianoTargetingMode() { if (grandPianoGhostMode) return; grandPianoGhostMode = true; hideUpgradeMenu(); hideBuildMenu(); // Create ghost piano that follows mouse grandPianoGhost = game.addChild(LK.getAsset('grandPianoGhost', { anchorX: 0.5, anchorY: 0.5 })); grandPianoGhost.alpha = 0.6; grandPianoGhost.tint = 0x00FFFF; // Create targeting area indicator grandPianoTargetArea = game.addChild(LK.getAsset('grandPianoShadow', { anchorX: 0.5, anchorY: 0.5 })); grandPianoTargetArea.alpha = 0.3; grandPianoTargetArea.tint = 0xFF0000; updateGrandPianoPowerUI(); } function exitGrandPianoTargetingMode() { if (!grandPianoGhostMode) return; grandPianoGhostMode = false; if (grandPianoGhost) { grandPianoGhost.destroy(); grandPianoGhost = null; } if (grandPianoTargetArea) { grandPianoTargetArea.destroy(); grandPianoTargetArea = null; } } function activateGrandPianoPowerAt(targetX, targetY) { exitGrandPianoTargetingMode(); activateGrandPianoPower(targetX, targetY); } function activateGrandPianoPower(targetX, targetY) { if (grandPianoPowerActive) return; grandPianoPowerActive = true; grandPianoCooldownRemaining = 5; // 5 wave cooldown updateGrandPianoPowerUI(); // Use center of screen as default if no target provided var impactX = targetX || 1024; var impactY = targetY || 1366; // Play dramatic piano chord LK.getSound('grandPianoChord').play(); // Create falling piano animation var fallingPiano = game.addChild(LK.getAsset('grandPianoFalling', { anchorX: 0.5, anchorY: 0.5 })); fallingPiano.x = impactX; fallingPiano.y = -200; // Start above screen fallingPiano.rotation = 0.1; fallingPiano.alpha = 0.9; // Create piano keys falling effect around target area for (var i = 0; i < 12; i++) { var pianoKey = game.addChild(LK.getAsset('pianoKey', { anchorX: 0.5, anchorY: 0.5 })); pianoKey.x = impactX - 200 + i * 35; // Centered around impact point pianoKey.y = -100 - Math.random() * 200; pianoKey.rotation = Math.random() * Math.PI; pianoKey.tint = i % 2 === 0 ? 0xFFFFFF : 0x000000; // Animate piano key falling tween(pianoKey, { y: 2800, rotation: pianoKey.rotation + Math.PI * 4, alpha: 0 }, { duration: 2000 + Math.random() * 1000, easing: tween.easeIn, onFinish: function onFinish() { if (pianoKey.parent) { pianoKey.destroy(); } } }); } // Animate piano falling with dramatic effect tween(fallingPiano, { y: impactY, // Target position rotation: 0.3, scaleX: 1.5, scaleY: 1.5 }, { duration: 1500, easing: tween.easeIn, onFinish: function onFinish() { // Piano impact effect LK.getSound('grandPianoImpact').play(); // Screen shake effect tween(game, { x: 20 }, { duration: 100, onFinish: function onFinish() { tween(game, { x: -20 }, { duration: 100, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 100 }); } }); } }); // Damage enemies within reduced area (120 pixels instead of all screen) var areaRadius = 120; // Reduced from affecting all enemies on screen var enemiesHit = 0; for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Check if enemy is within area of effect var dx = enemy.x - impactX; var dy = enemy.y - impactY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= areaRadius) { // Scale damage based on wave: 300 + (wave * 25) for progression var scaledDamage = 300 + wave * 25; var died = enemy.takeDamage(scaledDamage); if (died) { // Calculate gold reward for enemies killed by Grand Piano var goldReward = enemy.goldValue; // Apply wave restrictions for gold if (wave >= 6) { goldReward = Math.min(goldReward, 3); } // Ensure minimum gold reward of 1 for all enemies from wave 10+ if (wave >= 10 && goldReward === 0) { goldReward = 1; } // Check wave gold limit if (lastWaveGoldEarned + goldReward > maxGoldPerWave) { goldReward = Math.max(1, maxGoldPerWave - lastWaveGoldEarned); } // Apply gold reward if (goldReward > 0) { gold += goldReward; lastWaveGoldEarned += goldReward; } updateUI(); LK.getSound('enemyDeath').play(); } else { // Stun surviving enemies for 3 seconds enemy.grandPianoStunnedUntil = LK.ticks + 180; // 3 seconds at 60fps // Visual stun effect var enemyGraphics = enemy.getChildAt(0); if (enemyGraphics) { var originalTint = enemyGraphics.tint || 0xffffff; tween(enemyGraphics, { tint: 0xFFD700, // Gold stun effect scaleX: 0.7, scaleY: 0.7 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { LK.setTimeout(function () { if (enemyGraphics && enemyGraphics.parent) { tween(enemyGraphics, { tint: originalTint, scaleX: 1.0, scaleY: 1.0 }, { duration: 400 }); } }, 180 * 16); // Stun duration } }); } } enemiesHit++; } } // Show impact effect at target location var impactEffect = game.addChild(LK.getAsset('spotlight', { anchorX: 0.5, anchorY: 0.5 })); impactEffect.x = impactX; impactEffect.y = impactY; impactEffect.tint = 0xFFD700; impactEffect.alpha = 0.8; impactEffect.scaleX = 0.5; impactEffect.scaleY = 0.5; tween(impactEffect, { scaleX: 6, // Smaller impact effect to match reduced area scaleY: 6, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { impactEffect.destroy(); } }); // Piano disappears after impact tween(fallingPiano, { alpha: 0, scaleY: 0.1, y: fallingPiano.y + 200 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { fallingPiano.destroy(); grandPianoPowerActive = false; } }); } }); } function updateGrandPianoPowerUI() { if (!grandPianoPowerUnlocked) { grandPianoButtonBackground.visible = false; grandPianoPowerButton.visible = false; grandPianoPowerText.visible = false; grandPianoCooldownText.visible = false; return; } grandPianoButtonBackground.visible = true; grandPianoPowerButton.visible = true; grandPianoPowerText.visible = true; grandPianoCooldownText.visible = true; if (grandPianoGhostMode) { grandPianoCooldownText.setText('Click to target!'); grandPianoCooldownText.tint = 0x00FFFF; grandPianoPowerButton.tint = 0x00FFFF; grandPianoPowerButton.alpha = 1.0; // Add pulsing effect during targeting var pulseScale = 1.0 + Math.sin(LK.ticks * 0.2) * 0.1; grandPianoPowerButton.scaleX = pulseScale; grandPianoPowerButton.scaleY = pulseScale; } else if (grandPianoCooldownRemaining > 0) { grandPianoCooldownText.setText(grandPianoCooldownRemaining + ' waves left'); grandPianoCooldownText.tint = 0xFF4444; grandPianoPowerButton.tint = 0x666666; grandPianoPowerButton.alpha = 0.6; grandPianoPowerButton.scaleX = 1.0; grandPianoPowerButton.scaleY = 1.0; // Visual cooldown progress - create loading circle effect var cooldownProgress = 1.0 - grandPianoCooldownRemaining / 5.0; var progressAngle = cooldownProgress * Math.PI * 2; grandPianoPowerButton.rotation = progressAngle; } else { grandPianoCooldownText.setText('Ready!'); grandPianoCooldownText.tint = 0x00FF00; grandPianoPowerButton.tint = 0xFFFFFF; grandPianoPowerButton.alpha = 1.0; grandPianoPowerButton.scaleX = 1.0; grandPianoPowerButton.scaleY = 1.0; grandPianoPowerButton.rotation = 0; } } function showGrandPianoUnlockAnimation() { // Create chest that appears in center of screen var musicChest = game.addChild(LK.getAsset('musicChest', { anchorX: 0.5, anchorY: 0.5 })); musicChest.x = 1024; musicChest.y = 1366; musicChest.scaleX = 2.0; musicChest.scaleY = 2.0; musicChest.alpha = 0; musicChest.tint = 0x8B4513; // Chest appears with light effect var chestLight = game.addChild(LK.getAsset('spotlight', { anchorX: 0.5, anchorY: 0.5 })); chestLight.x = 1024; chestLight.y = 1366; chestLight.tint = 0xFFD700; chestLight.alpha = 0; chestLight.scaleX = 3; chestLight.scaleY = 3; // Animate chest appearing tween(musicChest, { alpha: 1, scaleX: 2.5, scaleY: 2.5 }, { duration: 1000, easing: tween.easeOut }); tween(chestLight, { alpha: 0.6 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Chest opens with sound LK.getSound('chestOpen').play(); // Create golden particles exploding from chest for (var i = 0; i < 20; i++) { var particle = game.addChild(LK.getAsset('goldenParticle', { anchorX: 0.5, anchorY: 0.5 })); particle.x = 1024; particle.y = 1366; particle.tint = 0xFFD700; particle.scaleX = 0.5; particle.scaleY = 0.5; var angle = Math.PI * 2 * i / 20; var speed = 200 + Math.random() * 150; var targetX = 1024 + Math.cos(angle) * speed; var targetY = 1366 + Math.sin(angle) * speed; tween(particle, { x: targetX, y: targetY, scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } // Grand Piano emerges from chest LK.setTimeout(function () { var emergingPiano = game.addChild(LK.getAsset('grandPiano', { anchorX: 0.5, anchorY: 1 })); emergingPiano.x = 1024; emergingPiano.y = 1366; emergingPiano.scaleX = 0.1; emergingPiano.scaleY = 0.1; emergingPiano.alpha = 0; emergingPiano.rotation = Math.PI * 2; // Play fanfare music LK.playMusic('fanfare', { loop: false }); // Piano emerges and floats upward with light from below var pianoLight = game.addChild(LK.getAsset('spotlight', { anchorX: 0.5, anchorY: 0.5 })); pianoLight.x = 1024; pianoLight.y = 1500; pianoLight.tint = 0x00FFFF; pianoLight.alpha = 0; pianoLight.scaleX = 2; pianoLight.scaleY = 4; tween(pianoLight, { alpha: 0.8 }, { duration: 2000 }); tween(emergingPiano, { alpha: 1, scaleX: 1.5, scaleY: 1.5, y: 1200, rotation: 0 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { // Piano moves to its UI position var targetX = grandPianoPowerButton.x + 200; var targetY = grandPianoPowerButton.y - 400; tween(emergingPiano, { x: targetX, y: targetY, scaleX: 1.0, scaleY: 1.0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Unlock power and show UI grandPianoPowerUnlocked = true; updateGrandPianoPowerUI(); // Show unlock message var unlockMsg = game.addChild(new Text2('♪ GRAND PIANO POWER UNLOCKED! ♪\nTarget and unleash devastating musical might!', { size: 70, fill: 0xFFD700, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" })); unlockMsg.anchor.set(0.5, 0.5); unlockMsg.x = 1024; unlockMsg.y = 1000; unlockMsg.alpha = 0; tween(unlockMsg, { alpha: 1 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { LK.setTimeout(function () { tween(unlockMsg, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { unlockMsg.destroy(); } }); }, 3000); } }); // Clean up animation objects emergingPiano.destroy(); pianoLight.destroy(); chestLight.destroy(); musicChest.destroy(); } }); } }); }, 1000); } }); } function hideCreditsScreen() { showingCredits = false; // Animate credits disappearing tween(creditsContainer, { alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { creditsContainer.destroy(); gameState = 'playing'; // Now advance to wave 101 wave++; waveStarted = false; gold += 75; // Bonus gold for completing wave updateUI(); // Continue with normal wave progression LK.setTimeout(function () { startNextWave(); }, 1000); } }); } // 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(); } // Simple Music System - ensure Melodia is playing during gameplay if (gameState === 'playing' && !musicMuted) { // Check if music needs to be started or restarted (every 5 seconds) if (LK.ticks % 300 === 0) { if (!gameplayMusicPlaying) { console.log("Music not playing, starting Melodia"); playMelodia(); } } } if (gameState === 'playing') { // Handle Grand Piano targeting mode cleanup if game state changes if (grandPianoGhostMode && (gameState !== 'playing' || showingBuildMenu || showingUpgradeMenu)) { exitGrandPianoTargetingMode(); } // 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; } // Show credits screen after wave 100 if (wave === 100) { showCreditsScreen(); return; // Don't advance wave yet, credits will handle it } wave++; waveStarted = false; gold += 75; // Bonus gold for completing wave updateUI(); // Unlock Grand Piano power after wave 10 if (wave === 11 && !grandPianoPowerUnlocked && !grandPianoUnlockAnimationShown) { grandPianoUnlockAnimationShown = true; showGrandPianoUnlockAnimation(); } // Reduce Grand Piano cooldown if (grandPianoCooldownRemaining > 0) { grandPianoCooldownRemaining--; updateGrandPianoPowerUI(); } // Ensure Melodia continues playing if (wave === 16 && !musicMuted && !gameplayMusicPlaying) { playMelodia(); // Ensure Melodia is still playing } // Reset wave gold tracking lastWaveGoldEarned = 0; // Check for gold abuse (maintaining >600 gold) if (gold > 600) { highGoldWaveCount++; if (highGoldWaveCount >= 3) { // Activate punishment modifier difficultyModifier = 1.5; // 50% more health for next 2 waves enemySpeedModifier = 1.3; // 30% faster enemies goldAbuseCooldown = 2; // Lasts for 2 waves highGoldWaveCount = 0; // Show warning message var warningMsg = game.addChild(new Text2('⚠ DIFFICULTY INCREASED ⚠\nToo much gold hoarded!', { size: 80, fill: 0xFF0000, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" })); warningMsg.anchor.set(0.5, 0.5); warningMsg.x = 1024; warningMsg.y = 1000; tween(warningMsg, { alpha: 0 }, { duration: 3000, onFinish: function onFinish() { warningMsg.destroy(); } }); } } else { highGoldWaveCount = 0; } // Decrement punishment cooldown if (goldAbuseCooldown > 0) { goldAbuseCooldown--; if (goldAbuseCooldown === 0) { difficultyModifier = 1.0; enemySpeedModifier = 1.0; } } // Check for forced expense events every 5 waves if (wave % 5 === 0 && wave >= 5) { forceExpenseEvent = true; var expenseAmount = Math.floor(gold * 0.3); // 30% of current gold gold = Math.max(gold - expenseAmount, 50); // Minimum 50 gold left var expenseMsg = game.addChild(new Text2('♪ MANDATORY REPAIRS ♪\n-$' + expenseAmount + ' for hall maintenance', { size: 70, fill: 0xFFD700, font: "'Blackletter', 'Old English Text MT', 'Germania One', serif" })); expenseMsg.anchor.set(0.5, 0.5); expenseMsg.x = 1024; expenseMsg.y = 1200; tween(expenseMsg, { alpha: 0 }, { duration: 4000, onFinish: function onFinish() { expenseMsg.destroy(); } }); updateUI(); } // Start next wave after delay LK.setTimeout(function () { startNextWave(); }, 3000); } } // Clean up destroyed bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].destroyed) { bullets.splice(i, 1); } } // Clean up dead enemies for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].health <= 0) { enemies[i].destroy(); enemies.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -1886,9 +1886,9 @@
LK.gui.topRight.addChild(goldIcon);
goldIcon.x = -280;
goldIcon.y = 100;
var goldText = new Text2(gold, {
- size: 120,
+ size: 80,
fill: 0xFFD700,
font: "'Blackletter', 'Old English Text MT', 'Germania One', serif"
});
goldText.anchor.set(0.5, 0.5);
Bloque de piedra que ocupe todo el sprite. In-Game asset. 2d. High contrast. No shadows
El pilar de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Silla de un Sala de Conciertos Viviente vista desde arriba. In-Game asset. 2d. High contrast. No shadows
Candelabro de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Orquesta de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
escenario de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Cortina de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Vip box de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
RoyalCrest de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Nota musical de una Sala de Conciertos Viviente. In-Game asset. 2d. High contrast. No shadows
Una nota negrita endiablada. In-Game asset. 2d. High contrast. No shadows
WoodPanel en una sala de conciertos viviente. In-Game asset. 2d. High contrast. No shadows
Tarimas con cuerdas tensadas flotando debajo.. In-Game asset. 2d. High contrast. No shadows
tambor basico. In-Game asset. 2d. High contrast. No shadows
Trompeta de choque. In-Game asset. 2d. High contrast. No shadows
Un bailarin del caos. In-Game asset. 2d. High contrast. No shadows
Guitarra electrica. In-Game asset. 2d. High contrast. No shadows
Violin congelante. In-Game asset. 2d. High contrast. No shadows
DJ ritmico. In-Game asset. 2d. High contrast. No shadows
Oro. In-Game asset. 2d. High contrast. No shadows
Nota musical semifusa. In-Game asset. 2d. High contrast. No shadows
Clave de sol. In-Game asset. 2d. High contrast. No shadows
Portal siniestro. In-Game asset. 2d. High contrast. No shadows
Clave de fa. In-Game asset. 2d. High contrast. No shadows
nota musical. In-Game asset. 2d. High contrast. No shadows
Upgrade. In-Game asset. 2d. High contrast. No shadows
Remove. In-Game asset. 2d. High contrast. No shadows
Ruido blanco personificado como un enemigo. In-Game asset. 2d. High contrast. No shadows
Una nota desafinada personificada como enemigo. In-Game asset. 2d. High contrast. No shadows
Autotune malicioso personificado como enemigo. In-Game asset. 2d. High contrast. No shadows
Glitch audio personificado como un enemigo. In-Game asset. 2d. High contrast. No shadows
Eco oscuro personificado como un enemigo. In-Game asset. 2d. High contrast. No shadows
Un enemigo del infierno de elite, tiene armas y tambien armadura. In-Game asset. 2d. High contrast. No shadows
Crea un botón visual para la pantalla de inicio de un videojuego llamado Symphony Siege. El botón debe decir "Start" y estar inspirado en una sala de conciertos clásica y elementos musicales. El diseño debe tener un estilo elegante, ligeramente barroco o sinfónico, con detalles dorados y formas suaves. El texto "Start" debe estar centrado y ser legible, con una tipografía estilizada tipo partitura o manuscrito musical. El fondo del botón debe parecer una tecla de piano brillante o una placa de madera de violín. El contorno puede tener detalles dorados o bronces ornamentales. El botón debe emitir una sensación de majestuosidad y armonía, no modernidad ni minimalismo. In-Game asset. 2d. High contrast. No shadows
Diseña un botón visual para un videojuego llamado Symphony Siege, destinado a la opción "Tutorial". El estilo debe ser coherente con una interfaz inspirada en una sala de conciertos clásica: elegante, musical y refinada. El botón debe incluir la palabra "Tutorial" centrada, usando una tipografía manuscrita o de partitura antigua, legible y estilizada. El fondo puede simular una partitura enrollada, una tablilla de madera pulida o una tecla de piano estirada horizontalmente. El contorno del botón debe tener detalles ornamentales dorados o cobrizos, evocando la estética barroca o sinfónica. El tono general debe ser acogedor y educativo, sin perder la elegancia musical. In-Game asset. 2d. High contrast. No shadows
Fondo azul con un marco de hierro. In-Game asset. 2d. High contrast. No shadows
Tambor evolucionado. In-Game asset. 2d. High contrast. No shadows
guitarra evolucionada. In-Game asset. 2d. High contrast. No shadows
Trompeta evolucionada. In-Game asset. 2d. High contrast. No shadows
Violin de hielo futurista evolucionado. In-Game asset. 2d. High contrast. No shadows
DJ evolucionado. In-Game asset. 2d. High contrast. No shadows
estrellitas luminosas. In-Game asset. 2d. High contrast. No shadows
Piano enorme. In-Game asset. 2d. High contrast. No shadows
piano de cola cayendo. In-Game asset. 2d. High contrast. No shadows
musicChest. In-Game asset. 2d. High contrast. No shadows
Design a stylish "Restart" button for a fantasy-themed tower defense game called Symphony Siege. The button should look like a polished UI element with a musical theme, fitting the visual style of a haunted concert hall. Shape: rounded rectangle or ornate frame, with golden or bronze edges and a subtle wood or velvet texture background. Icon: a circular restart arrow symbol (⟳ or similar), stylized like a treble clef or musical motif, glowing softly in white, gold, or blue. Optional details: faint floating music notes, light reflections, or sparkles around the icon to suggest magical energy. Text (optional): include the word "Restart" in elegant serif font, or leave it icon-only. Make sure the design is readable at small sizes and fits with the existing UI style (clean, magical, classical). No clutter, no background image — just the button asset.. In-Game asset. 2d. High contrast. No shadows
Design an icon for a button labeled "Towers" in a fantasy tower defense game set in a haunted concert hall. The icon should clearly represent access to a selection of instrument-based defense towers. Use a stylized rack or display of musical instruments arranged like tower miniatures: a drum, violin, trumpet, electric guitar, and DJ deck. They should look magical and glowing slightly, as if floating or placed on a scroll or magical stand. The icon should be square (256×256 px), clean and readable at small sizes. Background should be subtle—wood, velvet, or magical mist—but not distracting. The icon must not include text, only imagery. Style: digital painted or semi-flat fantasy UI, fitting with a classical, magical orchestral theme.. In-Game asset. 2d. High contrast. No shadows
Design an icon for a button labeled "Enemies" in a fantasy tower defense game set in a haunted concert hall. The icon should represent the chaotic and musical nature of the enemies. Show a cluster of stylized enemy silhouettes made of shadow, glitchy waveforms, or cracked musical notes. They should look menacing but stylized, like abstract creatures of sound and dissonance. Use a dark, slightly glowing background (deep purple, blue, or smoky black) with subtle magical accents—floating broken clefs, static, or distortion. Icon must be square (256×256 px), clean, and readable at small sizes. Avoid text—use only imagery. Style: semi-flat or digitally painted fantasy UI, consistent with an elegant but eerie orchestral theme.. In-Game asset. 2d. High contrast. No shadows
Design a button icon for "Back to Menu" in a fantasy tower defense game set in a haunted, musical concert hall. The button should feature a stylized arrow pointing left, wrapped in or formed by musical elements such as a ribbon of notes, a bass clef, or a scroll with a staff line. The background should be elegant and soft: deep velvet red or dark wood with subtle glow. Optional: add a small menu symbol (like sliders or a parchment icon) subtly integrated behind or beneath the arrow. Keep the icon square (256×256 px), readable at small sizes, and without text. Style should match the UI of the game—refined, fantasy-themed, and orchestral in tone.. In-Game asset. 2d. High contrast. No shadows
Design an icon for the Settings menu in a fantasy tower defense game set in a haunted concert hall. The icon should be a stylized gear or cogwheel, but with a musical twist: integrate treble clefs, tuning pegs, or parts of old instruments (like violin scrolls or piano strings) into the gear design. Use metallic textures (bronze, dark gold, or polished silver), with soft magical glow or engraved music notes along the edges. Background should be subtle—deep velvet or dark wood, with ambient lighting to highlight the gear. Icon must be square (256×256 px), readable at small sizes, and include no text. Style: elegant, orchestral fantasy UI—matching the tone of a classical concert hall with magical elements.. In-Game asset. 2d. High contrast. No shadows
Simbolo de mas de color verde. In-Game asset. 2d. High contrast. No shadows
Simbolo de menos de color rojo. In-Game asset. 2d. High contrast. No shadows
Design an icon for an Auto Start Wave toggle in a fantasy tower defense game set in a haunted concert hall. The icon should represent automatic wave progression using a musical or magical theme. Main element: a stylized fast-forward symbol (⏩) or two angled arrows, designed from musical elements like overlapping notes, metronome arms, or flowing sheet music. Optional overlay: a glowing circle, enchanted loop, or small play symbol to suggest automation. Use glowing magical accents (blue, gold, or purple) and keep the shape elegant, readable, and consistent with the orchestral UI. Icon must be square (256×256 px), readable at small sizes, and include no text. Provide two visual states: Enabled: glowing softly with animated sparkles or highlights. Disabled: desaturated or dimmed, with no glow. Style: clean fantasy UI, matching a mystical and musical battlefield interface.. In-Game asset. 2d. High contrast. No shadows
Design an icon for a toggle button labeled "Show Damage Numbers" in a fantasy tower defense game set in a magical concert hall. The icon should represent visible damage output using a musical and magical theme. Main elements: show floating numbers (like “+35”, “-120”) rising or popping out from stylized musical symbols—such as a treble clef or burst of notes. Optionally, display a glowing impact spark or small explosion with numbers around it to represent hit feedback. Use gold, red, or white tones for the numbers and magical trails for emphasis. Background should be neutral or dark, subtly textured (like velvet or wood), to enhance readability. The icon must be square (256×256 px), readable at small sizes, and include no text. Provide two visual states: Enabled: numbers glowing, slightly animated or rising. Disabled: numbers greyed out or crossed subtly with a muted tone. Style: fantasy UI, clean and elegant, consistent with the musical combat theme of the game.. In-Game asset. 2d. High contrast. No shadows
Design an icon for a Language selection button in a fantasy tower defense game set in a magical concert hall. The icon should combine a classic globe symbol with musical or magical elements to reflect the game's unique theme. Main symbol: a stylized globe with subtle music note engravings on the surface or longitude/latitude lines formed from staff lines (like a musical sheet). Optional elements: a floating treble clef, sparkles, or an open scroll representing language or translation. Use elegant gold, bronze, or blue tones, with a soft magical glow. The background should be subtle—velvet, dark wood, or parchment-like texture. Icon must be square (256×256 px), readable at small sizes, and must not include text. Optional: provide a state where a small flag symbol or dropdown arrow appears to suggest language selection. Style: refined, orchestral fantasy UI—fitting the atmosphere of a haunted concert hall with magical elegance.. In-Game asset. 2d. High contrast. No shadows
destello. In-Game asset. 2d. High contrast. No shadows
Create a detailed fantasy icon of a War Horn designed for a musical-themed tower defense game set in a haunted concert hall. The horn should be ornate and elegant, resembling a mix between a classical brass instrument (like a French horn or trumpet) and a battle horn. Crafted from polished brass or gold, with engraved musical symbols (clefs, notes, or swirling staff lines) along its surface. The mouthpiece and flared bell should look slightly exaggerated, magical, or ceremonial. Add glowing accents (blue, violet, or gold) or floating music notes around it to suggest it's enchanted. The horn may rest on a pedestal, float slightly, or face outward ready to be sounded. Background should be minimal or transparent. Icon must be square (256×256 or 512×512), clean and readable at small sizes. Style: elegant fantasy UI, semi-realistic digital painting, matching the orchestral theme of the game.. In-Game asset. 2d. High contrast. No shadows
Torre de guitarra moderna, futurista con amplificacion.. In-Game asset. 2d. High contrast. No shadows
Una estructura imponente, como una batería gigante, con tambores hechos de cristales vibrantes o rocas volcánicas incandescentes. Podría tener vetas de energía luminosa (magma, hielo o electricidad) recorriendo su superficie, y un aura de pulsaciones rítmicas visibles. La base podría estar agrietada por la energía que emana.. In-Game asset. 2d. High contrast. No shadows
Una trompeta de proporciones colosales, con una campana que se abre como un altavoz parabólico gigante. Su superficie podría ser de un metal brillante y pulido, con intrincados grabados o incrustaciones de cristales resonantes que brillan intensamente. Podría tener un sistema de lentes o emisores de energía en su boca.. In-Game asset. 2d. High contrast. No shadows
Un violín que parece estar esculpido en nubes etéreas o cristal de éter, con un brillo suave. El arco es un haz de luz pura que deja un rastro luminoso al moverse. Las cuerdas son finos hilos de energía que brillan con diferentes colores, y el cuerpo del violín podría tener constelaciones o nebulosas incrustadas.. In-Game asset. 2d. High contrast. No shadows
Una torre que es una mesa de DJ futurista y auto-programable, flotando sobre el suelo. Tendría múltiples pantallas holográficas que muestran complejos patrones de ondas sonoras y datos. Los platos serían discos de energía giratorios que emiten luz y chispas, y la torre en sí podría estar rodeada por un campo de fuerza o una rejilla de luz.. In-Game asset. 2d. High contrast. No shadows
Aura de luz. In-Game asset. 2d. High contrast. No shadows
enemyDeath
Sound effect
hit
Sound effect
build
Sound effect
sonidotrompeta
Sound effect
proyectilT
Sound effect
ProyectilTA
Sound effect
SonidoGuitarra
Sound effect
ProyectilG
Sound effect
portal
Sound effect
titleSound
Sound effect
SonidoViolin
Sound effect
ProyectilV
Sound effect
SonidoV
Sound effect
Cuerno
Sound effect
SonidoDJ
Sound effect
ProyectilDJ
Sound effect
MusicaInicio
Music
Risa
Sound effect
Voz
Sound effect
Melodia
Music
Destruir
Sound effect
eror
Sound effect
grandPianoChord
Sound effect
grandPianoImpact
Sound effect
chestOpen
Sound effect
powerUnlock
Sound effect
fanfare
Music
orito
Sound effect