User prompt
cuando ganas la wave 13 ganas el juego y te devuelve a el menu y te agrega 1 victoria ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
que el fondo del menu sea mitad cielo mitad infierto y que ocupe toda la pantalla
User prompt
mas arriba
User prompt
pone la image llamada icon_menu arriba de el titulo del menu
User prompt
pone la image llamada icon_menu arriba de el titulo del menu
User prompt
cambia el texto tower defense por: Divine Defense: Battle for Souls
User prompt
haz un menu
User prompt
que no se pueda poner torres arriba de las torres para comprar
User prompt
en la wave 13, la ultima, van a salir 6 milei, 6 trump. 6 devil y 10 demon_fast
User prompt
cuando llegan los diablos al final se reinicia el juego, osea las torres que pusimos desapareceny volvemos a tener la plata con la que iniciamos
User prompt
en la wave 2 aparezcan 2 demon_fast junto a los otros y en la wave 3 aparezca trump, en la 5 milei , en la 6 el diablo con 7 demon_fast y en la 7 milei trump y el diablo con 3 demon fast
User prompt
cuando llegan los diablos a el final se reinicia la oleada
User prompt
mas abajo los textos
User prompt
separame las torres y subilas un poquito
User prompt
mas grande los textos de cuanto cuesta cada torre y los textos en negro
User prompt
mas grande los textos
User prompt
en la tienda diga cuanto cuesta cada torre
User prompt
pero pone cuanto dinero cuesta cada torre y cuanto dinero tengo yo
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'buddhaCostText.style.fill = 0xFFD700; // Gold for affordable' Line Number: 473
User prompt
pero una interfaz con el dinero que cuesta cada torre
User prompt
quiero un boton de tienda para comprar a las torres
Code edit (1 edits merged)
Please save this source code
User prompt
Divine Defense: Battle for Souls
Initial prompt
tower defense buda, cristo y angeles vs el diablo, milei y trump
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'basic'; self.health = 50; self.maxHealth = 50; self.speed = 1; self.reward = 10; self.pathIndex = 0; self.pathProgress = 0; if (self.type === 'basic') { self.health = 50; self.maxHealth = 50; self.speed = 1; self.reward = 10; self.graphics = self.attachAsset('demon_basic', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'fast') { self.health = 30; self.maxHealth = 30; self.speed = 2; self.reward = 15; self.graphics = self.attachAsset('demon_fast', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'devil') { self.health = 200; self.maxHealth = 200; self.speed = 0.5; self.reward = 100; self.graphics = self.attachAsset('boss_devil', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'milei') { self.health = 150; self.maxHealth = 150; self.speed = 1.2; self.reward = 75; self.graphics = self.attachAsset('boss_milei', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'trump') { self.health = 180; self.maxHealth = 180; self.speed = 0.8; self.reward = 90; self.graphics = self.attachAsset('boss_trump', { anchorX: 0.5, anchorY: 0.5 }); } self.takeDamage = function (damage) { self.health -= damage; // Flash red when hit var originalTint = self.graphics.tint; self.graphics.tint = 0xFF0000; LK.setTimeout(function () { if (self.graphics) { self.graphics.tint = originalTint; } }, 100); LK.getSound('enemy_hit').play(); if (self.health <= 0) { self.die(); } }; self.die = function () { // Award coins coins += self.reward; updateUI(); // Remove from enemies array var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } // Destroy the enemy self.destroy(); }; self.update = function () { // Move along path if (self.pathIndex < gamePath.length) { var targetPoint = gamePath[self.pathIndex]; var dx = targetPoint.x - self.x; var dy = targetPoint.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { self.pathIndex++; if (self.pathIndex >= gamePath.length) { // Reached end, damage player lives--; updateUI(); if (lives <= 0) { LK.showGameOver(); } // Remove enemy var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } self.destroy(); return; } } else { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } } }; return self; }); var Projectile = Container.expand(function () { var self = Container.call(this); self.speed = 8; self.damage = 20; self.target = null; self.graphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.target || enemies.indexOf(self.target) === -1) { // Target is gone, remove projectile var index = projectiles.indexOf(self); if (index > -1) { projectiles.splice(index, 1); } self.destroy(); return; } // Move towards target 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 self.target.takeDamage(self.damage); var index = projectiles.indexOf(self); if (index > -1) { projectiles.splice(index, 1); } self.destroy(); } else { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } }; return self; }); var Tower = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'buddha'; self.level = 1; self.damage = 20; self.range = 150; self.fireRate = 60; // frames between shots self.lastShot = 0; self.cost = 50; // Set tower specific properties if (self.type === 'buddha') { self.damage = 15; self.range = 120; self.fireRate = 90; self.graphics = self.attachAsset('buddha_tower', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'cristo') { self.damage = 30; self.range = 200; self.fireRate = 120; self.graphics = self.attachAsset('cristo_tower', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'angel') { self.damage = 25; self.range = 180; self.fireRate = 45; self.graphics = self.attachAsset('angel_tower', { anchorX: 0.5, anchorY: 0.5 }); } self.canShoot = function () { return LK.ticks - self.lastShot >= self.fireRate; }; self.findTarget = function () { var closestEnemy = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2)); if (distance <= self.range && distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } return closestEnemy; }; self.shoot = function (target) { if (!self.canShoot()) return; var projectile = new Projectile(); projectile.x = self.x; projectile.y = self.y; projectile.target = target; projectile.damage = self.damage; projectiles.push(projectile); game.addChild(projectile); self.lastShot = LK.ticks; LK.getSound('tower_shoot').play(); }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; self.down = function (x, y, obj) { if (selectedTower === self) { selectedTower = null; towerInfoPanel.visible = false; } else { selectedTower = self; showTowerInfo(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ // Game variables var towers = []; var enemies = []; var projectiles = []; var selectedTower = null; var selectedTowerType = 'buddha'; var coins = 100; var lives = 20; var wave = 1; var enemiesSpawned = 0; var enemiesInWave = 5; var spawnTimer = 0; var spawnDelay = 60; var waveComplete = false; var gameStarted = false; // Game path var gamePath = [{ x: 0, y: 400 }, { x: 300, y: 400 }, { x: 300, y: 200 }, { x: 600, y: 200 }, { x: 600, y: 500 }, { x: 900, y: 500 }, { x: 900, y: 300 }, { x: 1200, y: 300 }, { x: 1200, y: 600 }, { x: 1500, y: 600 }, { x: 1500, y: 100 }, { x: 2048, y: 100 }]; // Draw path markers function createPath() { for (var i = 0; i < gamePath.length - 1; i++) { var marker = LK.getAsset('path_marker', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); marker.x = gamePath[i].x; marker.y = gamePath[i].y; game.addChild(marker); } } // UI Elements var coinsText = new Text2('Coins: 100', { size: 40, fill: 0xFFD700 }); coinsText.anchor.set(0, 0); LK.gui.topRight.addChild(coinsText); var livesText = new Text2('Lives: 20', { size: 40, fill: 0xFF0000 }); livesText.anchor.set(0, 0); livesText.y = 50; LK.gui.topRight.addChild(livesText); var waveText = new Text2('Wave: 1', { size: 40, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); // Tower selection UI var towerSelectPanel = new Container(); towerSelectPanel.x = 50; towerSelectPanel.y = 2200; var buddhaButton = LK.getAsset('buddha_tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); buddhaButton.x = 80; buddhaButton.y = 0; towerSelectPanel.addChild(buddhaButton); var cristoButton = LK.getAsset('cristo_tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); cristoButton.x = 200; cristoButton.y = 0; towerSelectPanel.addChild(cristoButton); var angelButton = LK.getAsset('angel_tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); angelButton.x = 320; angelButton.y = 0; towerSelectPanel.addChild(angelButton); game.addChild(towerSelectPanel); // Tower info panel var towerInfoPanel = new Container(); towerInfoPanel.visible = false; var towerInfoBg = LK.getAsset('path_marker', { anchorX: 0, anchorY: 0, scaleX: 4, scaleY: 3, alpha: 0.8 }); towerInfoPanel.addChild(towerInfoBg); var towerInfoText = new Text2('Tower Info', { size: 30, fill: 0xFFFFFF }); towerInfoText.x = 20; towerInfoText.y = 20; towerInfoPanel.addChild(towerInfoText); towerInfoPanel.x = 1600; towerInfoPanel.y = 300; game.addChild(towerInfoPanel); function updateUI() { coinsText.setText('Coins: ' + coins); livesText.setText('Lives: ' + lives); waveText.setText('Wave: ' + wave); } function showTowerInfo() { if (selectedTower) { towerInfoPanel.visible = true; towerInfoText.setText('Type: ' + selectedTower.type + '\nLevel: ' + selectedTower.level + '\nDamage: ' + selectedTower.damage); } } function spawnEnemy() { var enemyType = 'basic'; // Boss waves if (wave % 10 === 0) { if (wave === 10) enemyType = 'milei';else if (wave === 20) enemyType = 'trump';else if (wave === 30) enemyType = 'devil';else enemyType = Math.random() < 0.3 ? 'devil' : Math.random() < 0.5 ? 'milei' : 'trump'; } else if (wave > 5) { enemyType = Math.random() < 0.6 ? 'basic' : 'fast'; } var enemy = new Enemy(enemyType); enemy.x = gamePath[0].x; enemy.y = gamePath[0].y; enemies.push(enemy); game.addChild(enemy); enemiesSpawned++; } function canPlaceTower(x, y) { // Check if position is too close to path for (var i = 0; i < gamePath.length; i++) { var pathPoint = gamePath[i]; var distance = Math.sqrt(Math.pow(x - pathPoint.x, 2) + Math.pow(y - pathPoint.y, 2)); if (distance < 60) { return false; } } // Check if position is too close to existing towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var distance = Math.sqrt(Math.pow(x - tower.x, 2) + Math.pow(y - tower.y, 2)); if (distance < 80) { return false; } } return true; } function startNextWave() { wave++; enemiesSpawned = 0; enemiesInWave = Math.min(5 + Math.floor(wave / 2), 20); spawnDelay = Math.max(30, 60 - wave * 2); waveComplete = false; updateUI(); } // Event handlers buddhaButton.down = function () { selectedTowerType = 'buddha'; selectedTower = null; towerInfoPanel.visible = false; }; cristoButton.down = function () { selectedTowerType = 'cristo'; selectedTower = null; towerInfoPanel.visible = false; }; angelButton.down = function () { selectedTowerType = 'angel'; selectedTower = null; towerInfoPanel.visible = false; }; game.down = function (x, y, obj) { // Only place towers in game area (not on UI) if (y > 2100) return; var towerCost = 50; if (selectedTowerType === 'cristo') towerCost = 75; if (selectedTowerType === 'angel') towerCost = 60; if (selectedTower === null && coins >= towerCost && canPlaceTower(x, y)) { var newTower = new Tower(selectedTowerType); newTower.x = x; newTower.y = y; towers.push(newTower); game.addChild(newTower); coins -= towerCost; updateUI(); LK.getSound('tower_place').play(); } }; // Initialize game createPath(); updateUI(); // Start music LK.playMusic('divine_battle'); game.update = function () { if (!gameStarted) { gameStarted = true; spawnTimer = 0; } // Spawn enemies if (enemiesSpawned < enemiesInWave) { spawnTimer++; if (spawnTimer >= spawnDelay) { spawnEnemy(); spawnTimer = 0; } } // Check if wave is complete if (enemiesSpawned >= enemiesInWave && enemies.length === 0 && !waveComplete) { waveComplete = true; // Bonus coins for completing wave coins += 25 + wave * 5; updateUI(); // Start next wave after delay LK.setTimeout(function () { startNextWave(); }, 2000); } // Check win condition if (wave > 30 && enemies.length === 0 && enemiesSpawned >= enemiesInWave) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,515 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Enemy = Container.expand(function (type) {
+ var self = Container.call(this);
+ self.type = type || 'basic';
+ self.health = 50;
+ self.maxHealth = 50;
+ self.speed = 1;
+ self.reward = 10;
+ self.pathIndex = 0;
+ self.pathProgress = 0;
+ if (self.type === 'basic') {
+ self.health = 50;
+ self.maxHealth = 50;
+ self.speed = 1;
+ self.reward = 10;
+ self.graphics = self.attachAsset('demon_basic', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'fast') {
+ self.health = 30;
+ self.maxHealth = 30;
+ self.speed = 2;
+ self.reward = 15;
+ self.graphics = self.attachAsset('demon_fast', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'devil') {
+ self.health = 200;
+ self.maxHealth = 200;
+ self.speed = 0.5;
+ self.reward = 100;
+ self.graphics = self.attachAsset('boss_devil', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'milei') {
+ self.health = 150;
+ self.maxHealth = 150;
+ self.speed = 1.2;
+ self.reward = 75;
+ self.graphics = self.attachAsset('boss_milei', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'trump') {
+ self.health = 180;
+ self.maxHealth = 180;
+ self.speed = 0.8;
+ self.reward = 90;
+ self.graphics = self.attachAsset('boss_trump', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ // Flash red when hit
+ var originalTint = self.graphics.tint;
+ self.graphics.tint = 0xFF0000;
+ LK.setTimeout(function () {
+ if (self.graphics) {
+ self.graphics.tint = originalTint;
+ }
+ }, 100);
+ LK.getSound('enemy_hit').play();
+ if (self.health <= 0) {
+ self.die();
+ }
+ };
+ self.die = function () {
+ // Award coins
+ coins += self.reward;
+ updateUI();
+ // Remove from enemies array
+ var index = enemies.indexOf(self);
+ if (index > -1) {
+ enemies.splice(index, 1);
+ }
+ // Destroy the enemy
+ self.destroy();
+ };
+ self.update = function () {
+ // Move along path
+ if (self.pathIndex < gamePath.length) {
+ var targetPoint = gamePath[self.pathIndex];
+ var dx = targetPoint.x - self.x;
+ var dy = targetPoint.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 20) {
+ self.pathIndex++;
+ if (self.pathIndex >= gamePath.length) {
+ // Reached end, damage player
+ lives--;
+ updateUI();
+ if (lives <= 0) {
+ LK.showGameOver();
+ }
+ // Remove enemy
+ var index = enemies.indexOf(self);
+ if (index > -1) {
+ enemies.splice(index, 1);
+ }
+ self.destroy();
+ return;
+ }
+ } else {
+ var moveX = dx / distance * self.speed;
+ var moveY = dy / distance * self.speed;
+ self.x += moveX;
+ self.y += moveY;
+ }
+ }
+ };
+ return self;
+});
+var Projectile = Container.expand(function () {
+ var self = Container.call(this);
+ self.speed = 8;
+ self.damage = 20;
+ self.target = null;
+ self.graphics = self.attachAsset('projectile', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ if (!self.target || enemies.indexOf(self.target) === -1) {
+ // Target is gone, remove projectile
+ var index = projectiles.indexOf(self);
+ if (index > -1) {
+ projectiles.splice(index, 1);
+ }
+ self.destroy();
+ return;
+ }
+ // Move towards target
+ 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
+ self.target.takeDamage(self.damage);
+ var index = projectiles.indexOf(self);
+ if (index > -1) {
+ projectiles.splice(index, 1);
+ }
+ self.destroy();
+ } else {
+ var moveX = dx / distance * self.speed;
+ var moveY = dy / distance * self.speed;
+ self.x += moveX;
+ self.y += moveY;
+ }
+ };
+ return self;
+});
+var Tower = Container.expand(function (type) {
+ var self = Container.call(this);
+ self.type = type || 'buddha';
+ self.level = 1;
+ self.damage = 20;
+ self.range = 150;
+ self.fireRate = 60; // frames between shots
+ self.lastShot = 0;
+ self.cost = 50;
+ // Set tower specific properties
+ if (self.type === 'buddha') {
+ self.damage = 15;
+ self.range = 120;
+ self.fireRate = 90;
+ self.graphics = self.attachAsset('buddha_tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'cristo') {
+ self.damage = 30;
+ self.range = 200;
+ self.fireRate = 120;
+ self.graphics = self.attachAsset('cristo_tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (self.type === 'angel') {
+ self.damage = 25;
+ self.range = 180;
+ self.fireRate = 45;
+ self.graphics = self.attachAsset('angel_tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ self.canShoot = function () {
+ return LK.ticks - self.lastShot >= self.fireRate;
+ };
+ self.findTarget = function () {
+ var closestEnemy = null;
+ var closestDistance = self.range;
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2));
+ if (distance <= self.range && distance < closestDistance) {
+ closestDistance = distance;
+ closestEnemy = enemy;
+ }
+ }
+ return closestEnemy;
+ };
+ self.shoot = function (target) {
+ if (!self.canShoot()) return;
+ var projectile = new Projectile();
+ projectile.x = self.x;
+ projectile.y = self.y;
+ projectile.target = target;
+ projectile.damage = self.damage;
+ projectiles.push(projectile);
+ game.addChild(projectile);
+ self.lastShot = LK.ticks;
+ LK.getSound('tower_shoot').play();
+ };
+ self.update = function () {
+ var target = self.findTarget();
+ if (target) {
+ self.shoot(target);
+ }
+ };
+ self.down = function (x, y, obj) {
+ if (selectedTower === self) {
+ selectedTower = null;
+ towerInfoPanel.visible = false;
+ } else {
+ selectedTower = self;
+ showTowerInfo();
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x228B22
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var towers = [];
+var enemies = [];
+var projectiles = [];
+var selectedTower = null;
+var selectedTowerType = 'buddha';
+var coins = 100;
+var lives = 20;
+var wave = 1;
+var enemiesSpawned = 0;
+var enemiesInWave = 5;
+var spawnTimer = 0;
+var spawnDelay = 60;
+var waveComplete = false;
+var gameStarted = false;
+// Game path
+var gamePath = [{
+ x: 0,
+ y: 400
+}, {
+ x: 300,
+ y: 400
+}, {
+ x: 300,
+ y: 200
+}, {
+ x: 600,
+ y: 200
+}, {
+ x: 600,
+ y: 500
+}, {
+ x: 900,
+ y: 500
+}, {
+ x: 900,
+ y: 300
+}, {
+ x: 1200,
+ y: 300
+}, {
+ x: 1200,
+ y: 600
+}, {
+ x: 1500,
+ y: 600
+}, {
+ x: 1500,
+ y: 100
+}, {
+ x: 2048,
+ y: 100
+}];
+// Draw path markers
+function createPath() {
+ for (var i = 0; i < gamePath.length - 1; i++) {
+ var marker = LK.getAsset('path_marker', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.3
+ });
+ marker.x = gamePath[i].x;
+ marker.y = gamePath[i].y;
+ game.addChild(marker);
+ }
+}
+// UI Elements
+var coinsText = new Text2('Coins: 100', {
+ size: 40,
+ fill: 0xFFD700
+});
+coinsText.anchor.set(0, 0);
+LK.gui.topRight.addChild(coinsText);
+var livesText = new Text2('Lives: 20', {
+ size: 40,
+ fill: 0xFF0000
+});
+livesText.anchor.set(0, 0);
+livesText.y = 50;
+LK.gui.topRight.addChild(livesText);
+var waveText = new Text2('Wave: 1', {
+ size: 40,
+ fill: 0xFFFFFF
+});
+waveText.anchor.set(0.5, 0);
+LK.gui.top.addChild(waveText);
+// Tower selection UI
+var towerSelectPanel = new Container();
+towerSelectPanel.x = 50;
+towerSelectPanel.y = 2200;
+var buddhaButton = LK.getAsset('buddha_tower', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.2,
+ scaleY: 1.2
+});
+buddhaButton.x = 80;
+buddhaButton.y = 0;
+towerSelectPanel.addChild(buddhaButton);
+var cristoButton = LK.getAsset('cristo_tower', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.2,
+ scaleY: 1.2
+});
+cristoButton.x = 200;
+cristoButton.y = 0;
+towerSelectPanel.addChild(cristoButton);
+var angelButton = LK.getAsset('angel_tower', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.2,
+ scaleY: 1.2
+});
+angelButton.x = 320;
+angelButton.y = 0;
+towerSelectPanel.addChild(angelButton);
+game.addChild(towerSelectPanel);
+// Tower info panel
+var towerInfoPanel = new Container();
+towerInfoPanel.visible = false;
+var towerInfoBg = LK.getAsset('path_marker', {
+ anchorX: 0,
+ anchorY: 0,
+ scaleX: 4,
+ scaleY: 3,
+ alpha: 0.8
+});
+towerInfoPanel.addChild(towerInfoBg);
+var towerInfoText = new Text2('Tower Info', {
+ size: 30,
+ fill: 0xFFFFFF
+});
+towerInfoText.x = 20;
+towerInfoText.y = 20;
+towerInfoPanel.addChild(towerInfoText);
+towerInfoPanel.x = 1600;
+towerInfoPanel.y = 300;
+game.addChild(towerInfoPanel);
+function updateUI() {
+ coinsText.setText('Coins: ' + coins);
+ livesText.setText('Lives: ' + lives);
+ waveText.setText('Wave: ' + wave);
+}
+function showTowerInfo() {
+ if (selectedTower) {
+ towerInfoPanel.visible = true;
+ towerInfoText.setText('Type: ' + selectedTower.type + '\nLevel: ' + selectedTower.level + '\nDamage: ' + selectedTower.damage);
+ }
+}
+function spawnEnemy() {
+ var enemyType = 'basic';
+ // Boss waves
+ if (wave % 10 === 0) {
+ if (wave === 10) enemyType = 'milei';else if (wave === 20) enemyType = 'trump';else if (wave === 30) enemyType = 'devil';else enemyType = Math.random() < 0.3 ? 'devil' : Math.random() < 0.5 ? 'milei' : 'trump';
+ } else if (wave > 5) {
+ enemyType = Math.random() < 0.6 ? 'basic' : 'fast';
+ }
+ var enemy = new Enemy(enemyType);
+ enemy.x = gamePath[0].x;
+ enemy.y = gamePath[0].y;
+ enemies.push(enemy);
+ game.addChild(enemy);
+ enemiesSpawned++;
+}
+function canPlaceTower(x, y) {
+ // Check if position is too close to path
+ for (var i = 0; i < gamePath.length; i++) {
+ var pathPoint = gamePath[i];
+ var distance = Math.sqrt(Math.pow(x - pathPoint.x, 2) + Math.pow(y - pathPoint.y, 2));
+ if (distance < 60) {
+ return false;
+ }
+ }
+ // Check if position is too close to existing towers
+ for (var i = 0; i < towers.length; i++) {
+ var tower = towers[i];
+ var distance = Math.sqrt(Math.pow(x - tower.x, 2) + Math.pow(y - tower.y, 2));
+ if (distance < 80) {
+ return false;
+ }
+ }
+ return true;
+}
+function startNextWave() {
+ wave++;
+ enemiesSpawned = 0;
+ enemiesInWave = Math.min(5 + Math.floor(wave / 2), 20);
+ spawnDelay = Math.max(30, 60 - wave * 2);
+ waveComplete = false;
+ updateUI();
+}
+// Event handlers
+buddhaButton.down = function () {
+ selectedTowerType = 'buddha';
+ selectedTower = null;
+ towerInfoPanel.visible = false;
+};
+cristoButton.down = function () {
+ selectedTowerType = 'cristo';
+ selectedTower = null;
+ towerInfoPanel.visible = false;
+};
+angelButton.down = function () {
+ selectedTowerType = 'angel';
+ selectedTower = null;
+ towerInfoPanel.visible = false;
+};
+game.down = function (x, y, obj) {
+ // Only place towers in game area (not on UI)
+ if (y > 2100) return;
+ var towerCost = 50;
+ if (selectedTowerType === 'cristo') towerCost = 75;
+ if (selectedTowerType === 'angel') towerCost = 60;
+ if (selectedTower === null && coins >= towerCost && canPlaceTower(x, y)) {
+ var newTower = new Tower(selectedTowerType);
+ newTower.x = x;
+ newTower.y = y;
+ towers.push(newTower);
+ game.addChild(newTower);
+ coins -= towerCost;
+ updateUI();
+ LK.getSound('tower_place').play();
+ }
+};
+// Initialize game
+createPath();
+updateUI();
+// Start music
+LK.playMusic('divine_battle');
+game.update = function () {
+ if (!gameStarted) {
+ gameStarted = true;
+ spawnTimer = 0;
+ }
+ // Spawn enemies
+ if (enemiesSpawned < enemiesInWave) {
+ spawnTimer++;
+ if (spawnTimer >= spawnDelay) {
+ spawnEnemy();
+ spawnTimer = 0;
+ }
+ }
+ // Check if wave is complete
+ if (enemiesSpawned >= enemiesInWave && enemies.length === 0 && !waveComplete) {
+ waveComplete = true;
+ // Bonus coins for completing wave
+ coins += 25 + wave * 5;
+ updateUI();
+ // Start next wave after delay
+ LK.setTimeout(function () {
+ startNextWave();
+ }, 2000);
+ }
+ // Check win condition
+ if (wave > 30 && enemies.length === 0 && enemiesSpawned >= enemiesInWave) {
+ LK.showYouWin();
+ }
+};
\ No newline at end of file
demon. In-Game asset. 2d. High contrast. No shadows
javier milei con motosierra. In-Game asset. 2d. High contrast. No shadows
donald trump con bate de beisbol. In-Game asset. 2d. High contrast. No shadows
buddha. In-Game asset. 2d. High contrast. No shadows
cristo. In-Game asset. 2d. High contrast. No shadows
angel. In-Game asset. 2d. High contrast. No shadows
yellow demon. In-Game asset. 2d. High contrast. No shadows
devil. In-Game asset. 2d. High contrast. No shadows
rayos. In-Game asset. 2d. High contrast. No shadows
cristo, buddha y angeles vs milei con motosierra, trump con bate de basebol, devil, demons y yellow demons. In-Game asset. 2d. High contrast. No shadows
puerta del infierno. In-Game asset. 2d. High contrast. No shadows
escaleras al cielo. In-Game asset. 2d. High contrast. No shadows
Alas: Tiene un par de grandes alas emplumadas de color gris claro o blanco, similares a las de un ángel o un grifo, que se extienden prominentemente hacia los lados. Aro dentado/rueda: En el centro del ser hay un gran aro o rueda de color oscuro, posiblemente marrón rojizo o burdeos, con una textura rugosa o dentada, como si estuviera hecho de metal corroído o material orgánico. Este aro tiene aberturas o huecos irregulares a lo largo de su perímetro. Cubo central: Dentro del aro, hay un objeto cúbico, de apariencia más pequeña que el aro, de color oscuro (posiblemente negro o morado muy oscuro). En cada una de las caras visibles de este cubo hay lo que parecen ser ojos rojos brillantes con pupilas oscuras, lo que le da un aspecto vigilante o inquietante.. In-Game asset. 2d. High contrast. No shadows
cervero. In-Game asset. 2d. High contrast. No shadows