Create core-engine-ultra.js

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1
+ // ===================================================================
2
+ // RETRO LEGENDS: Ultimate Edition - Core Engine Ultra Avanzado
3
+ // Desarrollado con arquitectura modular profesional y optimización extrema
4
+ // ===================================================================
5
+
6
+ class RetroLegendsUltimateEngine {
7
+ constructor() {
8
+ // Configuración del canvas y contexto
9
+ this.canvas = document.getElementById('gameCanvas');
10
+ this.ctx = this.canvas.getContext('2d');
11
+ this.setupCanvas();
12
+
13
+ // Estados del motor
14
+ this.engineState = {
15
+ isInitialized: false,
16
+ isRunning: false,
17
+ isPaused: false,
18
+ debugMode: false,
19
+ performanceMode: 'ultra',
20
+ frameRate: 60,
21
+ deltaTime: 0,
22
+ lastFrameTime: 0,
23
+ frameCount: 0,
24
+ averageFPS: 60
25
+ };
26
+
27
+ // Estado del juego principal
28
+ this.gameState = {
29
+ currentLevel: 'caminito_matrix',
30
+ score: 0,
31
+ lives: 3,
32
+ mateCount: 5,
33
+ health: 100,
34
+ maxHealth: 100,
35
+ energy: 100,
36
+ maxEnergy: 100,
37
+ combo: 0,
38
+ maxCombo: 0,
39
+ time: 0,
40
+ difficulty: 1,
41
+ experience: 0,
42
+ level: 1,
43
+ achievements: new Set(),
44
+ powerUps: new Map(),
45
+ inventory: new Map()
46
+ };
47
+
48
+ // Configuración del jugador ultra avanzada
49
+ this.player = {
50
+ // Posición y dimensiones
51
+ x: 150,
52
+ y: 400,
53
+ width: 32,
54
+ height: 32,
55
+ centerX: 0,
56
+ centerY: 0,
57
+
58
+ // Velocidades y física
59
+ velocityX: 0,
60
+ velocityY: 0,
61
+ acceleration: 0.8,
62
+ deceleration: 0.85,
63
+ maxSpeed: 8,
64
+ jumpPower: 16,
65
+ doubleJumpPower: 12,
66
+ dashPower: 15,
67
+
68
+ // Estados del jugador
69
+ grounded: false,
70
+ canDoubleJump: false,
71
+ canDash: true,
72
+ isDashing: false,
73
+ isAttacking: false,
74
+ isInvulnerable: false,
75
+ isCharging: false,
76
+
77
+ // Direcciones y orientación
78
+ facing: 'right',
79
+ lastDirection: 'right',
80
+
81
+ // Timers y cooldowns
82
+ invulnerabilityTimer: 0,
83
+ dashCooldown: 0,
84
+ attackCooldown: 0,
85
+ chargeCooldown: 0,
86
+
87
+ // Sprites y animaciones
88
+ currentSprite: '🧉',
89
+ spriteSet: {
90
+ idle: ['🧉', '🧉'],
91
+ running: ['🏃‍♂️', '🚶‍♂️'],
92
+ jumping: ['🤸‍♂️'],
93
+ attacking: ['⚔️', '🥊'],
94
+ dashing: ['💨'],
95
+ charging: ['⚡', '🔥']
96
+ },
97
+ animationFrame: 0,
98
+ animationSpeed: 200,
99
+ lastAnimationTime: 0,
100
+
101
+ // Estadísticas y progresión
102
+ stats: {
103
+ strength: 10,
104
+ agility: 10,
105
+ defense: 10,
106
+ luck: 10,
107
+ charisma: 10
108
+ },
109
+
110
+ // Habilidades especiales
111
+ abilities: {
112
+ mateHealing: true,
113
+ empanadasPower: false,
114
+ choripanShield: false,
115
+ fernetRage: false,
116
+ tangoTime: false
117
+ },
118
+
119
+ // Sistema de combos argentinos
120
+ comboSystem: {
121
+ currentCombo: [],
122
+ comboTimer: 0,
123
+ maxComboTime: 2000,
124
+ availableCombos: [
125
+ { sequence: ['che', 'boludo', 'dale'], name: 'Combo Argento', power: 150 },
126
+ { sequence: ['mate', 'asado', 'futbol'], name: 'Combo Patriótico', power: 200 },
127
+ { sequence: ['tango', 'milonga', 'bandoneón'], name: 'Combo Porteño', power: 250 }
128
+ ]
129
+ }
130
+ };
131
+
132
+ // Configuración de físicas avanzadas
133
+ this.physics = {
134
+ gravity: 0.8,
135
+ terminalVelocity: 20,
136
+ airResistance: 0.98,
137
+ groundFriction: 0.85,
138
+ bounceFactor: 0.3,
139
+ collisionPadding: 2,
140
+
141
+ // Configuraciones específicas por material
142
+ materials: {
143
+ concrete: { friction: 0.8, bounce: 0.1 },
144
+ grass: { friction: 0.9, bounce: 0.2 },
145
+ ice: { friction: 0.3, bounce: 0.1 },
146
+ rubber: { friction: 0.7, bounce: 0.8 },
147
+ metal: { friction: 0.6, bounce: 0.4 }
148
+ }
149
+ };
150
+
151
+ // Configuración de cámara avanzada
152
+ this.camera = {
153
+ x: 0,
154
+ y: 0,
155
+ targetX: 0,
156
+ targetY: 0,
157
+ smoothing: 0.1,
158
+ shake: { x: 0, y: 0, intensity: 0, duration: 0 },
159
+ zoom: 1,
160
+ targetZoom: 1,
161
+ bounds: { left: 0, right: 2000, top: 0, bottom: 1000 },
162
+
163
+ // Efectos de cámara
164
+ effects: {
165
+ screenShake: false,
166
+ slowMotion: false,
167
+ colorFilter: null,
168
+ vignette: false
169
+ }
170
+ };
171
+
172
+ // Configuración de niveles procedurales
173
+ this.levelConfig = {
174
+ currentLevel: null,
175
+ levelData: new Map(),
176
+ proceduralSeed: Date.now(),
177
+ chunkSize: 800,
178
+ loadedChunks: new Map(),
179
+ activeChunks: new Set(),
180
+
181
+ // Configuraciones por nivel
182
+ levelTypes: {
183
+ caminito_matrix: {
184
+ theme: 'urban_argentina',
185
+ difficulty: 1,
186
+ enemies: ['mantero', 'bondi', 'taxi'],
187
+ powerUps: ['mate', 'empanada', 'choripan'],
188
+ music: 'tango_chiptune',
189
+ background: 'la_boca_neon'
190
+ },
191
+ obelisco_cyber: {
192
+ theme: 'cyberpunk_bsas',
193
+ difficulty: 2,
194
+ enemies: ['drone_policia', 'hacker', 'cyborg_portero'],
195
+ powerUps: ['fernet_digital', 'asado_hologram'],
196
+ music: 'cumbia_synthwave',
197
+ background: 'obelisco_matrix'
198
+ }
199
+ }
200
+ };
201
+
202
+ // Sistema de partículas ultra avanzado
203
+ this.particleSystem = {
204
+ particles: [],
205
+ maxParticles: 500,
206
+ pools: {
207
+ explosion: [],
208
+ trail: [],
209
+ sparkle: [],
210
+ smoke: [],
211
+ blood: [],
212
+ energy: []
213
+ },
214
+
215
+ // Configuraciones de efectos
216
+ effects: {
217
+ playerTrail: { enabled: true, intensity: 0.7 },
218
+ impactSparks: { enabled: true, intensity: 1.0 },
219
+ ambientParticles: { enabled: true, intensity: 0.5 },
220
+ weatherEffects: { enabled: true, type: 'none' }
221
+ }
222
+ };
223
+
224
+ // Sistema de audio ultra avanzado
225
+ this.audioSystem = {
226
+ context: null,
227
+ masterVolume: 0.7,
228
+ sfxVolume: 0.8,
229
+ musicVolume: 0.6,
230
+
231
+ // Canales de audio
232
+ channels: {
233
+ master: null,
234
+ music: null,
235
+ sfx: null,
236
+ ambient: null,
237
+ voice: null
238
+ },
239
+
240
+ // Biblioteca de sonidos
241
+ sounds: new Map(),
242
+ currentMusic: null,
243
+ musicQueue: [],
244
+
245
+ // Efectos de audio avanzados
246
+ effects: {
247
+ reverb: null,
248
+ delay: null,
249
+ distortion: null,
250
+ filter: null
251
+ }
252
+ };
253
+
254
+ // Sistema de IA compañero ultra inteligente
255
+ this.aiCompanion = {
256
+ personality: {
257
+ humor: 0.8,
258
+ sarcasm: 0.6,
259
+ encouragement: 0.9,
260
+ knowledge: 0.95,
261
+ patience: 0.7,
262
+ argentineness: 1.0
263
+ },
264
+
265
+ // Estados emocionales
266
+ mood: 'excited',
267
+ relationship: 50, // 0-100
268
+ trust: 30, // 0-100
269
+
270
+ // Sistema de memoria
271
+ memory: {
272
+ playerActions: [],
273
+ conversations: [],
274
+ achievements: [],
275
+ preferences: new Map(),
276
+ personalData: new Map()
277
+ },
278
+
279
+ // Sistema de respuestas contextuales
280
+ responseSystem: {
281
+ contextAnalyzer: null,
282
+ emotionEngine: null,
283
+ humorGenerator: null,
284
+ knowledgeBase: new Map()
285
+ },
286
+
287
+ // Configuración de chat
288
+ chatConfig: {
289
+ isActive: false,
290
+ autoResponse: true,
291
+ responseDelay: 1500,
292
+ maxMessageLength: 200,
293
+ currentConversation: []
294
+ }
295
+ };
296
+
297
+ // Sistemas del motor
298
+ this.systems = {
299
+ input: null,
300
+ physics: null,
301
+ rendering: null,
302
+ audio: null,
303
+ ai: null,
304
+ particles: null,
305
+ entities: null,
306
+ levels: null,
307
+ save: null,
308
+ achievements: null,
309
+ analytics: null
310
+ };
311
+
312
+ // Configuración de rendimiento
313
+ this.performance = {
314
+ targetFPS: 60,
315
+ adaptiveQuality: true,
316
+ cullingEnabled: true,
317
+ lodEnabled: true,
318
+
319
+ // Métricas de rendimiento
320
+ metrics: {
321
+ frameTime: 0,
322
+ drawCalls: 0,
323
+ particleCount: 0,
324
+ entityCount: 0,
325
+ memoryUsage: 0
326
+ },
327
+
328
+ // Configuraciones de calidad
329
+ qualityLevels: {
330
+ potato: { particles: 50, effects: false, shadows: false },
331
+ low: { particles: 100, effects: true, shadows: false },
332
+ medium: { particles: 250, effects: true, shadows: true },
333
+ high: { particles: 400, effects: true, shadows: true },
334
+ ultra: { particles: 500, effects: true, shadows: true }
335
+ }
336
+ };
337
+
338
+ // Configuración de red y multijugador (futuro)
339
+ this.network = {
340
+ isOnline: false,
341
+ playerId: null,
342
+ sessionId: null,
343
+ peers: new Map(),
344
+ latency: 0,
345
+
346
+ // Configuración de sincronización
347
+ sync: {
348
+ enabled: false,
349
+ rate: 20, // Hz
350
+ interpolation: true,
351
+ prediction: true
352
+ }
353
+ };
354
+
355
+ // Sistema de eventos avanzado
356
+ this.eventSystem = {
357
+ listeners: new Map(),
358
+ queue: [],
359
+ processing: false,
360
+
361
+ // Tipos de eventos
362
+ eventTypes: {
363
+ PLAYER_MOVE: 'player_move',
364
+ PLAYER_JUMP: 'player_jump',
365
+ PLAYER_ATTACK: 'player_attack',
366
+ ENEMY_SPAWN: 'enemy_spawn',
367
+ ITEM_COLLECT: 'item_collect',
368
+ LEVEL_COMPLETE: 'level_complete',
369
+ ACHIEVEMENT_UNLOCK: 'achievement_unlock',
370
+ AI_RESPONSE: 'ai_response'
371
+ }
372
+ };
373
+
374
+ // Inicializar el motor
375
+ this.initialize();
376
+ }
377
+
378
+ // ===================================================================
379
+ // MÉTODOS DE INICIALIZACIÓN
380
+ // ===================================================================
381
+
382
+ async initialize() {
383
+ console.log('🚀 Inicializando RETRO LEGENDS: Ultimate Engine...');
384
+
385
+ try {
386
+ // Configurar canvas
387
+ this.setupCanvas();
388
+
389
+ // Inicializar sistemas principales
390
+ await this.initializeSystems();
391
+
392
+ // Cargar recursos
393
+ await this.loadResources();
394
+
395
+ // Configurar nivel inicial
396
+ await this.loadInitialLevel();
397
+
398
+ // Configurar IA
399
+ this.initializeAI();
400
+
401
+ // Inicializar sistema de eventos
402
+ this.initializeEventSystem();
403
+
404
+ // Configurar sistema de guardado
405
+ this.initializeSaveSystem();
406
+
407
+ // Marcar como inicializado
408
+ this.engineState.isInitialized = true;
409
+ this.engineState.isRunning = true;
410
+
411
+ // Iniciar loop principal
412
+ this.startMainLoop();
413
+
414
+ console.log('✅ RETRO LEGENDS: Ultimate Engine inicializado correctamente');
415
+
416
+ // Disparar evento de inicialización
417
+ this.dispatchEvent('ENGINE_INITIALIZED', { timestamp: Date.now() });
418
+
419
+ } catch (error) {
420
+ console.error('❌ Error inicializando el motor:', error);
421
+ throw error;
422
+ }
423
+ }
424
+
425
+ setupCanvas() {
426
+ // Configurar tamaño responsivo
427
+ this.resizeCanvas();
428
+ window.addEventListener('resize', () => this.resizeCanvas());
429
+
430
+ // Configurar contexto para renderizado pixelado
431
+ this.ctx.imageSmoothingEnabled = false;
432
+ this.ctx.webkitImageSmoothingEnabled = false;
433
+ this.ctx.mozImageSmoothingEnabled = false;
434
+ this.ctx.msImageSmoothingEnabled = false;
435
+
436
+ // Configurar filtros de renderizado
437
+ this.ctx.filter = 'contrast(1.1) saturate(1.2) brightness(1.05)';
438
+
439
+ console.log('🖥️ Canvas configurado:', this.canvas.width, 'x', this.canvas.height);
440
+ }
441
+
442
+ resizeCanvas() {
443
+ const container = this.canvas.parentElement;
444
+ const rect = container.getBoundingClientRect();
445
+
446
+ // Configurar tamaño manteniendo aspect ratio 16:9
447
+ const aspectRatio = 16 / 9;
448
+ let width = rect.width;
449
+ let height = rect.height;
450
+
451
+ if (width / height > aspectRatio) {
452
+ width = height * aspectRatio;
453
+ } else {
454
+ height = width / aspectRatio;
455
+ }
456
+
457
+ this.canvas.width = width;
458
+ this.canvas.height = height;
459
+
460
+ // Actualizar bounds de cámara
461
+ this.camera.bounds.right = width * 2;
462
+ this.camera.bounds.bottom = height * 1.5;
463
+ }
464
+
465
+ async initializeSystems() {
466
+ console.log('🔧 Inicializando sistemas del motor...');
467
+
468
+ // Sistema de input avanzado
469
+ this.systems.input = new AdvancedInputHandler(this);
470
+
471
+ // Sistema de físicas
472
+ this.systems.physics = new AdvancedPhysicsEngine(this);
473
+
474
+ // Sistema de renderizado
475
+ this.systems.rendering = new AdvancedRenderingSystem(this);
476
+
477
+ // Sistema de audio
478
+ this.systems.audio = new UltraAudioSystem(this);
479
+ await this.systems.audio.initialize();
480
+
481
+ // Sistema de partículas
482
+ this.systems.particles = new AdvancedParticleSystem(this);
483
+
484
+ // Sistema de entidades
485
+ this.systems.entities = new UltraEntityManager(this);
486
+
487
+ // Sistema de niveles
488
+ this.systems.levels = new ProceduralLevelGenerator(this);
489
+
490
+ // Sistema de IA
491
+ this.systems.ai = new AdvancedAICompanion(this);
492
+
493
+ // Sistema de guardado
494
+ this.systems.save = new AdvancedSaveSystem(this);
495
+
496
+ // Sistema de logros
497
+ this.systems.achievements = new AchievementSystem(this);
498
+
499
+ // Sistema de analíticas
500
+ this.systems.analytics = new GameAnalytics(this);
501
+
502
+ console.log('✅ Todos los sistemas inicializados');
503
+ }
504
+
505
+ async loadResources() {
506
+ console.log('📦 Cargando recursos del juego...');
507
+
508
+ // Cargar sprites y texturas
509
+ await this.loadSprites();
510
+
511
+ // Cargar sonidos
512
+ await this.loadAudio();
513
+
514
+ // Cargar datos de niveles
515
+ await this.loadLevelData();
516
+
517
+ // Cargar configuraciones de IA
518
+ await this.loadAIData();
519
+
520
+ console.log('✅ Recursos cargados correctamente');
521
+ }
522
+
523
+ async loadSprites() {
524
+ // Aquí cargaríamos sprites reales en una implementación completa
525
+ console.log('🎨 Sprites cargados (modo texto para demo)');
526
+ }
527
+
528
+ async loadAudio() {
529
+ // Inicializar contexto de audio
530
+ if (!this.audioSystem.context) {
531
+ this.audioSystem.context = new (window.AudioContext || window.webkitAudioContext)();
532
+ }
533
+
534
+ console.log('🎵 Sistema de audio inicializado');
535
+ }
536
+
537
+ async loadLevelData() {
538
+ // Cargar configuraciones de niveles
539
+ this.levelConfig.levelData.set('caminito_matrix', {
540
+ name: 'Caminito Matrix',
541
+ theme: 'cyberpunk_argentina',
542
+ size: { width: 2000, height: 800 },
543
+ spawnPoints: [{ x: 100, y: 400 }],
544
+ enemies: ['mantero_cyber', 'bondi_hologram', 'taxi_drone'],
545
+ collectibles: ['mate_digital', 'empanada_power', 'choripan_shield']
546
+ });
547
+
548
+ console.log('🗺️ Datos de niveles cargados');
549
+ }
550
+
551
+ async loadAIData() {
552
+ // Cargar base de conocimiento de la IA
553
+ this.aiCompanion.responseSystem.knowledgeBase.set('argentina', {
554
+ cultura: ['mate', 'asado', 'tango', 'futbol', 'Maradona'],
555
+ lugares: ['Buenos Aires', 'Córdoba', 'Mendoza', 'Bariloche'],
556
+ comidas: ['empanadas', 'choripan', 'milanesas', 'dulce de leche'],
557
+ expresiones: ['che', 'boludo', 'dale', 'bárbaro', 'copado']
558
+ });
559
+
560
+ console.log('🤖 Base de conocimiento de IA cargada');
561
+ }
562
+
563
+ async loadInitialLevel() {
564
+ console.log('🏗️ Cargando nivel inicial...');
565
+
566
+ // Cargar Caminito Matrix
567
+ await this.systems.levels.loadLevel('caminito_matrix');
568
+
569
+ // Posicionar jugador
570
+ this.player.x = 150;
571
+ this.player.y = 400;
572
+
573
+ // Configurar cámara
574
+ this.updateCamera();
575
+
576
+ console.log('✅ Nivel inicial cargado');
577
+ }
578
+
579
+ initializeAI() {
580
+ console.log('🧠 Inicializando IA compañero...');
581
+
582
+ // Configurar personalidad inicial
583
+ this.aiCompanion.mood = 'excited';
584
+ this.aiCompanion.relationship = 50;
585
+
586
+ // Mensaje de bienvenida
587
+ setTimeout(() => {
588
+ this.systems.ai.sendMessage(
589
+ "¡Ehhhh, pibe! ¡Bienvenido a la experiencia más nostálgica y avanzada de tu vida! " +
590
+ "Soy NEXUS, tu compañero argento con IA de última generación. " +
591
+ "¿Listos para romperla en este universo retro-futurista? ¡Dale que arrancamos! 🚀🇦🇷"
592
+ );
593
+ }, 2000);
594
+
595
+ console.log('✅ IA compañero inicializada');
596
+ }
597
+
598
+ initializeEventSystem() {
599
+ console.log('📡 Inicializando sistema de eventos...');
600
+
601
+ // Configurar listeners principales
602
+ this.addEventListener('PLAYER_MOVE', (data) => {
603
+ this.systems.ai.onPlayerMove(data);
604
+ this.systems.analytics.trackEvent('player_movement', data);
605
+ });
606
+
607
+ this.addEventListener('PLAYER_JUMP', (data) => {
608
+ this.systems.ai.onPlayerJump(data);
609
+ this.systems.particles.createJumpEffect(data.x, data.y);
610
+ });
611
+
612
+ this.addEventListener('ITEM_COLLECT', (data) => {
613
+ this.systems.ai.onItemCollect(data);
614
+ this.updateScore(data.points);
615
+ });
616
+
617
+ console.log('✅ Sistema de eventos configurado');
618
+ }
619
+
620
+ initializeSaveSystem() {
621
+ console.log('💾 Inicializando sistema de guardado...');
622
+
623
+ // Cargar datos guardados si existen
624
+ this.systems.save.loadGame();
625
+
626
+ // Configurar auto-guardado cada 30 segundos
627
+ setInterval(() => {
628
+ this.systems.save.autoSave();
629
+ }, 30000);
630
+
631
+ console.log('✅ Sistema de guardado configurado');
632
+ }
633
+
634
+ // ===================================================================
635
+ // LOOP PRINCIPAL DEL JUEGO
636
+ // ===================================================================
637
+
638
+ startMainLoop() {
639
+ console.log('🔄 Iniciando loop principal del juego...');
640
+ this.engineState.lastFrameTime = performance.now();
641
+ this.mainLoop();
642
+ }
643
+
644
+ mainLoop() {
645
+ if (!this.engineState.isRunning) return;
646
+
647
+ // Calcular delta time
648
+ const currentTime = performance.now();
649
+ this.engineState.deltaTime = currentTime - this.engineState.lastFrameTime;
650
+ this.engineState.lastFrameTime = currentTime;
651
+
652
+ // Actualizar FPS
653
+ this.updateFPS();
654
+
655
+ // Verificar rendimiento y ajustar calidad si es necesario
656
+ this.checkPerformance();
657
+
658
+ // Actualizar solo si no está pausado
659
+ if (!this.engineState.isPaused) {
660
+ this.update(this.engineState.deltaTime);
661
+ }
662
+
663
+ // Renderizar siempre
664
+ this.render();
665
+
666
+ // Continuar el loop
667
+ requestAnimationFrame(() => this.mainLoop());
668
+ }
669
+
670
+ update(deltaTime) {
671
+ // Actualizar tiempo de juego
672
+ this.gameState.time += deltaTime;
673
+
674
+ // Actualizar sistemas principales
675
+ this.updatePlayer(deltaTime);
676
+ this.updateCamera(deltaTime);
677
+ this.updatePhysics(deltaTime);
678
+
679
+ // Actualizar sistemas secundarios
680
+ this.systems.entities.update(deltaTime);
681
+ this.systems.particles.update(deltaTime);
682
+ this.systems.levels.update(deltaTime);
683
+ this.systems.ai.update(deltaTime);
684
+
685
+ // Procesar eventos
686
+ this.processEvents();
687
+
688
+ // Verificar colisiones
689
+ this.checkCollisions();
690
+
691
+ // Actualizar UI
692
+ this.updateUI();
693
+
694
+ // Verificar condiciones de juego
695
+ this.checkGameConditions();
696
+
697
+ // Actualizar analíticas
698
+ this.systems.analytics.update(deltaTime);
699
+ }
700
+
701
+ updatePlayer(deltaTime) {
702
+ const player = this.player;
703
+
704
+ // Actualizar timers
705
+ this.updatePlayerTimers(deltaTime);
706
+
707
+ // Procesar input del jugador
708
+ this.systems.input.processPlayerInput(deltaTime);
709
+
710
+ // Aplicar física del jugador
711
+ this.applyPlayerPhysics(deltaTime);
712
+
713
+ // Actualizar animaciones
714
+ this.updatePlayerAnimation(deltaTime);
715
+
716
+ // Actualizar centro del jugador
717
+ player.centerX = player.x + player.width / 2;
718
+ player.centerY = player.y + player.height / 2;
719
+
720
+ // Verificar límites del mundo
721
+ this.checkWorldBounds();
722
+
723
+ // Actualizar sistema de combos
724
+ this.updateComboSystem(deltaTime);
725
+ }
726
+
727
+ updatePlayerTimers(deltaTime) {
728
+ const player = this.player;
729
+
730
+ // Timer de invulnerabilidad
731
+ if (player.invulnerabilityTimer > 0) {
732
+ player.invulnerabilityTimer -= deltaTime;
733
+ if (player.invulnerabilityTimer <= 0) {
734
+ player.isInvulnerable = false;
735
+ }
736
+ }
737
+
738
+ // Cooldown de dash
739
+ if (player.dashCooldown > 0) {
740
+ player.dashCooldown -= deltaTime;
741
+ if (player.dashCooldown <= 0) {
742
+ player.canDash = true;
743
+ }
744
+ }
745
+
746
+ // Cooldown de ataque
747
+ if (player.attackCooldown > 0) {
748
+ player.attackCooldown -= deltaTime;
749
+ if (player.attackCooldown <= 0) {
750
+ player.isAttacking = false;
751
+ }
752
+ }
753
+
754
+ // Timer de combo
755
+ if (player.comboSystem.comboTimer > 0) {
756
+ player.comboSystem.comboTimer -= deltaTime;
757
+ if (player.comboSystem.comboTimer <= 0) {
758
+ player.comboSystem.currentCombo = [];
759
+ }
760
+ }
761
+ }
762
+
763
+ applyPlayerPhysics(deltaTime) {
764
+ const player = this.player;
765
+ const physics = this.physics;
766
+
767
+ // Aplicar gravedad si no está en el suelo
768
+ if (!player.grounded) {
769
+ player.velocityY += physics.gravity;
770
+ if (player.velocityY > physics.terminalVelocity) {
771
+ player.velocityY = physics.terminalVelocity;
772
+ }
773
+ }
774
+
775
+ // Aplicar fricción/resistencia
776
+ if (player.grounded) {
777
+ player.velocityX *= physics.groundFriction;
778
+ } else {
779
+ player.velocityX *= physics.airResistance;
780
+ }
781
+
782
+ // Aplicar velocidades
783
+ player.x += player.velocityX;
784
+ player.y += player.velocityY;
785
+
786
+ // Verificar colisiones con terreno
787
+ this.checkTerrainCollisions();
788
+ }
789
+
790
+ updatePlayerAnimation(deltaTime) {
791
+ const player = this.player;
792
+
793
+ // Actualizar timer de animación
794
+ player.lastAnimationTime += deltaTime;
795
+
796
+ if (player.lastAnimationTime >= player.animationSpeed) {
797
+ player.lastAnimationTime = 0;
798
+
799
+ // Determinar sprite actual basado en estado
800
+ let spriteSet;
801
+
802
+ if (player.isDashing) {
803
+ spriteSet = player.spriteSet.dashing;
804
+ } else if (player.isAttacking) {
805
+ spriteSet = player.spriteSet.attacking;
806
+ } else if (player.isCharging) {
807
+ spriteSet = player.spriteSet.charging;
808
+ } else if (!player.grounded) {
809
+ spriteSet = player.spriteSet.jumping;
810
+ } else if (Math.abs(player.velocityX) > 0.5) {
811
+ spriteSet = player.spriteSet.running;
812
+ } else {
813
+ spriteSet = player.spriteSet.idle;
814
+ }
815
+
816
+ // Avanzar frame de animación
817
+ player.animationFrame = (player.animationFrame + 1) % spriteSet.length;
818
+ player.currentSprite = spriteSet[player.animationFrame];
819
+ }
820
+ }
821
+
822
+ updateCamera(deltaTime) {
823
+ const camera = this.camera;
824
+ const player = this.player;
825
+
826
+ // Calcular posición objetivo de la cámara
827
+ camera.targetX = player.centerX - this.canvas.width / 2;
828
+ camera.targetY = player.centerY - this.canvas.height / 2;
829
+
830
+ // Aplicar límites de cámara
831
+ camera.targetX = Math.max(camera.bounds.left,
832
+ Math.min(camera.bounds.right - this.canvas.width, camera.targetX));
833
+ camera.targetY = Math.max(camera.bounds.top,
834
+ Math.min(camera.bounds.bottom - this.canvas.height, camera.targetY));
835
+
836
+ // Interpolar suavemente hacia la posición objetivo
837
+ camera.x += (camera.targetX - camera.x) * camera.smoothing;
838
+ camera.y += (camera.targetY - camera.y) * camera.smoothing;
839
+
840
+ // Aplicar shake de cámara si está activo
841
+ if (camera.shake.duration > 0) {
842
+ camera.shake.duration -= deltaTime;
843
+ const intensity = camera.shake.intensity * (camera.shake.duration / 1000);
844
+ camera.shake.x = (Math.random() - 0.5) * intensity;
845
+ camera.shake.y = (Math.random() - 0.5) * intensity;
846
+ } else {
847
+ camera.shake.x = 0;
848
+ camera.shake.y = 0;
849
+ }
850
+
851
+ // Aplicar zoom suave
852
+ camera.zoom += (camera.targetZoom - camera.zoom) * 0.1;
853
+ }
854
+
855
+ updatePhysics(deltaTime) {
856
+ // Actualizar física del mundo
857
+ this.systems.physics.update(deltaTime);
858
+ }
859
+
860
+ checkCollisions() {
861
+ // Verificar colisiones jugador-entidades
862
+ const playerRect = {
863
+ x: this.player.x,
864
+ y: this.player.y,
865
+ width: this.player.width,
866
+ height: this.player.height
867
+ };
868
+
869
+ const entities = this.systems.entities.getActiveEntities();
870
+
871
+ entities.forEach((entity, index) => {
872
+ if (this.isColliding(playerRect, entity.getBounds())) {
873
+ this.handleCollision(entity, index);
874
+ }
875
+ });
876
+ }
877
+
878
+ isColliding(rect1, rect2) {
879
+ return rect1.x < rect2.x + rect2.width &&
880
+ rect1.x + rect1.width > rect2.x &&
881
+ rect1.y < rect2.y + rect2.height &&
882
+ rect1.y + rect1.height > rect2.y;
883
+ }
884
+
885
+ handleCollision(entity, index) {
886
+ if (this.player.isInvulnerable) return;
887
+
888
+ switch(entity.type) {
889
+ case 'enemy':
890
+ this.playerHit(entity);
891
+ break;
892
+ case 'collectible':
893
+ this.collectItem(entity, index);
894
+ break;
895
+ case 'powerup':
896
+ this.collectPowerUp(entity, index);
897
+ break;
898
+ case 'checkpoint':
899
+ this.activateCheckpoint(entity);
900
+ break;
901
+ }
902
+ }
903
+
904
+ playerHit(enemy) {
905
+ // Reducir vida
906
+ this.gameState.health -= enemy.damage || 25;
907
+
908
+ // Activar invulnerabilidad
909
+ this.player.isInvulnerable = true;
910
+ this.player.invulnerabilityTimer = 2000;
911
+
912
+ // Aplicar knockback
913
+ const knockbackDirection = this.player.x < enemy.x ? -1 : 1;
914
+ this.player.velocityX = knockbackDirection * 10;
915
+ this.player.velocityY = -8;
916
+
917
+ // Efectos visuales y sonoros
918
+ this.systems.particles.createHitEffect(this.player.centerX, this.player.centerY);
919
+ this.systems.audio.playSound('player_hit');
920
+ this.shakeCamera(300, 10);
921
+
922
+ // Reacción de la IA
923
+ this.systems.ai.onPlayerHit(enemy.type);
924
+
925
+ // Disparar evento
926
+ this.dispatchEvent('PLAYER_HIT', {
927
+ enemy: enemy.type,
928
+ damage: enemy.damage,
929
+ health: this.gameState.health
930
+ });
931
+
932
+ // Verificar muerte
933
+ if (this.gameState.health <= 0) {
934
+ this.playerDeath();
935
+ }
936
+ }
937
+
938
+ collectItem(item, index) {
939
+ // Añadir puntos
940
+ this.gameState.score += item.points || 100;
941
+
942
+ // Procesar tipo de item
943
+ switch(item.subtype) {
944
+ case 'mate':
945
+ this.gameState.mateCount++;
946
+ this.systems.ai.onMateCollected();
947
+ break;
948
+ case 'empanada':
949
+ this.gameState.health = Math.min(this.gameState.maxHealth, this.gameState.health + 25);
950
+ break;
951
+ case 'choripan':
952
+ this.gameState.energy = Math.min(this.gameState.maxEnergy, this.gameState.energy + 50);
953
+ break;
954
+ }
955
+
956
+ // Efectos
957
+ this.systems.particles.createCollectEffect(item.x, item.y, item.color);
958
+ this.systems.audio.playSound('item_collect');
959
+
960
+ // Remover item
961
+ this.systems.entities.removeEntity(index);
962
+
963
+ // Disparar evento
964
+ this.dispatchEvent('ITEM_COLLECT', {
965
+ type: item.subtype,
966
+ points: item.points,
967
+ position: { x: item.x, y: item.y }
968
+ });
969
+ }
970
+
971
+ updateComboSystem(deltaTime) {
972
+ const comboSystem = this.player.comboSystem;
973
+
974
+ // Verificar si hay combo activo
975
+ if (comboSystem.currentCombo.length > 0) {
976
+ // Verificar si se completó algún combo
977
+ comboSystem.availableCombos.forEach(combo => {
978
+ if (this.arraysEqual(comboSystem.currentCombo, combo.sequence)) {
979
+ this.executeCombo(combo);
980
+ comboSystem.currentCombo = [];
981
+ comboSystem.comboTimer = 0;
982
+ }
983
+ });
984
+ }
985
+ }
986
+
987
+ executeCombo(combo) {
988
+ console.log(`🔥 Combo ejecutado: ${combo.name} (${combo.power} poder)`);
989
+
990
+ // Aplicar efectos del combo
991
+ this.gameState.score += combo.power;
992
+ this.gameState.combo++;
993
+
994
+ // Efectos visuales espectaculares
995
+ this.systems.particles.createComboEffect(this.player.centerX, this.player.centerY, combo.name);
996
+ this.systems.audio.playSound('combo_success');
997
+ this.shakeCamera(500, 15);
998
+
999
+ // Reacción de la IA
1000
+ this.systems.ai.onComboExecuted(combo);
1001
+
1002
+ // Disparar evento
1003
+ this.dispatchEvent('COMBO_EXECUTED', { combo: combo.name, power: combo.power });
1004
+ }
1005
+
1006
+ // ===================================================================
1007
+ // MÉTODOS DE RENDERIZADO
1008
+ // ===================================================================
1009
+
1010
+ render() {
1011
+ // Limpiar canvas
1012
+ this.clearCanvas();
1013
+
1014
+ // Aplicar transformaciones de cámara
1015
+ this.ctx.save();
1016
+ this.applyCamera();
1017
+
1018
+ // Renderizar fondo
1019
+ this.renderBackground();
1020
+
1021
+ // Renderizar nivel
1022
+ this.systems.levels.render(this.ctx);
1023
+
1024
+ // Renderizar entidades
1025
+ this.systems.entities.render(this.ctx);
1026
+
1027
+ // Renderizar jugador
1028
+ this.renderPlayer();
1029
+
1030
+ // Renderizar partículas
1031
+ this.systems.particles.render(this.ctx);
1032
+
1033
+ // Renderizar efectos de primer plano
1034
+ this.renderForegroundEffects();
1035
+
1036
+ // Restaurar transformaciones
1037
+ this.ctx.restore();
1038
+
1039
+ // Renderizar UI (sin transformaciones de cámara)
1040
+ this.renderUI();
1041
+
1042
+ // Renderizar debug si está habilitado
1043
+ if (this.engineState.debugMode) {
1044
+ this.renderDebugInfo();
1045
+ }
1046
+
1047
+ // Actualizar métricas de rendimiento
1048
+ this.performance.metrics.drawCalls++;
1049
+ }
1050
+
1051
+ clearCanvas() {
1052
+ // Fondo degradado dinámico
1053
+ const gradient = this.ctx.createLinearGradient(0, 0, this.canvas.width, this.canvas.height);
1054
+ gradient.addColorStop(0, '#0a0a0a');
1055
+ gradient.addColorStop(0.5, '#1a1a2e');
1056
+ gradient.addColorStop(1, '#16213e');
1057
+
1058
+ this.ctx.fillStyle = gradient;
1059
+ this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
1060
+ }
1061
+
1062
+ applyCamera() {
1063
+ // Aplicar zoom
1064
+ this.ctx.scale(this.camera.zoom, this.camera.zoom);
1065
+
1066
+ // Aplicar posición de cámara con shake
1067
+ this.ctx.translate(
1068
+ -this.camera.x + this.camera.shake.x,
1069
+ -this.camera.y + this.camera.shake.y
1070
+ );
1071
+ }
1072
+
1073
+ renderBackground() {
1074
+ // Renderizar fondo parallax del nivel actual
1075
+ this.systems.levels.renderBackground(this.ctx, this.camera);
1076
+ }
1077
+
1078
+ renderPlayer() {
1079
+ const player = this.player;
1080
+
1081
+ // Efecto de parpadeo si es invulnerable
1082
+ if (player.isInvulnerable && Math.floor(this.gameState.time / 100) % 2) {
1083
+ this.ctx.globalAlpha = 0.5;
1084
+ }
1085
+
1086
+ // Configurar renderizado de texto
1087
+ this.ctx.font = '32px Arial';
1088
+ this.ctx.textAlign = 'center';
1089
+ this.ctx.textBaseline = 'bottom';
1090
+
1091
+ // Renderizar sprite del jugador
1092
+ this.ctx.fillStyle = '#ffffff';
1093
+ this.ctx.fillText(
1094
+ player.currentSprite,
1095
+ player.centerX,
1096
+ player.y + player.height
1097
+ );
1098
+
1099
+ // Efectos especiales según estado
1100
+ if (player.isDashing) {
1101
+ this.renderDashEffect();
1102
+ }
1103
+
1104
+ if (player.isCharging) {
1105
+ this.renderChargeEffect();
1106
+ }
1107
+
1108
+ // Restaurar alpha
1109
+ this.ctx.globalAlpha = 1.0;
1110
+
1111
+ // Renderizar barra de vida si está dañado
1112
+ if (this.gameState.health < this.gameState.maxHealth) {
1113
+ this.renderPlayerHealthBar();
1114
+ }
1115
+ }
1116
+
1117
+ renderDashEffect() {
1118
+ const player = this.player;
1119
+
1120
+ // Crear trail de dash
1121
+ this.ctx.strokeStyle = '#00ffff';
1122
+ this.ctx.lineWidth = 3;
1123
+ this.ctx.globalAlpha = 0.7;
1124
+
1125
+ this.ctx.beginPath();
1126
+ this.ctx.moveTo(player.x - 20, player.centerY);
1127
+ this.ctx.lineTo(player.x + player.width + 20, player.centerY);
1128
+ this.ctx.stroke();
1129
+
1130
+ this.ctx.globalAlpha = 1.0;
1131
+ }
1132
+
1133
+ renderChargeEffect() {
1134
+ const player = this.player;
1135
+ const time = this.gameState.time;
1136
+
1137
+ // Efecto de energía cargándose
1138
+ this.ctx.strokeStyle = '#ffff00';
1139
+ this.ctx.lineWidth = 2;
1140
+ this.ctx.globalAlpha = 0.8;
1141
+
1142
+ const radius = 40 + Math.sin(time * 0.01) * 10;
1143
+
1144
+ this.ctx.beginPath();
1145
+ this.ctx.arc(player.centerX, player.centerY, radius, 0, Math.PI * 2);
1146
+ this.ctx.stroke();
1147
+
1148
+ this.ctx.globalAlpha = 1.0;
1149
+ }
1150
+
1151
+ renderPlayerHealthBar() {
1152
+ const player = this.player;
1153
+ const barWidth = 40;
1154
+ const barHeight = 6;
1155
+ const x = player.centerX - barWidth / 2;
1156
+ const y = player.y - 15;
1157
+
1158
+ // Fondo de la barra
1159
+ this.ctx.fillStyle = '#ff0000';
1160
+ this.ctx.fillRect(x, y, barWidth, barHeight);
1161
+
1162
+ // Barra de vida
1163
+ const healthPercent = this.gameState.health / this.gameState.maxHealth;
1164
+ this.ctx.fillStyle = '#00ff00';
1165
+ this.ctx.fillRect(x, y, barWidth * healthPercent, barHeight);
1166
+
1167
+ // Borde
1168
+ this.ctx.strokeStyle = '#ffffff';
1169
+ this.ctx.lineWidth = 1;
1170
+ this.ctx.strokeRect(x, y, barWidth, barHeight);
1171
+ }
1172
+
1173
+ renderForegroundEffects() {
1174
+ // Efectos de primer plano como lluvia, nieve, etc.
1175
+ if (this.particleSystem.effects.weatherEffects.enabled) {
1176
+ this.renderWeatherEffects();
1177
+ }
1178
+
1179
+ // Efectos de pantalla como vignette
1180
+ if (this.camera.effects.vignette) {
1181
+ this.renderVignette();
1182
+ }
1183
+ }
1184
+
1185
+ renderWeatherEffects() {
1186
+ // Implementar efectos climáticos
1187
+ }
1188
+
1189
+ renderVignette() {
1190
+ const gradient = this.ctx.createRadialGradient(
1191
+ this.canvas.width / 2, this.canvas.height / 2, 0,
1192
+ this.canvas.width / 2, this.canvas.height / 2, this.canvas.width / 2
1193
+ );
1194
+ gradient.addColorStop(0, 'rgba(0,0,0,0)');
1195
+ gradient.addColorStop(1, 'rgba(0,0,0,0.5)');
1196
+
1197
+ this.ctx.fillStyle = gradient;
1198
+ this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
1199
+ }
1200
+
1201
+ renderUI() {
1202
+ // La UI se renderiza en el HTML, pero aquí podríamos añadir overlays
1203
+ }
1204
+
1205
+ renderDebugInfo() {
1206
+ this.ctx.fillStyle = '#00ff00';
1207
+ this.ctx.font = '12px monospace';
1208
+ this.ctx.textAlign = 'left';
1209
+
1210
+ const debugInfo = [
1211
+ `FPS: ${this.engineState.averageFPS.toFixed(1)}`,
1212
+ `Delta: ${this.engineState.deltaTime.toFixed(2)}ms`,
1213
+ `Player: (${this.player.x.toFixed(0)}, ${this.player.y.toFixed(0)})`,
1214
+ `Velocity: (${this.player.velocityX.toFixed(2)}, ${this.player.velocityY.toFixed(2)})`,
1215
+ `Camera: (${this.camera.x.toFixed(0)}, ${this.camera.y.toFixed(0)})`,
1216
+ `Entities: ${this.systems.entities.getEntityCount()}`,
1217
+ `Particles: ${this.systems.particles.getParticleCount()}`
1218
+ ];
1219
+
1220
+ debugInfo.forEach((line, index) => {
1221
+ this.ctx.fillText(line, 10, 20 + index * 15);
1222
+ });
1223
+ }
1224
+
1225
+ // ===================================================================
1226
+ // MÉTODOS AUXILIARES
1227
+ // ===================================================================
1228
+
1229
+ updateFPS() {
1230
+ this.engineState.frameCount++;
1231
+
1232
+ if (this.engineState.frameCount % 60 === 0) {
1233
+ this.engineState.averageFPS = 1000 / this.engineState.deltaTime;
1234
+ }
1235
+ }
1236
+
1237
+ checkPerformance() {
1238
+ // Ajustar calidad automáticamente si el rendimiento es bajo
1239
+ if (this.performance.adaptiveQuality && this.engineState.averageFPS < 45) {
1240
+ this.adjustQuality('down');
1241
+ } else if (this.performance.adaptiveQuality && this.engineState.averageFPS > 55) {
1242
+ this.adjustQuality('up');
1243
+ }
1244
+ }
1245
+
1246
+ adjustQuality(direction) {
1247
+ // Implementar ajuste automático de calidad
1248
+ console.log(`🔧 Ajustando calidad: ${direction}`);
1249
+ }
1250
+
1251
+ processEvents() {
1252
+ while (this.eventSystem.queue.length > 0) {
1253
+ const event = this.eventSystem.queue.shift();
1254
+ this.handleEvent(event);
1255
+ }
1256
+ }
1257
+
1258
+ handleEvent(event) {
1259
+ const listeners = this.eventSystem.listeners.get(event.type);
1260
+ if (listeners) {
1261
+ listeners.forEach(listener => listener(event.data));
1262
+ }
1263
+ }
1264
+
1265
+ addEventListener(type, listener) {
1266
+ if (!this.eventSystem.listeners.has(type)) {
1267
+ this.eventSystem.listeners.set(type, []);
1268
+ }
1269
+ this.eventSystem.listeners.get(type).push(listener);
1270
+ }
1271
+
1272
+ dispatchEvent(type, data) {
1273
+ this.eventSystem.queue.push({ type, data, timestamp: Date.now() });
1274
+ }
1275
+
1276
+ shakeCamera(duration, intensity) {
1277
+ this.camera.shake.duration = duration;
1278
+ this.camera.shake.intensity = intensity;
1279
+ }
1280
+
1281
+ updateUI() {
1282
+ // Actualizar elementos de UI
1283
+ document.getElementById('gameScore').textContent = this.gameState.score.toLocaleString();
1284
+ document.getElementById('playerHealth').textContent = Math.max(0, this.gameState.health);
1285
+ document.getElementById('mateCount').textContent = this.gameState.mateCount;
1286
+ document.getElementById('currentLevel').textContent = this.levelConfig.currentLevel;
1287
+ document.getElementById('comboCount').textContent = this.gameState.combo;
1288
+ }
1289
+
1290
+ checkGameConditions() {
1291
+ // Verificar condiciones de victoria/derrota
1292
+ if (this.gameState.health <= 0 && this.gameState.lives <= 0) {
1293
+ this.gameOver();
1294
+ }
1295
+
1296
+ // Verificar completado de nivel
1297
+ if (this.systems.levels.isLevelComplete()) {
1298
+ this.completeLevel();
1299
+ }
1300
+ }
1301
+
1302
+ checkWorldBounds() {
1303
+ const player = this.player;
1304
+
1305
+ // Límites horizontales
1306
+ if (player.x < 0) {
1307
+ player.x = 0;
1308
+ player.velocityX = 0;
1309
+ }
1310
+
1311
+ // Límite inferior (muerte por caída)
1312
+ if (player.y > this.canvas.height + 200) {
1313
+ this.playerDeath('fall');
1314
+ }
1315
+ }
1316
+
1317
+ checkTerrainCollisions() {
1318
+ const player = this.player;
1319
+ const groundY = this.canvas.height - 80; // Altura del suelo base
1320
+
1321
+ // Colisión con el suelo
1322
+ if (player.y + player.height >= groundY) {
1323
+ player.y = groundY - player.height;
1324
+ player.velocityY = 0;
1325
+
1326
+ if (!player.grounded) {
1327
+ player.grounded = true;
1328
+ player.canDoubleJump = true;
1329
+ this.systems.particles.createLandingEffect(player.centerX, player.y + player.height);
1330
+ this.systems.ai.onPlayerLanding();
1331
+ }
1332
+ } else {
1333
+ player.grounded = false;
1334
+ }
1335
+ }
1336
+
1337
+ playerDeath(cause = 'unknown') {
1338
+ console.log(`💀 Jugador murió por: ${cause}`);
1339
+
1340
+ // Reducir vidas
1341
+ this.gameState.lives--;
1342
+
1343
+ // Efectos de muerte
1344
+ this.systems.particles.createDeathEffect(this.player.centerX, this.player.centerY);
1345
+ this.systems.audio.playSound('player_death');
1346
+ this.shakeCamera(1000, 20);
1347
+
1348
+ // Reacción de la IA
1349
+ this.systems.ai.onPlayerDeath(cause);
1350
+
1351
+ // Resetear jugador
1352
+ this.respawnPlayer();
1353
+
1354
+ // Disparar evento
1355
+ this.dispatchEvent('PLAYER_DEATH', { cause, lives: this.gameState.lives });
1356
+ }
1357
+
1358
+ respawnPlayer() {
1359
+ // Resetear posición y estado del jugador
1360
+ this.player.x = 150;
1361
+ this.player.y = 400;
1362
+ this.player.velocityX = 0;
1363
+ this.player.velocityY = 0;
1364
+ this.gameState.health = this.gameState.maxHealth;
1365
+ this.player.isInvulnerable = true;
1366
+ this.player.invulnerabilityTimer = 3000;
1367
+
1368
+ console.log('🔄 Jugador respawneado');
1369
+ }
1370
+
1371
+ gameOver() {
1372
+ this.engineState.isRunning = false;
1373
+ console.log('💀 GAME OVER');
1374
+
1375
+ // Mostrar pantalla de game over
1376
+ this.systems.ai.onGameOver();
1377
+
1378
+ // Guardar estadísticas finales
1379
+ this.systems.save.saveGameOverStats();
1380
+ }
1381
+
1382
+ completeLevel() {
1383
+ console.log('🏆 Nivel completado');
1384
+
1385
+ // Bonificación por completar nivel
1386
+ this.gameState.score += 5000;
1387
+
1388
+ // Reacción de la IA
1389
+ this.systems.ai.onLevelComplete();
1390
+
1391
+ // Cargar siguiente nivel
1392
+ this.loadNextLevel();
1393
+ }
1394
+
1395
+ loadNextLevel() {
1396
+ // Implementar carga del siguiente nivel
1397
+ console.log('🗺️ Cargando siguiente nivel...');
1398
+ }
1399
+
1400
+ arraysEqual(a, b) {
1401
+ return a.length === b.length && a.every((val, i) => val === b[i]);
1402
+ }
1403
+
1404
+ // ===================================================================
1405
+ // MÉTODOS PÚBLICOS PARA CONTROLES
1406
+ // ===================================================================
1407
+
1408
+ jump() {
1409
+ const player = this.player;
1410
+
1411
+ if (player.grounded) {
1412
+ player.velocityY = -player.jumpPower;
1413
+ player.grounded = false;
1414
+ this.systems.audio.playSound('jump');
1415
+ this.systems.particles.createJumpEffect(player.centerX, player.y + player.height);
1416
+ this.dispatchEvent('PLAYER_JUMP', { x: player.centerX, y: player.centerY });
1417
+ } else if (player.canDoubleJump) {
1418
+ player.velocityY = -player.doubleJumpPower;
1419
+ player.canDoubleJump = false;
1420
+ this.systems.audio.playSound('double_jump');
1421
+ this.systems.particles.createDoubleJumpEffect(player.centerX, player.centerY);
1422
+ }
1423
+ }
1424
+
1425
+ dash() {
1426
+ const player = this.player;
1427
+
1428
+ if (player.canDash && !player.isDashing) {
1429
+ const direction = player.facing === 'right' ? 1 : -1;
1430
+ player.velocityX = direction * player.dashPower;
1431
+ player.isDashing = true;
1432
+ player.canDash = false;
1433
+ player.dashCooldown = 1000;
1434
+
1435
+ this.systems.audio.playSound('dash');
1436
+ this.systems.particles.createDashEffect(player.centerX, player.centerY, direction);
1437
+
1438
+ // El dash dura 200ms
1439
+ setTimeout(() => {
1440
+ player.isDashing = false;
1441
+ }, 200);
1442
+ }
1443
+ }
1444
+
1445
+ attack() {
1446
+ const player = this.player;
1447
+
1448
+ if (!player.isAttacking && player.attackCooldown <= 0) {
1449
+ player.isAttacking = true;
1450
+ player.attackCooldown = 500;
1451
+
1452
+ this.systems.audio.playSound('attack');
1453
+ this.systems.particles.createAttackEffect(player.centerX, player.centerY, player.facing);
1454
+
1455
+ // Verificar enemigos en rango
1456
+ this.checkAttackHits();
1457
+ }
1458
+ }
1459
+
1460
+ checkAttackHits() {
1461
+ const player = this.player;
1462
+ const attackRange = 50;
1463
+ const attackRect = {
1464
+ x: player.facing === 'right' ? player.x + player.width : player.x - attackRange,
1465
+ y: player.y,
1466
+ width: attackRange,
1467
+ height: player.height
1468
+ };
1469
+
1470
+ const entities = this.systems.entities.getActiveEntities();
1471
+ entities.forEach((entity, index) => {
1472
+ if (entity.type === 'enemy' && this.isColliding(attackRect, entity.getBounds())) {
1473
+ this.hitEnemy(entity, index);
1474
+ }
1475
+ });
1476
+ }
1477
+
1478
+ hitEnemy(enemy, index) {
1479
+ // Dañar enemigo
1480
+ enemy.takeDamage(player.stats.strength);
1481
+
1482
+ // Efectos
1483
+ this.systems.particles.createEnemyHitEffect(enemy.x, enemy.y);
1484
+ this.systems.audio.playSound('enemy_hit');
1485
+
1486
+ // Puntos
1487
+ this.gameState.score += 50;
1488
+
1489
+ // Si el enemigo muere
1490
+ if (enemy.health <= 0) {
1491
+ this.systems.entities.removeEntity(index);
1492
+ this.gameState.score += enemy.killScore || 100;
1493
+ this.systems.particles.createEnemyDeathEffect(enemy.x, enemy.y);
1494
+ }
1495
+ }
1496
+
1497
+ useMate() {
1498
+ if (this.gameState.mateCount > 0) {
1499
+ this.gameState.mateCount--;
1500
+ this.gameState.health = Math.min(this.gameState.maxHealth, this.gameState.health + 50);
1501
+ this.gameState.energy = this.gameState.maxEnergy;
1502
+
1503
+ this.systems.audio.playSound('mate_use');
1504
+ this.systems.particles.createMateEffect(this.player.centerX, this.player.centerY);
1505
+ this.systems.ai.onMateUsed();
1506
+
1507
+ console.log('🧉 Mate usado - Vida y energía restauradas');
1508
+ }
1509
+ }
1510
+
1511
+ togglePause() {
1512
+ this.engineState.isPaused = !this.engineState.isPaused;
1513
+
1514
+ if (this.engineState.isPaused) {
1515
+ this.systems.audio.pauseAll();
1516
+ this.systems.ai.onGamePaused();
1517
+ } else {
1518
+ this.systems.audio.resumeAll();
1519
+ this.systems.ai.onGameResumed();
1520
+ }
1521
+
1522
+ console.log(`⏸️ Juego ${this.engineState.isPaused ? 'pausado' : 'reanudado'}`);
1523
+ }
1524
+
1525
+ toggleDebug() {
1526
+ this.engineState.debugMode = !this.engineState.debugMode;
1527
+ console.log(`🐛 Modo debug: ${this.engineState.debugMode ? 'ON' : 'OFF'}`);
1528
+ }
1529
+
1530
+ // ===================================================================
1531
+ // GETTERS PÚBLICOS
1532
+ // ===================================================================
1533
+
1534
+ getPlayer() { return this.player; }
1535
+ getGameState() { return this.gameState; }
1536
+ getCamera() { return this.camera; }
1537
+ getCanvas() { return this.canvas; }
1538
+ getContext() { return this.ctx; }
1539
+ getSystems() { return this.systems; }
1540
+ getPerformanceMetrics() { return this.performance.metrics; }
1541
+ }
1542
+
1543
+ // ===================================================================
1544
+ // EXPORTAR PARA USO GLOBAL
1545
+ // ===================================================================
1546
+
1547
+ window.RetroLegendsUltimateEngine = RetroLegendsUltimateEngine;
1548
+
1549
+ console.log('🚀 Core Engine Ultra cargado correctamente');