User prompt
The fish have to come in pattern that are achievable by the player. No notes in different lanes in the same position. Prefer lanes next to the current lane when switching lanes in the pattern. Lower the number of fish.
User prompt
Now spread the lanes and hooks/lines out vertically so that the second lowest hook is at the center of the screen. Adjust lane touch detection to match.
User prompt
Okay, now instead of 3 hooks on the same line, split them into three different lines of different lengths that are spaced out equally along the boats length on the X axis.
User prompt
Bring the top of the water 10% lower and adjust the rest to match.
User prompt
Update with: var GAME_CONFIG = { SCREEN_CENTER_X: 1024, SCREEN_CENTER_Y: 900, BOAT_Y: 300, WATER_SURFACE_Y: 350, // 3 Lane System LANES: [ { y: 700, name: "shallow" }, // Top lane { y: 900, name: "medium" }, // Middle lane { y: 1100, name: "deep" } // Bottom lane ], // Timing windows PERFECT_WINDOW: 40, GOOD_WINDOW: 80, MISS_WINDOW: 120, // Rest of config stays the same... DEPTHS: [ { level: 1, name: "Shallow Waters", fishSpeed: 6, fishValue: 1, upgradeCost: 0, songs: [ { name: "Gentle Waves", bpm: 100, duration: 60000, pattern: "simple", cost: 0 }, { name: "Morning Tide", bpm: 110, duration: 75000, pattern: "simple", cost: 50 } ] }, // ... other depths ], // Updated patterns with hold fish PATTERNS: { simple: { beatsPerFish: 1, doubleSpawnChance: 0.05, rareSpawnChance: 0.02, holdFishChance: 0.1 }, medium: { beatsPerFish: 0.75, doubleSpawnChance: 0.1, rareSpawnChance: 0.05, holdFishChance: 0.2 }, complex: { beatsPerFish: 0.5, doubleSpawnChance: 0.15, rareSpawnChance: 0.08, holdFishChance: 0.3 }, expert: { beatsPerFish: 0.25, doubleSpawnChance: 0.2, rareSpawnChance: 0.12, holdFishChance: 0.4 } } }; /**** * Updated Fish Class with Hold Mechanics ****/ var Fish = Container.expand(function(type, value, speed, lane, isHoldFish) { var self = Container.call(this); var assetName = type + 'Fish'; var fishGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.value = value; self.speed = speed; self.lane = lane; self.isHoldFish = isHoldFish || false; self.caught = false; self.isSpecial = type === 'rare'; self.shimmerTime = 0; // Hold fish visual indicator if (self.isHoldFish) { fishGraphics.tint = 0xFFD700; // Golden tint for hold fish self.holdStarted = false; self.holdDuration = 0; self.requiredHoldTime = 800; // 800ms hold required } self.update = function() { if (!self.caught) { self.x += self.speed; if (self.isSpecial) { self.shimmerTime += 0.1; fishGraphics.alpha = 0.8 + Math.sin(self.shimmerTime) * 0.2; } } }; self.catchFish = function() { self.caught = true; tween(self, { y: GAME_CONFIG.BOAT_Y, x: GAME_CONFIG.SCREEN_CENTER_X, scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function() { self.destroy(); } }); }; return self; }); /**** * Updated Fishing Screen Creation with 3 Hooks ****/ function createFishingScreen() { // Water background var water = fishingScreen.addChild(LK.getAsset('water', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, alpha: 0.7 })); // Water surface var waterSurface = fishingScreen.addChild(LK.getAsset('waterSurface', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, alpha: 0.8 })); // Boat var boat = fishingScreen.addChild(LK.getAsset('boat', { anchorX: 0.5, anchorY: 1, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y })); // Create 3 fishing lines and hooks var hooks = []; var lines = []; for (var i = 0; i < 3; i++) { var lane = GAME_CONFIG.LANES[i]; // Fishing line var line = fishingScreen.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y, height: lane.y - GAME_CONFIG.WATER_SURFACE_Y })); lines.push(line); // Hook var hook = fishingScreen.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: lane.y })); hook.originalY = lane.y; hook.lane = i; hooks.push(hook); } // Lane indicators var laneLabels = []; var laneNames = ['SHALLOW', 'MEDIUM', 'DEEP']; for (var i = 0; i < 3; i++) { var label = new Text2(laneNames[i], { size: 30, fill: 0xFFFFFF, alpha: 0.7 }); label.anchor.set(0, 0.5); label.x = 50; label.y = GAME_CONFIG.LANES[i].y; fishingScreen.addChild(label); laneLabels.push(label); } // UI elements var scoreText = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 50; scoreText.y = 50; fishingScreen.addChild(scoreText); var fishText = new Text2('Fish: 0/0', { size: 40, fill: 0xFFFFFF }); fishText.anchor.set(0, 0); fishText.x = 50; fishText.y = 120; fishingScreen.addChild(fishText); var comboText = new Text2('Combo: 0', { size: 40, fill: 0xFF9800 }); comboText.anchor.set(0, 0); comboText.x = 50; comboText.y: 180; fishingScreen.addChild(comboText); // Hold instruction var holdText = new Text2('TAP: Normal Fish | HOLD: Golden Fish', { size: 35, fill: 0xFFD700, alpha: 0.8 }); holdText.anchor.set(0.5, 0); holdText.x = GAME_CONFIG.SCREEN_CENTER_X; holdText.y = 1400; fishingScreen.addChild(holdText); return { boat: boat, hooks: hooks, lines: lines, laneLabels: laneLabels, scoreText: scoreText, fishText: fishText, comboText: comboText }; } /**** * Updated Fish Spawning with Lane System ****/ function spawnFish() { var depthConfig = GameState.getCurrentDepthConfig(); var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; // Choose random lane var laneIndex = Math.floor(Math.random() * 3); var lane = GAME_CONFIG.LANES[laneIndex]; // Determine if this is a hold fish var isHoldFish = Math.random() < pattern.holdFishChance; // Determine fish type and value var fishType, fishValue; var rand = Math.random(); if (rand < pattern.rareSpawnChance) { fishType = 'rare'; fishValue = depthConfig.fishValue * 4; } else if (GameState.selectedDepth >= 2 && rand < 0.3) { fishType = 'deep'; fishValue = Math.floor(depthConfig.fishValue * 2); } else if (GameState.selectedDepth >= 1 && rand < 0.6) { fishType = 'medium'; fishValue = Math.floor(depthConfig.fishValue * 1.5); } else { fishType = 'shallow'; fishValue = depthConfig.fishValue; } // Bonus value for hold fish if (isHoldFish) { fishValue = Math.floor(fishValue * 1.5); } // Create fish var fish = new Fish( fishType, fishValue, Math.random() < 0.5 ? depthConfig.fishSpeed : -depthConfig.fishSpeed, laneIndex, isHoldFish ); fish.x = fish.speed > 0 ? -100 : 2148; fish.y = lane.y; fishArray.push(fish); fishingScreen.addChild(fish); GameState.sessionFishSpawned++; } /**** * Updated Input Handling with Lane Detection and Hold Logic ****/ var inputState = { touching: false, touchLane: -1, touchStartTime: 0, holdFish: null }; function getTouchLane(y) { // Determine which lane the touch is in if (y < 800) return 0; // Shallow lane else if (y < 1000) return 1; // Medium lane else return 2; // Deep lane } function checkCatch(touchLane, isHold, holdDuration) { var hookX = GAME_CONFIG.SCREEN_CENTER_X; var targetY = GAME_CONFIG.LANES[touchLane].y; var closestFish = null; var closestDistance = Infinity; // Find closest fish in the touched lane for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (!fish.caught && fish.lane === touchLane) { var distance = Math.abs(fish.x - hookX); if (distance < closestDistance) { closestDistance = distance; closestFish = fish; } } } if (!closestFish) { showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // Check if input type matches fish type if (closestFish.isHoldFish && !isHold) { // Hold fish tapped instead of held showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } else if (!closestFish.isHoldFish && isHold) { // Normal fish held instead of tapped showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // For hold fish, check if held long enough if (closestFish.isHoldFish && holdDuration < closestFish.requiredHoldTime) { showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } var points = 0; var multiplier = Math.max(1, Math.floor(GameState.combo / 10) + 1); if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { points = closestFish.value * 2 * multiplier; showFeedback('perfect', touchLane); GameState.combo++; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { points = closestFish.value * multiplier; showFeedback('good', touchLane); GameState.combo++; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { points = Math.max(1, Math.floor(closestFish.value * 0.5 * multiplier)); showFeedback('good', touchLane); GameState.combo++; } else { showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // Successfully caught fish closestFish.catchFish(); fishArray.splice(fishArray.indexOf(closestFish), 1); GameState.sessionScore += points; GameState.money += points; GameState.sessionFishCaught++; GameState.totalFishCaught++; GameState.maxCombo = Math.max(GameState.maxCombo, GameState.combo); LK.getSound('catch').play(); // Hook animation for the specific lane animateHookCatch(touchLane); } function showFeedback(type, lane) { // Create feedback indicator at the specific lane var indicator = new FeedbackIndicator(type); indicator.x = GAME_CONFIG.SCREEN_CENTER_X; indicator.y = GAME_CONFIG.LANES[lane].y; fishingScreen.addChild(indicator); indicator.show(); } function animateHookCatch(laneIndex) { var hook = fishingElements.hooks[laneIndex]; var originalY = hook.originalY; tween(hook, { y: originalY - 30 }, { duration: 150, easing: tween.easeOut, onFinish: function() { tween(hook, { y: originalY }, { duration: 150, easing: tween.easeIn }); } }); } /**** * Updated Input System for Fishing Screen ****/ function handleFishingInput(x, y, isDown) { if (!GameState.gameActive) return; var touchLane = getTouchLane(y); var currentTime = LK.ticks * (1000 / 60); if (isDown) { // Touch started inputState.touching = true; inputState.touchLane = touchLane; inputState.touchStartTime = currentTime; inputState.holdFish = null; // Check for hold fish in this lane for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (fish.lane === touchLane && fish.isHoldFish && !fish.caught) { var distance = Math.abs(fish.x - GAME_CONFIG.SCREEN_CENTER_X); if (distance < GAME_CONFIG.MISS_WINDOW) { inputState.holdFish = fish; break; } } } } else { // Touch ended if (inputState.touching && inputState.touchLane === touchLane) { var holdDuration = currentTime - inputState.touchStartTime; var isHold = holdDuration > 200; // 200ms minimum for hold checkCatch(touchLane, isHold, holdDuration); } inputState.touching = false; inputState.holdFish = null; } } /**** * Updated Main Input Handler ****/ game.down = function(x, y, obj) { switch(GameState.currentScreen) { case 'fishing': handleFishingInput(x, y, true); break; // ... other screen handling stays the same } }; game.up = function(x, y, obj) { switch(GameState.currentScreen) { case 'fishing': handleFishingInput(x, y, false); break; } }; /**** * Updated Game Loop with Hold Fish Logic ****/ game.update = function() { if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); // Initialize game timer if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; var beatInterval = 60000 / songConfig.bpm; var spawnInterval = beatInterval * pattern.beatsPerFish; // Check song end if (currentTime - GameState.songStartTime >= songConfig.duration) { endFishingSession(); return; } // Spawn fish on beat if (currentTime - GameState.lastBeatTime >= spawnInterval) { GameState.lastBeatTime = currentTime; GameState.beatCount++; spawnFish(); } // Update fish for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; fish.update(); // Update hold fish progress if (fish.isHoldFish && inputState.holdFish === fish && inputState.touching) { var holdDuration = currentTime - inputState.touchStartTime; // Visual feedback for holding progress could go here if (holdDuration >= fish.requiredHoldTime && !fish.holdStarted) { fish.holdStarted = true; // Could show visual indication that hold is successful } } // Remove off-screen fish if (fish.x < -150 || fish.x > 2198) { fish.destroy(); fishArray.splice(i, 1); } } // Update UI updateFishingUI(); }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fix the touch handler for the start button.
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 456
Code edit (1 edits merged)
Please save this source code
User prompt
Rhythm Reel: Beat Fishing
Initial prompt
Create a single-screen rhythm fishing game with these specifications: **Visual Layout:** Side-view with boat at top of screen, fishing line with hook at fixed depth, water background below. **Core Gameplay:** Fish swim horizontally (left-to-right or right-to-left) at hook level, arriving on musical beats. Player taps anywhere on screen when fish aligns with hook to catch it. Missed fish swim away. **Mechanics:** - Fish movement synced to 4/4 beat of background music - Perfect timing = catch fish (visual feedback: fish quickly pulled up to boat) - Hook returns to position immediately for next beat - Track caught fish count and display score **Basic Features:** - One fish type, simple alternating spawn directions - Basic tap detection when fish crosses hook position - Catch/miss visual and audio feedback - End-of-song results screen showing fish caught
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var FeedbackIndicator = Container.expand(function (type) { var self = Container.call(this); var indicator = self.attachAsset(type + 'Indicator', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.show = function () { indicator.alpha = 1; indicator.scaleX = 0.5; indicator.scaleY = 0.5; tween(indicator, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 600, easing: tween.easeOut }); }; return self; }); /**** * Title Screen ****/ var Fish = Container.expand(function (type, value, speed) { var self = Container.call(this); var assetName = type + 'Fish'; var fishGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.value = value; self.speed = speed; self.caught = false; self.isSpecial = type === 'rare'; self.shimmerTime = 0; self.update = function () { if (!self.caught) { self.x += self.speed; if (self.isSpecial) { self.shimmerTime += 0.1; fishGraphics.alpha = 0.8 + Math.sin(self.shimmerTime) * 0.2; } } }; self.catchFish = function () { self.caught = true; tween(self, { y: GAME_CONFIG.BOAT_Y, x: GAME_CONFIG.SCREEN_CENTER_X, scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ /**** * Screen Containers ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ /**** * Game Configuration ****/ // Audio // Feedback effects // UI Elements // Fish types - much lower values! var GAME_CONFIG = { SCREEN_CENTER_X: 1024, SCREEN_CENTER_Y: 900, BOAT_Y: 300, WATER_SURFACE_Y: 350, HOOK_GAMEPLAY_Y: 900, // Always center the hook action here // Timing windows PERFECT_WINDOW: 40, GOOD_WINDOW: 80, MISS_WINDOW: 120, // Depth levels - much lower money values! DEPTHS: [{ level: 1, name: "Shallow Waters", fishSpeed: 6, fishValue: 1, upgradeCost: 0, songs: [{ name: "Gentle Waves", bpm: 100, duration: 60000, pattern: "simple", cost: 0 }, { name: "Morning Tide", bpm: 110, duration: 75000, pattern: "simple", cost: 50 }] }, { level: 2, name: "Mid Waters", fishSpeed: 7, fishValue: 3, upgradeCost: 100, songs: [{ name: "Ocean Current", bpm: 120, duration: 90000, pattern: "medium", cost: 0 }, { name: "Deep Flow", bpm: 125, duration: 100000, pattern: "medium", cost: 150 }] }, { level: 3, name: "Deep Waters", fishSpeed: 8, fishValue: 6, upgradeCost: 400, songs: [{ name: "Storm Surge", bpm: 140, duration: 120000, pattern: "complex", cost: 0 }, { name: "Whirlpool", bpm: 150, duration: 135000, pattern: "complex", cost: 300 }] }, { level: 4, name: "Abyss", fishSpeed: 9, fishValue: 12, upgradeCost: 1000, songs: [{ name: "Leviathan", bpm: 160, duration: 150000, pattern: "expert", cost: 0 }, { name: "Deep Trench", bpm: 170, duration: 180000, pattern: "expert", cost: 600 }] }], // Fish spawn patterns PATTERNS: { simple: { beatsPerFish: 1, doubleSpawnChance: 0.05, rareSpawnChance: 0.02 }, medium: { beatsPerFish: 0.75, doubleSpawnChance: 0.1, rareSpawnChance: 0.05 }, complex: { beatsPerFish: 0.5, doubleSpawnChance: 0.15, rareSpawnChance: 0.08 }, expert: { beatsPerFish: 0.25, doubleSpawnChance: 0.2, rareSpawnChance: 0.12 } } }; /**** * Game State Management ****/ var GameState = { // Game flow currentScreen: 'title', // 'title', 'levelSelect', 'fishing', 'results' // Player progression currentDepth: 0, money: 0, totalFishCaught: 0, ownedSongs: [], // Array of {depth, songIndex} objects // Level selection selectedDepth: 0, selectedSong: 0, // Current session sessionScore: 0, sessionFishCaught: 0, sessionFishSpawned: 0, combo: 0, maxCombo: 0, // Game state gameActive: false, songStartTime: 0, lastBeatTime: 0, beatCount: 0, // Initialize owned songs (first song of each unlocked depth is free) initOwnedSongs: function initOwnedSongs() { this.ownedSongs = []; for (var i = 0; i <= this.currentDepth; i++) { this.ownedSongs.push({ depth: i, songIndex: 0 }); } }, hasSong: function hasSong(depth, songIndex) { return this.ownedSongs.some(function (song) { return song.depth === depth && song.songIndex === songIndex; }); }, buySong: function buySong(depth, songIndex) { var song = GAME_CONFIG.DEPTHS[depth].songs[songIndex]; if (this.money >= song.cost && !this.hasSong(depth, songIndex)) { this.money -= song.cost; this.ownedSongs.push({ depth: depth, songIndex: songIndex }); return true; } return false; }, getCurrentDepthConfig: function getCurrentDepthConfig() { return GAME_CONFIG.DEPTHS[this.selectedDepth]; }, getCurrentSongConfig: function getCurrentSongConfig() { return GAME_CONFIG.DEPTHS[this.selectedDepth].songs[this.selectedSong]; }, canUpgrade: function canUpgrade() { var nextDepth = GAME_CONFIG.DEPTHS[this.currentDepth + 1]; return nextDepth && this.money >= nextDepth.upgradeCost; }, upgrade: function upgrade() { if (this.canUpgrade()) { var nextDepth = GAME_CONFIG.DEPTHS[this.currentDepth + 1]; this.money -= nextDepth.upgradeCost; this.currentDepth++; // Give free first song of new depth this.ownedSongs.push({ depth: this.currentDepth, songIndex: 0 }); return true; } return false; } }; var titleScreen = game.addChild(new Container()); var levelSelectScreen = game.addChild(new Container()); var fishingScreen = game.addChild(new Container()); var resultsScreen = game.addChild(new Container()); // Initialize GameState.initOwnedSongs(); /**** * Title Screen ****/ function createTitleScreen() { var titleBg = titleScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 0.3 })); // Logo var logo = new Text2('BEAT FISHER', { size: 150, fill: 0xFFFFFF }); logo.anchor.set(0.5, 0.5); logo.x = GAME_CONFIG.SCREEN_CENTER_X; logo.y = 600; titleScreen.addChild(logo); var subtitle = new Text2('Rhythm Fishing Adventure', { size: 60, fill: 0x4FC3F7 }); subtitle.anchor.set(0.5, 0.5); subtitle.x = GAME_CONFIG.SCREEN_CENTER_X; subtitle.y = 700; titleScreen.addChild(subtitle); // Start button var startButton = titleScreen.addChild(LK.getAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 1000 })); var startText = new Text2('START', { size: 50, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startText.x = GAME_CONFIG.SCREEN_CENTER_X; startText.y = 1000; titleScreen.addChild(startText); // Tutorial button var tutorialButton = titleScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 1150, tint: 0x757575 })); var tutorialText = new Text2('TUTORIAL', { size: 40, fill: 0xFFFFFF }); tutorialText.anchor.set(0.5, 0.5); tutorialText.x = GAME_CONFIG.SCREEN_CENTER_X; tutorialText.y = 1150; titleScreen.addChild(tutorialText); return { startButton: startButton, tutorialButton: tutorialButton }; } /**** * Level Select Screen ****/ function createLevelSelectScreen() { var selectBg = levelSelectScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 0.8 })); // Title var title = new Text2('SELECT FISHING SPOT', { size: 80, fill: 0xFFFFFF }); title.anchor.set(0.5, 0.5); title.x = GAME_CONFIG.SCREEN_CENTER_X; title.y = 200; levelSelectScreen.addChild(title); // Money display var moneyDisplay = new Text2('Money: $0', { size: 60, fill: 0xFFD700 }); moneyDisplay.anchor.set(1, 0); moneyDisplay.x = 1900; moneyDisplay.y = 100; levelSelectScreen.addChild(moneyDisplay); // Depth tabs (will be created dynamically) var depthTabs = []; // Song display area var songCard = levelSelectScreen.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 700 })); // Song navigation arrows var leftArrow = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 700, tint: 0x666666 })); var leftArrowText = new Text2('<', { size: 60, fill: 0xFFFFFF }); leftArrowText.anchor.set(0.5, 0.5); leftArrowText.x = 400; leftArrowText.y = 700; levelSelectScreen.addChild(leftArrowText); var rightArrow = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1648, y: 700, tint: 0x666666 })); var rightArrowText = new Text2('>', { size: 60, fill: 0xFFFFFF }); rightArrowText.anchor.set(0.5, 0.5); rightArrowText.x = 1648; rightArrowText.y = 700; levelSelectScreen.addChild(rightArrowText); // Song info (will be updated dynamically) var songTitle = new Text2('Song Title', { size: 50, fill: 0xFFFFFF }); songTitle.anchor.set(0.5, 0.5); songTitle.x = GAME_CONFIG.SCREEN_CENTER_X; songTitle.y = 650; levelSelectScreen.addChild(songTitle); var songInfo = new Text2('BPM: 120 | Duration: 2:00', { size: 30, fill: 0xCCCCCC }); songInfo.anchor.set(0.5, 0.5); songInfo.x = GAME_CONFIG.SCREEN_CENTER_X; songInfo.y = 700; levelSelectScreen.addChild(songInfo); var songEarnings = new Text2('Potential Earnings: $50-100', { size: 30, fill: 0x4CAF50 }); songEarnings.anchor.set(0.5, 0.5); songEarnings.x = GAME_CONFIG.SCREEN_CENTER_X; songEarnings.y = 730; levelSelectScreen.addChild(songEarnings); // Play/Buy button var playButton = levelSelectScreen.addChild(LK.getAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 900 })); var playButtonText = new Text2('PLAY', { size: 50, fill: 0xFFFFFF }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = GAME_CONFIG.SCREEN_CENTER_X; playButtonText.y = 900; levelSelectScreen.addChild(playButtonText); // Shop button var shopButton = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 1100, tint: 0x2e7d32 })); var shopButtonText = new Text2('UPGRADE ROD', { size: 40, fill: 0xFFFFFF }); shopButtonText.anchor.set(0.5, 0.5); shopButtonText.x = GAME_CONFIG.SCREEN_CENTER_X; shopButtonText.y = 1100; levelSelectScreen.addChild(shopButtonText); // Back button var backButton = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 200, tint: 0x757575 })); var backButtonText = new Text2('BACK', { size: 40, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = 200; backButtonText.y = 200; levelSelectScreen.addChild(backButtonText); return { moneyDisplay: moneyDisplay, depthTabs: depthTabs, leftArrow: leftArrow, rightArrow: rightArrow, songTitle: songTitle, songInfo: songInfo, songEarnings: songEarnings, playButton: playButton, playButtonText: playButtonText, shopButton: shopButton, shopButtonText: shopButtonText, backButton: backButton }; } /**** * Fishing Screen ****/ function createFishingScreen() { // Water background var water = fishingScreen.addChild(LK.getAsset('water', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, alpha: 0.7 })); // Water surface var waterSurface = fishingScreen.addChild(LK.getAsset('waterSurface', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, alpha: 0.8 })); // Boat var boat = fishingScreen.addChild(LK.getAsset('boat', { anchorX: 0.5, anchorY: 1, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y })); // Fishing line var fishingLine = fishingScreen.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y, height: GAME_CONFIG.HOOK_GAMEPLAY_Y - GAME_CONFIG.WATER_SURFACE_Y })); // Hook - ALWAYS at gameplay center var hook = fishingScreen.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.HOOK_GAMEPLAY_Y })); // Store original hook position for proper animation reset hook.originalY = GAME_CONFIG.HOOK_GAMEPLAY_Y; // UI elements var scoreText = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 50; scoreText.y = 50; fishingScreen.addChild(scoreText); var fishText = new Text2('Fish: 0/0', { size: 40, fill: 0xFFFFFF }); fishText.anchor.set(0, 0); fishText.x = 50; fishText.y = 120; fishingScreen.addChild(fishText); var comboText = new Text2('Combo: 0', { size: 40, fill: 0xFF9800 }); comboText.anchor.set(0, 0); comboText.x = 50; comboText.y = 180; fishingScreen.addChild(comboText); // Song progress var progressText = new Text2('0:00 / 2:00', { size: 40, fill: 0x4FC3F7 }); progressText.anchor.set(1, 0); progressText.x = 1900; progressText.y = 50; fishingScreen.addChild(progressText); return { boat: boat, hook: hook, fishingLine: fishingLine, scoreText: scoreText, fishText: fishText, comboText: comboText, progressText: progressText }; } /**** * Initialize Screen Elements ****/ var titleElements = createTitleScreen(); var levelSelectElements = createLevelSelectScreen(); var fishingElements = createFishingScreen(); // Feedback indicators for fishing var feedbackIndicators = { perfect: new FeedbackIndicator('perfect'), good: new FeedbackIndicator('good'), miss: new FeedbackIndicator('miss') }; Object.keys(feedbackIndicators).forEach(function (key) { var indicator = feedbackIndicators[key]; indicator.x = GAME_CONFIG.SCREEN_CENTER_X; indicator.y = GAME_CONFIG.HOOK_GAMEPLAY_Y; fishingScreen.addChild(indicator); }); // Game variables var fishArray = []; /**** * Screen Management ****/ function showScreen(screenName) { titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; GameState.currentScreen = screenName; switch (screenName) { case 'title': titleScreen.visible = true; break; case 'levelSelect': levelSelectScreen.visible = true; updateLevelSelectScreen(); break; case 'fishing': fishingScreen.visible = true; startFishingSession(); break; case 'results': resultsScreen.visible = true; break; } } /**** * Level Select Logic ****/ function updateLevelSelectScreen() { var elements = levelSelectElements; // Update money display elements.moneyDisplay.setText('Money: $' + GameState.money); // Create depth tabs createDepthTabs(); // Update song display updateSongDisplay(); // Update shop button updateShopButton(); } function createDepthTabs() { // Clear existing tabs levelSelectElements.depthTabs.forEach(function (tab) { if (tab.container) tab.container.destroy(); }); levelSelectElements.depthTabs = []; // Create tabs for unlocked depths for (var i = 0; i <= GameState.currentDepth; i++) { var depth = GAME_CONFIG.DEPTHS[i]; var isSelected = i === GameState.selectedDepth; var tabContainer = levelSelectScreen.addChild(new Container()); var tab = tabContainer.addChild(LK.getAsset('depthTab', { anchorX: 0.5, anchorY: 0.5, x: 300 + i * 220, y: 400, tint: isSelected ? 0x1976d2 : 0x455a64 })); var tabText = new Text2(depth.name.split(' ')[0], { size: 30, fill: 0xFFFFFF }); tabText.anchor.set(0.5, 0.5); tabText.x = 300 + i * 220; tabText.y = 400; tabContainer.addChild(tabText); levelSelectElements.depthTabs.push({ container: tabContainer, tab: tab, depthIndex: i }); } } function updateSongDisplay() { var elements = levelSelectElements; var depth = GAME_CONFIG.DEPTHS[GameState.selectedDepth]; var song = depth.songs[GameState.selectedSong]; var owned = GameState.hasSong(GameState.selectedDepth, GameState.selectedSong); // Update song info elements.songTitle.setText(song.name); elements.songInfo.setText('BPM: ' + song.bpm + ' | Duration: ' + formatTime(song.duration)); // Calculate potential earnings var minEarnings = Math.floor(depth.fishValue * 20); // Conservative estimate var maxEarnings = Math.floor(depth.fishValue * 60); // With combos and rare fish elements.songEarnings.setText('Potential Earnings: $' + minEarnings + '-$' + maxEarnings); // Update play/buy button if (owned) { elements.playButtonText.setText('PLAY'); elements.playButton.tint = 0x1976d2; } else { elements.playButtonText.setText('BUY ($' + song.cost + ')'); elements.playButton.tint = GameState.money >= song.cost ? 0x2e7d32 : 0x666666; } // Update arrow states elements.leftArrow.tint = GameState.selectedSong > 0 ? 0x1976d2 : 0x666666; elements.rightArrow.tint = GameState.selectedSong < depth.songs.length - 1 ? 0x1976d2 : 0x666666; } function updateShopButton() { var elements = levelSelectElements; var canUpgrade = GameState.canUpgrade(); var nextDepth = GAME_CONFIG.DEPTHS[GameState.currentDepth + 1]; if (nextDepth) { elements.shopButtonText.setText('UPGRADE ROD ($' + nextDepth.upgradeCost + ')'); elements.shopButton.tint = canUpgrade ? 0x2e7d32 : 0x666666; } else { elements.shopButtonText.setText('MAX DEPTH REACHED'); elements.shopButton.tint = 0x666666; } } function formatTime(ms) { var seconds = Math.floor(ms / 1000); var minutes = Math.floor(seconds / 60); seconds = seconds % 60; return minutes + ':' + (seconds < 10 ? '0' : '') + seconds; } /**** * Fishing Game Logic ****/ function startFishingSession() { // Reset session state GameState.sessionScore = 0; GameState.sessionFishCaught = 0; GameState.sessionFishSpawned = 0; GameState.combo = 0; GameState.maxCombo = 0; GameState.gameActive = true; GameState.songStartTime = 0; GameState.lastBeatTime = 0; GameState.beatCount = 0; // Clear any existing fish fishArray.forEach(function (fish) { fish.destroy(); }); fishArray = []; // Start music LK.playMusic('rhythmTrack'); } function spawnFish() { var depthConfig = GameState.getCurrentDepthConfig(); var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; // Determine fish type and value var fishType, fishValue; var rand = Math.random(); if (rand < pattern.rareSpawnChance) { fishType = 'rare'; fishValue = depthConfig.fishValue * 4; } else if (GameState.selectedDepth >= 2 && rand < 0.3) { fishType = 'deep'; fishValue = Math.floor(depthConfig.fishValue * 2); } else if (GameState.selectedDepth >= 1 && rand < 0.6) { fishType = 'medium'; fishValue = Math.floor(depthConfig.fishValue * 1.5); } else { fishType = 'shallow'; fishValue = depthConfig.fishValue; } // Create fish at gameplay center Y var fish = new Fish(fishType, fishValue, Math.random() < 0.5 ? depthConfig.fishSpeed : -depthConfig.fishSpeed); fish.x = fish.speed > 0 ? -100 : 2148; fish.y = GAME_CONFIG.HOOK_GAMEPLAY_Y; fishArray.push(fish); fishingScreen.addChild(fish); GameState.sessionFishSpawned++; } function checkCatch() { var hookX = fishingElements.hook.x; var closestFish = null; var closestDistance = Infinity; // Find closest fish to hook for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (!fish.caught) { var distance = Math.abs(fish.x - hookX); if (distance < closestDistance) { closestDistance = distance; closestFish = fish; } } } if (!closestFish) { feedbackIndicators.miss.show(); LK.getSound('miss').play(); GameState.combo = 0; return; } var points = 0; var multiplier = Math.max(1, Math.floor(GameState.combo / 10) + 1); // Reduced combo multiplier if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { points = closestFish.value * 2 * multiplier; feedbackIndicators.perfect.show(); GameState.combo++; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { points = closestFish.value * multiplier; feedbackIndicators.good.show(); GameState.combo++; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { points = Math.max(1, Math.floor(closestFish.value * 0.5 * multiplier)); feedbackIndicators.good.show(); GameState.combo++; } else { feedbackIndicators.miss.show(); LK.getSound('miss').play(); GameState.combo = 0; return; } // Successfully caught fish closestFish.catchFish(); fishArray.splice(fishArray.indexOf(closestFish), 1); GameState.sessionScore += points; GameState.money += points; GameState.sessionFishCaught++; GameState.totalFishCaught++; GameState.maxCombo = Math.max(GameState.maxCombo, GameState.combo); LK.getSound('catch').play(); // FIXED: Hook animation that returns to exact original position animateHookCatch(); } function animateHookCatch() { var hook = fishingElements.hook; var originalY = hook.originalY; // Use stored original position tween(hook, { y: originalY - 30 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(hook, { y: originalY }, { duration: 150, easing: tween.easeIn }); } }); } function updateFishingUI() { var elements = fishingElements; elements.scoreText.setText('Score: ' + GameState.sessionScore); elements.fishText.setText('Fish: ' + GameState.sessionFishCaught + '/' + GameState.sessionFishSpawned); elements.comboText.setText('Combo: ' + GameState.combo); // Update progress if (GameState.songStartTime > 0) { var currentTime = LK.ticks * (1000 / 60); var elapsed = currentTime - GameState.songStartTime; var songConfig = GameState.getCurrentSongConfig(); elements.progressText.setText(formatTime(elapsed) + ' / ' + formatTime(songConfig.duration)); } } function endFishingSession() { GameState.gameActive = false; // Clear fish fishArray.forEach(function (fish) { fish.destroy(); }); fishArray = []; // Create results screen createResultsScreen(); showScreen('results'); } function createResultsScreen() { // Clear previous results resultsScreen.removeChildren(); var resultsBg = resultsScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 0.9 })); var title = new Text2('Fishing Complete!', { size: 100, fill: 0xFFFFFF }); title.anchor.set(0.5, 0.5); title.x = GAME_CONFIG.SCREEN_CENTER_X; title.y = 400; resultsScreen.addChild(title); var scoreResult = new Text2('Score: ' + GameState.sessionScore, { size: 70, fill: 0xFFD700 }); scoreResult.anchor.set(0.5, 0.5); scoreResult.x = GAME_CONFIG.SCREEN_CENTER_X; scoreResult.y = 550; resultsScreen.addChild(scoreResult); var fishResult = new Text2('Fish Caught: ' + GameState.sessionFishCaught + '/' + GameState.sessionFishSpawned, { size: 50, fill: 0xFFFFFF }); fishResult.anchor.set(0.5, 0.5); fishResult.x = GAME_CONFIG.SCREEN_CENTER_X; fishResult.y = 650; resultsScreen.addChild(fishResult); var comboResult = new Text2('Max Combo: ' + GameState.maxCombo, { size: 50, fill: 0xFF9800 }); comboResult.anchor.set(0.5, 0.5); comboResult.x = GAME_CONFIG.SCREEN_CENTER_X; comboResult.y = 750; resultsScreen.addChild(comboResult); var moneyEarned = new Text2('Money Earned: $' + GameState.sessionScore, { size: 50, fill: 0x4CAF50 }); moneyEarned.anchor.set(0.5, 0.5); moneyEarned.x = GAME_CONFIG.SCREEN_CENTER_X; moneyEarned.y = 850; resultsScreen.addChild(moneyEarned); // Accuracy var accuracy = GameState.sessionFishSpawned > 0 ? Math.round(GameState.sessionFishCaught / GameState.sessionFishSpawned * 100) : 0; var accuracyResult = new Text2('Accuracy: ' + accuracy + '%', { size: 50, fill: 0x2196F3 }); accuracyResult.anchor.set(0.5, 0.5); accuracyResult.x = GAME_CONFIG.SCREEN_CENTER_X; accuracyResult.y = 950; resultsScreen.addChild(accuracyResult); // Continue button var continueButton = resultsScreen.addChild(LK.getAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 1200 })); var continueText = new Text2('CONTINUE', { size: 50, fill: 0xFFFFFF }); continueText.anchor.set(0.5, 0.5); continueText.x = GAME_CONFIG.SCREEN_CENTER_X; continueText.y = 1200; resultsScreen.addChild(continueText); // Fade in resultsScreen.alpha = 0; tween(resultsScreen, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); } /**** * Input Handling ****/ game.down = function (x, y, obj) { LK.getSound('buttonClick').play(); switch (GameState.currentScreen) { case 'title': if (titleElements.startButton.containsPoint && titleElements.startButton.containsPoint(x, y)) { showScreen('levelSelect'); } else if (titleElements.tutorialButton.containsPoint && titleElements.tutorialButton.containsPoint(x, y)) { // TODO: Show tutorial } break; case 'levelSelect': handleLevelSelectInput(x, y); break; case 'fishing': if (GameState.gameActive) { checkCatch(); } break; case 'results': showScreen('levelSelect'); break; } }; function handleLevelSelectInput(x, y) { var elements = levelSelectElements; // Check depth tabs elements.depthTabs.forEach(function (tab) { if (tab.tab.containsPoint && tab.tab.containsPoint(x, y)) { GameState.selectedDepth = tab.depthIndex; GameState.selectedSong = 0; // Reset to first song updateLevelSelectScreen(); } }); // Check song navigation if (elements.leftArrow.containsPoint && elements.leftArrow.containsPoint(x, y) && GameState.selectedSong > 0) { GameState.selectedSong--; updateSongDisplay(); } else if (elements.rightArrow.containsPoint && elements.rightArrow.containsPoint(x, y)) { var depth = GAME_CONFIG.DEPTHS[GameState.selectedDepth]; if (GameState.selectedSong < depth.songs.length - 1) { GameState.selectedSong++; updateSongDisplay(); } } // Check play/buy button if (elements.playButton.containsPoint && elements.playButton.containsPoint(x, y)) { var owned = GameState.hasSong(GameState.selectedDepth, GameState.selectedSong); if (owned) { showScreen('fishing'); } else { // Try to buy song if (GameState.buySong(GameState.selectedDepth, GameState.selectedSong)) { updateLevelSelectScreen(); } } } // Check shop button if (elements.shopButton.containsPoint && elements.shopButton.containsPoint(x, y)) { if (GameState.upgrade()) { LK.getSound('upgrade').play(); updateLevelSelectScreen(); } } // Check back button if (elements.backButton.containsPoint && elements.backButton.containsPoint(x, y)) { showScreen('title'); } } /**** * Main Game Loop ****/ game.update = function () { if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); // Initialize game timer if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; var beatInterval = 60000 / songConfig.bpm; var spawnInterval = beatInterval * pattern.beatsPerFish; // Check song end if (currentTime - GameState.songStartTime >= songConfig.duration) { endFishingSession(); return; } // Spawn fish on beat if (currentTime - GameState.lastBeatTime >= spawnInterval) { GameState.lastBeatTime = currentTime; GameState.beatCount++; spawnFish(); } // Update fish for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; fish.update(); // Remove off-screen fish if (fish.x < -150 || fish.x > 2198) { fish.destroy(); fishArray.splice(i, 1); } } // Update UI updateFishingUI(); }; // Initialize game showScreen('title');
===================================================================
--- original.js
+++ change.js
@@ -27,8 +27,11 @@
});
};
return self;
});
+/****
+* Title Screen
+****/
var Fish = Container.expand(function (type, value, speed) {
var self = Container.call(this);
var assetName = type + 'Fish';
var fishGraphics = self.attachAsset(assetName, {
@@ -38,27 +41,21 @@
self.type = type;
self.value = value;
self.speed = speed;
self.caught = false;
- self.isSpecial = false;
- // Add shimmer effect for rare fish
- if (type === 'rare') {
- self.isSpecial = true;
- self.shimmerTime = 0;
- }
+ self.isSpecial = type === 'rare';
+ self.shimmerTime = 0;
self.update = function () {
if (!self.caught) {
self.x += self.speed;
- // Shimmer effect for special fish
if (self.isSpecial) {
self.shimmerTime += 0.1;
fishGraphics.alpha = 0.8 + Math.sin(self.shimmerTime) * 0.2;
}
}
};
self.catchFish = function () {
self.caught = true;
- // Catch animation
tween(self, {
y: GAME_CONFIG.BOAT_Y,
x: GAME_CONFIG.SCREEN_CENTER_X,
scaleX: 0.5,
@@ -77,8 +74,11 @@
/****
* Initialize Game
****/
+/****
+* Screen Containers
+****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
@@ -88,110 +88,183 @@
/****
* Game Configuration
****/
// Audio
-// Feedback effects
+// Feedback effects
// UI Elements
-// Fish types by depth
-// Game containers
+// Fish types - much lower values!
var GAME_CONFIG = {
SCREEN_CENTER_X: 1024,
- WATER_SURFACE_Y: 400,
- BOAT_Y: 360,
- // Timing windows (in pixels from hook)
+ SCREEN_CENTER_Y: 900,
+ BOAT_Y: 300,
+ WATER_SURFACE_Y: 350,
+ HOOK_GAMEPLAY_Y: 900,
+ // Always center the hook action here
+ // Timing windows
PERFECT_WINDOW: 40,
GOOD_WINDOW: 80,
MISS_WINDOW: 120,
- // Depth levels
+ // Depth levels - much lower money values!
DEPTHS: [{
level: 1,
- depth: 150,
name: "Shallow Waters",
fishSpeed: 6,
- fishValue: 10,
- upgradeCost: 0
+ fishValue: 1,
+ upgradeCost: 0,
+ songs: [{
+ name: "Gentle Waves",
+ bpm: 100,
+ duration: 60000,
+ pattern: "simple",
+ cost: 0
+ }, {
+ name: "Morning Tide",
+ bpm: 110,
+ duration: 75000,
+ pattern: "simple",
+ cost: 50
+ }]
}, {
level: 2,
- depth: 250,
name: "Mid Waters",
fishSpeed: 7,
- fishValue: 25,
- upgradeCost: 500
+ fishValue: 3,
+ upgradeCost: 100,
+ songs: [{
+ name: "Ocean Current",
+ bpm: 120,
+ duration: 90000,
+ pattern: "medium",
+ cost: 0
+ }, {
+ name: "Deep Flow",
+ bpm: 125,
+ duration: 100000,
+ pattern: "medium",
+ cost: 150
+ }]
}, {
level: 3,
- depth: 350,
name: "Deep Waters",
fishSpeed: 8,
- fishValue: 50,
- upgradeCost: 1500
+ fishValue: 6,
+ upgradeCost: 400,
+ songs: [{
+ name: "Storm Surge",
+ bpm: 140,
+ duration: 120000,
+ pattern: "complex",
+ cost: 0
+ }, {
+ name: "Whirlpool",
+ bpm: 150,
+ duration: 135000,
+ pattern: "complex",
+ cost: 300
+ }]
}, {
level: 4,
- depth: 450,
name: "Abyss",
fishSpeed: 9,
- fishValue: 100,
- upgradeCost: 5000
+ fishValue: 12,
+ upgradeCost: 1000,
+ songs: [{
+ name: "Leviathan",
+ bpm: 160,
+ duration: 150000,
+ pattern: "expert",
+ cost: 0
+ }, {
+ name: "Deep Trench",
+ bpm: 170,
+ duration: 180000,
+ pattern: "expert",
+ cost: 600
+ }]
}],
- // Fish spawn patterns by complexity
+ // Fish spawn patterns
PATTERNS: {
simple: {
beatsPerFish: 1,
+ doubleSpawnChance: 0.05,
+ rareSpawnChance: 0.02
+ },
+ medium: {
+ beatsPerFish: 0.75,
doubleSpawnChance: 0.1,
rareSpawnChance: 0.05
},
- medium: {
+ complex: {
beatsPerFish: 0.5,
- doubleSpawnChance: 0.2,
- rareSpawnChance: 0.1
+ doubleSpawnChance: 0.15,
+ rareSpawnChance: 0.08
},
- complex: {
+ expert: {
beatsPerFish: 0.25,
- doubleSpawnChance: 0.3,
- rareSpawnChance: 0.15
+ doubleSpawnChance: 0.2,
+ rareSpawnChance: 0.12
}
- },
- // Songs and their difficulties
- SONGS: [{
- name: "Gentle Waves",
- bpm: 100,
- duration: 90000,
- pattern: "simple"
- }, {
- name: "Ocean Current",
- bpm: 120,
- duration: 120000,
- pattern: "medium"
- }, {
- name: "Storm Surge",
- bpm: 140,
- duration: 150000,
- pattern: "complex"
- }]
+ }
};
+/****
+* Game State Management
+****/
var GameState = {
+ // Game flow
+ currentScreen: 'title',
+ // 'title', 'levelSelect', 'fishing', 'results'
// Player progression
currentDepth: 0,
money: 0,
totalFishCaught: 0,
+ ownedSongs: [],
+ // Array of {depth, songIndex} objects
+ // Level selection
+ selectedDepth: 0,
+ selectedSong: 0,
// Current session
sessionScore: 0,
sessionFishCaught: 0,
sessionFishSpawned: 0,
combo: 0,
maxCombo: 0,
// Game state
gameActive: false,
- inShop: false,
- currentSong: 0,
- // Timing
songStartTime: 0,
lastBeatTime: 0,
beatCount: 0,
+ // Initialize owned songs (first song of each unlocked depth is free)
+ initOwnedSongs: function initOwnedSongs() {
+ this.ownedSongs = [];
+ for (var i = 0; i <= this.currentDepth; i++) {
+ this.ownedSongs.push({
+ depth: i,
+ songIndex: 0
+ });
+ }
+ },
+ hasSong: function hasSong(depth, songIndex) {
+ return this.ownedSongs.some(function (song) {
+ return song.depth === depth && song.songIndex === songIndex;
+ });
+ },
+ buySong: function buySong(depth, songIndex) {
+ var song = GAME_CONFIG.DEPTHS[depth].songs[songIndex];
+ if (this.money >= song.cost && !this.hasSong(depth, songIndex)) {
+ this.money -= song.cost;
+ this.ownedSongs.push({
+ depth: depth,
+ songIndex: songIndex
+ });
+ return true;
+ }
+ return false;
+ },
getCurrentDepthConfig: function getCurrentDepthConfig() {
- return GAME_CONFIG.DEPTHS[this.currentDepth];
+ return GAME_CONFIG.DEPTHS[this.selectedDepth];
},
getCurrentSongConfig: function getCurrentSongConfig() {
- return GAME_CONFIG.SONGS[this.currentSong];
+ return GAME_CONFIG.DEPTHS[this.selectedDepth].songs[this.selectedSong];
},
canUpgrade: function canUpgrade() {
var nextDepth = GAME_CONFIG.DEPTHS[this.currentDepth + 1];
return nextDepth && this.money >= nextDepth.upgradeCost;
@@ -200,207 +273,481 @@
if (this.canUpgrade()) {
var nextDepth = GAME_CONFIG.DEPTHS[this.currentDepth + 1];
this.money -= nextDepth.upgradeCost;
this.currentDepth++;
+ // Give free first song of new depth
+ this.ownedSongs.push({
+ depth: this.currentDepth,
+ songIndex: 0
+ });
return true;
}
return false;
}
};
-var gameWorld = game.addChild(new Container());
-var uiLayer = game.addChild(new Container());
-var shopLayer = game.addChild(new Container());
-// Game objects
-var fishArray = [];
-var feedbackIndicators = {
- perfect: new FeedbackIndicator('perfect'),
- good: new FeedbackIndicator('good'),
- miss: new FeedbackIndicator('miss')
-};
+var titleScreen = game.addChild(new Container());
+var levelSelectScreen = game.addChild(new Container());
+var fishingScreen = game.addChild(new Container());
+var resultsScreen = game.addChild(new Container());
+// Initialize
+GameState.initOwnedSongs();
/****
-* Create Game World
+* Title Screen
****/
-function createGameWorld() {
- // Water background
- var water = gameWorld.addChild(LK.getAsset('water', {
+function createTitleScreen() {
+ var titleBg = titleScreen.addChild(LK.getAsset('screenBackground', {
x: 0,
- y: GAME_CONFIG.WATER_SURFACE_Y,
- alpha: 0.7
+ y: 0,
+ alpha: 0.3
}));
- // Water surface line
- var waterSurface = gameWorld.addChild(LK.getAsset('waterSurface', {
- x: 0,
- y: GAME_CONFIG.WATER_SURFACE_Y,
- alpha: 0.8
- }));
- // Boat
- var boat = gameWorld.addChild(LK.getAsset('boat', {
+ // Logo
+ var logo = new Text2('BEAT FISHER', {
+ size: 150,
+ fill: 0xFFFFFF
+ });
+ logo.anchor.set(0.5, 0.5);
+ logo.x = GAME_CONFIG.SCREEN_CENTER_X;
+ logo.y = 600;
+ titleScreen.addChild(logo);
+ var subtitle = new Text2('Rhythm Fishing Adventure', {
+ size: 60,
+ fill: 0x4FC3F7
+ });
+ subtitle.anchor.set(0.5, 0.5);
+ subtitle.x = GAME_CONFIG.SCREEN_CENTER_X;
+ subtitle.y = 700;
+ titleScreen.addChild(subtitle);
+ // Start button
+ var startButton = titleScreen.addChild(LK.getAsset('bigButton', {
anchorX: 0.5,
- anchorY: 1,
+ anchorY: 0.5,
x: GAME_CONFIG.SCREEN_CENTER_X,
- y: GAME_CONFIG.WATER_SURFACE_Y
+ y: 1000
}));
- // Fishing line
- var fishingLine = gameWorld.addChild(LK.getAsset('fishingLine', {
+ var startText = new Text2('START', {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ startText.anchor.set(0.5, 0.5);
+ startText.x = GAME_CONFIG.SCREEN_CENTER_X;
+ startText.y = 1000;
+ titleScreen.addChild(startText);
+ // Tutorial button
+ var tutorialButton = titleScreen.addChild(LK.getAsset('button', {
anchorX: 0.5,
- anchorY: 0,
- x: GAME_CONFIG.SCREEN_CENTER_X,
- y: GAME_CONFIG.WATER_SURFACE_Y
- }));
- // Hook
- var hook = gameWorld.addChild(LK.getAsset('hook', {
- anchorX: 0.5,
anchorY: 0.5,
x: GAME_CONFIG.SCREEN_CENTER_X,
- y: GAME_CONFIG.WATER_SURFACE_Y + GameState.getCurrentDepthConfig().depth
+ y: 1150,
+ tint: 0x757575
}));
- // Add feedback indicators
- Object.keys(feedbackIndicators).forEach(function (key) {
- var indicator = feedbackIndicators[key];
- indicator.x = GAME_CONFIG.SCREEN_CENTER_X;
- indicator.y = GAME_CONFIG.WATER_SURFACE_Y + GameState.getCurrentDepthConfig().depth;
- gameWorld.addChild(indicator);
+ var tutorialText = new Text2('TUTORIAL', {
+ size: 40,
+ fill: 0xFFFFFF
});
+ tutorialText.anchor.set(0.5, 0.5);
+ tutorialText.x = GAME_CONFIG.SCREEN_CENTER_X;
+ tutorialText.y = 1150;
+ titleScreen.addChild(tutorialText);
return {
- boat: boat,
- hook: hook,
- fishingLine: fishingLine
+ startButton: startButton,
+ tutorialButton: tutorialButton
};
}
/****
-* Create UI
+* Level Select Screen
****/
-function createUI() {
- // Score display
- var scoreText = new Text2('Score: 0', {
- size: 60,
+function createLevelSelectScreen() {
+ var selectBg = levelSelectScreen.addChild(LK.getAsset('screenBackground', {
+ x: 0,
+ y: 0,
+ alpha: 0.8
+ }));
+ // Title
+ var title = new Text2('SELECT FISHING SPOT', {
+ size: 80,
fill: 0xFFFFFF
});
- scoreText.anchor.set(0, 0);
- scoreText.x = 50;
- scoreText.y = 50;
- uiLayer.addChild(scoreText);
+ title.anchor.set(0.5, 0.5);
+ title.x = GAME_CONFIG.SCREEN_CENTER_X;
+ title.y = 200;
+ levelSelectScreen.addChild(title);
// Money display
- var moneyText = new Text2('Money: $' + GameState.money, {
+ var moneyDisplay = new Text2('Money: $0', {
size: 60,
fill: 0xFFD700
});
- moneyText.anchor.set(0, 0);
- moneyText.x = 50;
- moneyText.y = 130;
- uiLayer.addChild(moneyText);
- // Fish caught display
- var fishText = new Text2('Fish: 0/0', {
- size: 50,
+ moneyDisplay.anchor.set(1, 0);
+ moneyDisplay.x = 1900;
+ moneyDisplay.y = 100;
+ levelSelectScreen.addChild(moneyDisplay);
+ // Depth tabs (will be created dynamically)
+ var depthTabs = [];
+ // Song display area
+ var songCard = levelSelectScreen.addChild(LK.getAsset('songCard', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: GAME_CONFIG.SCREEN_CENTER_X,
+ y: 700
+ }));
+ // Song navigation arrows
+ var leftArrow = levelSelectScreen.addChild(LK.getAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 400,
+ y: 700,
+ tint: 0x666666
+ }));
+ var leftArrowText = new Text2('<', {
+ size: 60,
fill: 0xFFFFFF
});
- fishText.anchor.set(0, 0);
- fishText.x = 50;
- fishText.y = 210;
- uiLayer.addChild(fishText);
- // Combo display
- var comboText = new Text2('Combo: 0', {
+ leftArrowText.anchor.set(0.5, 0.5);
+ leftArrowText.x = 400;
+ leftArrowText.y = 700;
+ levelSelectScreen.addChild(leftArrowText);
+ var rightArrow = levelSelectScreen.addChild(LK.getAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1648,
+ y: 700,
+ tint: 0x666666
+ }));
+ var rightArrowText = new Text2('>', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ rightArrowText.anchor.set(0.5, 0.5);
+ rightArrowText.x = 1648;
+ rightArrowText.y = 700;
+ levelSelectScreen.addChild(rightArrowText);
+ // Song info (will be updated dynamically)
+ var songTitle = new Text2('Song Title', {
size: 50,
- fill: 0xFF9800
+ fill: 0xFFFFFF
});
- comboText.anchor.set(0, 0);
- comboText.x = 50;
- comboText.y = 280;
- uiLayer.addChild(comboText);
- // Depth display
- var depthText = new Text2(GameState.getCurrentDepthConfig().name, {
+ songTitle.anchor.set(0.5, 0.5);
+ songTitle.x = GAME_CONFIG.SCREEN_CENTER_X;
+ songTitle.y = 650;
+ levelSelectScreen.addChild(songTitle);
+ var songInfo = new Text2('BPM: 120 | Duration: 2:00', {
+ size: 30,
+ fill: 0xCCCCCC
+ });
+ songInfo.anchor.set(0.5, 0.5);
+ songInfo.x = GAME_CONFIG.SCREEN_CENTER_X;
+ songInfo.y = 700;
+ levelSelectScreen.addChild(songInfo);
+ var songEarnings = new Text2('Potential Earnings: $50-100', {
+ size: 30,
+ fill: 0x4CAF50
+ });
+ songEarnings.anchor.set(0.5, 0.5);
+ songEarnings.x = GAME_CONFIG.SCREEN_CENTER_X;
+ songEarnings.y = 730;
+ levelSelectScreen.addChild(songEarnings);
+ // Play/Buy button
+ var playButton = levelSelectScreen.addChild(LK.getAsset('bigButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: GAME_CONFIG.SCREEN_CENTER_X,
+ y: 900
+ }));
+ var playButtonText = new Text2('PLAY', {
size: 50,
- fill: 0x4FC3F7
+ fill: 0xFFFFFF
});
- depthText.anchor.set(1, 0);
- depthText.x = 1900;
- depthText.y = 50;
- uiLayer.addChild(depthText);
+ playButtonText.anchor.set(0.5, 0.5);
+ playButtonText.x = GAME_CONFIG.SCREEN_CENTER_X;
+ playButtonText.y = 900;
+ levelSelectScreen.addChild(playButtonText);
// Shop button
- var shopButton = uiLayer.addChild(LK.getAsset('shopButton', {
+ var shopButton = levelSelectScreen.addChild(LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5,
- x: 1800,
- y: 150
+ x: GAME_CONFIG.SCREEN_CENTER_X,
+ y: 1100,
+ tint: 0x2e7d32
}));
- var shopButtonText = new Text2('SHOP', {
+ var shopButtonText = new Text2('UPGRADE ROD', {
size: 40,
fill: 0xFFFFFF
});
shopButtonText.anchor.set(0.5, 0.5);
- shopButtonText.x = 1800;
- shopButtonText.y = 150;
- uiLayer.addChild(shopButtonText);
+ shopButtonText.x = GAME_CONFIG.SCREEN_CENTER_X;
+ shopButtonText.y = 1100;
+ levelSelectScreen.addChild(shopButtonText);
+ // Back button
+ var backButton = levelSelectScreen.addChild(LK.getAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 200,
+ y: 200,
+ tint: 0x757575
+ }));
+ var backButtonText = new Text2('BACK', {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ backButtonText.anchor.set(0.5, 0.5);
+ backButtonText.x = 200;
+ backButtonText.y = 200;
+ levelSelectScreen.addChild(backButtonText);
return {
- scoreText: scoreText,
- moneyText: moneyText,
- fishText: fishText,
- comboText: comboText,
- depthText: depthText,
- shopButton: shopButton
+ moneyDisplay: moneyDisplay,
+ depthTabs: depthTabs,
+ leftArrow: leftArrow,
+ rightArrow: rightArrow,
+ songTitle: songTitle,
+ songInfo: songInfo,
+ songEarnings: songEarnings,
+ playButton: playButton,
+ playButtonText: playButtonText,
+ shopButton: shopButton,
+ shopButtonText: shopButtonText,
+ backButton: backButton
};
}
/****
-* Create Shop
+* Fishing Screen
****/
-function createShop() {
- var shopBg = shopLayer.addChild(LK.getAsset('shopBackground', {
+function createFishingScreen() {
+ // Water background
+ var water = fishingScreen.addChild(LK.getAsset('water', {
+ x: 0,
+ y: GAME_CONFIG.WATER_SURFACE_Y,
+ alpha: 0.7
+ }));
+ // Water surface
+ var waterSurface = fishingScreen.addChild(LK.getAsset('waterSurface', {
+ x: 0,
+ y: GAME_CONFIG.WATER_SURFACE_Y,
+ alpha: 0.8
+ }));
+ // Boat
+ var boat = fishingScreen.addChild(LK.getAsset('boat', {
anchorX: 0.5,
- anchorY: 0.5,
+ anchorY: 1,
x: GAME_CONFIG.SCREEN_CENTER_X,
- y: 900,
- alpha: 0.9
+ y: GAME_CONFIG.WATER_SURFACE_Y
}));
- var shopTitle = new Text2('FISHING SHOP', {
- size: 80,
- fill: 0xFFFFFF
- });
- shopTitle.anchor.set(0.5, 0.5);
- shopTitle.x = GAME_CONFIG.SCREEN_CENTER_X;
- shopTitle.y = 500;
- shopLayer.addChild(shopTitle);
- // Close button
- var closeButton = shopLayer.addChild(LK.getAsset('upgradeButton', {
+ // Fishing line
+ var fishingLine = fishingScreen.addChild(LK.getAsset('fishingLine', {
anchorX: 0.5,
- anchorY: 0.5,
+ anchorY: 0,
x: GAME_CONFIG.SCREEN_CENTER_X,
- y: 1400,
- tint: 0xf44336
+ y: GAME_CONFIG.WATER_SURFACE_Y,
+ height: GAME_CONFIG.HOOK_GAMEPLAY_Y - GAME_CONFIG.WATER_SURFACE_Y
}));
- var closeText = new Text2('CLOSE SHOP', {
- size: 40,
- fill: 0xFFFFFF
- });
- closeText.anchor.set(0.5, 0.5);
- closeText.x = GAME_CONFIG.SCREEN_CENTER_X;
- closeText.y = 1400;
- shopLayer.addChild(closeText);
- // Upgrade button
- var upgradeButton = shopLayer.addChild(LK.getAsset('upgradeButton', {
+ // Hook - ALWAYS at gameplay center
+ var hook = fishingScreen.addChild(LK.getAsset('hook', {
anchorX: 0.5,
anchorY: 0.5,
x: GAME_CONFIG.SCREEN_CENTER_X,
- y: 1000
+ y: GAME_CONFIG.HOOK_GAMEPLAY_Y
}));
- var upgradeText = new Text2('UPGRADE ROD', {
+ // Store original hook position for proper animation reset
+ hook.originalY = GAME_CONFIG.HOOK_GAMEPLAY_Y;
+ // UI elements
+ var scoreText = new Text2('Score: 0', {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ scoreText.anchor.set(0, 0);
+ scoreText.x = 50;
+ scoreText.y = 50;
+ fishingScreen.addChild(scoreText);
+ var fishText = new Text2('Fish: 0/0', {
size: 40,
fill: 0xFFFFFF
});
- upgradeText.anchor.set(0.5, 0.5);
- upgradeText.x = GAME_CONFIG.SCREEN_CENTER_X;
- upgradeText.y = 1000;
- shopLayer.addChild(upgradeText);
- shopLayer.visible = false;
+ fishText.anchor.set(0, 0);
+ fishText.x = 50;
+ fishText.y = 120;
+ fishingScreen.addChild(fishText);
+ var comboText = new Text2('Combo: 0', {
+ size: 40,
+ fill: 0xFF9800
+ });
+ comboText.anchor.set(0, 0);
+ comboText.x = 50;
+ comboText.y = 180;
+ fishingScreen.addChild(comboText);
+ // Song progress
+ var progressText = new Text2('0:00 / 2:00', {
+ size: 40,
+ fill: 0x4FC3F7
+ });
+ progressText.anchor.set(1, 0);
+ progressText.x = 1900;
+ progressText.y = 50;
+ fishingScreen.addChild(progressText);
return {
- shopBg: shopBg,
- upgradeButton: upgradeButton,
- closeButton: closeButton,
- upgradeText: upgradeText
+ boat: boat,
+ hook: hook,
+ fishingLine: fishingLine,
+ scoreText: scoreText,
+ fishText: fishText,
+ comboText: comboText,
+ progressText: progressText
};
}
/****
-* Game Logic Functions
+* Initialize Screen Elements
****/
+var titleElements = createTitleScreen();
+var levelSelectElements = createLevelSelectScreen();
+var fishingElements = createFishingScreen();
+// Feedback indicators for fishing
+var feedbackIndicators = {
+ perfect: new FeedbackIndicator('perfect'),
+ good: new FeedbackIndicator('good'),
+ miss: new FeedbackIndicator('miss')
+};
+Object.keys(feedbackIndicators).forEach(function (key) {
+ var indicator = feedbackIndicators[key];
+ indicator.x = GAME_CONFIG.SCREEN_CENTER_X;
+ indicator.y = GAME_CONFIG.HOOK_GAMEPLAY_Y;
+ fishingScreen.addChild(indicator);
+});
+// Game variables
+var fishArray = [];
+/****
+* Screen Management
+****/
+function showScreen(screenName) {
+ titleScreen.visible = false;
+ levelSelectScreen.visible = false;
+ fishingScreen.visible = false;
+ resultsScreen.visible = false;
+ GameState.currentScreen = screenName;
+ switch (screenName) {
+ case 'title':
+ titleScreen.visible = true;
+ break;
+ case 'levelSelect':
+ levelSelectScreen.visible = true;
+ updateLevelSelectScreen();
+ break;
+ case 'fishing':
+ fishingScreen.visible = true;
+ startFishingSession();
+ break;
+ case 'results':
+ resultsScreen.visible = true;
+ break;
+ }
+}
+/****
+* Level Select Logic
+****/
+function updateLevelSelectScreen() {
+ var elements = levelSelectElements;
+ // Update money display
+ elements.moneyDisplay.setText('Money: $' + GameState.money);
+ // Create depth tabs
+ createDepthTabs();
+ // Update song display
+ updateSongDisplay();
+ // Update shop button
+ updateShopButton();
+}
+function createDepthTabs() {
+ // Clear existing tabs
+ levelSelectElements.depthTabs.forEach(function (tab) {
+ if (tab.container) tab.container.destroy();
+ });
+ levelSelectElements.depthTabs = [];
+ // Create tabs for unlocked depths
+ for (var i = 0; i <= GameState.currentDepth; i++) {
+ var depth = GAME_CONFIG.DEPTHS[i];
+ var isSelected = i === GameState.selectedDepth;
+ var tabContainer = levelSelectScreen.addChild(new Container());
+ var tab = tabContainer.addChild(LK.getAsset('depthTab', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 300 + i * 220,
+ y: 400,
+ tint: isSelected ? 0x1976d2 : 0x455a64
+ }));
+ var tabText = new Text2(depth.name.split(' ')[0], {
+ size: 30,
+ fill: 0xFFFFFF
+ });
+ tabText.anchor.set(0.5, 0.5);
+ tabText.x = 300 + i * 220;
+ tabText.y = 400;
+ tabContainer.addChild(tabText);
+ levelSelectElements.depthTabs.push({
+ container: tabContainer,
+ tab: tab,
+ depthIndex: i
+ });
+ }
+}
+function updateSongDisplay() {
+ var elements = levelSelectElements;
+ var depth = GAME_CONFIG.DEPTHS[GameState.selectedDepth];
+ var song = depth.songs[GameState.selectedSong];
+ var owned = GameState.hasSong(GameState.selectedDepth, GameState.selectedSong);
+ // Update song info
+ elements.songTitle.setText(song.name);
+ elements.songInfo.setText('BPM: ' + song.bpm + ' | Duration: ' + formatTime(song.duration));
+ // Calculate potential earnings
+ var minEarnings = Math.floor(depth.fishValue * 20); // Conservative estimate
+ var maxEarnings = Math.floor(depth.fishValue * 60); // With combos and rare fish
+ elements.songEarnings.setText('Potential Earnings: $' + minEarnings + '-$' + maxEarnings);
+ // Update play/buy button
+ if (owned) {
+ elements.playButtonText.setText('PLAY');
+ elements.playButton.tint = 0x1976d2;
+ } else {
+ elements.playButtonText.setText('BUY ($' + song.cost + ')');
+ elements.playButton.tint = GameState.money >= song.cost ? 0x2e7d32 : 0x666666;
+ }
+ // Update arrow states
+ elements.leftArrow.tint = GameState.selectedSong > 0 ? 0x1976d2 : 0x666666;
+ elements.rightArrow.tint = GameState.selectedSong < depth.songs.length - 1 ? 0x1976d2 : 0x666666;
+}
+function updateShopButton() {
+ var elements = levelSelectElements;
+ var canUpgrade = GameState.canUpgrade();
+ var nextDepth = GAME_CONFIG.DEPTHS[GameState.currentDepth + 1];
+ if (nextDepth) {
+ elements.shopButtonText.setText('UPGRADE ROD ($' + nextDepth.upgradeCost + ')');
+ elements.shopButton.tint = canUpgrade ? 0x2e7d32 : 0x666666;
+ } else {
+ elements.shopButtonText.setText('MAX DEPTH REACHED');
+ elements.shopButton.tint = 0x666666;
+ }
+}
+function formatTime(ms) {
+ var seconds = Math.floor(ms / 1000);
+ var minutes = Math.floor(seconds / 60);
+ seconds = seconds % 60;
+ return minutes + ':' + (seconds < 10 ? '0' : '') + seconds;
+}
+/****
+* Fishing Game Logic
+****/
+function startFishingSession() {
+ // Reset session state
+ GameState.sessionScore = 0;
+ GameState.sessionFishCaught = 0;
+ GameState.sessionFishSpawned = 0;
+ GameState.combo = 0;
+ GameState.maxCombo = 0;
+ GameState.gameActive = true;
+ GameState.songStartTime = 0;
+ GameState.lastBeatTime = 0;
+ GameState.beatCount = 0;
+ // Clear any existing fish
+ fishArray.forEach(function (fish) {
+ fish.destroy();
+ });
+ fishArray = [];
+ // Start music
+ LK.playMusic('rhythmTrack');
+}
function spawnFish() {
var depthConfig = GameState.getCurrentDepthConfig();
var songConfig = GameState.getCurrentSongConfig();
var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern];
@@ -408,34 +755,29 @@
var fishType, fishValue;
var rand = Math.random();
if (rand < pattern.rareSpawnChance) {
fishType = 'rare';
- fishValue = depthConfig.fishValue * 3;
- } else if (GameState.currentDepth >= 2 && rand < 0.3) {
+ fishValue = depthConfig.fishValue * 4;
+ } else if (GameState.selectedDepth >= 2 && rand < 0.3) {
fishType = 'deep';
- fishValue = depthConfig.fishValue * 1.5;
- } else if (GameState.currentDepth >= 1 && rand < 0.6) {
+ fishValue = Math.floor(depthConfig.fishValue * 2);
+ } else if (GameState.selectedDepth >= 1 && rand < 0.6) {
fishType = 'medium';
- fishValue = depthConfig.fishValue * 1.2;
+ fishValue = Math.floor(depthConfig.fishValue * 1.5);
} else {
fishType = 'shallow';
fishValue = depthConfig.fishValue;
}
- // Create fish
+ // Create fish at gameplay center Y
var fish = new Fish(fishType, fishValue, Math.random() < 0.5 ? depthConfig.fishSpeed : -depthConfig.fishSpeed);
fish.x = fish.speed > 0 ? -100 : 2148;
- fish.y = GAME_CONFIG.WATER_SURFACE_Y + depthConfig.depth;
+ fish.y = GAME_CONFIG.HOOK_GAMEPLAY_Y;
fishArray.push(fish);
- gameWorld.addChild(fish);
+ fishingScreen.addChild(fish);
GameState.sessionFishSpawned++;
- // Possible double spawn for complex patterns
- if (Math.random() < pattern.doubleSpawnChance) {
- LK.setTimeout(function () {
- spawnFish();
- }, 200);
- }
}
-function checkCatch(hookX, hookY) {
+function checkCatch() {
+ var hookX = fishingElements.hook.x;
var closestFish = null;
var closestDistance = Infinity;
// Find closest fish to hook
for (var i = 0; i < fishArray.length; i++) {
@@ -448,33 +790,28 @@
}
}
}
if (!closestFish) {
- // No fish nearby - show miss
feedbackIndicators.miss.show();
LK.getSound('miss').play();
GameState.combo = 0;
return;
}
var points = 0;
- var multiplier = Math.max(1, Math.floor(GameState.combo / 5) + 1);
+ var multiplier = Math.max(1, Math.floor(GameState.combo / 10) + 1); // Reduced combo multiplier
if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) {
- // Perfect catch
points = closestFish.value * 2 * multiplier;
feedbackIndicators.perfect.show();
GameState.combo++;
} else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) {
- // Good catch
points = closestFish.value * multiplier;
feedbackIndicators.good.show();
GameState.combo++;
} else if (closestDistance < GAME_CONFIG.MISS_WINDOW) {
- // Near miss - still counts but lower points
- points = Math.floor(closestFish.value * 0.5 * multiplier);
+ points = Math.max(1, Math.floor(closestFish.value * 0.5 * multiplier));
feedbackIndicators.good.show();
GameState.combo++;
} else {
- // Complete miss
feedbackIndicators.miss.show();
LK.getSound('miss').play();
GameState.combo = 0;
return;
@@ -487,221 +824,225 @@
GameState.sessionFishCaught++;
GameState.totalFishCaught++;
GameState.maxCombo = Math.max(GameState.maxCombo, GameState.combo);
LK.getSound('catch').play();
- if (points > closestFish.value * 1.5) {
- LK.getSound('coin').play();
- }
- // Hook animation
+ // FIXED: Hook animation that returns to exact original position
animateHookCatch();
}
function animateHookCatch() {
- var hook = gameWorld.children.find(function (child) {
- return child.width === 24 && child.height === 32;
+ var hook = fishingElements.hook;
+ var originalY = hook.originalY; // Use stored original position
+ tween(hook, {
+ y: originalY - 30
+ }, {
+ duration: 150,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(hook, {
+ y: originalY
+ }, {
+ duration: 150,
+ easing: tween.easeIn
+ });
+ }
});
- if (hook) {
- var originalY = hook.y;
- tween(hook, {
- y: originalY - 30
- }, {
- duration: 150,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- tween(hook, {
- y: originalY
- }, {
- duration: 150,
- easing: tween.easeIn
- });
- }
- });
- }
}
-function updateUI() {
- var ui = uiElements;
- if (ui) {
- ui.scoreText.setText('Score: ' + GameState.sessionScore);
- ui.moneyText.setText('Money: $' + GameState.money);
- ui.fishText.setText('Fish: ' + GameState.sessionFishCaught + '/' + GameState.sessionFishSpawned);
- ui.comboText.setText('Combo: ' + GameState.combo);
- ui.depthText.setText(GameState.getCurrentDepthConfig().name);
+function updateFishingUI() {
+ var elements = fishingElements;
+ elements.scoreText.setText('Score: ' + GameState.sessionScore);
+ elements.fishText.setText('Fish: ' + GameState.sessionFishCaught + '/' + GameState.sessionFishSpawned);
+ elements.comboText.setText('Combo: ' + GameState.combo);
+ // Update progress
+ if (GameState.songStartTime > 0) {
+ var currentTime = LK.ticks * (1000 / 60);
+ var elapsed = currentTime - GameState.songStartTime;
+ var songConfig = GameState.getCurrentSongConfig();
+ elements.progressText.setText(formatTime(elapsed) + ' / ' + formatTime(songConfig.duration));
}
}
-function updateShop() {
- var shop = shopElements;
- if (shop && GameState.inShop) {
- var canUpgrade = GameState.canUpgrade();
- var nextDepth = GAME_CONFIG.DEPTHS[GameState.currentDepth + 1];
- if (nextDepth) {
- var cost = nextDepth.upgradeCost;
- var text = canUpgrade ? 'UPGRADE ROD ($' + cost + ')' : 'NEED $' + cost;
- shop.upgradeText.setText(text);
- shop.upgradeButton.tint = canUpgrade ? 0x1976d2 : 0x666666;
- } else {
- shop.upgradeText.setText('MAX DEPTH REACHED');
- shop.upgradeButton.tint = 0x666666;
- }
- }
-}
-function toggleShop() {
- GameState.inShop = !GameState.inShop;
- shopLayer.visible = GameState.inShop;
- if (GameState.inShop) {
- updateShop();
- }
-}
-function handleUpgrade() {
- if (GameState.upgrade()) {
- LK.getSound('upgrade').play();
- // Update fishing line and hook position
- var depthConfig = GameState.getCurrentDepthConfig();
- var hook = gameWorld.children.find(function (child) {
- return child.width === 24 && child.height === 32;
- });
- var line = gameWorld.children.find(function (child) {
- return child.width === 6 && child.height === 600;
- });
- if (hook) {
- hook.y = GAME_CONFIG.WATER_SURFACE_Y + depthConfig.depth;
- }
- if (line) {
- line.height = depthConfig.depth;
- }
- // Update feedback indicator positions
- Object.keys(feedbackIndicators).forEach(function (key) {
- feedbackIndicators[key].y = GAME_CONFIG.WATER_SURFACE_Y + depthConfig.depth;
- });
- updateShop();
- }
-}
-function endGame() {
+function endFishingSession() {
GameState.gameActive = false;
- // Clear remaining fish
- for (var i = fishArray.length - 1; i >= 0; i--) {
- fishArray[i].destroy();
- }
+ // Clear fish
+ fishArray.forEach(function (fish) {
+ fish.destroy();
+ });
fishArray = [];
- // Show results
- var resultsContainer = new Container();
- game.addChild(resultsContainer);
- var resultsBg = resultsContainer.addChild(LK.getAsset('shopBackground', {
+ // Create results screen
+ createResultsScreen();
+ showScreen('results');
+}
+function createResultsScreen() {
+ // Clear previous results
+ resultsScreen.removeChildren();
+ var resultsBg = resultsScreen.addChild(LK.getAsset('screenBackground', {
x: 0,
y: 0,
alpha: 0.9
}));
- var title = new Text2('Fishing Session Complete!', {
+ var title = new Text2('Fishing Complete!', {
size: 100,
fill: 0xFFFFFF
});
title.anchor.set(0.5, 0.5);
title.x = GAME_CONFIG.SCREEN_CENTER_X;
- title.y = 600;
- resultsContainer.addChild(title);
+ title.y = 400;
+ resultsScreen.addChild(title);
var scoreResult = new Text2('Score: ' + GameState.sessionScore, {
- size: 80,
+ size: 70,
fill: 0xFFD700
});
scoreResult.anchor.set(0.5, 0.5);
scoreResult.x = GAME_CONFIG.SCREEN_CENTER_X;
- scoreResult.y = 750;
- resultsContainer.addChild(scoreResult);
- var fishResult = new Text2('Fish: ' + GameState.sessionFishCaught + '/' + GameState.sessionFishSpawned, {
- size: 60,
+ scoreResult.y = 550;
+ resultsScreen.addChild(scoreResult);
+ var fishResult = new Text2('Fish Caught: ' + GameState.sessionFishCaught + '/' + GameState.sessionFishSpawned, {
+ size: 50,
fill: 0xFFFFFF
});
fishResult.anchor.set(0.5, 0.5);
fishResult.x = GAME_CONFIG.SCREEN_CENTER_X;
- fishResult.y = 850;
- resultsContainer.addChild(fishResult);
+ fishResult.y = 650;
+ resultsScreen.addChild(fishResult);
var comboResult = new Text2('Max Combo: ' + GameState.maxCombo, {
- size: 60,
+ size: 50,
fill: 0xFF9800
});
comboResult.anchor.set(0.5, 0.5);
comboResult.x = GAME_CONFIG.SCREEN_CENTER_X;
- comboResult.y = 950;
- resultsContainer.addChild(comboResult);
+ comboResult.y = 750;
+ resultsScreen.addChild(comboResult);
var moneyEarned = new Text2('Money Earned: $' + GameState.sessionScore, {
- size: 60,
+ size: 50,
fill: 0x4CAF50
});
moneyEarned.anchor.set(0.5, 0.5);
moneyEarned.x = GAME_CONFIG.SCREEN_CENTER_X;
- moneyEarned.y = 1050;
- resultsContainer.addChild(moneyEarned);
- // Accuracy calculation
+ moneyEarned.y = 850;
+ resultsScreen.addChild(moneyEarned);
+ // Accuracy
var accuracy = GameState.sessionFishSpawned > 0 ? Math.round(GameState.sessionFishCaught / GameState.sessionFishSpawned * 100) : 0;
var accuracyResult = new Text2('Accuracy: ' + accuracy + '%', {
- size: 60,
+ size: 50,
fill: 0x2196F3
});
accuracyResult.anchor.set(0.5, 0.5);
accuracyResult.x = GAME_CONFIG.SCREEN_CENTER_X;
- accuracyResult.y = 1150;
- resultsContainer.addChild(accuracyResult);
- // Fade in results
- resultsContainer.alpha = 0;
- tween(resultsContainer, {
+ accuracyResult.y = 950;
+ resultsScreen.addChild(accuracyResult);
+ // Continue button
+ var continueButton = resultsScreen.addChild(LK.getAsset('bigButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: GAME_CONFIG.SCREEN_CENTER_X,
+ y: 1200
+ }));
+ var continueText = new Text2('CONTINUE', {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ continueText.anchor.set(0.5, 0.5);
+ continueText.x = GAME_CONFIG.SCREEN_CENTER_X;
+ continueText.y = 1200;
+ resultsScreen.addChild(continueText);
+ // Fade in
+ resultsScreen.alpha = 0;
+ tween(resultsScreen, {
alpha: 1
}, {
- duration: 800,
+ duration: 500,
easing: tween.easeOut
});
- // Reset session stats but keep progression
- GameState.sessionScore = 0;
- GameState.sessionFishCaught = 0;
- GameState.sessionFishSpawned = 0;
- GameState.combo = 0;
- GameState.maxCombo = 0;
- LK.setTimeout(function () {
- LK.showGameOver();
- }, 4000);
}
-var gameObjects = createGameWorld();
-var uiElements = createUI();
-var shopElements = createShop();
/****
* Input Handling
****/
game.down = function (x, y, obj) {
- if (GameState.inShop) {
- // Shop interactions
- if (shopElements.upgradeButton.containsPoint && shopElements.upgradeButton.containsPoint(x, y)) {
- handleUpgrade();
- } else if (shopElements.closeButton.containsPoint && shopElements.closeButton.containsPoint(x, y)) {
- toggleShop();
+ LK.getSound('buttonClick').play();
+ switch (GameState.currentScreen) {
+ case 'title':
+ if (titleElements.startButton.containsPoint && titleElements.startButton.containsPoint(x, y)) {
+ showScreen('levelSelect');
+ } else if (titleElements.tutorialButton.containsPoint && titleElements.tutorialButton.containsPoint(x, y)) {
+ // TODO: Show tutorial
+ }
+ break;
+ case 'levelSelect':
+ handleLevelSelectInput(x, y);
+ break;
+ case 'fishing':
+ if (GameState.gameActive) {
+ checkCatch();
+ }
+ break;
+ case 'results':
+ showScreen('levelSelect');
+ break;
+ }
+};
+function handleLevelSelectInput(x, y) {
+ var elements = levelSelectElements;
+ // Check depth tabs
+ elements.depthTabs.forEach(function (tab) {
+ if (tab.tab.containsPoint && tab.tab.containsPoint(x, y)) {
+ GameState.selectedDepth = tab.depthIndex;
+ GameState.selectedSong = 0; // Reset to first song
+ updateLevelSelectScreen();
}
- } else if (GameState.gameActive) {
- // Fishing gameplay
- checkCatch(gameObjects.hook.x, gameObjects.hook.y);
- } else {
- // Shop button when not in game
- if (uiElements.shopButton.containsPoint && uiElements.shopButton.containsPoint(x, y)) {
- toggleShop();
+ });
+ // Check song navigation
+ if (elements.leftArrow.containsPoint && elements.leftArrow.containsPoint(x, y) && GameState.selectedSong > 0) {
+ GameState.selectedSong--;
+ updateSongDisplay();
+ } else if (elements.rightArrow.containsPoint && elements.rightArrow.containsPoint(x, y)) {
+ var depth = GAME_CONFIG.DEPTHS[GameState.selectedDepth];
+ if (GameState.selectedSong < depth.songs.length - 1) {
+ GameState.selectedSong++;
+ updateSongDisplay();
}
}
-};
+ // Check play/buy button
+ if (elements.playButton.containsPoint && elements.playButton.containsPoint(x, y)) {
+ var owned = GameState.hasSong(GameState.selectedDepth, GameState.selectedSong);
+ if (owned) {
+ showScreen('fishing');
+ } else {
+ // Try to buy song
+ if (GameState.buySong(GameState.selectedDepth, GameState.selectedSong)) {
+ updateLevelSelectScreen();
+ }
+ }
+ }
+ // Check shop button
+ if (elements.shopButton.containsPoint && elements.shopButton.containsPoint(x, y)) {
+ if (GameState.upgrade()) {
+ LK.getSound('upgrade').play();
+ updateLevelSelectScreen();
+ }
+ }
+ // Check back button
+ if (elements.backButton.containsPoint && elements.backButton.containsPoint(x, y)) {
+ showScreen('title');
+ }
+}
/****
* Main Game Loop
****/
game.update = function () {
+ if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) {
+ return;
+ }
var currentTime = LK.ticks * (1000 / 60);
- // Initialize game on first update
+ // Initialize game timer
if (GameState.songStartTime === 0) {
GameState.songStartTime = currentTime;
- GameState.gameActive = true;
- LK.playMusic('rhythmTrack');
}
- if (!GameState.gameActive) {
- return;
- }
var songConfig = GameState.getCurrentSongConfig();
var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern];
var beatInterval = 60000 / songConfig.bpm;
var spawnInterval = beatInterval * pattern.beatsPerFish;
// Check song end
if (currentTime - GameState.songStartTime >= songConfig.duration) {
- endGame();
+ endFishingSession();
return;
}
// Spawn fish on beat
if (currentTime - GameState.lastBeatTime >= spawnInterval) {
@@ -719,6 +1060,8 @@
fishArray.splice(i, 1);
}
}
// Update UI
- updateUI();
-};
\ No newline at end of file
+ updateFishingUI();
+};
+// Initialize game
+showScreen('title');
\ No newline at end of file
No background.
A music note. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A white bubble. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
Blue gradient background starting lighter blue at the top of the image and going to a darker blue at the bottom.. In-Game asset. 2d. High contrast. No shadows
A small single strand of loose floating seaweed. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A thin wispy white cloud. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
Game logo for the game ‘Beat Fisher’. High def 80’s color themed SVG of the word.. In-Game asset. 2d. High contrast. No shadows
A yellow star burst that says 'Perfect!' in the center. 80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
A red starburst with the word ‘Miss!’ In it. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A green starburst with the word ‘Good!’ In it. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
White stylized square bracket. Pixelated. In-Game asset. 2d. High contrast. No shadows
A golden fish. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A double sided fishing hook with a small speaker in the center. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
An SVG that says ‘Start’
Blue to green gradient on the word instead of pink.
Above water background image showing gradient of light to dark blue starting at the top. Looking straight down from high above.. In-Game asset. 2d. High contrast. No shadows
This boat, same perspective, boat facing down.
A small island centered with a large mountain taking up most of it with a waterfall on the south side and a fishing village just below it. Under the fishing village is a harbor with a single empty dock. The dock extends into a half open bay. 80s arcade machine inspire high definition graphics with 80s colored highlights. White background. Top down 3/4 view. In-Game asset. 2d. High contrast. No shadows
A small lock icon. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A seagull with wings spread straight out as if soaring. Top down view, looking down from above. 80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
A round button with an embossed edge with an anchor in the center. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A long fluffy white cloud seen from overhead. 80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
Much thinner border
The dark shadow silhouette of a fish. Top down view. In-Game asset. 2d. High contrast. No shadows
rhythmTrack
Music
morningtide
Music
miss
Sound effect
catch
Sound effect
catch2
Sound effect
catch3
Sound effect
catch4
Sound effect
seagull1
Sound effect
seagull2
Sound effect
seagull3
Sound effect
boatsounds
Sound effect
sunnyafternoon
Music
reel
Sound effect
sardineRiff
Sound effect
anchovyRiff
Sound effect