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, 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; // Index of the lane (0, 1, or 2) self.isHoldFish = isHoldFish || false; self.caught = false; self.isSpecial = type === 'rare'; // For shimmer effect self.shimmerTime = 0; // Hold fish specific properties if (self.isHoldFish) { fishGraphics.tint = 0xFFD700; // Golden tint for hold fish self.holdStarted = false; // True if player successfully holds long enough (visual cue potential) self.requiredHoldTime = 800; // 800ms hold required to "prime" the catch for a hold fish } self.update = function () { if (!self.caught) { self.x += self.speed; if (self.isSpecial) { // Shimmer effect for rare fish self.shimmerTime += 0.1; fishGraphics.alpha = 0.8 + Math.sin(self.shimmerTime) * 0.2; } else if (!self.isHoldFish) { // Reset alpha if not special and not hold (hold has tint) fishGraphics.alpha = 1.0; } } }; self.catchFish = function () { self.caught = true; // Animation to boat tween(self, { y: GAME_CONFIG.BOAT_Y, // Target Y: boat position x: GAME_CONFIG.SCREEN_CENTER_X, //{r} // Target X: center of screen (boat position) 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 ****/ // If game.up already exists, integrate the 'fishing' case. Otherwise, this defines game.up. /**** * Pattern Generation System ****/ var PatternGenerator = { lastLane: -1, lastSpawnX: -1000, minDistanceBetweenFish: 300, // Minimum X distance between fish getNextLane: function getNextLane() { if (this.lastLane === -1) { // First fish, start in middle lane this.lastLane = 1; return 1; } // Prefer staying in same lane or moving to adjacent lane var possibleLanes = [this.lastLane]; // Add adjacent lanes if (this.lastLane > 0) possibleLanes.push(this.lastLane - 1); if (this.lastLane < 2) possibleLanes.push(this.lastLane + 1); // 70% chance to stay in same/adjacent lane if (Math.random() < 0.7) { this.lastLane = possibleLanes[Math.floor(Math.random() * possibleLanes.length)]; } else { // 30% chance for any lane this.lastLane = Math.floor(Math.random() * 3); } return this.lastLane; }, canSpawnFish: function canSpawnFish(fishX) { // Check if enough distance from last spawn var distance = Math.abs(fishX - this.lastSpawnX); return distance >= this.minDistanceBetweenFish; }, registerSpawn: function registerSpawn(fishX) { this.lastSpawnX = fishX; }, reset: function reset() { this.lastLane = -1; this.lastSpawnX = -1000; } }; /**** * Game Configuration ****/ game.up = function (x, y, obj) { // Note: We don't play buttonClick sound on 'up' typically, only on 'down'. switch (GameState.currentScreen) { case 'title': // title screen up actions (if any) break; case 'levelSelect': // level select screen up actions (if any, usually 'down' is enough for buttons) break; case 'fishing': handleFishingInput(x, y, false); // false for isUp break; case 'results': // results screen up actions (if any) break; } }; var GAME_CONFIG = { SCREEN_CENTER_X: 1024, SCREEN_CENTER_Y: 900, // Adjusted, though less critical with lanes BOAT_Y: 573, // Original 300 + 273 (maintains original offset from water surface) WATER_SURFACE_Y: 623, // Original 350 + 273 (273 is 10% of 2732 screen height, rounded down) // 3 Lane System // Vertically spread so that the second lowest hook (lane 1) is at the center of the screen LANES: [{ y: 723, // Top lane: center - 600 name: "shallow" }, { y: 1366, // Middle lane: center of screen (1366) name: "medium" }, { y: 2009, // Bottom lane: center + 643 name: "deep" }], // Timing windows PERFECT_WINDOW: 40, GOOD_WINDOW: 80, MISS_WINDOW: 120, // Depth levels - much lower money values! (Upgrade costs and song costs might need re-balancing with new mechanics) DEPTHS: [{ level: 1, name: "Shallow Waters", fishSpeed: 6, fishValue: 1, upgradeCost: 0, // Starting depth 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 }] }], // Updated patterns with hold fish - reduced frequency for playability PATTERNS: { simple: { beatsPerFish: 2, // Increased from 1 - fish every 2 beats doubleSpawnChance: 0, // No double spawns in simple rareSpawnChance: 0.02, holdFishChance: 0.05 // Reduced from 0.1 }, medium: { beatsPerFish: 1.5, // Increased from 0.75 doubleSpawnChance: 0, // No double spawns rareSpawnChance: 0.05, holdFishChance: 0.1 // Reduced from 0.2 }, complex: { beatsPerFish: 1, // Increased from 0.5 doubleSpawnChance: 0, // No double spawns rareSpawnChance: 0.08, holdFishChance: 0.15 // Reduced from 0.3 }, expert: { beatsPerFish: 0.75, // Increased from 0.25 doubleSpawnChance: 0, // No double spawns rareSpawnChance: 0.12, holdFishChance: 0.2 // Reduced from 0.4 } } }; /**** * 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, //{3l} // Adjusted to new config if different width: 2048, // Ensure it covers screen width height: 2732 - GAME_CONFIG.WATER_SURFACE_Y, // Ensure it covers below surface alpha: 0.7 })); // Water surface var waterSurface = fishingScreen.addChild(LK.getAsset('waterSurface', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, alpha: 0.8 })); // Boat var boat = fishingScreen.addChild(LK.getAsset('boat', { anchorX: 0.5, anchorY: 1, // Anchor at bottom-middle of boat asset x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y // Boat sits on water surface })); // Calculate X positions for the 3 hooks, spaced along the boat's width // Using boat.width / 3 as the offset from the center for the side hooks var boatWidth = boat.width; // Actual width of the boat asset var hookXPositions = [GAME_CONFIG.SCREEN_CENTER_X - boatWidth / 3, GAME_CONFIG.SCREEN_CENTER_X, GAME_CONFIG.SCREEN_CENTER_X + boatWidth / 3]; // Create 3 fishing lines and hooks var hooks = []; var lines = []; for (var i = 0; i < 3; i++) { var lane = GAME_CONFIG.LANES[i]; var currentHookX = hookXPositions[i]; // Fishing line var line = fishingScreen.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, // Anchor at top-middle of line asset x: currentHookX, // Set X position for this specific line y: GAME_CONFIG.WATER_SURFACE_Y, height: lane.y - GAME_CONFIG.WATER_SURFACE_Y // Line extends to hook depth (varying length) })); lines.push(line); // Hook var hook = fishingScreen.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: currentHookX, // Set X position for this specific hook y: lane.y // Hook Y is at the specific lane's depth })); hook.originalY = lane.y; // Store original Y for animation hook.lane = i; // Store lane index on hook hooks.push(hook); } // Lane indicators (simple text for now) var laneLabels = []; var laneNames = ['SHALLOW', 'MEDIUM', 'DEEP']; // Example names 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); // Anchor left-middle label.x = 50; // Position on the left side label.y = GAME_CONFIG.LANES[i].y; // Align with lane Y (now matches new vertical spread) 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; // Corrected typo from y: 180 fishingScreen.addChild(comboText); // Song progress - Re-added as it's used by updateFishingUI var progressText = new Text2('0:00 / 0:00', { size: 40, fill: 0x4FC3F7 }); progressText.anchor.set(1, 0); // Anchor top-right progressText.x = 2048 - 50; // Position on the top-right side progressText.y = 50; fishingScreen.addChild(progressText); // Hold instruction Text var holdText = new Text2('TAP: Normal Fish | HOLD: Golden Fish', { size: 35, fill: 0xFFD700, // Golden color for emphasis alpha: 0.8 }); holdText.anchor.set(0.5, 0); // Anchor top-center holdText.x = GAME_CONFIG.SCREEN_CENTER_X; holdText.y = GAME_CONFIG.LANES[GAME_CONFIG.LANES.length - 1].y + 100; // Below the last lane (now matches new vertical spread) fishingScreen.addChild(holdText); return { boat: boat, hooks: hooks, // Array of 3 hooks lines: lines, // Array of 3 lines laneLabels: laneLabels, scoreText: scoreText, fishText: fishText, comboText: comboText, progressText: progressText // Ensure progressText is returned }; } /**** * Initialize Screen Elements ****/ var titleElements = createTitleScreen(); var levelSelectElements = createLevelSelectScreen(); var fishingElements = createFishingScreen(); // Feedback indicators are now created on-demand by the showFeedback function. // The global feedbackIndicators object is no longer needed. // Game variables var fishArray = []; /**** * Input State and Helpers for Fishing ****/ var inputState = { touching: false, // Is the screen currently being touched? touchLane: -1, // Which lane was the touch initiated in? (0, 1, 2) touchStartTime: 0, // Timestamp of when the touch started (LK.ticks based) holdFish: null // Reference to a fish if a hold action is being performed on it }; // Determines which lane a Y coordinate falls into function getTouchLane(y) { // Use new lane boundaries based on updated vertical spread var lane0Max = (GAME_CONFIG.LANES[0].y + GAME_CONFIG.LANES[1].y) / 2; // halfway between lane 0 and 1 var lane1Max = (GAME_CONFIG.LANES[1].y + GAME_CONFIG.LANES[2].y) / 2; // halfway between lane 1 and 2 if (y < lane0Max) return 0;else if (y < lane1Max) return 1;else return 2; } // Shows feedback (perfect, good, miss) at the specified lane function showFeedback(type, laneIndex) { var feedbackY = GAME_CONFIG.LANES[laneIndex].y; var indicator = new FeedbackIndicator(type); // Creates a new indicator e.g. FeedbackIndicator('perfect') // Position feedback at the X coordinate of the hook in the specified lane indicator.x = fishingElements.hooks[laneIndex].x; indicator.y = feedbackY; // Feedback appears at the lane's Y fishingScreen.addChild(indicator); indicator.show(); // Triggers the animation and self-destruction } // Animates the hook in a specific lane after a catch attempt function animateHookCatch(laneIndex) { if (laneIndex < 0 || laneIndex >= fishingElements.hooks.length) return; // Safety check var hook = fishingElements.hooks[laneIndex]; var originalY = hook.originalY; // Quick bobbing animation for the hook in the specified lane tween(hook, { y: originalY - 30 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(hook, { y: originalY }, { duration: 150, easing: tween.easeIn }); } }); } // Handles input specifically for the fishing screen (down and up events) function handleFishingInput(x, y, isDown) { if (!GameState.gameActive) return; var touchLane = getTouchLane(y); // Determine which lane the interaction is in var currentTime = LK.ticks * (1000 / 60); // Current time in ms if (isDown) { // Touch started inputState.touching = true; inputState.touchLane = touchLane; inputState.touchStartTime = currentTime; inputState.holdFish = null; // Reset any previous hold target // Check if this touch might be starting a hold on a holdable fish in this lane for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (fish.lane === touchLane && fish.isHoldFish && !fish.caught) { // Use the X position of the hook in the current touchLane for distance calculation var hookXForLane = fishingElements.hooks[touchLane].x; var distanceToHook = Math.abs(fish.x - hookXForLane); // Check if the fish is close enough to the hook to be considered for a hold if (distanceToHook < GAME_CONFIG.MISS_WINDOW + 20) { // Slightly larger window for initiating hold inputState.holdFish = fish; // Mark this fish as the potential target of a hold // Visual cue for starting hold could be added here (e.g., hook wiggles) break; } } } } else { // Touch ended if (inputState.touching && inputState.touchLane === touchLane) { // Ensure this 'up' corresponds to an active 'down' in the same lane var holdDuration = currentTime - inputState.touchStartTime; // Determine if it was a tap or a hold based on duration // Minimum duration for a gesture to be considered a "hold" attempt var isHoldAttempt = holdDuration > 200; checkCatch(touchLane, isHoldAttempt, holdDuration); } inputState.touching = false; // Reset touching state inputState.holdFish = null; // Reset hold target } } /**** * 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 = []; // Reset pattern generator for new session PatternGenerator.reset(); // Start music LK.playMusic('rhythmTrack'); } function spawnFish() { var depthConfig = GameState.getCurrentDepthConfig(); var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; // Skip spawn if pattern says no double spawns if (pattern.doubleSpawnChance === 0) { // Check if any fish are too close to spawn position for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (Math.abs(fish.x - GAME_CONFIG.SCREEN_CENTER_X) < PatternGenerator.minDistanceBetweenFish) { return; // Skip this spawn } } } // Use pattern generator to choose lane var laneIndex = PatternGenerator.getNextLane(); var targetLane = GAME_CONFIG.LANES[laneIndex]; // Determine if this is a hold fish var isHoldFish = Math.random() < (pattern.holdFishChance || 0); // Determine fish type and value var fishType, fishValue; var rand = Math.random(); if (rand < pattern.rareSpawnChance) { fishType = 'rare'; fishValue = depthConfig.fishValue * 4; // Rare fish are more valuable } else if (GameState.selectedDepth >= 2 && rand < 0.3) { // Example: deep fish appear more in deeper levels fishType = 'deep'; fishValue = Math.floor(depthConfig.fishValue * 2); } else if (GameState.selectedDepth >= 1 && rand < 0.6) { // Example: medium fish fishType = 'medium'; fishValue = Math.floor(depthConfig.fishValue * 1.5); } else { fishType = 'shallow'; // Common fish fishValue = depthConfig.fishValue; } // Bonus value for hold fish if (isHoldFish) { fishValue = Math.floor(fishValue * 1.5); // Hold fish are worth more } var fishSpeed = Math.random() < 0.5 ? depthConfig.fishSpeed : -depthConfig.fishSpeed; // Create fish var fish = new Fish(fishType, fishValue, fishSpeed, laneIndex, // Pass lane index isHoldFish // Pass hold status ); fish.x = fish.speed > 0 ? -150 : 2048 + 150; // Start off-screen fish.y = targetLane.y; // Set Y to the chosen lane's Y fishArray.push(fish); fishingScreen.addChild(fish); GameState.sessionFishSpawned++; // Register spawn position for pattern tracking PatternGenerator.registerSpawn(GAME_CONFIG.SCREEN_CENTER_X); } function checkCatch(touchLane, isHoldAction, holdDurationMs) { // Get the X position of the hook in the specific lane the player interacted with var hookX = fishingElements.hooks[touchLane].x; var closestFishInLane = null; var closestDistance = Infinity; // Find the closest fish in the *touched lane* that hasn't been caught 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; closestFishInLane = fish; } } } if (!closestFishInLane) { showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // --- Hold Fish Logic --- if (closestFishInLane.isHoldFish) { if (!isHoldAction) { // Tapped a hold fish showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } if (holdDurationMs < closestFishInLane.requiredHoldTime) { // Held, but not long enough showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } } else { // Normal Fish if (isHoldAction) { // Held a normal fish (counts as miss/mistake) showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } } // --- End Hold Fish Logic --- var points = 0; var multiplier = Math.max(1, Math.floor(GameState.combo / 10) + 1); if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { points = closestFishInLane.value * 2 * multiplier; showFeedback('perfect', touchLane); GameState.combo++; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { points = closestFishInLane.value * multiplier; showFeedback('good', touchLane); GameState.combo++; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { // Forgiving 'good' for near misses if it's not a hold fish requiring precise timing // or if it is a hold fish and they met the hold duration. points = Math.max(1, Math.floor(closestFishInLane.value * 0.5 * multiplier)); showFeedback('good', touchLane); //{4Y} GameState.combo++; } else { showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // Successfully caught fish closestFishInLane.catchFish(); var fishIndex = fishArray.indexOf(closestFishInLane); if (fishIndex > -1) { fishArray.splice(fishIndex, 1); } GameState.sessionScore += points; GameState.money += points; // Player earns money from catches GameState.sessionFishCaught++; GameState.totalFishCaught++; GameState.maxCombo = Math.max(GameState.maxCombo, GameState.combo); LK.getSound('catch').play(); animateHookCatch(touchLane); // Animate the specific hook } // Note: The old animateHookCatch function that was defined right after checkCatch // is now a global helper: animateHookCatch(laneIndex), defined earlier. // We remove the old local one if it existed here by not re-inserting it. 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': // Check if click is within start button bounds var startButton = titleElements.startButton; if (x >= startButton.x - startButton.width / 2 && x <= startButton.x + startButton.width / 2 && y >= startButton.y - startButton.height / 2 && y <= startButton.y + startButton.height / 2) { showScreen('levelSelect'); } // Check if click is within tutorial button bounds var tutorialButton = titleElements.tutorialButton; if (x >= tutorialButton.x - tutorialButton.width / 2 && x <= tutorialButton.x + tutorialButton.width / 2 && y >= tutorialButton.y - tutorialButton.height / 2 && y <= tutorialButton.y + tutorialButton.height / 2) { // TODO: Show tutorial } break; case 'levelSelect': handleLevelSelectInput(x, y); break; case 'fishing': handleFishingInput(x, y, true); // true for isDown break; case 'results': showScreen('levelSelect'); break; } }; function handleLevelSelectInput(x, y) { var elements = levelSelectElements; // Check depth tabs elements.depthTabs.forEach(function (tab) { var tabAsset = tab.tab; if (x >= tabAsset.x - tabAsset.width / 2 && x <= tabAsset.x + tabAsset.width / 2 && y >= tabAsset.y - tabAsset.height / 2 && y <= tabAsset.y + tabAsset.height / 2) { GameState.selectedDepth = tab.depthIndex; GameState.selectedSong = 0; // Reset to first song updateLevelSelectScreen(); } }); // Check song navigation var leftArrow = elements.leftArrow; if (x >= leftArrow.x - leftArrow.width / 2 && x <= leftArrow.x + leftArrow.width / 2 && y >= leftArrow.y - leftArrow.height / 2 && y <= leftArrow.y + leftArrow.height / 2 && GameState.selectedSong > 0) { GameState.selectedSong--; updateSongDisplay(); } var rightArrow = elements.rightArrow; if (x >= rightArrow.x - rightArrow.width / 2 && x <= rightArrow.x + rightArrow.width / 2 && y >= rightArrow.y - rightArrow.height / 2 && y <= rightArrow.y + rightArrow.height / 2) { var depth = GAME_CONFIG.DEPTHS[GameState.selectedDepth]; if (GameState.selectedSong < depth.songs.length - 1) { GameState.selectedSong++; updateSongDisplay(); } } // Check play/buy button var playButton = elements.playButton; if (x >= playButton.x - playButton.width / 2 && x <= playButton.x + playButton.width / 2 && y >= playButton.y - playButton.height / 2 && y <= playButton.y + playButton.height / 2) { 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 var shopButton = elements.shopButton; if (x >= shopButton.x - shopButton.width / 2 && x <= shopButton.x + shopButton.width / 2 && y >= shopButton.y - shopButton.height / 2 && y <= shopButton.y + shopButton.height / 2) { if (GameState.upgrade()) { LK.getSound('upgrade').play(); updateLevelSelectScreen(); } } // Check back button var backButton = elements.backButton; if (x >= backButton.x - backButton.width / 2 && x <= backButton.x + backButton.width / 2 && y >= backButton.y - backButton.height / 2 && y <= backButton.y + backButton.height / 2) { 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(); // Update hold fish visual state if being held if (fish.isHoldFish && inputState.holdFish === fish && inputState.touching) { var currentHoldDuration = currentTime - inputState.touchStartTime; // This is where you might add visual feedback for the fish being held // e.g., fish struggles, progress bar fills, etc. if (currentHoldDuration >= fish.requiredHoldTime && !fish.holdStarted) { fish.holdStarted = true; // Mark that the hold duration requirement was met // Potentially change fish graphic tint or add particle effect // console.log("Hold requirement met for fish: " + fish.type); } } else if (fish.isHoldFish && fish.holdStarted && !(inputState.holdFish === fish && inputState.touching)) { // If fish was previously 'holdStarted' but player released too early or switched targets fish.holdStarted = false; // Reset if no longer actively being held correctly. } // Remove off-screen fish (if not caught) if (!fish.caught && (fish.x < -150 || fish.x > 2048 + 150)) { fish.destroy(); fishArray.splice(i, 1); // Optional: Penalize for missed fish if it wasn't a hold fish that was let go by design // if (!fish.isHoldFish) { GameState.combo = 0; } } } // Update UI updateFishingUI(); }; // Initialize game showScreen('title');
===================================================================
--- original.js
+++ change.js
@@ -101,8 +101,49 @@
* Game Code
****/
// If game.up already exists, integrate the 'fishing' case. Otherwise, this defines game.up.
/****
+* Pattern Generation System
+****/
+var PatternGenerator = {
+ lastLane: -1,
+ lastSpawnX: -1000,
+ minDistanceBetweenFish: 300,
+ // Minimum X distance between fish
+ getNextLane: function getNextLane() {
+ if (this.lastLane === -1) {
+ // First fish, start in middle lane
+ this.lastLane = 1;
+ return 1;
+ }
+ // Prefer staying in same lane or moving to adjacent lane
+ var possibleLanes = [this.lastLane];
+ // Add adjacent lanes
+ if (this.lastLane > 0) possibleLanes.push(this.lastLane - 1);
+ if (this.lastLane < 2) possibleLanes.push(this.lastLane + 1);
+ // 70% chance to stay in same/adjacent lane
+ if (Math.random() < 0.7) {
+ this.lastLane = possibleLanes[Math.floor(Math.random() * possibleLanes.length)];
+ } else {
+ // 30% chance for any lane
+ this.lastLane = Math.floor(Math.random() * 3);
+ }
+ return this.lastLane;
+ },
+ canSpawnFish: function canSpawnFish(fishX) {
+ // Check if enough distance from last spawn
+ var distance = Math.abs(fishX - this.lastSpawnX);
+ return distance >= this.minDistanceBetweenFish;
+ },
+ registerSpawn: function registerSpawn(fishX) {
+ this.lastSpawnX = fishX;
+ },
+ reset: function reset() {
+ this.lastLane = -1;
+ this.lastSpawnX = -1000;
+ }
+};
+/****
* Game Configuration
****/
game.up = function (x, y, obj) {
// Note: We don't play buttonClick sound on 'up' typically, only on 'down'.
@@ -226,33 +267,41 @@
pattern: "expert",
cost: 600
}]
}],
- // Updated patterns with hold fish
+ // Updated patterns with hold fish - reduced frequency for playability
PATTERNS: {
simple: {
- beatsPerFish: 1,
- doubleSpawnChance: 0.05,
+ beatsPerFish: 2,
+ // Increased from 1 - fish every 2 beats
+ doubleSpawnChance: 0,
+ // No double spawns in simple
rareSpawnChance: 0.02,
- holdFishChance: 0.1
+ holdFishChance: 0.05 // Reduced from 0.1
},
medium: {
- beatsPerFish: 0.75,
- doubleSpawnChance: 0.1,
+ beatsPerFish: 1.5,
+ // Increased from 0.75
+ doubleSpawnChance: 0,
+ // No double spawns
rareSpawnChance: 0.05,
- holdFishChance: 0.2
+ holdFishChance: 0.1 // Reduced from 0.2
},
complex: {
- beatsPerFish: 0.5,
- doubleSpawnChance: 0.15,
+ beatsPerFish: 1,
+ // Increased from 0.5
+ doubleSpawnChance: 0,
+ // No double spawns
rareSpawnChance: 0.08,
- holdFishChance: 0.3
+ holdFishChance: 0.15 // Reduced from 0.3
},
expert: {
- beatsPerFish: 0.25,
- doubleSpawnChance: 0.2,
+ beatsPerFish: 0.75,
+ // Increased from 0.25
+ doubleSpawnChance: 0,
+ // No double spawns
rareSpawnChance: 0.12,
- holdFishChance: 0.4
+ holdFishChance: 0.2 // Reduced from 0.4
}
}
};
/****
@@ -926,17 +975,29 @@
fishArray.forEach(function (fish) {
fish.destroy();
});
fishArray = [];
+ // Reset pattern generator for new session
+ PatternGenerator.reset();
// Start music
LK.playMusic('rhythmTrack');
}
function spawnFish() {
var depthConfig = GameState.getCurrentDepthConfig();
var songConfig = GameState.getCurrentSongConfig();
var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern];
- // Choose random lane (0, 1, or 2)
- var laneIndex = Math.floor(Math.random() * GAME_CONFIG.LANES.length);
+ // Skip spawn if pattern says no double spawns
+ if (pattern.doubleSpawnChance === 0) {
+ // Check if any fish are too close to spawn position
+ for (var i = 0; i < fishArray.length; i++) {
+ var fish = fishArray[i];
+ if (Math.abs(fish.x - GAME_CONFIG.SCREEN_CENTER_X) < PatternGenerator.minDistanceBetweenFish) {
+ return; // Skip this spawn
+ }
+ }
+ }
+ // Use pattern generator to choose lane
+ var laneIndex = PatternGenerator.getNextLane();
var targetLane = GAME_CONFIG.LANES[laneIndex];
// Determine if this is a hold fish
var isHoldFish = Math.random() < (pattern.holdFishChance || 0);
// Determine fish type and value
@@ -971,8 +1032,10 @@
fish.y = targetLane.y; // Set Y to the chosen lane's Y
fishArray.push(fish);
fishingScreen.addChild(fish);
GameState.sessionFishSpawned++;
+ // Register spawn position for pattern tracking
+ PatternGenerator.registerSpawn(GAME_CONFIG.SCREEN_CENTER_X);
}
function checkCatch(touchLane, isHoldAction, holdDurationMs) {
// Get the X position of the hook in the specific lane the player interacted with
var hookX = fishingElements.hooks[touchLane].x;
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