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Please fix the bug: 'undefined is not a constructor (evaluating 'new Set()')' in or related to this line: 'var processedPatterns = new Set(); // Track which patterns we've already spawned' Line Number: 988
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Update as needed with: Update with new system: GAME_CONFIG.PATTERNS.gentle_waves_easy = { beatsPerFish: 2.0, // Reduce regular spawning to make room for patterns // Define the melodic patterns melodicPatterns: [ { name: "chord_motif", pattern: [ {offset: 0, type: "big", lane: 1}, // Strong chord {offset: 400, type: "small", lane: 1}, // Quick note 1 {offset: 600, type: "small", lane: 2}, // Quick note 2 {offset: 1200, type: "medium", lane: 1} // Accent ], repeats: [ {startTime: 0}, // First time {startTime: 5263}, // Repeat {startTime: 10526}, // Repeat {startTime: 15789} // Repeat ] }, { name: "melody_phrase", pattern: [ {offset: 0, type: "medium", lane: 2}, // Melody start {offset: 800, type: "small", lane: 2}, // Step up {offset: 1200, type: "small", lane: 2}, // Quick 1 {offset: 1400, type: "small", lane: 2}, // Quick 2 {offset: 1600, type: "small", lane: 1} // Quick 3 (descent) ], repeats: [ {startTime: 20000}, // First melody entrance {startTime: 35000}, // Melody repeats {startTime: 65000}, // Development section {startTime: 95000} // Final statement ] }, { name: "bass_accompaniment", pattern: [ {offset: 0, type: "big", lane: 0}, // Bass note {offset: 1000, type: "medium", lane: 1} // Chord ], repeats: [ {startTime: 25000}, {startTime: 30000}, {startTime: 40000}, {startTime: 50000}, {startTime: 60000}, {startTime: 70000} ] } ] };// Add these global variables for pattern tracking var melodicPatternData = []; var processedPatterns = new Set(); // Track which patterns we've already spawned // Modify your startFishingSession function function startFishingSession() { // ... existing code ... // Initialize melodic patterns var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; if (pattern.melodicPatterns) { melodicPatternData = []; processedPatterns.clear(); // Flatten all pattern repeats into a single timeline pattern.melodicPatterns.forEach(function(melodicPattern) { melodicPattern.repeats.forEach(function(repeat) { melodicPattern.pattern.forEach(function(note) { melodicPatternData.push({ time: repeat.startTime + note.offset, type: note.type, lane: note.lane, patternName: melodicPattern.name, uniqueId: repeat.startTime + "_" + note.offset + "_" + melodicPattern.name }); }); }); }); // Sort by time melodicPatternData.sort(function(a, b) { return a.time - b.time; }); } // ... rest of existing code ... } ``` ## **2. Update the Spawning Logic** ```javascript // Modify your game.update function game.update = function () { if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } var songElapsed = currentTime - GameState.songStartTime; if (songElapsed >= songConfig.duration) { endFishingSession(); return; } // 1. REGULAR BEAT-BASED SPAWNING (reduced frequency) var beatInterval = 60000 / songConfig.bpm; var spawnInterval = beatInterval * pattern.beatsPerFish; if (currentTime - GameState.lastBeatTime >= spawnInterval) { GameState.lastBeatTime = currentTime; GameState.beatCount++; if (PatternGenerator.canSpawnFishOnBeat(currentTime, spawnInterval)) { var firstFish = spawnFish(currentTime, {}); // Your existing spawn logic // Your existing double spawn logic here if needed... } } // 2. MELODIC PATTERN SPAWNING if (pattern.melodicPatterns && melodicPatternData.length > 0) { // Check for pattern fish to spawn melodicPatternData.forEach(function(patternFish) { if (!processedPatterns.has(patternFish.uniqueId) && songElapsed >= patternFish.time) { spawnPatternFish(patternFish); processedPatterns.add(patternFish.uniqueId); } }); } // ... rest of your existing update logic ... }; ``` ## **3. Add Pattern Fish Spawning Function** ```javascript // Add this new function for pattern-based fish function spawnPatternFish(patternFish) { var depthConfig = GameState.getCurrentDepthConfig(); var fishType = patternFish.type; var fishValue = depthConfig.fishValue; // Adjust value based on fish type switch(fishType) { case "big": fishValue *= 3; break; case "medium": fishValue *= 2; break; case "small": fishValue *= 1; break; } var targetLane = patternFish.lane; var newFish = new Fish(fishType === "big" ? "medium" : "shallow", fishValue, depthConfig.fishSpeed, targetLane, false); // Give pattern fish a slight visual distinction if (fishType === "big") { newFish.isSpecial = true; // Shimmer effect for emphasis } var spawnSide = Math.random() < 0.5 ? -1 : 1; newFish.x = spawnSide === -1 ? -150 : 2048 + 150; newFish.y = GAME_CONFIG.LANES[targetLane].y; newFish.speed = Math.abs(depthConfig.fishSpeed) * spawnSide; fishArray.push(newFish); fishingScreen.addChild(newFish); GameState.sessionFishSpawned++; } ``` ## **4. Update Your Song Config** ```javascript // Update the Gentle Waves song to use the new pattern GAME_CONFIG.DEPTHS[0].songs[0] = { name: "Gentle Waves", bpm: 95, duration: 202000, // 3:22 pattern: "gentle_waves_easy", cost: 0 };
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Make sure that the gentle waves song properly uses gentle_waves_easy pattern for fish spawning. Right now only the beat fish are spawning.
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Make sure that the gentle waves song actually uses the gentle_waves_easy pattern when spawning fish.
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Update with new system: GAME_CONFIG.PATTERNS.gentle_waves_easy = { beatsPerFish: 2.0, // Reduce regular spawning to make room for patterns // Define the melodic patterns melodicPatterns: [ { name: "chord_motif", pattern: [ {offset: 0, type: "big", lane: 1}, // Strong chord {offset: 400, type: "small", lane: 1}, // Quick note 1 {offset: 600, type: "small", lane: 2}, // Quick note 2 {offset: 1200, type: "medium", lane: 1} // Accent ], repeats: [ {startTime: 0}, // First time {startTime: 5263}, // Repeat {startTime: 10526}, // Repeat {startTime: 15789} // Repeat ] }, { name: "melody_phrase", pattern: [ {offset: 0, type: "medium", lane: 2}, // Melody start {offset: 800, type: "small", lane: 2}, // Step up {offset: 1200, type: "small", lane: 2}, // Quick 1 {offset: 1400, type: "small", lane: 2}, // Quick 2 {offset: 1600, type: "small", lane: 1} // Quick 3 (descent) ], repeats: [ {startTime: 20000}, // First melody entrance {startTime: 35000}, // Melody repeats {startTime: 65000}, // Development section {startTime: 95000} // Final statement ] }, { name: "bass_accompaniment", pattern: [ {offset: 0, type: "big", lane: 0}, // Bass note {offset: 1000, type: "medium", lane: 1} // Chord ], repeats: [ {startTime: 25000}, {startTime: 30000}, {startTime: 40000}, {startTime: 50000}, {startTime: 60000}, {startTime: 70000} ] } ] };// Add these global variables for pattern tracking var melodicPatternData = []; var processedPatterns = new Set(); // Track which patterns we've already spawned // Modify your startFishingSession function function startFishingSession() { // ... existing code ... // Initialize melodic patterns var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; if (pattern.melodicPatterns) { melodicPatternData = []; processedPatterns.clear(); // Flatten all pattern repeats into a single timeline pattern.melodicPatterns.forEach(function(melodicPattern) { melodicPattern.repeats.forEach(function(repeat) { melodicPattern.pattern.forEach(function(note) { melodicPatternData.push({ time: repeat.startTime + note.offset, type: note.type, lane: note.lane, patternName: melodicPattern.name, uniqueId: repeat.startTime + "_" + note.offset + "_" + melodicPattern.name }); }); }); }); // Sort by time melodicPatternData.sort(function(a, b) { return a.time - b.time; }); } // ... rest of existing code ... } ``` ## **2. Update the Spawning Logic** ```javascript // Modify your game.update function game.update = function () { if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } var songElapsed = currentTime - GameState.songStartTime; if (songElapsed >= songConfig.duration) { endFishingSession(); return; } // 1. REGULAR BEAT-BASED SPAWNING (reduced frequency) var beatInterval = 60000 / songConfig.bpm; var spawnInterval = beatInterval * pattern.beatsPerFish; if (currentTime - GameState.lastBeatTime >= spawnInterval) { GameState.lastBeatTime = currentTime; GameState.beatCount++; if (PatternGenerator.canSpawnFishOnBeat(currentTime, spawnInterval)) { var firstFish = spawnFish(currentTime, {}); // Your existing spawn logic // Your existing double spawn logic here if needed... } } // 2. MELODIC PATTERN SPAWNING if (pattern.melodicPatterns && melodicPatternData.length > 0) { // Check for pattern fish to spawn melodicPatternData.forEach(function(patternFish) { if (!processedPatterns.has(patternFish.uniqueId) && songElapsed >= patternFish.time) { spawnPatternFish(patternFish); processedPatterns.add(patternFish.uniqueId); } }); } // ... rest of your existing update logic ... }; ``` ## **3. Add Pattern Fish Spawning Function** ```javascript // Add this new function for pattern-based fish function spawnPatternFish(patternFish) { var depthConfig = GameState.getCurrentDepthConfig(); var fishType = patternFish.type; var fishValue = depthConfig.fishValue; // Adjust value based on fish type switch(fishType) { case "big": fishValue *= 3; break; case "medium": fishValue *= 2; break; case "small": fishValue *= 1; break; } var targetLane = patternFish.lane; var newFish = new Fish(fishType === "big" ? "medium" : "shallow", fishValue, depthConfig.fishSpeed, targetLane, false); // Give pattern fish a slight visual distinction if (fishType === "big") { newFish.isSpecial = true; // Shimmer effect for emphasis } var spawnSide = Math.random() < 0.5 ? -1 : 1; newFish.x = spawnSide === -1 ? -150 : 2048 + 150; newFish.y = GAME_CONFIG.LANES[targetLane].y; newFish.speed = Math.abs(depthConfig.fishSpeed) * spawnSide; fishArray.push(newFish); fishingScreen.addChild(newFish); GameState.sessionFishSpawned++; } ``` ## **4. Update Your Song Config** ```javascript // Update the Gentle Waves song to use the new pattern GAME_CONFIG.DEPTHS[0].songs[0] = { name: "Gentle Waves", bpm: 95, duration: 202000, // 3:22 pattern: "gentle_waves_easy", cost: 0 };
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Reduce dollar value of all fishes.
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Reduce the money earned from fishes considerably. A perfect run of gentle waves should only generate $50
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Update code as needed with: // Add this to your GAME_CONFIG.PATTERNS GAME_CONFIG.PATTERNS.gentle_waves_easy = { beatsPerFish: 2, // Keep original as fallback doubleSpawnChance: 0, rareSpawnChance: 0.02, holdFishChance: 0, // Note-specific spawn events noteEvents: [ // Opening chords - Big fish for strong moments {time: 0, type: "shallow", lane: 1, value: 3}, {time: 1263, type: "shallow", lane: 1, value: 2}, {time: 2526, type: "shallow", lane: 1, value: 2}, {time: 5052, type: "shallow", lane: 1, value: 3}, // Phrase end // Melody introduction - Mix of melody and bass {time: 10105, type: "medium", lane: 2, value: 2}, // Melody starts {time: 12631, type: "shallow", lane: 2, value: 1}, {time: 15157, type: "shallow", lane: 0, value: 2}, // Bass note {time: 20210, type: "medium", lane: 2, value: 3}, // Melody peak // Development - Key structural notes only {time: 26526, type: "shallow", lane: 2, value: 2}, {time: 31578, type: "shallow", lane: 1, value: 2}, {time: 37894, type: "medium", lane: 2, value: 3}, // Important melody {time: 42105, type: "shallow", lane: 0, value: 2}, // Busy section - Just the skeleton {time: 50526, type: "medium", lane: 1, value: 4}, // Major chord change {time: 56842, type: "shallow", lane: 2, value: 2}, {time: 63157, type: "shallow", lane: 0, value: 2}, {time: 69473, type: "medium", lane: 2, value: 4}, // Climax note // Climax - Strong structural moments {time: 75789, type: "medium", lane: 1, value: 4}, // Final melody statement {time: 82105, type: "shallow", lane: 1, value: 2}, {time: 88421, type: "shallow", lane: 2, value: 2}, {time: 94736, type: "medium", lane: 1, value: 4}, // Final chord // Fill notes {time: 25263, type: "shallow", lane: 2, value: 1}, {time: 47368, type: "shallow", lane: 1, value: 2}, {time: 72631, type: "shallow", lane: 0, value: 1}, {time: 91578, type: "shallow", lane: 2, value: 2} ] }; 2. Update Song Config
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Fade out and stop a song at the results screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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update code as needed with: // Add this to your GAME_CONFIG.PATTERNS GAME_CONFIG.PATTERNS.gentle_waves_custom = { beatsPerFish: 1.5, // Slightly more frequent than default simple doubleSpawnChance: 0.05, // Very rare double beats for shallow rareSpawnChance: 0.01, // Almost no rare fish holdFishChance: 0.02, // Very few hold fish for beginners // Custom timing sections based on the musical structure sections: [ // Opening - Simple chord pattern (0-30 seconds) { startTime: 0, endTime: 30000, spawnModifier: 1.0, // Normal spawn rate description: "steady_chords" }, // Melody Introduction (30-60 seconds) { startTime: 30000, endTime: 60000, spawnModifier: 0.9, // Slightly fewer fish description: "simple_melody" }, // Development (60-120 seconds) - Gets a bit busier { startTime: 60000, endTime: 120000, spawnModifier: 1.1, // Slightly more fish description: "melody_development" }, // Climax (120-180 seconds) - Busiest section but still shallow { startTime: 120000, endTime: 180000, spawnModifier: 1.3, // More fish, but not overwhelming description: "gentle_climax" }, // Ending (180-202 seconds) - Calming down { startTime: 180000, endTime: 202000, spawnModifier: 0.8, // Fewer fish for gentle ending description: "peaceful_ending" } ] }; // Update the song config GAME_CONFIG.DEPTHS[0].songs[0] = { name: "Gentle Waves", bpm: 95, duration: 202000, // 3:22 pattern: "gentle_waves_custom", cost: 0 }; Modified Spawning Logic Add this to your game update loop to handle the custom sections:
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Hold fish can’t be any part of multi fish patterns.
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Held fish can’t be part of multi fish patterns.
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Double and triple beats have to come from the same screen side if they are in the same lane. If they are in different lanes, each sequential fish needs to be in an adjacent lane, not two lanes over.
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Double and triple beats have to come in quick succession. Not at the same time. Multiple fish shouldn’t ever reach the catch area at the same time.
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I want an occasional chance for more complicated beats even in shallow water.
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Add some double beats in to song patterns and occasional more complicated patterns.
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Move it down another 5%
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Move the top lane down 10% and the other lanes to accommodate. Keep boat where it is.
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That is too much post hold fish spawn buffer, reduce.
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There has be enough space between held fish and the next fish to allow time to get to the next fish. Currently they’re too close together. Keep track of beat timing while fish are being held.
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Space out fish on beat to accommodate necessary hold lengths.
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The hold catch currently doesn’t work because the input is checking on the touch up handler instead of touch down. The hold fish also needs to stop moving when held on and provide metered feedback for when the hold is successful. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Players still need to tap in corresponding lanes to catch the fish.
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Instead of three fishing lines have one line from the center of the boat that dynamically changes heights to be in position for the level of each fish as it comes.
/**** * 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; self.isHeld = false; // True if player is currently pressing down on this fish // Hold fish specific properties if (self.isHoldFish) { fishGraphics.tint = 0xFFD700; // Golden tint for hold fish self.holdStarted = false; // True if current hold duration meets requiredHoldTime self.requiredHoldTime = 800; // 800ms hold required to "prime" the catch for a hold fish } self.update = function () { if (self.isHeld) { // If being actively held by player input if (self.isHoldFish) { // Only hold fish show metered feedback via tint if (self.holdStarted) { // Primed (duration met) fishGraphics.tint = 0x00FF00; // Green tint for "primed" state } else { // Holding, but not yet primed fishGraphics.tint = 0xFFD700; // Original hold fish golden tint } } // Fish does not move while held return; } else { // Not being held by player input (e.g., released or never held) if (self.isHoldFish) { fishGraphics.tint = 0xFFD700; // Revert to default golden tint for hold fish } // For non-hold fish, tint is not managed here. // If fish was holdStarted and then isHeld becomes false, tint reverts here. } 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 a hold fish (hold fish manage their appearance) fishGraphics.alpha = 1.0; } // Ensure hold fish alpha is managed if needed, e.g. if they can also be special // For now, hold fish alpha is implicitly 1.0 unless also special. } }; 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 ****/ /**** * Pattern Generation System ****/ // If game.up already exists, integrate the 'fishing' case. Otherwise, this defines game.up. var PatternGenerator = { lastLane: -1, minDistanceBetweenFish: 300, // Used by spawnFish internal check // Minimum X distance between fish for visual clarity on hook lastActualSpawnTime: -100000, // Time of the last actual fish spawn lastSpawnWasHold: false, // Was the last spawned fish a hold fish? canSpawnFishOnBeat: function canSpawnFishOnBeat(currentTime, spawnInterval) { // Check if pattern fish will spawn near this time if (melodicPatternData && melodicPatternData.length > 0) { var songElapsed = currentTime - GameState.songStartTime; // Check if any pattern fish is scheduled within 500ms of this beat for (var i = 0; i < melodicPatternData.length; i++) { var patternFish = melodicPatternData[i]; if (!processedPatterns[patternFish.uniqueId]) { var timeDiff = Math.abs(patternFish.time - songElapsed); if (timeDiff < 500) { // Within 500ms window return false; // Don't spawn regular fish, pattern fish coming } } } } // Original logic var timeSinceLast = currentTime - this.lastActualSpawnTime; var minRequiredGap = spawnInterval; if (this.lastSpawnWasHold) { minRequiredGap = Math.max(minRequiredGap, 800 + 250); } return timeSinceLast >= minRequiredGap; }, 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; }, // New method: Registers details of the fish that was just spawned. registerFishSpawn: function registerFishSpawn(spawnTime, wasHoldFish) { this.lastActualSpawnTime = spawnTime; this.lastSpawnWasHold = wasHoldFish; }, reset: function reset() { this.lastLane = -1; this.lastActualSpawnTime = -100000; // Set far in the past to allow first spawn this.lastSpawnWasHold = false; } }; /**** * 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: 710, // Original 300 + 273 (10%) + 137 (5%) = 710 WATER_SURFACE_Y: 760, // Original 350 + 273 (10%) + 137 (5%) = 760 // 3 Lane System // Y-positions for each lane, adjusted downwards further LANES: [{ y: 1133, // Top lane Y: (723 + 273) + 137 = 996 + 137 = 1133 name: "shallow" }, { y: 1776, // Middle lane Y: (996 + 643) + 137 = 1639 + 137 = 1776 name: "medium" }, { y: 2419, // Bottom lane Y: (1639 + 643) + 137 = 2282 + 137 = 2419 name: "deep" }], // Timing windows PERFECT_WINDOW: 40, GOOD_WINDOW: 80, MISS_WINDOW: 120, // Depth levels - reduced money values! DEPTHS: [{ level: 1, name: "Shallow Waters", fishSpeed: 6, fishValue: 0.5, upgradeCost: 0, // Starting depth songs: [{ name: "Gentle Waves", bpm: 95, duration: 202000, // 3:22 pattern: "gentle_waves_easy", cost: 0 }, { name: "Morning Tide", bpm: 110, duration: 75000, pattern: "simple", cost: 50 }] }, { level: 2, name: "Mid Waters", fishSpeed: 7, fishValue: 1.5, 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: 3, 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: 6, 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: 0.10, // 10% chance of a double beat in simple rareSpawnChance: 0.02, holdFishChance: 0.05 // Reduced from 0.1 }, medium: { beatsPerFish: 1.5, // Increased from 0.75 doubleSpawnChance: 0.15, //{1R} // 15% chance of a double beat rareSpawnChance: 0.05, holdFishChance: 0.1 // Reduced from 0.2 }, complex: { beatsPerFish: 1, // Increased from 0.5 doubleSpawnChance: 0.25, //{1U} // 25% chance of a double beat rareSpawnChance: 0.08, holdFishChance: 0.15 // Reduced from 0.3 }, expert: { beatsPerFish: 0.75, // Increased from 0.25 doubleSpawnChance: 0.35, //{1X} // 35% chance of a double beat tripletSpawnChance: 0.20, // 20% chance a double beat becomes a triplet rareSpawnChance: 0.12, holdFishChance: 0.2 // Reduced from 0.4 }, gentle_waves_custom: { beatsPerFish: 1.5, // Slightly more frequent than default simple doubleSpawnChance: 0.05, // Very rare double beats for shallow rareSpawnChance: 0.01, // Almost no rare fish holdFishChance: 0.02, // Very few hold fish for beginners // Custom timing sections based on the musical structure sections: [ // Opening - Simple chord pattern (0-30 seconds) { startTime: 0, endTime: 30000, spawnModifier: 1.0, // Normal spawn rate description: "steady_chords" }, // Melody Introduction (30-60 seconds) { startTime: 30000, endTime: 60000, spawnModifier: 0.9, // Slightly fewer fish description: "simple_melody" }, // Development (60-120 seconds) - Gets a bit busier { startTime: 60000, endTime: 120000, spawnModifier: 1.1, // Slightly more fish description: "melody_development" }, // Climax (120-180 seconds) - Busiest section but still shallow { startTime: 120000, endTime: 180000, spawnModifier: 1.3, // More fish, but not overwhelming description: "gentle_climax" }, // Ending (180-202 seconds) - Calming down { startTime: 180000, endTime: 202000, spawnModifier: 0.8, // Fewer fish for gentle ending description: "peaceful_ending" }] }, gentle_waves_easy: { beatsPerFish: 2.0, // Reduce regular spawning to make room for patterns // Define the melodic patterns melodicPatterns: [{ name: "chord_motif", pattern: [{ offset: 0, type: "big", lane: 1 }, // Strong chord { offset: 400, type: "small", lane: 1 }, // Quick note 1 { offset: 600, type: "small", lane: 2 }, // Quick note 2 { offset: 1200, type: "medium", lane: 1 } // Accent ], repeats: [{ startTime: 0 }, // First time { startTime: 5263 }, // Repeat { startTime: 10526 }, // Repeat { startTime: 15789 } // Repeat ] }, { name: "melody_phrase", pattern: [{ offset: 0, type: "medium", lane: 2 }, // Melody start { offset: 800, type: "small", lane: 2 }, // Step up { offset: 1200, type: "small", lane: 2 }, // Quick 1 { offset: 1400, type: "small", lane: 2 }, // Quick 2 { offset: 1600, type: "small", lane: 1 } // Quick 3 (descent) ], repeats: [{ startTime: 20000 }, // First melody entrance { startTime: 35000 }, // Melody repeats { startTime: 65000 }, // Development section { startTime: 95000 } // Final statement ] }, { name: "bass_accompaniment", pattern: [{ offset: 0, type: "big", lane: 0 }, // Bass note { offset: 1000, type: "medium", lane: 1 } // Chord ], repeats: [{ startTime: 25000 }, { startTime: 30000 }, { startTime: 40000 }, { startTime: 50000 }, { startTime: 60000 }, { startTime: 70000 }] }] } } }; /**** * Game State Management ****/ var MULTI_BEAT_SPAWN_DELAY_MS = 150; // ms delay for sequential spawns in multi-beats 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, hookTargetLaneIndex: 1, // Start with hook targeting the middle lane (index 1) // 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 })); // Single, centered hook and line var initialHookY = GAME_CONFIG.LANES[1].y; // Start hook in the middle lane // 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: initialHookY - GAME_CONFIG.WATER_SURFACE_Y })); // Hook var hook = fishingScreen.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: initialHookY })); hook.originalY = initialHookY; // Store original Y for animation and reference // Lane labels are removed as the hook is dynamic. // 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, hook: hook, // Single hook line: line, // Single line scoreText: scoreText, fishText: fishText, comboText: comboText, progressText: progressText }; } /**** * 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 = []; // Melodic pattern tracking var melodicPatternData = []; var processedPatterns = {}; // Track which patterns we've already spawned (using object instead of Set) /**** * 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 }; // Helper function to determine which lane a Y coordinate falls into function getTouchLane(y) { // Define boundaries based on the midpoints between lane Y coordinates // These are calculated from GAME_CONFIG.LANES[i].y values // Lane 0: y = 723 // Lane 1: y = 1366 // Lane 2: y = 2009 var boundary_lane0_lane1 = (GAME_CONFIG.LANES[0].y + GAME_CONFIG.LANES[1].y) / 2; // Approx 1044.5 var boundary_lane1_lane2 = (GAME_CONFIG.LANES[1].y + GAME_CONFIG.LANES[2].y) / 2; // Approx 1687.5 if (y < boundary_lane0_lane1) { return 0; // Top lane (e.g., shallow) } else if (y < boundary_lane1_lane2) { return 1; // Middle lane (e.g., medium) } else { return 2; // Bottom lane (e.g., deep) } } // Shows feedback (perfect, good, miss) at the specified lane // 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 single hook's X coordinate and the fish's lane Y indicator.x = fishingElements.hook.x; // Use the single hook's X indicator.y = feedbackY; // Feedback appears at the fish's lane Y fishingScreen.addChild(indicator); indicator.show(); // Triggers the animation and self-destruction } // Animates the hook in a specific lane after a catch attempt // Animates the single hook after a catch attempt function animateHookCatch() { var hook = fishingElements.hook; // We need a stable originalY. The hook.originalY might change if we re-assign it during tweens. // Let's use the target Y of the current fish lane for the "resting" position after animation. var restingY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; // Quick bobbing animation for the single hook tween(hook, { y: restingY - 30 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(hook, { y: restingY }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { // Ensure originalY reflects the current target lane after animation. hook.originalY = restingY; } }); } }); } // Handles input specifically for the fishing screen (down and up events) function handleFishingInput(x, y, isDown) { if (!GameState.gameActive) return; var currentTime = LK.ticks * (1000 / 60); // Current time in ms if (isDown) { // Touch started inputState.touching = true; inputState.touchLane = getTouchLane(y); inputState.touchStartTime = currentTime; inputState.holdFish = null; // Reset any previous hold target var hookX = fishingElements.hook.x; for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (fish.lane === inputState.touchLane && fish.isHoldFish && !fish.caught && !fish.isHeld) { var distanceToHook = Math.abs(fish.x - hookX); if (distanceToHook < GAME_CONFIG.MISS_WINDOW + 20) { // Proximity check inputState.holdFish = fish; fish.isHeld = true; // Fish stops moving via its update() fish.holdStarted = false; // Reset primed state, game.update will set it break; } } } // If not a hold fish, or no hold fish in range, inputState.holdFish remains null. // A normal tap action will be processed on 'up' if inputState.holdFish is null. } else { // Touch ended (isUp) if (inputState.touching) { var holdDuration = currentTime - inputState.touchStartTime; if (inputState.holdFish) { // A hold was active on a specific fish var fishBeingHeld = inputState.holdFish; fishBeingHeld.isHeld = false; // Allow fish to move again if not caught // checkCatch will determine if hold was successful (duration, proximity) checkCatch(fishBeingHeld.lane, true, holdDuration, fishBeingHeld); } else { // This was a normal tap (inputState.holdFish is null) // Or a tap that didn't successfully initiate a hold on a hold fish checkCatch(inputState.touchLane, false, holdDuration, null); } } inputState.touching = false; 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(); // Initialize melodic patterns var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; if (pattern.melodicPatterns) { melodicPatternData = []; processedPatterns = {}; // Reset processed patterns object // Flatten all pattern repeats into a single timeline pattern.melodicPatterns.forEach(function (melodicPattern) { melodicPattern.repeats.forEach(function (repeat) { melodicPattern.pattern.forEach(function (note) { melodicPatternData.push({ time: repeat.startTime + note.offset, type: note.type, lane: note.lane, patternName: melodicPattern.name, uniqueId: repeat.startTime + "_" + note.offset + "_" + melodicPattern.name }); }); }); }); // Sort by time melodicPatternData.sort(function (a, b) { return a.time - b.time; }); } // Start music LK.playMusic('rhythmTrack'); } function spawnFish(currentTimeForRegistration, options) { options = options || {}; // Ensure options is an object var depthConfig = GameState.getCurrentDepthConfig(); var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; // Proximity check: Skip spawn if too close to existing fish. // This check is generally for the first fish of a beat or non-forced spawns. // For forced multi-beat spawns, this might prevent them if they are too close. // Consider if this rule should be relaxed for forced multi-beat spawns if visual overlap is acceptable for quick succession. // For now, keeping it as is. If a spawn is skipped, the multi-beat sequence might be shorter. var isFirstFishOfBeat = !options.laneIndexToUse && !options.forcedSpawnSide; if (isFirstFishOfBeat) { // Apply stricter proximity for non-forced spawns for (var i = 0; i < fishArray.length; i++) { var existingFish = fishArray[i]; if (Math.abs(existingFish.x - GAME_CONFIG.SCREEN_CENTER_X) < PatternGenerator.minDistanceBetweenFish) { return null; // Skip this spawn, do not register } } } var laneIndex; if (options.laneIndexToUse !== undefined) { laneIndex = options.laneIndexToUse; PatternGenerator.lastLane = laneIndex; // Update generator's state if lane is forced } else { laneIndex = PatternGenerator.getNextLane(); } var targetLane = GAME_CONFIG.LANES[laneIndex]; // If options.forceNonHold is true, this fish cannot be a hold fish. // Otherwise, determine based on normal chance. var isHoldFish = options.forceNonHold ? false : Math.random() < (pattern.holdFishChance || 0); 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; } if (isHoldFish) { fishValue = Math.floor(fishValue * 1.5); } var fishSpeedValue = depthConfig.fishSpeed; var spawnSide; // -1 for left, 1 for right var actualFishSpeed; if (options.forcedSpawnSide !== undefined) { spawnSide = options.forcedSpawnSide; } else { spawnSide = Math.random() < 0.5 ? -1 : 1; } actualFishSpeed = Math.abs(fishSpeedValue) * spawnSide; var newFish = new Fish(fishType, fishValue, actualFishSpeed, laneIndex, isHoldFish); newFish.spawnSide = spawnSide; // Store the side it spawned from newFish.x = actualFishSpeed > 0 ? -150 : 2048 + 150; // Start off-screen newFish.y = targetLane.y; fishArray.push(newFish); fishingScreen.addChild(newFish); GameState.sessionFishSpawned++; PatternGenerator.registerFishSpawn(currentTimeForRegistration, newFish.isHoldFish); return newFish; } function spawnPatternFish(patternFish) { var depthConfig = GameState.getCurrentDepthConfig(); var fishType = patternFish.type; var fishValue = depthConfig.fishValue; // Adjust value based on fish type switch (fishType) { case "big": fishValue *= 3; break; case "medium": fishValue *= 2; break; case "small": fishValue *= 1; break; } var targetLane = patternFish.lane; var newFish = new Fish(fishType === "big" ? "medium" : "shallow", fishValue, depthConfig.fishSpeed, targetLane, false); // Give pattern fish a slight visual distinction if (fishType === "big") { newFish.isSpecial = true; // Shimmer effect for emphasis } var spawnSide = Math.random() < 0.5 ? -1 : 1; newFish.x = spawnSide === -1 ? -150 : 2048 + 150; newFish.y = GAME_CONFIG.LANES[targetLane].y; newFish.speed = Math.abs(depthConfig.fishSpeed) * spawnSide; fishArray.push(newFish); fishingScreen.addChild(newFish); GameState.sessionFishSpawned++; } function checkCatch(fishLane, isHoldAction, holdDurationMs, specificHeldFish) { var hookX = fishingElements.hook.x; var closestFishInLane = null; var closestDistance = Infinity; if (specificHeldFish) { // This is the release of a hold action on a specific fish. closestFishInLane = specificHeldFish; // Distance check is still important for scoring. // The fish should be at hookX because it was held, but check anyway. closestDistance = Math.abs(closestFishInLane.x - hookX); if (closestFishInLane.lane !== fishLane) { // Should not happen if isHeld worked showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } } else { // This is a tap action, find the closest fish in the tapped lane. // Do not consider fish that are currently being held by an active input. for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (!fish.caught && fish.lane === fishLane && !fish.isHeld) { var distance = Math.abs(fish.x - hookX); if (distance < closestDistance) { closestDistance = distance; closestFishInLane = fish; } } } } if (!closestFishInLane) { // No fish found for tap, or specificHeldFish was somehow null (shouldn't be if called correctly) showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // --- Hold Fish Logic --- if (closestFishInLane.isHoldFish) { if (!isHoldAction) { // Tapped a hold fish (expected a hold, not a tap). showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // It is a hold action, check if duration was sufficient. // fish.holdStarted (primed state) is a visual cue; actual duration check is here. if (holdDurationMs < closestFishInLane.requiredHoldTime) { // Held, but not long enough. showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // If we reach here, hold duration was sufficient. Proximity check below will determine score. } else { // Normal Fish Logic if (isHoldAction) { // Held a normal fish (counts as a miss/mistake). showFeedback('miss', fishLane); 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', fishLane); GameState.combo++; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { points = closestFishInLane.value * multiplier; showFeedback('good', fishLane); GameState.combo++; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { points = Math.max(1, Math.floor(closestFishInLane.value * 0.5 * multiplier)); showFeedback('good', fishLane); GameState.combo++; } else { showFeedback('miss', fishLane); 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; GameState.sessionFishCaught++; GameState.totalFishCaught++; GameState.maxCombo = Math.max(GameState.maxCombo, GameState.combo); LK.getSound('catch').play(); animateHookCatch(); // Call parameterless animateHookCatch for the single 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; // Fade out and stop music for the results screen var currentMusicId = 'rhythmTrack'; // This is the track played during fishing // The 'rhythmTrack' asset is initialized with volume: 0.8 var currentMusicInitialVolume = 0.8; var fadeOutDurationMs = 1000; // Duration of the fade out in milliseconds (e.g., 1 second) LK.playMusic(currentMusicId, { fade: { start: currentMusicInitialVolume, end: 0, duration: fadeOutDurationMs }, loop: false // Important to prevent restart after fade or if it's re-triggered }); // Ensure music is fully stopped after the fade duration has elapsed LK.setTimeout(function () { LK.stopMusic(); }, fadeOutDurationMs); // 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 baseSpawnInterval = beatInterval * pattern.beatsPerFish; // Apply section-based spawn modifier if pattern has sections var spawnInterval = baseSpawnInterval; if (pattern.sections) { var elapsedTime = currentTime - GameState.songStartTime; for (var s = 0; s < pattern.sections.length; s++) { var section = pattern.sections[s]; if (elapsedTime >= section.startTime && elapsedTime < section.endTime) { spawnInterval = baseSpawnInterval / section.spawnModifier; break; } } } var songElapsed = currentTime - GameState.songStartTime; // Check song end if (songElapsed >= songConfig.duration) { endFishingSession(); return; } // 2. MELODIC PATTERN SPAWNING if (pattern.melodicPatterns && melodicPatternData.length > 0) { // Check for pattern fish to spawn melodicPatternData.forEach(function (patternFish) { if (!processedPatterns[patternFish.uniqueId] && songElapsed >= patternFish.time) { spawnPatternFish(patternFish); processedPatterns[patternFish.uniqueId] = true; } }); } // 1. REGULAR BEAT-BASED SPAWNING (reduced frequency) // Spawn fish on beat if (currentTime - GameState.lastBeatTime >= spawnInterval) { GameState.lastBeatTime = currentTime; GameState.beatCount++; if (PatternGenerator.canSpawnFishOnBeat(currentTime, spawnInterval)) { var firstFish = spawnFish(currentTime, {}); // Pass empty options for default behavior if (firstFish) { // Check for double beat if (pattern.doubleSpawnChance > 0 && Math.random() < pattern.doubleSpawnChance) { // NEW: Only proceed with multi-beat if the first fish is NOT a hold fish. if (!firstFish.isHoldFish) { var isPotentiallyTriplet = pattern.tripletSpawnChance && Math.random() < pattern.tripletSpawnChance; LK.setTimeout(function () { // For the second fish var secondFishOptions = {}; var secondFishTargetLane; // Decide if second fish is same lane or adjacent (50/50 chance) if (Math.random() < 0.5) { // Same lane secondFishTargetLane = firstFish.lane; secondFishOptions.forcedSpawnSide = firstFish.spawnSide; // Must come from same side } else { // Adjacent lane var possibleAdjacentLanes = []; if (firstFish.lane > 0) possibleAdjacentLanes.push(firstFish.lane - 1); if (firstFish.lane < 2) possibleAdjacentLanes.push(firstFish.lane + 1); if (possibleAdjacentLanes.length > 0) { secondFishTargetLane = possibleAdjacentLanes[Math.floor(Math.random() * possibleAdjacentLanes.length)]; } else { secondFishTargetLane = firstFish.lane; // Fallback to same lane if no valid adjacent (shouldn't happen for 0,1,2) secondFishOptions.forcedSpawnSide = firstFish.spawnSide; } // For adjacent lanes, forcedSpawnSide is undefined, so spawnFish will pick a random side. } secondFishOptions.laneIndexToUse = secondFishTargetLane; secondFishOptions.forceNonHold = true; // Second fish in a multi-beat pattern cannot be a hold fish var secondFish = spawnFish(LK.ticks * (1000 / 60), secondFishOptions); if (secondFish && isPotentiallyTriplet) { LK.setTimeout(function () { // For the third fish var thirdFishOptions = {}; var thirdFishTargetLane; // Decide if third fish is same lane as second or adjacent (50/50 chance) if (Math.random() < 0.5) { // Same lane as second thirdFishTargetLane = secondFish.lane; thirdFishOptions.forcedSpawnSide = secondFish.spawnSide; // Must come from same side } else { // Adjacent lane to second var possibleAdjacentLanesForThird = []; if (secondFish.lane > 0) possibleAdjacentLanesForThird.push(secondFish.lane - 1); if (secondFish.lane < 2) possibleAdjacentLanesForThird.push(secondFish.lane + 1); // Optional: try to avoid firstFish.lane for variety if possible and there's a choice if (possibleAdjacentLanesForThird.length > 1 && firstFish && possibleAdjacentLanesForThird.indexOf(firstFish.lane) !== -1) { var filteredAlternatives = possibleAdjacentLanesForThird.filter(function (l) { return l !== firstFish.lane; }); if (filteredAlternatives.length > 0) { possibleAdjacentLanesForThird = filteredAlternatives; } } if (possibleAdjacentLanesForThird.length > 0) { thirdFishTargetLane = possibleAdjacentLanesForThird[Math.floor(Math.random() * possibleAdjacentLanesForThird.length)]; } else { thirdFishTargetLane = secondFish.lane; // Fallback to same lane thirdFishOptions.forcedSpawnSide = secondFish.spawnSide; } // For adjacent lanes, forcedSpawnSide is undefined for random side. } thirdFishOptions.laneIndexToUse = thirdFishTargetLane; thirdFishOptions.forceNonHold = true; // Third fish in a multi-beat pattern cannot be a hold fish spawnFish(LK.ticks * (1000 / 60), thirdFishOptions); }, MULTI_BEAT_SPAWN_DELAY_MS); // Third fish spawns MULTI_BEAT_SPAWN_DELAY_MS after the second } }, MULTI_BEAT_SPAWN_DELAY_MS); // Second fish spawns MULTI_BEAT_SPAWN_DELAY_MS after the first } } } } } // Dynamic Hook Movement Logic var approachingFish = null; var minDistanceToCenter = Infinity; for (var i = 0; i < fishArray.length; i++) { var f = fishArray[i]; if (!f.caught) { var distanceToHookX = Math.abs(f.x - fishingElements.hook.x); // Consider fish that are moving towards the hook OR are very close to it already var isApproachingOrAtHook = f.speed > 0 && f.x < fishingElements.hook.x || f.speed < 0 && f.x > fishingElements.hook.x || distanceToHookX < GAME_CONFIG.MISS_WINDOW * 2; if (isApproachingOrAtHook && distanceToHookX < minDistanceToCenter) { minDistanceToCenter = distanceToHookX; approachingFish = f; } } } var targetLaneY; if (approachingFish) { if (GameState.hookTargetLaneIndex !== approachingFish.lane) { GameState.hookTargetLaneIndex = approachingFish.lane; } targetLaneY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; } else { // No fish approaching, hook returns/stays at middle lane (or last known target) // For simplicity, let's use the last known/default target index. targetLaneY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; } // Tween hook and line to the target Y if not already there or already tweening // A more robust solution would check if a tween is active on the hook. // For now, we'll just update if the current Y is different. if (fishingElements.hook.y !== targetLaneY) { tween(fishingElements.hook, { y: targetLaneY }, { duration: 150, easing: tween.easeOut }); tween(fishingElements.line, { height: targetLaneY - GAME_CONFIG.WATER_SURFACE_Y }, { duration: 150, easing: tween.easeOut }); fishingElements.hook.originalY = targetLaneY; // Update reference for animations } // Update fish for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; fish.update(); // Fish updates its own movement and appearance based on isHeld, holdStarted // Remove off-screen fish (if not caught and not currently held) // A held fish should not be removed for being off-screen as its X is static. if (!fish.caught && !fish.isHeld && (fish.x < -250 || fish.x > 2048 + 250)) { // Increased buffer slightly fish.destroy(); fishArray.splice(i, 1); } } // Update holdStarted state for the currently active hold fish if (inputState.holdFish && inputState.holdFish.isHeld && inputState.touching) { var currentActiveHoldFish = inputState.holdFish; var currentHoldDuration = currentTime - inputState.touchStartTime; if (currentHoldDuration >= currentActiveHoldFish.requiredHoldTime) { if (!currentActiveHoldFish.holdStarted) { currentActiveHoldFish.holdStarted = true; // Fish is now "primed" } } else { // If, for some reason, duration is no longer met (e.g. timer issue, though unlikely) // or to ensure it's false before being primed. if (currentActiveHoldFish.holdStarted) { currentActiveHoldFish.holdStarted = false; } } } // Update UI updateFishingUI(); }; // Initialize game showScreen('title');
===================================================================
--- original.js
+++ change.js
@@ -144,9 +144,9 @@
var songElapsed = currentTime - GameState.songStartTime;
// Check if any pattern fish is scheduled within 500ms of this beat
for (var i = 0; i < melodicPatternData.length; i++) {
var patternFish = melodicPatternData[i];
- if (!processedPatterns.has(patternFish.uniqueId)) {
+ if (!processedPatterns[patternFish.uniqueId]) {
var timeDiff = Math.abs(patternFish.time - songElapsed);
if (timeDiff < 500) {
// Within 500ms window
return false; // Don't spawn regular fish, pattern fish coming
@@ -954,9 +954,9 @@
// Game variables
var fishArray = [];
// Melodic pattern tracking
var melodicPatternData = [];
-var processedPatterns = new Set(); // Track which patterns we've already spawned
+var processedPatterns = {}; // Track which patterns we've already spawned (using object instead of Set)
/****
* Input State and Helpers for Fishing
****/
var inputState = {
@@ -1209,9 +1209,9 @@
var songConfig = GameState.getCurrentSongConfig();
var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern];
if (pattern.melodicPatterns) {
melodicPatternData = [];
- processedPatterns.clear();
+ processedPatterns = {}; // Reset processed patterns object
// Flatten all pattern repeats into a single timeline
pattern.melodicPatterns.forEach(function (melodicPattern) {
melodicPattern.repeats.forEach(function (repeat) {
melodicPattern.pattern.forEach(function (note) {
@@ -1677,11 +1677,11 @@
// 2. MELODIC PATTERN SPAWNING
if (pattern.melodicPatterns && melodicPatternData.length > 0) {
// Check for pattern fish to spawn
melodicPatternData.forEach(function (patternFish) {
- if (!processedPatterns.has(patternFish.uniqueId) && songElapsed >= patternFish.time) {
+ if (!processedPatterns[patternFish.uniqueId] && songElapsed >= patternFish.time) {
spawnPatternFish(patternFish);
- processedPatterns.add(patternFish.uniqueId);
+ processedPatterns[patternFish.uniqueId] = true;
}
});
}
// 1. REGULAR BEAT-BASED SPAWNING (reduced frequency)
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