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Reduce speed and amount of ocean bubble particles. Start spawning in intro. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add bubble particles that start at the bottom of the screen and travel upwards to the surface of the water. Drifting side to side travel and random upwards velocity. Random scale. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (3 edits merged)
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Set sky background as background in fishing session levels.
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Boat and water animations should be started as soon as the level starts.
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When I start a new level after finishing one, the water segments, boat and fisherman are not animated. Those animations need to start again at the beginning of each session.
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Please fix the bug: 'TypeError: tween.isTweening is not a function. (In 'tween.isTweening(self.gfx)', 'tween.isTweening' is undefined)' in or related to this line: 'if (!tween.isTweening(self.gfx)) {' Line Number: 236 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Create an animation where music notes fade in and float up lazily from the boat. Start this animation when the music starts in a level.
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When the level starts, I’d like to start zoomed in on the fisherman and boat with the fishing line all the way retracted and the hook dangling near the top of the line. Then the hook starts to drop into the water and we zoom out to the orientation that we currently have. Then the music and the fish can start. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Double check that fish are arriving at the precise beat.
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Replace all Time.deltaTime movement with position-based calculations from audio beats 2. Implement the Conductor pattern for centralized timing authority
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Update with: // Simplified and Fixed Pattern System function checkAndSpawnFish() { if (!GameState.gameActive) { return; } var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; var currentBeat = GameState.songPositionBeats; // Simple approach: calculate next spawn beat based on pattern var baseSpacing = pattern.beatsPerFish || 2; // Default to every 2 beats // Apply section modifier var spawnMultiplier = getSectionSpawnMultiplier(pattern, GameState.songPositionSeconds); var actualSpacing = baseSpacing / spawnMultiplier; // Calculate the next expected spawn beat var expectedNextBeat; if (GameState.lastSpawnBeat < 0) { // First spawn - start at beat 0 or slightly after expectedNextBeat = 0; } else { expectedNextBeat = GameState.lastSpawnBeat + actualSpacing; } // Check if we should spawn now if (currentBeat >= expectedNextBeat) { GameState.lastSpawnBeat = expectedNextBeat; var firstFish = spawnFishAtBeat(expectedNextBeat); if (firstFish) { // Handle multi-spawns if (pattern.doubleSpawnChance > 0 && Math.random() < pattern.doubleSpawnChance) { // Spawn second fish 0.5 beats later scheduleDelayedSpawn(expectedNextBeat + 0.5, firstFish); if (pattern.tripletSpawnChance && Math.random() < pattern.tripletSpawnChance) { // Spawn third fish 1 beat later scheduleDelayedSpawn(expectedNextBeat + 1.0, firstFish); } } } } } // Helper function to get section spawn multiplier function getSectionSpawnMultiplier(pattern, songPositionSeconds) { if (!pattern.sections) { return 1.0; } var elapsedTimeMs = songPositionSeconds * 1000; for (var i = 0; i < pattern.sections.length; i++) { var section = pattern.sections[i]; if (elapsedTimeMs >= section.startTime && elapsedTimeMs < section.endTime) { return section.spawnModifier; } } return 1.0; // Default if no section matches } // Updated pattern configurations - much simpler and more predictable GAME_CONFIG.PATTERNS = { simple: { beatsPerFish: 2.0, // Fish every 2 beats doubleSpawnChance: 0.10, // 10% chance of double beat rareSpawnChance: 0.02 }, medium: { beatsPerFish: 1.5, // Fish every 1.5 beats doubleSpawnChance: 0.15, // 15% chance of double beat rareSpawnChance: 0.05 }, complex: { beatsPerFish: 1.0, // Fish every beat doubleSpawnChance: 0.25, // 25% chance of double beat rareSpawnChance: 0.08 }, expert: { beatsPerFish: 0.75, // Fish every 3/4 beat doubleSpawnChance: 0.35, // 35% chance of double beat tripletSpawnChance: 0.20, // 20% chance triple becomes triplet rareSpawnChance: 0.12 }, // Simplified gentle waves pattern gentle_waves_custom: { beatsPerFish: 2.0, // Start with fish every 2 beats doubleSpawnChance: 0.05, // Very rare double beats rareSpawnChance: 0.01, // Almost no rare fish sections: [ // Opening - Sparse (0-30 seconds) { startTime: 0, endTime: 30000, spawnModifier: 0.8, // Fewer fish = 2.0/0.8 = 2.5 beats spacing description: "intro" }, // Melody (30-60 seconds) - Normal { startTime: 30000, endTime: 60000, spawnModifier: 1.0, // Normal = 2.0 beats spacing description: "melody" }, // Development (60-120 seconds) - Slightly busier { startTime: 60000, endTime: 120000, spawnModifier: 1.2, // More fish = 2.0/1.2 = 1.67 beats spacing description: "development" }, // Climax (120-180 seconds) - Busiest { startTime: 120000, endTime: 180000, spawnModifier: 1.5, // Most fish = 2.0/1.5 = 1.33 beats spacing description: "climax" }, // Ending (180-202 seconds) - Calm down { startTime: 180000, endTime: 202000, spawnModifier: 0.7, // Fewer fish = 2.0/0.7 = 2.86 beats spacing description: "outro" } ] } }; // Updated scheduleDelayedSpawn for fractional beat delays function scheduleDelayedSpawn(targetBeat, referenceFish) { var songConfig = GameState.getCurrentSongConfig(); var secPerBeat = 60.0 / songConfig.bpm; // Calculate delay in milliseconds from current song position var currentBeat = GameState.songPositionBeats; var beatDelay = targetBeat - currentBeat; var delayMs = beatDelay * secPerBeat * 1000; // Ensure minimum delay if (delayMs < 16) { delayMs = 16; } LK.setTimeout(function() { // Only spawn if game is still active if (!GameState.gameActive) { return; } var options = {}; if (referenceFish && Math.random() < 0.5) { // Same lane as reference fish options.laneIndexToUse = referenceFish.lane; options.forcedSpawnSide = Math.sign(referenceFish.speedPxPerMs); } else if (referenceFish) { // Adjacent lane var possibleLanes = []; if (referenceFish.lane > 0) { possibleLanes.push(referenceFish.lane - 1); } if (referenceFish.lane < GAME_CONFIG.LANES.length - 1) { possibleLanes.push(referenceFish.lane + 1); } if (possibleLanes.length > 0) { options.laneIndexToUse = possibleLanes[Math.floor(Math.random() * possibleLanes.length)]; // 70% chance opposite side for visual variety if (Math.random() < 0.7) { options.forcedSpawnSide = Math.sign(referenceFish.speedPxPerMs) * -1; } } else { options.laneIndexToUse = referenceFish.lane; options.forcedSpawnSide = Math.sign(referenceFish.speedPxPerMs); } } else { // No reference fish options.laneIndexToUse = PatternGenerator.getNextLane(); } spawnFishAtBeat(targetBeat, options); }, delayMs); }
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Please fix the bug: 'ReferenceError: currentTime is not defined' in or related to this line: 'if (currentTime - fish.lastBubbleSpawnTime > fish.bubbleSpawnInterval) {' Line Number: 2132
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Please fix the bug: 'TypeError: performance is undefined' in or related to this line: 'GameState.audioStartTime = performance.now();' Line Number: 1652
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Please fix the bug: 'TypeError: LK.now is not a function' in or related to this line: 'GameState.audioStartTime = LK.now();' Line Number: 1652
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Please fix the bug: 'TypeError: performance is undefined' in or related to this line: 'GameState.audioStartTime = performance.now();' Line Number: 1652
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Please fix the bug: 'TypeError: LK.getMusic is not a function' in or related to this line: 'GameState.currentPlayingMusicInitialVolume = LK.getMusic(musicIdToPlay).volume || 0.7; // Use actual initialized volume' Line Number: 1639
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Update as needed using LK engine's code equivalents: /**** * Fixed Timing System - Replace existing timing code ****/ // Add these new properties to GameState var GameState = { // ... existing properties ... // New timing properties audioStartTime: 0, // Audio system start time (dspTime) songPositionSeconds: 0, // Current song position in seconds songPositionBeats: 0, // Current song position in beats lastSpawnBeat: -1, // Last beat where we spawned fish (integer) // ... rest of existing properties ... }; // Updated startFishingSession function function startFishingSession() { // ... existing reset code ... // Initialize audio-based timing GameState.audioStartTime = 0; GameState.songPositionSeconds = 0; GameState.songPositionBeats = 0; GameState.lastSpawnBeat = -1; // ... existing fish clearing and pattern reset ... // Start music and record precise start time var songConfig = GameState.getCurrentSongConfig(); var musicIdToPlay = songConfig.musicId || 'rhythmTrack'; GameState.currentPlayingMusicId = musicIdToPlay; // Record the audio system time when music starts // Note: You'll need to adapt this to your LK framework's audio timing // If LK doesn't provide dspTime equivalent, use performance.now() GameState.audioStartTime = performance.now(); // Fallback - adapt to LK's timing system LK.playMusic(GameState.currentPlayingMusicId); } // New function to update song position (call this first in game.update) function updateSongPosition() { if (!GameState.gameActive || GameState.audioStartTime === 0) { return; } // Use high-precision timing instead of frame-based timing var currentAudioTime = performance.now(); // Adapt to LK's high-precision timer GameState.songPositionSeconds = (currentAudioTime - GameState.audioStartTime) / 1000; var songConfig = GameState.getCurrentSongConfig(); var secPerBeat = 60.0 / songConfig.bpm; GameState.songPositionBeats = GameState.songPositionSeconds / secPerBeat; } // Fixed fish spawning logic function checkAndSpawnFish() { if (!GameState.gameActive) return; var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; var currentBeatFloor = Math.floor(GameState.songPositionBeats); // Calculate which beats should have fish based on pattern var beatSpacing = pattern.beatsPerFish; var nextSpawnBeat = Math.floor((GameState.lastSpawnBeat + 1) / beatSpacing) * beatSpacing; // Apply section-based spawn modifier if pattern has sections var spawnMultiplier = 1.0; if (pattern.sections) { var elapsedTimeMs = GameState.songPositionSeconds * 1000; for (var s = 0; s < pattern.sections.length; s++) { var section = pattern.sections[s]; if (elapsedTimeMs >= section.startTime && elapsedTimeMs < section.endTime) { spawnMultiplier = section.spawnModifier; break; } } // Adjust spacing based on section modifier beatSpacing = pattern.beatsPerFish / spawnMultiplier; nextSpawnBeat = Math.floor((GameState.lastSpawnBeat + 1) / beatSpacing) * beatSpacing; } // Spawn fish if we've passed the next spawn beat if (currentBeatFloor >= nextSpawnBeat && nextSpawnBeat > GameState.lastSpawnBeat) { GameState.lastSpawnBeat = nextSpawnBeat; GameState.beatCount++; // Calculate exact spawn time for this beat var exactSpawnTime = GameState.audioStartTime + (nextSpawnBeat * 60000 / songConfig.bpm); if (PatternGenerator.canSpawnFishOnBeat(exactSpawnTime, 60000 / songConfig.bpm)) { var firstFish = spawnFishAtBeat(nextSpawnBeat); if (firstFish) { // Handle double/triple spawns with precise timing if (pattern.doubleSpawnChance > 0 && Math.random() < pattern.doubleSpawnChance) { scheduleDelayedSpawn(nextSpawnBeat + 1, firstFish); if (pattern.tripletSpawnChance && Math.random() < pattern.tripletSpawnChance) { scheduleDelayedSpawn(nextSpawnBeat + 2, firstFish); } } } } } } // New function for spawning fish at specific beats function spawnFishAtBeat(targetBeat, options) { options = options || {}; var depthConfig = GameState.getCurrentDepthConfig(); var songConfig = GameState.getCurrentSongConfig(); var secPerBeat = 60.0 / songConfig.bpm; // Calculate exact timing for when fish should reach hook var beatsToReachHook = depthConfig.beatsToReachHook || 3; var hookArrivalBeat = targetBeat + beatsToReachHook; var hookArrivalTime = GameState.audioStartTime + (hookArrivalBeat * secPerBeat * 1000); // Calculate fish speed for position-based movement (not frame-based) var distanceToHook = GAME_CONFIG.SCREEN_CENTER_X + 150; var travelTimeMs = beatsToReachHook * secPerBeat * 1000; var fishSpeedPxPerMs = distanceToHook / travelTimeMs; // pixels per millisecond // Rest of fish creation logic remains similar... var laneIndex = options.laneIndexToUse !== undefined ? options.laneIndexToUse : PatternGenerator.getNextLane(); var targetLane = GAME_CONFIG.LANES[laneIndex]; var fishType, fishValue; // Fish type determination (unchanged) var rand = Math.random(); if (rand < GAME_CONFIG.PATTERNS[songConfig.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; } var spawnSide = options.forcedSpawnSide !== undefined ? options.forcedSpawnSide : (Math.random() < 0.5 ? -1 : 1); var newFish = new Fish(fishType, fishValue, fishSpeedPxPerMs * spawnSide, laneIndex); newFish.spawnBeat = targetBeat; newFish.arrivalBeat = hookArrivalBeat; newFish.arrivalTime = hookArrivalTime; newFish.speedPxPerMs = fishSpeedPxPerMs * spawnSide; newFish.x = fishSpeedPxPerMs > 0 ? -150 : 2048 + 150; newFish.y = targetLane.y; newFish.baseY = targetLane.y; fishArray.push(newFish); fishingScreen.addChild(newFish); GameState.sessionFishSpawned++; PatternGenerator.registerFishSpawn(hookArrivalTime); return newFish; } // Updated Fish.update method for position-based movement // Add this to your Fish class: var OriginalFishUpdate = Fish.prototype.update; Fish.prototype.update = function() { if (!this.caught && GameState.gameActive) { // Position-based movement instead of frame-based var currentTime = performance.now(); var timeSinceSpawn = currentTime - (GameState.audioStartTime + (this.spawnBeat * 60000 / GameState.getCurrentSongConfig().bpm)); // Calculate exact position based on time var targetX = this.speedPxPerMs > 0 ? -150 + (Math.abs(this.speedPxPerMs) * timeSinceSpawn) : 2048 + 150 - (Math.abs(this.speedPxPerMs) * timeSinceSpawn); this.x = targetX; // Rest of the update logic (swimming animation, etc.) remains the same this.swimTime += 0.08; var swimAmplitude = 15; this.y = this.baseY + Math.sin(this.swimTime) * swimAmplitude; // Beat-synchronized scale pulsing using song position if (GameState.songPositionBeats > 0) { var beatProgress = (GameState.songPositionBeats % 1); var scalePulse = 1 + Math.sin(beatProgress * Math.PI) * 0.15; var baseScaleXDirection = (this.speedPxPerMs > 0 ? -1 : 1) * this.baseScale; this.fishGraphics.scaleX = baseScaleXDirection * scalePulse; this.fishGraphics.scaleY = scalePulse * this.baseScale; } if (this.isSpecial) { this.shimmerTime += 0.1; this.fishGraphics.alpha = 0.8 + Math.sin(this.shimmerTime) * 0.2; } else { this.fishGraphics.alpha = 1.0; } } }; // Fixed input timing check function checkCatch(fishLane) { var currentTime = performance.now(); // Use high-precision timing var songConfig = GameState.getCurrentSongConfig(); var secPerBeat = 60.0 / songConfig.bpm; var beatInterval = secPerBeat * 1000; // Convert to milliseconds // Check if the tap is on beat using song position if (GameState.audioStartTime > 0 && beatInterval > 0) { var timeSinceSongStart = currentTime - GameState.audioStartTime; var timeIntoBeatCycle = timeSinceSongStart % beatInterval; var timeToNearestBeat = Math.min(timeIntoBeatCycle, beatInterval - timeIntoBeatCycle); if (timeToNearestBeat > GAME_CONFIG.GOOD_WINDOW) { // Tap was off-beat showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; animateHookCatch(); return; } } // Rest of catch logic remains the same... var hookX = fishingElements.hook.x; var closestFishInLane = null; var closestDistance = Infinity; for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (!fish.caught && fish.lane === fishLane) { var distance = Math.abs(fish.x - hookX); if (distance < closestDistance) { closestDistance = distance; closestFishInLane = fish; } } } // ... rest of existing catch logic } // Updated main game loop game.update = function() { if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } // CRITICAL: Update song position first, before everything else updateSongPosition(); // Check for song end using precise timing var songConfig = GameState.getCurrentSongConfig(); if (GameState.songPositionSeconds * 1000 >= songConfig.duration) { endFishingSession(); return; } // Use position-based fish spawning checkAndSpawnFish(); // Update fishing line wave animation if (fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } // ... rest of existing update logic (fish updates, UI, etc.) }; // Helper function for delayed spawns function scheduleDelayedSpawn(targetBeat, referenceFish) { var songConfig = GameState.getCurrentSongConfig(); var secPerBeat = 60.0 / songConfig.bpm; var delayMs = secPerBeat * 1000; // One beat delay LK.setTimeout(function() { var options = {}; if (Math.random() < 0.5) { // Same lane as reference fish options.laneIndexToUse = referenceFish.lane; options.forcedSpawnSide = Math.sign(referenceFish.speedPxPerMs); } else { // Adjacent lane var possibleLanes = []; if (referenceFish.lane > 0) possibleLanes.push(referenceFish.lane - 1); if (referenceFish.lane < 2) possibleLanes.push(referenceFish.lane + 1); if (possibleLanes.length > 0) { options.laneIndexToUse = possibleLanes[Math.floor(Math.random() * possibleLanes.length)]; } else { options.laneIndexToUse = referenceFish.lane; options.forcedSpawnSide = Math.sign(referenceFish.speedPxPerMs); } } spawnFishAtBeat(targetBeat, options); }, delayMs); }
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When checking if a fish is caught, the touch input has to be on the beat. Only after determining that do we check the fish/hook relationship. Also double check timing to make sure that fish ALWAYS arrive at the hook on the beat.
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I don’t want the game to have held fishes as an option any more. Remove them.
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Remove held fishes from being able to spawn at all. No more held fishes.
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Remove held fishes from the game.
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Double and triple fishes aren’t landing on the beat. Space them out so they properly do.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BubbleParticle = Container.expand(function (startX, startY) { var self = Container.call(this); self.gfx = self.attachAsset('bubbles', { anchorX: 0.5, anchorY: 0.5, alpha: 1 + Math.random() * 0.2, // Start with some variation scaleX: 1.2 + Math.random() * 0.25, // Larger bubbles // Bubbles are now 20% to 45% of original asset size scaleY: this.scaleX // Keep aspect ratio initially, can be changed in update if desired }); self.x = startX; self.y = startY; self.vx = (Math.random() - 0.5) * 0.8; // Slow horizontal drift self.vy = -(0.8 + Math.random() * 0.7); // Steady upward movement self.life = 120 + Math.random() * 60; // Lifespan in frames (2 to 3 seconds) self.age = 0; self.isDone = false; var initialAlpha = self.gfx.alpha; var initialScale = self.gfx.scaleX; // Assuming scaleX and scaleY start the same self.update = function () { if (self.isDone) { return; } self.age++; self.x += self.vx; self.y += self.vy; // Fade out self.gfx.alpha = Math.max(0, initialAlpha * (1 - self.age / self.life)); // Optionally shrink a bit more, or grow slightly then shrink var scaleFactor = 1 - self.age / self.life; // Simple shrink self.gfx.scaleX = initialScale * scaleFactor; self.gfx.scaleY = initialScale * scaleFactor; if (self.age >= self.life || self.gfx.alpha <= 0 || self.gfx.scaleX <= 0.01) { self.isDone = true; } }; return self; }); 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) { var self = Container.call(this); var assetName = type + 'Fish'; self.fishGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { // Moving right (coming from left), flip horizontally self.fishGraphics.scaleX = -1; } self.type = type; self.value = value; self.speed = speed; self.lane = lane; // Index of the lane (0, 1, or 2) self.caught = false; self.isSpecial = type === 'rare'; // For shimmer effect self.shimmerTime = 0; // Bubble properties self.lastBubbleSpawnTime = 0; self.bubbleSpawnInterval = 60 + Math.random() * 40; // 60-100ms interval (more bubbles) // Add properties for swimming animation self.swimTime = Math.random() * Math.PI * 2; // Random starting phase for variety self.baseY = self.y; // Store initial Y position self.scaleTime = 0; self.baseScale = 1; self.update = function () { if (!self.caught) { // Horizontal movement self.x += self.speed; // Sine wave vertical movement self.swimTime += 0.08; // Speed of sine wave oscillation var swimAmplitude = 15; // Pixels of vertical movement self.y = self.baseY + Math.sin(self.swimTime) * swimAmplitude; // Beat-synchronized scale pulsing if (GameState.gameActive && GameState.songStartTime > 0) { var currentTime = LK.ticks * (1000 / 60); var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var timeSinceLastBeat = (currentTime - GameState.songStartTime) % beatInterval; var beatProgress = timeSinceLastBeat / beatInterval; // Create a pulse effect that peaks at the beat var scalePulse = 1 + Math.sin(beatProgress * Math.PI) * 0.15; // 15% scale variation // Determine base scaleX considering direction var baseScaleXDirection = (self.speed > 0 ? -1 : 1) * self.baseScale; self.fishGraphics.scaleX = baseScaleXDirection * scalePulse; self.fishGraphics.scaleY = scalePulse * self.baseScale; } if (self.isSpecial) { // Shimmer effect for rare fish self.shimmerTime += 0.1; self.fishGraphics.alpha = 0.8 + Math.sin(self.shimmerTime) * 0.2; } else { // Reset alpha if not special self.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; }); var MusicNoteParticle = Container.expand(function (startX, startY) { var self = Container.call(this); var FADE_IN_DURATION_MS = 600; // Duration for the note to fade in var TARGET_ALPHA = 0.6 + Math.random() * 0.4; // Target alpha between 0.6 and 1.0 for variety self.gfx = self.attachAsset('musicnote', { anchorX: 0.5, anchorY: 0.5, alpha: 0, // Start invisible for fade-in scaleX: 0.4 + Math.random() * 0.4 // Random initial scale (0.4x to 0.8x) }); self.gfx.scaleY = self.gfx.scaleX; // Maintain aspect ratio self.x = startX; self.y = startY; // Animation properties for lazy floating self.vx = (Math.random() - 0.5) * 0.8; // Slow horizontal drift speed self.vy = -(0.8 + Math.random() * 0.7); // Steady upward speed (0.8 to 1.5 pixels/frame) self.rotationSpeed = (Math.random() - 0.5) * 0.008; // Very slow rotation self.life = 240 + Math.random() * 120; // Lifespan in frames (4 to 6 seconds) self.age = 0; self.isDone = false; // Initial fade-in tween tween(self.gfx, { alpha: TARGET_ALPHA }, { duration: FADE_IN_DURATION_MS, easing: tween.easeOut }); self.update = function () { if (self.isDone) { return; } self.age++; self.x += self.vx; self.y += self.vy; self.gfx.rotation += self.rotationSpeed; var FADE_IN_TICKS = FADE_IN_DURATION_MS / (1000 / 60); // Fade-in duration in ticks // Only manage alpha manually after the fade-in tween is expected to be complete. if (self.age > FADE_IN_TICKS) { var lifePortionForFadeOut = 0.6; // Use last 60% of life for fade out var fadeOutStartTimeTicks = self.life * (1 - lifePortionForFadeOut); if (self.age >= fadeOutStartTimeTicks && self.life > fadeOutStartTimeTicks) { // ensure self.life > fadeOutStartTimeTicks to avoid division by zero var progressInFadeOut = (self.age - fadeOutStartTimeTicks) / (self.life * lifePortionForFadeOut); self.gfx.alpha = TARGET_ALPHA * (1 - progressInFadeOut); self.gfx.alpha = Math.max(0, self.gfx.alpha); // Clamp at 0 } else if (self.age <= fadeOutStartTimeTicks) { // At this point, the initial fade-in tween to TARGET_ALPHA should have completed. // The alpha value is expected to remain at TARGET_ALPHA (as set by the initial tween) // until the fade-out logic (in the 'if (self.age >= fadeOutStartTimeTicks)' block) begins. // The previous 'tween.isTweening' check was removed as the method does not exist in the plugin. } } // Check if particle's life is over or it has faded out if (self.age >= self.life || self.gfx.alpha !== undefined && self.gfx.alpha <= 0.01 && self.age > FADE_IN_TICKS) { self.isDone = true; } }; 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 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: Checks if enough time has passed since the last spawn. canSpawnFishOnBeat: function canSpawnFishOnBeat(currentTime, configuredSpawnInterval) { var timeSinceLast = currentTime - this.lastActualSpawnTime; var minRequiredGap = configuredSpawnInterval; // Default gap is the song's beat interval for fish return timeSinceLast >= minRequiredGap; }, // New method: Registers details of the fish that was just spawned. registerFishSpawn: function registerFishSpawn(spawnTime) { this.lastActualSpawnTime = spawnTime; }, reset: function reset() { this.lastLane = -1; this.lastActualSpawnTime = -100000; // Set far in the past to allow first spawn } }; /**** * 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: 90, // Changed from 95 to 90 duration: 202000, // 3:22 pattern: "gentle_waves_custom", cost: 0 }, { name: "Morning Tide", bpm: 90, duration: 75000, pattern: "simple", cost: 50, musicId: 'morningtide' }] }, { 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 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 }, medium: { beatsPerFish: 1.5, // Increased from 0.75 doubleSpawnChance: 0.15, //{1R} // 15% chance of a double beat rareSpawnChance: 0.05 }, complex: { beatsPerFish: 1, // Increased from 0.5 doubleSpawnChance: 0.25, //{1U} // 25% chance of a double beat rareSpawnChance: 0.08 }, 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 }, 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 // 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" }] } } }; /**** * Game State Management ****/ var MULTI_BEAT_SPAWN_DELAY_MS = 250; // ms delay for sequential spawns in multi-beats (increased for more space) var TRIPLET_BEAT_SPAWN_DELAY_MS = 350; // ms delay for third fish in a triplet (even more space) 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, introPlaying: false, // Tracks if the intro animation is currently playing musicNotesActive: false, // Tracks if music note particle system is active currentPlayingMusicId: 'rhythmTrack', // ID of the music track currently playing in a session currentPlayingMusicInitialVolume: 0.8, // Initial volume of the current music track for fade reference 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, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y, alpha: 0.7 })); // Create a container for bubbles to render them behind fish and other elements bubbleContainer = fishingScreen.addChild(new Container()); // Create a container for music notes musicNotesContainer = fishingScreen.addChild(new Container()); // Music notes should visually appear to come from the boat area, so their container // should ideally be layered accordingly. Adding it here means it's on top of water, // but if boat/fisherman are added later, notes might appear behind them if not managed. // For now, notes will be added to this container, which itself is added to fishingScreen. // Animated Water Surface segments code var waterSurfaceSegments = []; // This will be populated for returning and cleanup var waterSurfaceSegmentsBlueTemp = []; // Temporary array for blue segments var waterSurfaceSegmentsWhiteTemp = []; // Temporary array for white segments var NUM_WAVE_SEGMENTS = 32; var SEGMENT_WIDTH = 2048 / NUM_WAVE_SEGMENTS; var SEGMENT_HEIGHT = 24; var WAVE_AMPLITUDE = 12; var WAVE_HALF_PERIOD_MS = 2500; var PHASE_DELAY_MS_PER_SEGMENT = WAVE_HALF_PERIOD_MS * 2 / NUM_WAVE_SEGMENTS; // Create blue segments (assets only, not added to fishingScreen yet) for (var i = 0; i < NUM_WAVE_SEGMENTS; i++) { var segment = LK.getAsset('waterSurface', { x: i * SEGMENT_WIDTH, y: GAME_CONFIG.WATER_SURFACE_Y, width: SEGMENT_WIDTH + 1, height: SEGMENT_HEIGHT, anchorX: 0, anchorY: 0.5, alpha: 0.8, tint: 0x4fc3f7 }); segment.baseY = GAME_CONFIG.WATER_SURFACE_Y; // Animation functions will be defined and started by startWaterSurfaceAnimationFunc waterSurfaceSegmentsBlueTemp.push(segment); } // Create white segments (assets only, not added to fishingScreen yet) for (var i = 0; i < NUM_WAVE_SEGMENTS; i++) { var whiteSegment = LK.getAsset('waterSurface', { x: i * SEGMENT_WIDTH, y: GAME_CONFIG.WATER_SURFACE_Y - SEGMENT_HEIGHT / 2, width: SEGMENT_WIDTH + 1, height: SEGMENT_HEIGHT / 2, anchorX: 0, anchorY: 0.5, alpha: 0.6, tint: 0xffffff }); whiteSegment.baseY = GAME_CONFIG.WATER_SURFACE_Y - SEGMENT_HEIGHT / 2; // Animation functions will be defined and started by startWaterSurfaceAnimationFunc waterSurfaceSegmentsWhiteTemp.push(whiteSegment); } // Boat - Add this to fishingScreen first var boat = fishingScreen.addChild(LK.getAsset('boat', { anchorX: 0.5, anchorY: 0.74, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y })); // Now add the water segments to fishingScreen, so they render on top of the boat for (var i = 0; i < waterSurfaceSegmentsBlueTemp.length; i++) { fishingScreen.addChild(waterSurfaceSegmentsBlueTemp[i]); waterSurfaceSegments.push(waterSurfaceSegmentsBlueTemp[i]); // Also add to the main array for cleanup } for (var i = 0; i < waterSurfaceSegmentsWhiteTemp.length; i++) { fishingScreen.addChild(waterSurfaceSegmentsWhiteTemp[i]); waterSurfaceSegments.push(waterSurfaceSegmentsWhiteTemp[i]); // Also add to the main array for cleanup } // Create separate fisherman container that will sync with boat movement var fishermanContainer = fishingScreen.addChild(new Container()); // Fisherman (now in its own container, positioned to match boat) var fisherman = fishermanContainer.addChild(LK.getAsset('fisherman', { anchorX: 0.5, anchorY: 1, x: GAME_CONFIG.SCREEN_CENTER_X - 100, y: GAME_CONFIG.WATER_SURFACE_Y - 70 })); // Store references for wave animation sync var boatBaseY = boat.y; var fishermanBaseY = fishermanContainer.y; var boatWaveAmplitude = 10; var boatWaveHalfCycleDuration = 2000; // SINGLE ANIMATED FISHING LINE var initialHookY = GAME_CONFIG.LANES[1].y; var fishingLineStartY = -100; var line = fishingScreen.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y + fishingLineStartY, width: 6, height: initialHookY - (GAME_CONFIG.WATER_SURFACE_Y + fishingLineStartY) })); var hook = fishingScreen.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: initialHookY })); hook.originalY = initialHookY; var lineWaveAmplitude = 12; var lineWaveSpeed = 0.03; var linePhaseOffset = 0; function updateFishingLineWave() { linePhaseOffset += lineWaveSpeed; var rodTipX = fishermanContainer.x + fisherman.x + 85; var rodTipY = fishermanContainer.y + fisherman.y - fisherman.height; var waveOffset = Math.sin(linePhaseOffset) * lineWaveAmplitude; line.x = rodTipX + waveOffset * 0.3; line.y = rodTipY; hook.x = rodTipX + waveOffset; var hookAttachX = hook.x; var hookAttachY = hook.y - hook.height / 2; var deltaX = hookAttachX - line.x; var deltaY = hookAttachY - line.y; var actualLineLength = Math.sqrt(deltaX * deltaX + deltaY * deltaY); line.height = actualLineLength; if (actualLineLength > 0.001) { line.rotation = Math.atan2(deltaY, deltaX) - Math.PI / 2; } else { line.rotation = 0; } hook.rotation = line.rotation; } // Calculate target positions for boat wave animation var targetUpY = boatBaseY - boatWaveAmplitude; var targetDownY = boatBaseY + boatWaveAmplitude; var fishermanTargetUpY = fishermanBaseY - boatWaveAmplitude; var fishermanTargetDownY = fishermanBaseY + boatWaveAmplitude; // Synchronized wave animation functions (defined here to be closured) function moveBoatAndFishermanUp() { if (!boat || boat.destroyed || !fishermanContainer || fishermanContainer.destroyed) { return; } tween(boat, { y: targetUpY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut, onFinish: moveBoatAndFishermanDown }); tween(fishermanContainer, { y: fishermanTargetUpY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut }); } function moveBoatAndFishermanDown() { if (!boat || boat.destroyed || !fishermanContainer || fishermanContainer.destroyed) { return; } tween(boat, { y: targetDownY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut, onFinish: moveBoatAndFishermanUp }); tween(fishermanContainer, { y: fishermanTargetDownY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut }); } var boatRotationAmplitude = 0.03; var boatRotationDuration = 3000; function rockBoatLeft() { if (!boat || boat.destroyed || !fisherman || fisherman.destroyed) { return; } tween(boat, { rotation: -boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut, onFinish: rockBoatRight }); tween(fisherman, { rotation: boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut }); } function rockBoatRight() { if (!boat || boat.destroyed || !fisherman || fisherman.destroyed) { return; } tween(boat, { rotation: boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut, onFinish: rockBoatLeft }); tween(fisherman, { rotation: -boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut }); } // Function to start/restart water surface animations function startWaterSurfaceAnimationFunc() { var allSegments = waterSurfaceSegments; // Use the populated array from fishingElements via closure for (var k = 0; k < allSegments.length; k++) { var segment = allSegments[k]; if (!segment || segment.destroyed) continue; var segmentIndexForDelay = k % NUM_WAVE_SEGMENTS; (function (currentLocalSegment, currentLocalSegmentIndexForDelay) { var animUp, animDown; animDown = function animDown() { if (!currentLocalSegment || currentLocalSegment.destroyed) return; tween(currentLocalSegment, { y: currentLocalSegment.baseY + WAVE_AMPLITUDE }, { duration: WAVE_HALF_PERIOD_MS, easing: tween.easeInOut, onFinish: animUp }); }; animUp = function animUp() { if (!currentLocalSegment || currentLocalSegment.destroyed) return; tween(currentLocalSegment, { y: currentLocalSegment.baseY - WAVE_AMPLITUDE }, { duration: WAVE_HALF_PERIOD_MS, easing: tween.easeInOut, onFinish: animDown }); }; LK.setTimeout(function () { if (!currentLocalSegment || currentLocalSegment.destroyed) return; tween(currentLocalSegment, { y: currentLocalSegment.baseY - WAVE_AMPLITUDE }, { // Initial move up duration: WAVE_HALF_PERIOD_MS, easing: tween.easeInOut, onFinish: animDown }); }, currentLocalSegmentIndexForDelay * PHASE_DELAY_MS_PER_SEGMENT); })(segment, segmentIndexForDelay); } } // Function to start/restart boat and fisherman animations function startBoatAndFishermanAnimationFunc() { if (boat && !boat.destroyed && fishermanContainer && !fishermanContainer.destroyed) { tween(boat, { y: targetUpY }, { duration: boatWaveHalfCycleDuration / 2, easing: tween.easeOut, onFinish: moveBoatAndFishermanDown }); tween(fishermanContainer, { y: fishermanTargetUpY }, { duration: boatWaveHalfCycleDuration / 2, easing: tween.easeOut }); rockBoatLeft(); } } // UI elements (from existing) var scoreText = new Text2('Score: 0', { size: 70, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); scoreText.x = 2048 - 50; scoreText.y = 50; fishingScreen.addChild(scoreText); var fishText = new Text2('Fish: 0/0', { size: 55, fill: 0xFFFFFF }); fishText.anchor.set(1, 0); fishText.x = 2048 - 50; fishText.y = 140; fishingScreen.addChild(fishText); var comboText = new Text2('Combo: 0', { size: 55, fill: 0xFF9800 }); comboText.anchor.set(1, 0); comboText.x = 2048 - 50; comboText.y = 210; fishingScreen.addChild(comboText); var progressText = new Text2('0:00 / 0:00', { size: 50, fill: 0x4FC3F7 }); progressText.anchor.set(1, 0); progressText.x = 2048 - 50; progressText.y = 280; fishingScreen.addChild(progressText); return { boat: boat, fishermanContainer: fishermanContainer, fisherman: fisherman, hook: hook, line: line, updateFishingLineWave: updateFishingLineWave, scoreText: scoreText, fishText: fishText, comboText: comboText, progressText: progressText, waterSurfaceSegments: waterSurfaceSegments, bubbleContainer: bubbleContainer, musicNotesContainer: musicNotesContainer, startWaterSurfaceAnimation: startWaterSurfaceAnimationFunc, startBoatAndFishermanAnimation: startBoatAndFishermanAnimationFunc }; } /**** * 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 = []; var bubblesArray = []; var bubbleContainer; // Container for bubbles, initialized in createFishingScreen var musicNotesArray = []; var musicNotesContainer; // Container for music notes var musicNoteSpawnCounter = 0; var MUSIC_NOTE_SPAWN_INTERVAL_TICKS = 45; // Spawn a note roughly every 0.75 seconds /**** * 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) }; // 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; // A normal tap action will be processed on 'up'. } else { // Touch ended (isUp) if (inputState.touching) { // This was a normal tap. checkCatch(inputState.touchLane); } inputState.touching = false; } } /**** * 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; playIntroAnimation(); // Play the intro sequence break; case 'results': resultsScreen.visible = true; break; } } /**** * Intro Animation ****/ function playIntroAnimation() { GameState.introPlaying = true; GameState.gameActive = false; // Start animations for water, boat, and fisherman at the beginning of the intro if (fishingElements) { if (typeof fishingElements.startWaterSurfaceAnimation === 'function') { fishingElements.startWaterSurfaceAnimation(); } if (typeof fishingElements.startBoatAndFishermanAnimation === 'function') { fishingElements.startBoatAndFishermanAnimation(); } } // Calculate rod tip position (relative to fishingScreen) var fc = fishingElements.fishermanContainer; var f = fishingElements.fisherman; var rodTipCalculatedX = fc.x + f.x + 85; var rodTipCalculatedY = fc.y + f.y - f.height; var initialHookDangleY = rodTipCalculatedY + 50; fishingElements.hook.y = initialHookDangleY; // Setup initial zoom and camera position for fishingScreen var INITIAL_ZOOM_FACTOR = 1.5; // Pivot around the boat's visual center var pivotX = fishingElements.boat.x; var pivotY = fishingElements.boat.y - fishingElements.boat.height * (fishingElements.boat.anchor.y - 0.5); fishingScreen.pivot.set(pivotX, pivotY); // Position screen so the pivot appears at screen center when zoomed var screenCenterX = 2048 / 2; var screenCenterY = 2732 / 2; fishingScreen.x = screenCenterX; fishingScreen.y = screenCenterY; fishingScreen.scale.set(INITIAL_ZOOM_FACTOR, INITIAL_ZOOM_FACTOR); var introDuration = 2000; // Tween for zoom out tween(fishingScreen.scale, { x: 1, y: 1 }, { duration: introDuration, easing: tween.easeInOut }); // Tween screen position to compensate for the zoom change // As we zoom out, we need to move the screen back toward the pivot tween(fishingScreen, { x: pivotX, y: pivotY }, { duration: introDuration, easing: tween.easeInOut }); // Hook drop animation var targetHookY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; tween(fishingElements.hook, { y: targetHookY }, { duration: introDuration * 0.8, delay: introDuration * 0.2, easing: tween.easeOut, onFinish: function onFinish() { GameState.introPlaying = false; // Reset to normal view fishingScreen.pivot.set(0, 0); fishingScreen.x = 0; fishingScreen.y = 0; startFishingSession(); } }); } /**** * 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; GameState.musicNotesActive = true; musicNotesArray = []; if (fishingElements && fishingElements.musicNotesContainer) { fishingElements.musicNotesContainer.removeChildren(); } musicNoteSpawnCounter = 0; // Animations for water, boat, and fisherman are now started in playIntroAnimation // Clear any existing fish fishArray.forEach(function (fish) { fish.destroy(); }); fishArray = []; // Reset pattern generator for new session PatternGenerator.reset(); // Start music var songConfig = GameState.getCurrentSongConfig(); var musicIdToPlay = songConfig.musicId || 'rhythmTrack'; // Default to rhythmTrack if no specific id GameState.currentPlayingMusicId = musicIdToPlay; // Determine initial volume based on known assets for correct fade-out later if (musicIdToPlay === 'morningtide') { GameState.currentPlayingMusicInitialVolume = 1.0; // Volume defined in LK.init.music for 'morningtide' } else { // Default for 'rhythmTrack' or other unspecified tracks GameState.currentPlayingMusicInitialVolume = 0.8; // Volume defined in LK.init.music for 'rhythmTrack' } LK.playMusic(GameState.currentPlayingMusicId); // Play the selected music track } 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]; 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; } 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); newFish.spawnSide = spawnSide; // Store the side it spawned from newFish.x = actualFishSpeed > 0 ? -150 : 2048 + 150; // Start off-screen newFish.y = targetLane.y; newFish.baseY = targetLane.y; // Set baseY for swimming animation fishArray.push(newFish); fishingScreen.addChild(newFish); GameState.sessionFishSpawned++; PatternGenerator.registerFishSpawn(currentTimeForRegistration); return newFish; } function checkCatch(fishLane) { var hookX = fishingElements.hook.x; var closestFishInLane = null; var closestDistance = Infinity; // This is a tap action, find the closest fish in the tapped lane. for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (!fish.caught && fish.lane === fishLane) { var distance = Math.abs(fish.x - hookX); if (distance < closestDistance) { closestDistance = distance; closestFishInLane = fish; } } } if (!closestFishInLane) { // No fish found for tap showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // --- Normal Fish Catch 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); // Play a random catch sound effect var catchSounds = ['catch', 'catch2', 'catch3', 'catch4']; var randomCatchSound = catchSounds[Math.floor(Math.random() * catchSounds.length)]; LK.getSound(randomCatchSound).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; // Stop the boat's wave animation to prevent it from running after the session if (fishingElements && fishingElements.boat) { tween.stop(fishingElements.boat); } // Stop fisherman container animation if (fishingElements && fishingElements.fishermanContainer) { tween.stop(fishingElements.fishermanContainer); } // Stop fisherman rotation animation if (fishingElements && fishingElements.fisherman) { tween.stop(fishingElements.fisherman); } // Stop water surface wave animations if (fishingElements && fishingElements.waterSurfaceSegments) { fishingElements.waterSurfaceSegments.forEach(function (segment) { if (segment && !segment.destroyed) { tween.stop(segment); } }); } // Fade out and stop music for the results screen var currentMusicId = GameState.currentPlayingMusicId; var currentMusicInitialVolume = GameState.currentPlayingMusicInitialVolume; 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 = []; GameState.musicNotesActive = false; if (fishingElements && fishingElements.musicNotesContainer) { fishingElements.musicNotesContainer.removeChildren(); } // The MusicNoteParticle instances themselves will be garbage collected. // Clearing the array is important. musicNotesArray = []; // 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 () { // Always update fishing line wave visuals if on fishing screen and elements are ready. // This needs to run even during the intro when gameActive might be false. if (GameState.currentScreen === 'fishing' && fishingElements && fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } // Standard game active check; if intro is playing, gameActive will be false. if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } // Note: The fishing line wave update was previously here, it's now moved up. 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; } } } // 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++; 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) { var isPotentiallyTriplet = pattern.tripletSpawnChance && Math.random() < pattern.tripletSpawnChance; // Calculate the time it takes for a fish to reach the hook from spawn // Fish spawn at x = -150 (right-moving) or x = 2048+150 (left-moving) // Hook is at x = GAME_CONFIG.SCREEN_CENTER_X // Fish speed is always positive, direction is set by sign var fishSpeed = Math.abs(GameState.getCurrentDepthConfig().fishSpeed); var distanceToHook = GAME_CONFIG.SCREEN_CENTER_X + 150; // from left var timeToHookMs = distanceToHook / fishSpeed * (1000 / 60); // frames to ms // For double/triple, space them so they land on the beat, not too close // We'll use a fraction of the beat interval for spacing var doubleSpacing = Math.max(beatInterval * 0.5, 250); // at least 250ms, or half a beat var tripletSpacing = Math.max(beatInterval * 0.33, 200); // at least 200ms, or a third of a beat 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; 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; spawnFish(LK.ticks * (1000 / 60), thirdFishOptions); }, tripletSpacing); // Third fish spawns after tripletSpacing ms } }, doubleSpacing); // Second fish spawns after doubleSpacing ms } } } } // 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); 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 { targetLaneY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; } // Update hook Y position (X is handled by the wave animation) if (Math.abs(fishingElements.hook.y - targetLaneY) > 5) { // Only tween if significantly different tween(fishingElements.hook, { y: targetLaneY }, { duration: 150, easing: tween.easeOut }); fishingElements.hook.originalY = targetLaneY; } //{bO} // Re-using last relevant ID from replaced block for context if appropriate // Update fish for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; fish.update(); // Fish updates its own movement and appearance // Remove off-screen fish (if not caught) if (!fish.caught && (fish.x < -250 || fish.x > 2048 + 250)) { // Increased buffer slightly fish.destroy(); fishArray.splice(i, 1); } } // Update UI updateFishingUI(); // Spawn and update music notes if active if (GameState.musicNotesActive && fishingElements && fishingElements.boat && !fishingElements.boat.destroyed && musicNotesContainer) { musicNoteSpawnCounter++; if (musicNoteSpawnCounter >= MUSIC_NOTE_SPAWN_INTERVAL_TICKS) { musicNoteSpawnCounter = 0; // Spawn notes from the boat area, considering boat's current position var boatCenterX = fishingElements.boat.x; // boat.y is anchorY (0.74). Visual center is higher. var boatVisualCenterY = fishingElements.boat.y - fishingElements.boat.height * (fishingElements.boat.anchor.y - 0.5); var spawnX = boatCenterX + (Math.random() - 0.5) * (fishingElements.boat.width * 0.25); // Spread slightly around boat center var spawnY = boatVisualCenterY - 50 - Math.random() * 100; // Spawn above the boat's visual center var newNote = new MusicNoteParticle(spawnX, spawnY); musicNotesContainer.addChild(newNote); musicNotesArray.push(newNote); } } // Update existing music notes for (var mnIdx = musicNotesArray.length - 1; mnIdx >= 0; mnIdx--) { var note = musicNotesArray[mnIdx]; if (note) { note.update(); if (note.isDone) { note.destroy(); musicNotesArray.splice(mnIdx, 1); } } else { // Should not happen, but good to safeguard musicNotesArray.splice(mnIdx, 1); } } // Spawn bubbles for active fish if (bubbleContainer) { for (var f = 0; f < fishArray.length; f++) { var fish = fishArray[f]; if (fish && !fish.caught && !fish.isHeld && fish.fishGraphics) { if (currentTime - fish.lastBubbleSpawnTime > fish.bubbleSpawnInterval) { fish.lastBubbleSpawnTime = currentTime; // Calculate tail position based on fish direction and width // fish.fishGraphics.width is the original asset width. // fish.fishGraphics.scale.x might be negative, but width property itself is positive. // The anchor is 0.5, so width/2 is distance from center to edge. var tailOffsetDirection = Math.sign(fish.speed) * -1; // Bubbles appear opposite to movement direction var bubbleX = fish.x + tailOffsetDirection * (fish.fishGraphics.width * Math.abs(fish.fishGraphics.scaleX) / 2) * 0.8; // 80% towards tail var bubbleY = fish.y + (Math.random() - 0.5) * (fish.fishGraphics.height * Math.abs(fish.fishGraphics.scaleY) / 4); // Slight Y variance around fish center var newBubble = new BubbleParticle(bubbleX, bubbleY); bubbleContainer.addChild(newBubble); bubblesArray.push(newBubble); } } } } // Update and remove bubbles for (var b = bubblesArray.length - 1; b >= 0; b--) { var bubble = bubblesArray[b]; if (bubble) { // Extra safety check bubble.update(); if (bubble.isDone) { bubble.destroy(); bubblesArray.splice(b, 1); } } else { // If a null/undefined somehow got in bubblesArray.splice(b, 1); } } }; // Initialize game showScreen('title');
===================================================================
--- original.js
+++ change.js
@@ -223,12 +223,12 @@
/****
* Game Code
****/
-// If game.up already exists, integrate the 'fishing' case. Otherwise, this defines game.up.
/****
* 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
@@ -1260,8 +1260,17 @@
****/
function playIntroAnimation() {
GameState.introPlaying = true;
GameState.gameActive = false;
+ // Start animations for water, boat, and fisherman at the beginning of the intro
+ if (fishingElements) {
+ if (typeof fishingElements.startWaterSurfaceAnimation === 'function') {
+ fishingElements.startWaterSurfaceAnimation();
+ }
+ if (typeof fishingElements.startBoatAndFishermanAnimation === 'function') {
+ fishingElements.startBoatAndFishermanAnimation();
+ }
+ }
// Calculate rod tip position (relative to fishingScreen)
var fc = fishingElements.fishermanContainer;
var f = fishingElements.fisherman;
var rodTipCalculatedX = fc.x + f.x + 85;
@@ -1426,17 +1435,9 @@
if (fishingElements && fishingElements.musicNotesContainer) {
fishingElements.musicNotesContainer.removeChildren();
}
musicNoteSpawnCounter = 0;
- // Restart animations for water, boat, and fisherman
- if (fishingElements) {
- if (typeof fishingElements.startWaterSurfaceAnimation === 'function') {
- fishingElements.startWaterSurfaceAnimation();
- }
- if (typeof fishingElements.startBoatAndFishermanAnimation === 'function') {
- fishingElements.startBoatAndFishermanAnimation();
- }
- }
+ // Animations for water, boat, and fisherman are now started in playIntroAnimation
// Clear any existing fish
fishArray.forEach(function (fish) {
fish.destroy();
});
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