User prompt
add this: function initializeCookingSystem() { // Initialize the beat detector with restaurant BPM BeatDetector.init(120); // 120 BPM for restaurant cooking // Reset cooking state CookingState.active = false; CookingState.currentCustomer = null; CookingState.currentRecipe = null; CookingState.currentPhase = 0; CookingState.totalScore = 0; CookingState.phaseScores = []; CookingState.beatsHit = 0; CookingState.totalBeats = 0; CookingState.transitionActive = false; CookingState.currentPhaseContainer = null; CookingState.nextPhaseContainer = null; }
User prompt
update with: // In game.update(), add this in the restaurant section: if (GameState.currentScreen === 'restaurant') { // Update restaurant customers for (var i = RestaurantState.currentCustomers.length - 1; i >= 0; i--) { var customer = RestaurantState.currentCustomers[i]; if (customer && typeof customer.update === 'function') { customer.update(); } } // Update cooking system if active if (CookingState.active) { BeatDetector.update(); } }
User prompt
update with: var COOKING_PHASES = { prep: { name: "PREP", instructions: "Tap to chop on the beat!", color: 0x4CAF50, beatsRequired: 4, slideDirection: 'left' // Slides in from left }, cook: { name: "COOK", instructions: "Hold to cook, release on beat to flip!", color: 0xFF9800, beatsRequired: 6, slideDirection: 'right' // Slides in from right }, plate: { name: "PLATE", instructions: "Tap to place garnishes on beat!", color: 0x2196F3, beatsRequired: 4, slideDirection: 'left' // Slides in from left } }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
update with: function setupPhase(phaseIndex) { var phases = ['prep', 'cook', 'plate']; var phaseName = phases[phaseIndex]; var phaseConfig = COOKING_PHASES[phaseName]; CookingState.currentPhase = phaseIndex; CookingState.phaseStartTime = LK.ticks * (1000 / 60); CookingState.totalBeats = phaseConfig.beatsRequired; CookingState.beatsHit = 0; CookingState.transitionActive = true; var overlay = restaurantScreen.cookingOverlay; if (!overlay) return; // Update fixed UI elements if (overlay.progressText) { overlay.progressText.setText('Phase ' + (phaseIndex + 1) + '/3'); } // Create new phase container var newPhaseContainer = createPhaseContainer(phaseName, phaseConfig); var WINDOW_WIDTH = 1700; // Position new container off-screen based on slide direction if (phaseConfig.slideDirection === 'left') { newPhaseContainer.x = -WINDOW_WIDTH; // Start off-screen left } else { newPhaseContainer.x = WINDOW_WIDTH; // Start off-screen right } newPhaseContainer.y = 0; overlay.phaseContainer.addChild(newPhaseContainer); CookingState.nextPhaseContainer = newPhaseContainer; // Slide out old container (if exists) and slide in new container var slideDuration = 800; if (CookingState.currentPhaseContainer) { // Slide out current container var slideOutTarget = phaseConfig.slideDirection === 'left' ? WINDOW_WIDTH : -WINDOW_WIDTH; tween(CookingState.currentPhaseContainer, { x: slideOutTarget }, { duration: slideDuration, easing: tween.easeInOut, onFinish: function() { if (CookingState.currentPhaseContainer && !CookingState.currentPhaseContainer.destroyed) { CookingState.currentPhaseContainer.destroy(); } } }); } // Slide in new container tween(newPhaseContainer, { x: 0 // Slide to center }, { duration: slideDuration, easing: tween.easeInOut, onFinish: function() { CookingState.currentPhaseContainer = newPhaseContainer; CookingState.nextPhaseContainer = null; CookingState.transitionActive = false; } }); // Play transition sound LK.getSound('reel').play(); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
update with: function createCookingOverlay() { // Remove any existing overlay if (restaurantScreen.cookingOverlay && !restaurantScreen.cookingOverlay.destroyed) { restaurantScreen.cookingOverlay.destroy(); } var overlay = restaurantScreen.addChild(new Container()); overlay.name = "cookingOverlay"; restaurantScreen.cookingOverlay = overlay; // Dark background (full screen) var bg = overlay.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, width: 2048, height: 2732, color: 0x000000, alpha: 0.8 })); // Main cooking window (same size as menu selection) var cookingWindow = overlay.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, width: 1700, height: 900, color: 0x424242, alpha: 0.95 })); overlay.cookingWindow = cookingWindow; // Container for sliding phases (clips to window) var phaseContainer = overlay.addChild(new Container()); phaseContainer.x = 1024 - 850; // Center the container (1700/2 = 850) phaseContainer.y = 1366 - 450; // Center the container (900/2 = 450) overlay.phaseContainer = phaseContainer; // Fixed UI elements (outside the sliding area) // Recipe title (top of window) var recipeTitle = overlay.addChild(new Text2('Cooking: ' + (CookingState.currentRecipe ? CookingState.currentRecipe.name : 'Unknown'), { size: 60, fill: 0xFFFFFF, align: 'center' })); recipeTitle.anchor.set(0.5, 0.5); recipeTitle.x = 1024; recipeTitle.y = 950; // Top of cooking window overlay.recipeTitle = recipeTitle; // Score display (top right) var scoreText = overlay.addChild(new Text2('Score: 0', { size: 50, fill: 0xFFD700 })); scoreText.anchor.set(1, 0); scoreText.x = 1850; // Right edge of window scoreText.y = 980; overlay.scoreText = scoreText; // Progress indicator (top left) var progressText = overlay.addChild(new Text2('Phase 1/3', { size: 50, fill: 0x4FC3F7 })); progressText.anchor.set(0, 0); progressText.x = 200; // Left edge of window progressText.y = 980; overlay.progressText = progressText; // Beat indicator (bottom center, outside window) var beatIndicator = overlay.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2000, // Below the cooking window width: 150, height: 150, tint: 0x666666, alpha: 0.8 })); overlay.beatIndicator = beatIndicator; // Beat indicator text var beatText = overlay.addChild(new Text2('BEAT', { size: 30, fill: 0xFFFFFF, align: 'center' })); beatText.anchor.set(0.5, 0.5); beatText.x = beatIndicator.x; beatText.y = beatIndicator.y; overlay.beatText = beatText; return overlay; }
User prompt
add this: function createPhaseContainer(phaseName, phaseConfig) { var container = new Container(); var WINDOW_WIDTH = 1700; var WINDOW_HEIGHT = 900; // Phase background var phaseBg = container.addChild(LK.getAsset('songCard', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: WINDOW_WIDTH, height: WINDOW_HEIGHT, color: phaseConfig.color, alpha: 0.3 })); // Phase title (top center) var phaseTitle = container.addChild(new Text2(phaseConfig.name + ' PHASE', { size: 80, fill: phaseConfig.color, align: 'center', stroke: 0x000000, strokeThickness: 3 })); phaseTitle.anchor.set(0.5, 0); phaseTitle.x = WINDOW_WIDTH / 2; phaseTitle.y = 40; // Instructions (below title) var instructions = container.addChild(new Text2(phaseConfig.instructions, { size: 45, fill: 0xFFFFFF, align: 'center', wordWrap: true, wordWrapWidth: WINDOW_WIDTH - 100 })); instructions.anchor.set(0.5, 0); instructions.x = WINDOW_WIDTH / 2; instructions.y = 140; // Create phase-specific content var contentArea = container.addChild(new Container()); contentArea.x = WINDOW_WIDTH / 2; // Center content contentArea.y = 300; // Below instructions container.contentArea = contentArea; switch(phaseName) { case 'prep': createPrepContent(contentArea); break; case 'cook': createCookContent(contentArea); break; case 'plate': createPlateContent(contentArea); break; } // Beat counter (bottom right) var beatCounter = container.addChild(new Text2('0/' + phaseConfig.beatsRequired, { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2 })); beatCounter.anchor.set(1, 1); beatCounter.x = WINDOW_WIDTH - 50; beatCounter.y = WINDOW_HEIGHT - 50; container.beatCounter = beatCounter; return container; } function createPrepContent(contentArea) { // Cutting board var cuttingBoard = contentArea.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: 500, height: 300, color: 0xD2691E, // Brown cutting board alpha: 0.9 })); // Fish to be cut var fish = contentArea.addChild(LK.getAsset('sardine', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1.2, scaleY: 1.2 })); contentArea.fish = fish; // Knife indicator (shows where to tap) var knife = contentArea.addChild(LK.getAsset('hook', { // Using hook as knife placeholder anchorX: 0.5, anchorY: 0.5, x: -150, y: -100, scaleX: 0.8, scaleY: 0.8, rotation: Math.PI / 4 // Angled like a knife })); contentArea.knife = knife; } function createCookContent(contentArea) { // Pan/grill var pan = contentArea.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: 400, height: 400, tint: 0x2F2F2F, // Dark pan color alpha: 0.9 })); // Fish pieces in pan var fishPiece1 = contentArea.addChild(LK.getAsset('sardine', { anchorX: 0.5, anchorY: 0.5, x: -80, y: -50, scaleX: 0.6, scaleY: 0.6, tint: 0xF4A460 // Cooking color })); var fishPiece2 = contentArea.addChild(LK.getAsset('sardine', { anchorX: 0.5, anchorY: 0.5, x: 80, y: 50, scaleX: 0.6, scaleY: 0.6, tint: 0xF4A460 })); contentArea.fishPieces = [fishPiece1, fishPiece2]; // Steam effects (simple bubbles) for (var i = 0; i < 3; i++) { var steam = contentArea.addChild(LK.getAsset('bubbles', { anchorX: 0.5, anchorY: 0.5, x: (Math.random() - 0.5) * 200, y: (Math.random() - 0.5) * 200, scaleX: 0.3, scaleY: 0.3, alpha: 0.6 })); } } function createPlateContent(contentArea) { // Plate var plate = contentArea.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: 350, height: 350, tint: 0xFFFFFF, // White plate alpha: 0.9 })); // Cooked fish (main dish) var cookedFish = contentArea.addChild(LK.getAsset('sardine', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.8, scaleY: 0.8, tint: 0xCD853F // Golden cooked color })); contentArea.cookedFish = cookedFish; // Garnish spots (where player will tap to add garnishes) var garnishSpots = []; for (var i = 0; i < 4; i++) { var angle = (i / 4) * Math.PI * 2; var radius = 120; var spot = contentArea.addChild(LK.getAsset('dottedLine', { anchorX: 0.5, anchorY: 0.5, x: Math.cos(angle) * radius, y: Math.sin(angle) * radius, width: 30, height: 30, tint: 0x888888, alpha: 0.5 })); garnishSpots.push(spot); } contentArea.garnishSpots = garnishSpots; contentArea.garnishes = []; // Will store placed garnishes } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add this: // Beat Detection System var BeatDetector = { bpm: 120, // Default BPM beatInterval: 500, // ms between beats lastBeatTime: 0, tolerance: 100, // ms tolerance for "on beat" init: function(bpm) { this.bpm = bpm || 120; this.beatInterval = 60000 / this.bpm; this.lastBeatTime = LK.ticks * (1000 / 60); }, update: function() { var currentTime = LK.ticks * (1000 / 60); var timeSinceLastBeat = (currentTime - this.lastBeatTime) % this.beatInterval; // Update beat indicator visual if (restaurantScreen.cookingOverlay && restaurantScreen.cookingOverlay.beatIndicator) { var beatProgress = timeSinceLastBeat / this.beatInterval; var intensity = Math.sin(beatProgress * Math.PI * 2) * 0.5 + 0.5; var scale = 0.8 + intensity * 0.4; restaurantScreen.cookingOverlay.beatIndicator.scale.set(scale); // Color pulse var greenIntensity = Math.floor(intensity * 255); var color = (greenIntensity << 8) | 0x666600; // Green pulse restaurantScreen.cookingOverlay.beatIndicator.tint = color; } return { timeSinceLastBeat: timeSinceLastBeat, beatProgress: timeSinceLastBeat / this.beatInterval, isOnBeat: this.isOnBeat(currentTime) }; }, isOnBeat: function(currentTime) { var timeSinceLastBeat = (currentTime - this.lastBeatTime) % this.beatInterval; return timeSinceLastBeat < this.tolerance || timeSinceLastBeat > (this.beatInterval - this.tolerance); } }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
update as needed with: function completePhase() { var phaseScore = CookingState.totalScore; CookingState.phaseScores.push(phaseScore); if (CookingState.currentPhase < 2) { // Show phase complete message then move to next phase showPhaseComplete(CookingState.currentPhase, function() { setupPhase(CookingState.currentPhase + 1); }); } else { // All phases complete - finish cooking showPhaseComplete(CookingState.currentPhase, function() { finishCooking(); }); } } function showPhaseComplete(completedPhase, callback) { var phases = ['PREP', 'COOK', 'PLATE']; var phaseName = phases[completedPhase]; var overlay = restaurantScreen.cookingOverlay; if (!overlay) return; var message = overlay.addChild(new Text2(phaseName + ' COMPLETE!', { size: 70, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 3, align: 'center' })); message.anchor.set(0.5, 0.5); message.x = 1024; message.y = 1366; // Animate message message.alpha = 0; message.scale.set(0.3); tween(message, {alpha: 1, scaleX: 1, scaleY: 1}, { duration: 400, easing: tween.easeOut, onFinish: function() { LK.setTimeout(function() { tween(message, {alpha: 0, scaleX: 1.2, scaleY: 1.2}, { duration: 300, onFinish: function() { if (message && !message.destroyed) { message.destroy(); } if (callback) callback(); } }); }, 800); } }); } function finishCooking() { // Calculate final rating (1-3 stars) var maxScorePerPhase = [400, 900, 480]; // Max possible scores for prep, cook, plate var totalMaxScore = maxScorePerPhase.reduce(function(sum, max) { return sum + max; }, 0); var finalScore = CookingState.phaseScores.reduce(function(sum, score) { return sum + score; }, 0); var percentage = finalScore / totalMaxScore; var stars = 1; if (percentage >= 0.85) stars = 3; else if (percentage >= 0.65) stars = 2; // Calculate earnings var recipe = CookingState.currentRecipe; var earnings = Math.floor(recipe.baseValue * recipe.multiplier * stars); // Show final results showCookingResults(stars, earnings, function() { // Serve customer after results if (CookingState.currentCustomer && !CookingState.currentCustomer.destroyed) { CookingState.currentCustomer.serveCustomer(stars); } endCookingSession(); }); } function showCookingResults(stars, earnings, callback) { var overlay = restaurantScreen.cookingOverlay; if (!overlay) return; // Create results container that slides in var resultsContainer = new Container(); var WINDOW_WIDTH = 1700; var WINDOW_HEIGHT = 900; // Results background var resultsBg = resultsContainer.addChild(LK.getAsset('songCard', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: WINDOW_WIDTH, height: WINDOW_HEIGHT, color: 0x000000, alpha: 0.9 })); // Title var title = resultsContainer.addChild(new Text2('DISH COMPLETE!', { size: 80, fill: 0xFFD700, align: 'center', stroke: 0x000000, strokeThickness: 3 })); title.anchor.set(0.5, 0.5); title.x = WINDOW_WIDTH / 2; title.y = 200; // Stars display var starsText = resultsContainer.addChild(new Text2('★'.repeat(stars) + '☆'.repeat(3-stars), { size: 120, fill: 0xFFD700, align: 'center' })); starsText.anchor.set(0.5, 0.5); starsText.x = WINDOW_WIDTH / 2; starsText.y = 350; // Recipe name var recipeName = resultsContainer.addChild(new Text2(CookingState.currentRecipe.name, { size: 60, fill: 0xFFFFFF, align: 'center' })); recipeName.anchor.set(0.5, 0.5); recipeName.x = WINDOW_WIDTH / 2; recipeName.y = 500; // Earnings var earningsText = resultsContainer.addChild(new Text2('Earned: $' + earnings, { size: 70, fill: 0x4CAF50, align: 'center', stroke: 0x000000, strokeThickness: 2 })); earningsText.anchor.set(0.5, 0.5); earningsText.x = WINDOW_WIDTH / 2; earningsText.y = 650; // Position off-screen and slide in resultsContainer.x = WINDOW_WIDTH; resultsContainer.y = 0; overlay.phaseContainer.addChild(resultsContainer); // Slide out current phase container if (CookingState.currentPhaseContainer) { tween(CookingState.currentPhaseContainer, { x: -WINDOW_WIDTH }, { duration: 600, easing: tween.easeInOut }); } // Slide in results tween(resultsContainer, { x: 0 }, { duration: 600, easing: tween.easeInOut, onFinish: function() { // Show results for 3 seconds then callback LK.setTimeout(function() { if (callback) callback(); }, 3000); } }); } function endCookingSession() { CookingState.active = false; // Restore original restaurant input if (CookingState.originalRestaurantInput) { handleRestaurantInput = CookingState.originalRestaurantInput; } // Remove cooking overlay with slide out animation if (restaurantScreen.cookingOverlay) { tween(restaurantScreen.cookingOverlay, { alpha: 0 }, { duration: 500, onFinish: function() { if (restaurantScreen.cookingOverlay) { restaurantScreen.cookingOverlay.destroy(); restaurantScreen.cookingOverlay = null; } } }); } // Clear cooking state CookingState.currentCustomer = null; CookingState.currentRecipe = null; CookingState.currentPhase = 0; CookingState.totalScore = 0; CookingState.phaseScores = []; CookingState.currentPhaseContainer = null; CookingState.nextPhaseContainer = null; } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
update as needed with: function setupPhase(phaseIndex) { var phases = ['prep', 'cook', 'plate']; var phaseName = phases[phaseIndex]; var phaseConfig = COOKING_PHASES[phaseName]; CookingState.currentPhase = phaseIndex; CookingState.phaseStartTime = LK.ticks * (1000 / 60); CookingState.totalBeats = phaseConfig.beatsRequired; CookingState.beatsHit = 0; CookingState.transitionActive = true; var overlay = restaurantScreen.cookingOverlay; if (!overlay) return; // Update fixed UI elements if (overlay.progressText) { overlay.progressText.setText('Phase ' + (phaseIndex + 1) + '/3'); } // Create new phase container var newPhaseContainer = createPhaseContainer(phaseName, phaseConfig); var WINDOW_WIDTH = 1700; // Position new container off-screen based on slide direction if (phaseConfig.slideDirection === 'left') { newPhaseContainer.x = -WINDOW_WIDTH; // Start off-screen left } else { newPhaseContainer.x = WINDOW_WIDTH; // Start off-screen right } newPhaseContainer.y = 0; overlay.phaseContainer.addChild(newPhaseContainer); CookingState.nextPhaseContainer = newPhaseContainer; // Slide out old container (if exists) and slide in new container var slideDuration = 800; if (CookingState.currentPhaseContainer) { // Slide out current container var slideOutTarget = phaseConfig.slideDirection === 'left' ? WINDOW_WIDTH : -WINDOW_WIDTH; tween(CookingState.currentPhaseContainer, { x: slideOutTarget }, { duration: slideDuration, easing: tween.easeInOut, onFinish: function() { if (CookingState.currentPhaseContainer && !CookingState.currentPhaseContainer.destroyed) { CookingState.currentPhaseContainer.destroy(); } } }); } // Slide in new container tween(newPhaseContainer, { x: 0 // Slide to center }, { duration: slideDuration, easing: tween.easeInOut, onFinish: function() { CookingState.currentPhaseContainer = newPhaseContainer; CookingState.nextPhaseContainer = null; CookingState.transitionActive = false; } }); // Play transition sound LK.getSound('reel').play(); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
update with: // Cooking Game State var CookingState = { active: false, currentCustomer: null, currentRecipe: null, currentPhase: 0, // 0=prep, 1=cook, 2=plate phaseStartTime: 0, totalScore: 0, phaseScores: [], beatsHit: 0, totalBeats: 0 }; // Cooking phases configuration var COOKING_PHASES = { prep: { name: "PREP", instructions: "Tap to chop on the beat!", color: 0x4CAF50, beatsRequired: 4 }, cook: { name: "COOK", instructions: "Hold to cook, release on beat to flip!", color: 0xFF9800, beatsRequired: 6 }, plate: { name: "PLATE", instructions: "Tap to place garnishes on beat!", color: 0x2196F3, beatsRequired: 4 } }; function createCookingOverlay() { // Remove any existing overlay if (restaurantScreen.cookingOverlay) { restaurantScreen.cookingOverlay.destroy(); } var overlay = restaurantScreen.addChild(new Container()); overlay.name = "cookingOverlay"; restaurantScreen.cookingOverlay = overlay; // Dark background var bg = overlay.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, width: 2048, height: 2732, color: 0x000000, alpha: 0.8 })); // Cooking area background var cookingArea = overlay.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, width: 1600, height: 1000, color: 0x424242, alpha: 0.95 })); // Phase indicator var phaseTitle = overlay.addChild(new Text2('PREP PHASE', { size: 80, fill: 0x4CAF50, align: 'center' })); phaseTitle.anchor.set(0.5, 0.5); phaseTitle.x = 1024; phaseTitle.y = 900; overlay.phaseTitle = phaseTitle; // Instructions var instructions = overlay.addChild(new Text2('Tap to chop on the beat!', { size: 50, fill: 0xFFFFFF, align: 'center', wordWrap: true, wordWrapWidth: 1400 })); instructions.anchor.set(0.5, 0.5); instructions.x = 1024; instructions.y = 1000; overlay.instructions = instructions; // Cooking surface (changes per phase) var cookingSurface = overlay.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, width: 800, height: 400, color: 0x8D6E63, alpha: 0.9 })); overlay.cookingSurface = cookingSurface; // Beat indicator var beatIndicator = overlay.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1700, width: 200, height: 200, tint: 0x666666, alpha: 0.8 })); overlay.beatIndicator = beatIndicator; // Score display var scoreText = overlay.addChild(new Text2('Score: 0', { size: 60, fill: 0xFFD700 })); scoreText.anchor.set(1, 0); scoreText.x = 1900; scoreText.y = 100; overlay.scoreText = scoreText; return overlay; } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
I’m not seeing any customers spawning in the restaurant after hitting ‘Start Service’. Analyze and provide fix.
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Update with: function startRestaurantSession() { RestaurantState.reset(); RestaurantState.sessionActive = true; RestaurantState.sessionStartTime = LK.ticks * (1000 / 60); // Spawn first customer immediately spawnCustomer(); // Then schedule the next one scheduleNextCustomer(); } // Also, let's reduce the delay for testing function scheduleNextCustomer() { if (!RestaurantState.sessionActive) return; var delay = 3000 + Math.random() * 4000; // 3-7 seconds instead of 8-15 LK.setTimeout(function() { if (RestaurantState.sessionActive) { // Double-check session is still active spawnCustomer(); scheduleNextCustomer(); } }, delay); }
User prompt
Update as needed with: /**** * Restaurant Game State & Recipe System ****/ var RestaurantState = { sessionActive: false, sessionStartTime: 0, sessionDuration: 180000, // 3 minutes like fishing currentCustomers: [], selectedMenu: [], sessionEarnings: 0, customersServed: 0, // Recipe definitions recipes: { fishAndChips: { name: "Fish & Chips", requiredFish: [{ type: "any", count: 1 }], baseValue: 15, multiplier: 1.0, difficulty: "easy" }, fishTacos: { name: "Fish Tacos", requiredFish: [{ type: "medium+", count: 1 }], // sardine, mackerel, mediumFish, deepFish, or rareFish baseValue: 25, multiplier: 1.5, difficulty: "medium" }, searedFishSpecial: { name: "Seared Fish Special", requiredFish: [{ type: "rareFish", count: 1 }], baseValue: 50, multiplier: 3.0, difficulty: "hard" } }, reset: function() { this.sessionActive = false; this.sessionStartTime = 0; this.currentCustomers = []; this.selectedMenu = []; this.sessionEarnings = 0; this.customersServed = 0; }, canMakeRecipe: function(recipeKey) { var recipe = this.recipes[recipeKey]; if (!recipe) return false; for (var i = 0; i < recipe.requiredFish.length; i++) { var requirement = recipe.requiredFish[i]; if (requirement.type === "any") { if (FishInventory.getTotalFish() < requirement.count) { return false; } } else if (requirement.type === "medium+") { var availableCount = FishInventory.getFishCount('sardine') + FishInventory.getFishCount('mackerel') + FishInventory.getFishCount('mediumFish') + FishInventory.getFishCount('deepFish') + FishInventory.getFishCount('rareFish'); if (availableCount < requirement.count) { return false; } } else { if (FishInventory.getFishCount(requirement.type) < requirement.count) { return false; } } } return true; } }; // Customer class var Customer = Container.expand(function(tableIndex, orderRecipe) { var self = Container.call(this); self.tableIndex = tableIndex; self.orderRecipe = orderRecipe; self.orderTime = LK.ticks * (1000 / 60); self.patience = 45000; // 45 seconds patience self.served = false; // Simple customer graphic (placeholder) var customerGfx = self.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, tint: 0x4CAF50, // Green customer alpha: 0.8 })); // Order bubble var orderBubble = self.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 1, x: 0, y: -80, width: 200, height: 80, color: 0xFFFFFF, alpha: 0.9 })); var orderText = self.addChild(new Text2(RestaurantState.recipes[orderRecipe].name, { size: 28, fill: 0x000000, align: 'center', wordWrap: true, wordWrapWidth: 180 })); orderText.anchor.set(0.5, 0.5); orderText.x = 0; orderText.y = -40; // Patience timer ring (simple version) var timerRing = self.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80, tint: 0xFF9800, alpha: 0.3 })); self.update = function() { var currentTime = LK.ticks * (1000 / 60); var timeLeft = self.patience - (currentTime - self.orderTime); var patiencePercent = Math.max(0, timeLeft / self.patience); // Update timer ring color based on patience if (patiencePercent > 0.6) { timerRing.tint = 0x4CAF50; // Green } else if (patiencePercent > 0.3) { timerRing.tint = 0xFF9800; // Orange } else { timerRing.tint = 0xF44336; // Red } timerRing.alpha = 0.3 + (0.4 * (1 - patiencePercent)); // Customer leaves if patience runs out if (timeLeft <= 0 && !self.served) { self.leaveRestaurant(); } }; self.leaveRestaurant = function() { // Remove from customers array var index = RestaurantState.currentCustomers.indexOf(self); if (index > -1) { RestaurantState.currentCustomers.splice(index, 1); } // Animate leaving tween(self, { alpha: 0 }, { duration: 500, onFinish: function() { if (!self.destroyed) { self.destroy(); } } }); }; self.serveCustomer = function(stars) { self.served = true; var recipe = RestaurantState.recipes[self.orderRecipe]; var earnings = Math.floor(recipe.baseValue * recipe.multiplier * stars); RestaurantState.sessionEarnings += earnings; GameState.money += earnings; RestaurantState.customersServed++; // Show earnings popup var earningsText = new Text2('+$' + earnings, { size: 60, fill: 0x4CAF50, stroke: 0x000000, strokeThickness: 2 }); earningsText.anchor.set(0.5, 0.5); earningsText.x = self.x; earningsText.y = self.y - 100; if (restaurantScreen && !restaurantScreen.destroyed) { restaurantScreen.addChild(earningsText); } tween(earningsText, { y: earningsText.y - 150, alpha: 0 }, { duration: 2000, easing: tween.easeOut, onFinish: function() { if (!earningsText.destroyed) { earningsText.destroy(); } } }); self.leaveRestaurant(); }; return self; }); // Pre-service menu selection screen function showMenuSelection() { var menuOverlay = restaurantScreen.addChild(new Container()); var overlayBg = menuOverlay.addChild(LK.getAsset('songCard', { x: 1024, y: 1366, width: 1800, height: 1200, color: 0x424242, anchorX: 0.5, anchorY: 0.5, alpha: 0.95 })); var titleText = menuOverlay.addChild(new Text2('SELECT MENU (Choose 3 dishes)', { size: 80, fill: 0xFFFFFF, align: 'center' })); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 900; var selectedCount = 0; var maxSelection = 3; var selectedRecipes = []; // Recipe buttons var recipeKeys = Object.keys(RestaurantState.recipes); var buttonY = 1200; var buttonSpacing = 200; for (var i = 0; i < recipeKeys.length; i++) { var recipeKey = recipeKeys[i]; var recipe = RestaurantState.recipes[recipeKey]; var canMake = RestaurantState.canMakeRecipe(recipeKey); var buttonX = 1024 + (i - 1) * buttonSpacing; var recipeButton = menuOverlay.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: buttonX, y: buttonY, width: 180, height: 120, tint: canMake ? 0x4CAF50 : 0x666666 })); recipeButton.recipeKey = recipeKey; recipeButton.selected = false; var recipeText = menuOverlay.addChild(new Text2(recipe.name, { size: 32, fill: 0xFFFFFF, align: 'center', wordWrap: true, wordWrapWidth: 160 })); recipeText.anchor.set(0.5, 0.5); recipeText.x = buttonX; recipeText.y = buttonY; } // Start service button var startButton = menuOverlay.addChild(LK.getAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1600, width: 400, height: 100, tint: 0x666666 })); var startButtonText = menuOverlay.addChild(new Text2('START SERVICE', { size: 50, fill: 0xFFFFFF })); startButtonText.anchor.set(0.5, 0.5); startButtonText.x = 1024; startButtonText.y = 1600; // Menu selection input handling function handleMenuSelectionInput(x, y) { // Check recipe buttons for (var i = 0; i < menuOverlay.children.length; i++) { var child = menuOverlay.children[i]; if (child.recipeKey && RestaurantState.canMakeRecipe(child.recipeKey)) { if (x >= child.x - child.width/2 && x <= child.x + child.width/2 && y >= child.y - child.height/2 && y <= child.y + child.height/2) { if (!child.selected && selectedCount < maxSelection) { child.selected = true; child.tint = 0x1976d2; // Blue when selected selectedRecipes.push(child.recipeKey); selectedCount++; } else if (child.selected) { child.selected = false; child.tint = 0x4CAF50; // Back to green var index = selectedRecipes.indexOf(child.recipeKey); if (index > -1) selectedRecipes.splice(index, 1); selectedCount--; } // Update start button if (selectedCount === maxSelection) { startButton.tint = 0x4CAF50; } else { startButton.tint = 0x666666; } return; } } } // Check start button if (selectedCount === maxSelection && x >= startButton.x - startButton.width/2 && x <= startButton.x + startButton.width/2 && y >= startButton.y - startButton.height/2 && y <= startButton.y + startButton.height/2) { RestaurantState.selectedMenu = selectedRecipes.slice(); menuOverlay.destroy(); startRestaurantSession(); } } // Temporarily override restaurant input handling var originalHandleRestaurantInput = handleRestaurantInput; handleRestaurantInput = handleMenuSelectionInput; // Restore original handler when overlay is destroyed var originalDestroy = menuOverlay.destroy; menuOverlay.destroy = function() { handleRestaurantInput = originalHandleRestaurantInput; originalDestroy.call(this); }; } // Start restaurant session function startRestaurantSession() { RestaurantState.reset(); RestaurantState.sessionActive = true; RestaurantState.sessionStartTime = LK.ticks * (1000 / 60); // Start spawning customers scheduleNextCustomer(); } // Customer spawning function scheduleNextCustomer() { if (!RestaurantState.sessionActive) return; var delay = 8000 + Math.random() * 7000; // 8-15 seconds between customers LK.setTimeout(function() { spawnCustomer(); scheduleNextCustomer(); }, delay); } function spawnCustomer() { if (!RestaurantState.sessionActive || RestaurantState.currentCustomers.length >= 6) return; // Find empty table var occupiedTables = RestaurantState.currentCustomers.map(function(c) { return c.tableIndex; }); var availableTables = []; for (var i = 0; i < 6; i++) { if (occupiedTables.indexOf(i) === -1) { availableTables.push(i); } } if (availableTables.length === 0) return; var tableIndex = availableTables[Math.floor(Math.random() * availableTables.length)]; var randomRecipe = RestaurantState.selectedMenu[Math.floor(Math.random() * RestaurantState.selectedMenu.length)]; var customer = new Customer(tableIndex, randomRecipe); // Position at table var tablesPerRow = 3; var row = Math.floor(tableIndex / tablesPerRow); var col = tableIndex % tablesPerRow; var tableWidth = 200; var tableSpacingX = (2048 - (tablesPerRow * tableWidth)) / (tablesPerRow + 1); var rowSpacing = 300; customer.x = tableSpacingX + col * (tableWidth + tableSpacingX) + tableWidth/2; customer.y = GAME_CONFIG.WATER_SURFACE_Y + 150 + (row * rowSpacing) + 75; restaurantScreen.addChild(customer); RestaurantState.currentCustomers.push(customer); } // Update restaurant screen creation to show menu selection function createRestaurantScreen() { restaurantScreen.removeChildren(); // ... existing restaurant screen creation code ... // Show menu selection immediately LK.setTimeout(function() { showMenuSelection(); }, 100); return { // ... existing return object }; } ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Please fix the bug: 'undefined is not an object (evaluating 'restaurantScreen.visible = false')' in or related to this line: 'restaurantScreen.visible = false; // Add this to hide restaurant screen by default' Line Number: 4605
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Update as needed with: /**** * Restaurant Screen ****/ var restaurantScreen = game.addChild(new Container()); function createRestaurantScreen() { restaurantScreen.removeChildren(); // Background var restaurantBg = restaurantScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 1, height: 2732, color: 0x8D6E63 // Brown restaurant color })); // Define layout constants var TOP_SECTION_HEIGHT = GAME_CONFIG.WATER_SURFACE_Y; // Same height as sky/boat area in fishing var KITCHEN_WIDTH = (2048 * 2) / 3; // Right 2/3 of screen var COUNTER_WIDTH = 2048 / 3; // Left 1/3 of screen // Top Section - Kitchen (right 2/3) var kitchenArea = restaurantScreen.addChild(LK.getAsset('songCard', { x: COUNTER_WIDTH, y: 0, width: KITCHEN_WIDTH, height: TOP_SECTION_HEIGHT, color: 0xFFFFFF, alpha: 0.9, anchorX: 0, anchorY: 0 })); // Kitchen label var kitchenLabel = restaurantScreen.addChild(new Text2('KITCHEN', { size: 60, fill: 0x424242, align: 'center' })); kitchenLabel.anchor.set(0.5, 0.5); kitchenLabel.x = COUNTER_WIDTH + (KITCHEN_WIDTH / 2); kitchenLabel.y = TOP_SECTION_HEIGHT / 2; // Top Section - Counter/Cashier (left 1/3) var counterArea = restaurantScreen.addChild(LK.getAsset('songCard', { x: 0, y: 0, width: COUNTER_WIDTH, height: TOP_SECTION_HEIGHT, color: 0x795548, alpha: 0.9, anchorX: 0, anchorY: 0 })); // Counter label var counterLabel = restaurantScreen.addChild(new Text2('COUNTER', { size: 50, fill: 0xFFFFFF, align: 'center' })); counterLabel.anchor.set(0.5, 0.5); counterLabel.x = COUNTER_WIDTH / 2; counterLabel.y = TOP_SECTION_HEIGHT / 2; // Bottom Section - Restaurant Floor var restaurantFloor = restaurantScreen.addChild(LK.getAsset('songCard', { x: 0, y: TOP_SECTION_HEIGHT, width: 2048, height: 2732 - TOP_SECTION_HEIGHT, color: 0x6D4C41, alpha: 0.8, anchorX: 0, anchorY: 0 })); // Restaurant floor label var floorLabel = restaurantScreen.addChild(new Text2('RESTAURANT FLOOR', { size: 70, fill: 0xFFFFFF, align: 'center' })); floorLabel.anchor.set(0.5, 0.5); floorLabel.x = 1024; floorLabel.y = TOP_SECTION_HEIGHT + 200; // Create tables (simple placeholders for now) var tableContainer = restaurantScreen.addChild(new Container()); createTables(tableContainer, TOP_SECTION_HEIGHT); // UI Elements createRestaurantUI(); return { kitchenArea: kitchenArea, counterArea: counterArea, restaurantFloor: restaurantFloor, tableContainer: tableContainer }; } function createTables(container, floorStartY) { // Create 6 tables in 2 rows of 3 var tableWidth = 200; var tableHeight = 150; var tablesPerRow = 3; var tableSpacingX = (2048 - (tablesPerRow * tableWidth)) / (tablesPerRow + 1); var rowSpacing = 300; for (var row = 0; row < 2; row++) { for (var col = 0; col < tablesPerRow; col++) { var tableX = tableSpacingX + col * (tableWidth + tableSpacingX); var tableY = floorStartY + 150 + (row * rowSpacing); // Table background var table = container.addChild(LK.getAsset('songCard', { x: tableX, y: tableY, width: tableWidth, height: tableHeight, color: 0x8D6E63, alpha: 0.9, anchorX: 0, anchorY: 0 })); // Table number var tableNumber = container.addChild(new Text2('Table ' + (row * tablesPerRow + col + 1), { size: 35, fill: 0xFFFFFF, align: 'center' })); tableNumber.anchor.set(0.5, 0.5); tableNumber.x = tableX + tableWidth / 2; tableNumber.y = tableY + tableHeight / 2; } } } function createRestaurantUI() { // Money display (top right) var moneyBg = restaurantScreen.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 2048 - 50, y: 50, width: 300, height: 80, color: 0x000000, alpha: 0.7 })); var moneyDisplay = restaurantScreen.addChild(new Text2('$' + GameState.money, { size: 50, fill: 0xFFD700 })); moneyDisplay.anchor.set(1, 0); moneyDisplay.x = 2048 - 70; moneyDisplay.y = 70; // Back button (bottom center) var backButton = restaurantScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2600, width: 300, height: 100, tint: 0x757575 })); var backButtonText = restaurantScreen.addChild(new Text2('BACK', { size: 50, fill: 0xFFFFFF })); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; return { moneyDisplay: moneyDisplay, backButton: backButton, backButtonText: backButtonText }; } // Add restaurant handling to handleMapInput in level select // Update the handleMapInput function in createLevelSelectScreen: function handleMapInput(x, y) { // ... existing inventory button code ... // ... existing song overlay code ... // ... existing back button code ... // Node clicking logic if (nodesContainer && nodesContainer.children) { nodesContainer.children.forEach(function (nodeContainerInstance) { if (nodeContainerInstance && nodeContainerInstance.children && nodeContainerInstance.children.length > 0) { var nodeGfx = nodeContainerInstance.children[0]; if (nodeGfx && nodeGfx.nodeKey) { var nodeData = MAP_CONFIG.NODES[nodeGfx.nodeKey]; if (nodeData.unlocked && !boatMoving) { var distance = Math.sqrt(Math.pow(x - nodeData.x, 2) + Math.pow(y - nodeData.y, 2)); if (distance < 60) { // ADD THIS: Handle restaurant navigation if (nodeGfx.nodeKey === 'restaurant') { showScreen('restaurant'); } else { moveBoatToNode(nodeGfx.nodeKey); } } } } } }); } } // Add restaurant input handling function handleRestaurantInput(x, y) { var restaurantUI = restaurantElements; // Back button if (restaurantUI && restaurantUI.backButton) { var backBtn = restaurantUI.backButton; if (x >= backBtn.x - backBtn.width / 2 && x <= backBtn.x + backBtn.width / 2 && y >= backBtn.y - backBtn.height / 2 && y <= backBtn.y + backBtn.height / 2) { showScreen('levelSelect'); return; } } } // Update the showScreen function to handle restaurant function showScreen(screenName) { // ... existing screen hiding code ... switch (screenName) { // ... existing cases ... case 'restaurant': restaurantScreen.visible = true; restaurantElements = createRestaurantScreen(); break; } } // Update game.down to handle restaurant input game.down = function (x, y, obj) { LK.getSound('buttonClick').play(); var currentScreen = GameState.currentScreen; // ... existing tutorial and other screen handling ... switch (currentScreen) { // ... existing cases ... case 'restaurant': handleRestaurantInput(x, y); break; } };
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Use the restaurantUnlocked asset for the ocean restaurant node when it is unlocked.
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Increase the size of the inventory button and drop down menu all associated assets and text by 50%
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Bring the inventory button and menu to the top layer in the level select screen.
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Bring the inventory button and menu to the top layer in the level select screen.
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Update as needed with: // Update the Fish constructor to store the actual asset name used var Fish = Container.expand(function (type, value, speed, lane) { var self = Container.call(this); // ... existing code until asset selection ... // Existing asset selection logic var assetName = type + 'Fish'; if (type === 'shallow') { var currentSongConfig = null; if (typeof GameState !== 'undefined' && GameState && typeof GameState.getCurrentSongConfig === 'function') { currentSongConfig = GameState.getCurrentSongConfig(); } if (currentSongConfig && currentSongConfig.name === "Gentle Waves") { var randGentle = Math.random(); if (randGentle < 0.60) { assetName = 'anchovy'; } else if (randGentle < 0.90) { assetName = 'sardine'; } else { assetName = 'mackerel'; } } else if (currentSongConfig && currentSongConfig.name === "Morning Tide") { var randMorning = Math.random(); if (randMorning < 0.40) { assetName = 'anchovy'; } else if (randMorning < 0.80) { assetName = 'sardine'; } else { assetName = 'mackerel'; } } else if (currentSongConfig && currentSongConfig.name === "Sunny Afternoon") { var randSunny = Math.random(); if (randSunny < 0.30) { assetName = 'anchovy'; } else if (randSunny < 0.60) { assetName = 'sardine'; } else { assetName = 'mackerel'; } } else { var shallowFishAssets = ['sardine', 'anchovy', 'mackerel']; assetName = shallowFishAssets[Math.floor(Math.random() * shallowFishAssets.length)]; } } // ADD THIS: Store the actual asset name for inventory tracking self.actualAssetName = assetName; self.fishGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // ... rest of existing Fish constructor code ... // UPDATE the getInventoryFishType method: self.getInventoryFishType = function() { // Use the stored asset name directly var assetToInventoryMap = { 'anchovy': 'anchovy', 'sardine': 'sardine', 'mackerel': 'mackerel', 'rareFish': 'rareFish', 'mediumFish': 'sardine', // Medium fish count as sardine for now 'deepFish': 'sardine' // Deep fish count as sardine for now }; return assetToInventoryMap[self.actualAssetName] || 'sardine'; }; // ... rest of existing Fish code ... return self; }); ``` Also, let’s add the missing fish types to the FishInventory system: ```javascript // Update the FishInventory.fishTypes array to include medium and deep fish var FishInventory = { // Add mediumFish and deepFish to track all types fishTypes: ['anchovy', 'sardine', 'mackerel', 'mediumFish', 'deepFish', 'rareFish'], // ... rest of existing FishInventory code stays the same ... getInventoryDisplay: function() { var display = []; this.fishTypes.forEach(function(fishType) { var count = FishInventory.getFishCount(fishType); if (count > 0) { var displayName = fishType.charAt(0).toUpperCase() + fishType.slice(1); if (fishType === 'rareFish') displayName = 'Rare Fish'; if (fishType === 'mediumFish') displayName = 'Medium Fish'; if (fishType === 'deepFish') displayName = 'Deep Fish'; display.push({ type: fishType, name: displayName, count: count }); } }); return display; } }; ``` And update the `getInventoryFishType` method to properly handle all fish types: ```javascript self.getInventoryFishType = function() { // Direct mapping based on stored asset name var assetToInventoryMap = { 'anchovy': 'anchovy', 'sardine': 'sardine', 'mackerel': 'mackerel', 'rareFish': 'rareFish', 'mediumFish': 'mediumFish', 'deepFish': 'deepFish' }; return assetToInventoryMap[self.actualAssetName] || 'sardine'; }; ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Update as needed with: // Update the handleMapInput function to include inventory button click detection: function handleMapInput(x, y) { // Check inventory button click first if (x >= inventoryButton.x - inventoryButton.width && x <= inventoryButton.x && y >= inventoryButton.y && y <= inventoryButton.y + inventoryButton.height) { toggleInventoryDropdown(); LK.getSound('buttonClick').play(); return; } // Close inventory dropdown if clicking elsewhere if (inventoryDropdownOpen && !(x >= 1900 + 20 - 450 && x <= 1900 + 20 && y >= 290)) { toggleInventoryDropdown(); } // Rest of existing handleMapInput code... if (_songOverlayOpen) { if (x >= closeButton.x - closeButton.width / 2 && x <= closeButton.x + closeButton.width / 2 && y >= closeButton.y - closeButton.height / 2 && y <= closeButton.y + closeButton.height / 2) { hideSongSelection(); return; } // ... rest of song overlay input handling } // ... rest of map input handling } // Make sure to return these elements so they can be accessed if needed return { // ... existing return properties inventoryButton: inventoryButton, inventoryDropdownContainer: inventoryDropdownContainer, toggleInventoryDropdown: toggleInventoryDropdown, // ... rest of existing properties };
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Add this: var inventoryButtonBg = levelSelectScreen.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: 200 - 10, // Below money display width: 250, height: 80, color: 0x424242, alpha: 0.8 })); var inventoryButton = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: 200 - 10, width: 250, height: 80, tint: 0x1976d2, alpha: 0 })); var inventoryButtonText = new Text2('INVENTORY', { size: 38, fill: 0xFFFFFF }); inventoryButtonText.anchor.set(1, 0); inventoryButtonText.x = 1900; inventoryButtonText.y = 200 + 25; levelSelectScreen.addChild(inventoryButtonText); // Inventory Dropdown Container var inventoryDropdownContainer = levelSelectScreen.addChild(new Container()); inventoryDropdownContainer.visible = false; var inventoryDropdownOpen = false; function createInventoryDropdown() { inventoryDropdownContainer.removeChildren(); var inventory = FishInventory.getInventoryDisplay(); if (inventory.length === 0) { // Show "No fish caught yet" message var emptyBg = inventoryDropdownContainer.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: 290, width: 400, height: 100, color: 0x424242, alpha: 0.9 })); var emptyText = inventoryDropdownContainer.addChild(new Text2('No fish caught yet', { size: 45, fill: 0xCCCCCC, align: 'center' })); emptyText.anchor.set(0.5, 0.5); emptyText.x = 1700; emptyText.y = 340; return; } // Calculate dropdown size var itemHeight = 120; var dropdownHeight = inventory.length * itemHeight + 20; // 20px padding var dropdownWidth = 450; // Background var dropdownBg = inventoryDropdownContainer.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: 290, // Below inventory button width: dropdownWidth, height: dropdownHeight, color: 0x424242, alpha: 0.9 })); // Fish items for (var i = 0; i < inventory.length; i++) { var fishData = inventory[i]; var itemY = 290 + 10 + (i * itemHeight); // 10px top padding // Fish image var fishImage = inventoryDropdownContainer.addChild(LK.getAsset(fishData.type, { anchorX: 0, anchorY: 0, x: 1900 + 20 - dropdownWidth + 20, // 20px left padding y: itemY + 10, scaleX: 0.4, scaleY: 0.4 })); // Fish name var fishNameText = inventoryDropdownContainer.addChild(new Text2(fishData.name, { size: 42, fill: 0xFFFFFF })); fishNameText.anchor.set(0, 0); fishNameText.x = fishImage.x + 100; // Space after image fishNameText.y = itemY + 15; // Fish count var fishCountText = inventoryDropdownContainer.addChild(new Text2('x' + fishData.count, { size: 42, fill: 0xFFD700 })); fishCountText.anchor.set(1, 0); fishCountText.x = 1900 - 20; // 20px right padding fishCountText.y = itemY + 15; } } function toggleInventoryDropdown() { if (inventoryDropdownOpen) { // Close dropdown inventoryDropdownContainer.visible = false; inventoryDropdownOpen = false; } else { // Open dropdown createInventoryDropdown(); inventoryDropdownContainer.visible = true; inventoryDropdownOpen = true; } }
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Update with: /**** * Fish Inventory System ****/ var FishInventory = { // Fish type mapping to storage keys fishTypes: ['anchovy', 'sardine', 'mackerel', 'rareFish'], init: function() { // Initialize fish inventory if not exists this.fishTypes.forEach(function(fishType) { var storageKey = 'fishInventory_' + fishType; if (storage[storageKey] === undefined) { storage[storageKey] = 0; } }); // Initialize restaurant unlock status if (storage.restaurantUnlocked === undefined) { storage.restaurantUnlocked = false; } }, addFish: function(fishType, quantity) { quantity = quantity || 1; var storageKey = 'fishInventory_' + fishType; if (storage[storageKey] !== undefined) { storage[storageKey] += quantity; this.checkRestaurantUnlock(); return true; } return false; }, removeFish: function(fishType, quantity) { quantity = quantity || 1; var storageKey = 'fishInventory_' + fishType; if (storage[storageKey] !== undefined && storage[storageKey] >= quantity) { storage[storageKey] -= quantity; return true; } return false; }, getFishCount: function(fishType) { var storageKey = 'fishInventory_' + fishType; return storage[storageKey] || 0; }, getTotalFish: function() { var total = 0; this.fishTypes.forEach(function(fishType) { total += FishInventory.getFishCount(fishType); }); return total; }, hasAnyFish: function() { return this.getTotalFish() > 0; }, checkRestaurantUnlock: function() { if (!storage.restaurantUnlocked && this.hasAnyFish()) { storage.restaurantUnlocked = true; // Update map if we're on level select screen if (GameState.currentScreen === 'levelSelect' && levelSelectElements && levelSelectElements.updateMapDisplay) { levelSelectElements.updateMapDisplay(); } } }, getInventoryDisplay: function() { var display = []; this.fishTypes.forEach(function(fishType) { var count = FishInventory.getFishCount(fishType); if (count > 0) { var displayName = fishType.charAt(0).toUpperCase() + fishType.slice(1); if (fishType === 'rareFish') displayName = 'Rare Fish'; display.push({ type: fishType, name: displayName, count: count }); } }); return display; } }; // Initialize fish inventory system FishInventory.init(); ``` Now I need to update the existing code to integrate this system: ```javascript // Update the Fish.catchFish method to add fish to inventory // Find this in the existing Fish class and modify: self.catchFish = function () { self.caught = true; if (self.isMultiTapFish && self.counterBg && !self.counterBg.destroyed) { self.counterBg.destroy(); } if (self.isMultiTapFish && self.tapCounter && !self.tapCounter.destroyed) { self.tapCounter.destroy(); } if (self.isInBattle) { self.endBattle(true); } else { ImprovedRhythmSpawner.scheduleNextFish(); } // ADD THIS: Determine fish type for inventory var inventoryFishType = self.getInventoryFishType(); if (inventoryFishType) { FishInventory.addFish(inventoryFishType, 1); } // Rest of existing catchFish code... var currentFishX = self.x; var currentFishY = self.y; var boatCenterX = GAME_CONFIG.SCREEN_CENTER_X; var boatLandingY = GAME_CONFIG.BOAT_Y; var peakArcY = boatLandingY - 150; var peakArcX = currentFishX + (boatCenterX - currentFishX) * 0.5; var durationPhase1 = 350; var durationPhase2 = 250; tween(self, { x: peakArcX, y: peakArcY, scaleX: 0.75, scaleY: 0.75, alpha: 0.8 }, { duration: durationPhase1, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { x: boatCenterX, y: boatLandingY, scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: durationPhase2, easing: tween.easeIn, onFinish: function onFinish() { if (self && !self.destroyed) { self.destroy(); } } }); } }); }; // ADD THIS: New method to Fish class to determine inventory fish type self.getInventoryFishType = function() { // Map the visual fish assets to inventory types var assetToInventoryMap = { 'anchovy': 'anchovy', 'sardine': 'sardine', 'mackerel': 'mackerel', 'rareFish': 'rareFish' }; // For shallow fish, determine type based on actual asset used if (self.type === 'shallow') { // Get the actual asset name from the fish graphics var assetName = self.fishGraphics._texture ? self.fishGraphics._texture.textureCacheIds[0] : null; if (assetName) { return assetToInventoryMap[assetName] || 'sardine'; // Default fallback } return 'sardine'; // Default for shallow fish } else if (self.type === 'rare') { return 'rareFish'; } // For other fish types, return a default return 'sardine'; }; ``` And update the MAP_CONFIG to include restaurant unlock logic: ```javascript // Update the MAP_CONFIG.NODES in the createLevelSelectScreen function function updateNodeUnlocks() { var nodes = MAP_CONFIG.NODES; nodes.medium.unlocked = GameState.currentDepth >= 1; nodes.deep.unlocked = GameState.currentDepth >= 2; nodes.abyss.unlocked = GameState.currentDepth >= 3; nodes.shop.unlocked = GameState.currentDepth >= 1; // UPDATE THIS LINE: nodes.restaurant.unlocked = storage.restaurantUnlocked || false; } ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Do not implicitly set the hook’s lane anywhere in the tutorial. Allow the swiping to do that. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make sure that the game state hook position is correctly set and maintained after the initial intro animation in the tutorial. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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, scaleX: 1.2 + Math.random() * 0.25, scaleY: this.scaleX }); self.x = startX; self.y = startY; self.vx = (Math.random() - 0.5) * 0.4; self.vy = -(0.4 + Math.random() * 0.3); self.life = 120 + Math.random() * 60; self.age = 0; self.isDone = false; var initialAlpha = self.gfx.alpha; var initialScale = self.gfx.scaleX; self.update = function () { if (self.isDone) { return; } self.age++; self.x += self.vx; self.y += self.vy; self.gfx.alpha = Math.max(0, initialAlpha * (1 - self.age / self.life)); var scaleFactor = 1 - self.age / self.life; 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 CloudParticle = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); var spawnOnScreen = Math.random() < 0.3; if (spawnOnScreen) { self.x = 200 + Math.random() * 1648; self.vx = (Math.random() < 0.5 ? 1 : -1) * (0.1 + Math.random() * 0.2); } else { var spawnFromLeft = Math.random() < 0.5; if (spawnFromLeft) { self.x = -100; self.vx = 0.1 + Math.random() * 0.2; } else { self.x = 2048 + 100; self.vx = -(0.1 + Math.random() * 0.2); } } var skyTop = -500; var skyBottom = GAME_CONFIG.WATER_SURFACE_Y - 100; self.y = skyTop + Math.random() * (skyBottom - skyTop); var baseScale = 0.8 + Math.random() * 0.6; self.gfx.scale.set(baseScale); self.vy = (Math.random() - 0.5) * 0.02; var targetAlpha = 0.4 + Math.random() * 0.3; self.gfx.alpha = 0; self.isDone = false; self.fadingOut = false; self.hasFadedIn = false; var fadeInStartX = 400; var fadeInEndX = 800; var fadeOutStartX = 1248; var fadeOutEndX = 1648; self.update = function () { if (self.isDone) { return; } self.x += self.vx; self.y += self.vy; var currentAlpha = self.gfx.alpha; if (spawnFromLeft) { if (!self.hasFadedIn && self.x >= fadeInStartX && self.x <= fadeInEndX) { var fadeInProgress = (self.x - fadeInStartX) / (fadeInEndX - fadeInStartX); self.gfx.alpha = targetAlpha * fadeInProgress; if (fadeInProgress >= 1) { self.hasFadedIn = true; } } else if (self.hasFadedIn && self.x >= fadeOutStartX && self.x <= fadeOutEndX) { var fadeOutProgress = (self.x - fadeOutStartX) / (fadeOutEndX - fadeOutStartX); self.gfx.alpha = targetAlpha * (1 - fadeOutProgress); } else if (self.hasFadedIn && self.x > fadeInEndX && self.x < fadeOutStartX) { self.gfx.alpha = targetAlpha; } } else { if (!self.hasFadedIn && self.x <= fadeOutEndX && self.x >= fadeOutStartX) { var fadeInProgress = (fadeOutEndX - self.x) / (fadeOutEndX - fadeOutStartX); self.gfx.alpha = targetAlpha * fadeInProgress; if (fadeInProgress >= 1) { self.hasFadedIn = true; } } else if (self.hasFadedIn && self.x <= fadeInEndX && self.x >= fadeInStartX) { var fadeOutProgress = (fadeInEndX - self.x) / (fadeInEndX - fadeInStartX); self.gfx.alpha = targetAlpha * (1 - fadeOutProgress); } else if (self.hasFadedIn && self.x < fadeOutStartX && self.x > fadeInEndX) { self.gfx.alpha = targetAlpha; } } var currentWidth = self.gfx.width * self.gfx.scale.x; if (self.x < -currentWidth || self.x > 2048 + currentWidth) { self.isDone = true; } }; return self; }); // Customer class var Customer = Container.expand(function (tableIndex, orderRecipe) { var self = Container.call(this); self.tableIndex = tableIndex; self.orderRecipe = orderRecipe; self.orderTime = LK.ticks * (1000 / 60); self.patience = 45000; // 45 seconds patience self.served = false; // Simple customer graphic (placeholder) var customerGfx = self.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, tint: 0x4CAF50, // Green customer alpha: 0.8 })); // Order bubble var orderBubble = self.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 1, x: 0, y: -40, // Adjusted Y to be above customer head width: 200, height: 80, color: 0xFFFFFF, alpha: 0.9 })); orderBubble.pivot.y = orderBubble.height; // Pivot at bottom center of bubble var orderText = self.addChild(new Text2(RestaurantState.recipes[orderRecipe].name, { size: 28, fill: 0x000000, align: 'center', wordWrap: true, wordWrapWidth: 180 })); orderText.anchor.set(0.5, 0.5); // Position text relative to orderBubble's new pivot and position orderText.x = orderBubble.x; orderText.y = orderBubble.y - orderBubble.height / 2; // Patience timer ring (simple version) var timerRing = self.addChild(LK.getAsset('button', { // Using button as placeholder shape anchorX: 0.5, anchorY: 0.5, width: 80, height: 80, tint: 0xFF9800, // Orange alpha: 0.3 })); self.update = function () { if (self.destroyed || !RestaurantState.sessionActive) return; var currentTime = LK.ticks * (1000 / 60); var timeLeft = self.patience - (currentTime - self.orderTime); var patiencePercent = Math.max(0, timeLeft / self.patience); // Update timer ring color based on patience if (patiencePercent > 0.6) { timerRing.tint = 0x4CAF50; // Green } else if (patiencePercent > 0.3) { timerRing.tint = 0xFF9800; // Orange } else { timerRing.tint = 0xF44336; // Red } timerRing.alpha = 0.3 + 0.4 * (1 - patiencePercent); // Ring becomes more opaque as patience runs out // Customer leaves if patience runs out if (timeLeft <= 0 && !self.served) { self.leaveRestaurant(); } }; self.leaveRestaurant = function () { if (self.destroyed) return; // Remove from customers array var index = RestaurantState.currentCustomers.indexOf(self); if (index > -1) { RestaurantState.currentCustomers.splice(index, 1); } // Animate leaving tween(self, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { if (!self.destroyed) { self.destroy(); } } }); }; self.serveCustomer = function (stars) { // Assuming stars might be used later for quality if (self.destroyed || self.served) return; self.served = true; var recipe = RestaurantState.recipes[self.orderRecipe]; var earnings = Math.floor(recipe.baseValue * recipe.multiplier * (stars || 1.0)); // Default stars to 1.0 RestaurantState.sessionEarnings += earnings; GameState.money += earnings; RestaurantState.customersServed++; // Show earnings popup var earningsText = new Text2('+$' + earnings, { size: 60, fill: 0x4CAF50, // Green for earnings stroke: 0x000000, strokeThickness: 2 }); earningsText.anchor.set(0.5, 0.5); earningsText.x = self.x; earningsText.y = self.y - 100; // Start above customer if (restaurantScreen && !restaurantScreen.destroyed) { restaurantScreen.addChild(earningsText); } tween(earningsText, { y: earningsText.y - 150, // Move up alpha: 0 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { if (earningsText && !earningsText.destroyed) { earningsText.destroy(); } } }); self.leaveRestaurant(); // Customer leaves after being served }; 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: 1400, easing: tween.easeOut }); }; return self; }); var Fish = Container.expand(function (type, value, speed, lane) { var self = Container.call(this); self.determineFirstPlannedLane = function () { // Based on initial self.lane (the lane the fish spawns in) if (self.lane === 1) { return 0; } // From middle, prefer to go to top lane (0) if (self.lane === 0) { return 1; } // From top lane (0), must go to middle lane (1) if (self.lane === 2) { return 1; } // From bottom lane (2), must go to middle lane (1) return self.lane; // Fallback, should not be reached with 3 lanes }; self.determineSubsequentPlannedLane = function (currentLane, laneJustMovedFrom) { // currentLane is where the fish IS after the current pushback // laneJustMovedFrom is where it WAS before the current pushback if (currentLane === 0) { return 1; } // Is at top (0), next must be middle (1) if (currentLane === 2) { return 1; } // Is at bottom (2), next must be middle (1) if (currentLane === 1) { // Is in middle lane (1) if (laneJustMovedFrom === 0) { return 2; } // Came from top (0), next must be bottom (2) if (laneJustMovedFrom === 2) { return 0; } // Came from bottom (2), next must be top (0) } // This fallback should ideally not be reached if fish always changes lane // and the game has 3 lanes. return currentLane; }; // Existing asset selection logic var assetName = type + 'Fish'; if (type === 'shallow') { var currentSongConfig = null; if (typeof GameState !== 'undefined' && GameState && typeof GameState.getCurrentSongConfig === 'function') { currentSongConfig = GameState.getCurrentSongConfig(); } if (currentSongConfig && currentSongConfig.name === "Gentle Waves") { var randGentle = Math.random(); if (randGentle < 0.60) { assetName = 'anchovy'; } else if (randGentle < 0.90) { assetName = 'sardine'; } else { assetName = 'mackerel'; } } else if (currentSongConfig && currentSongConfig.name === "Morning Tide") { var randMorning = Math.random(); if (randMorning < 0.40) { assetName = 'anchovy'; } else if (randMorning < 0.80) { assetName = 'sardine'; } else { assetName = 'mackerel'; } } else if (currentSongConfig && currentSongConfig.name === "Sunny Afternoon") { var randSunny = Math.random(); if (randSunny < 0.30) { assetName = 'anchovy'; } else if (randSunny < 0.60) { assetName = 'sardine'; } else { assetName = 'mackerel'; } } else { var shallowFishAssets = ['sardine', 'anchovy', 'mackerel']; assetName = shallowFishAssets[Math.floor(Math.random() * shallowFishAssets.length)]; } } // ADD THIS: Store the actual asset name for inventory tracking self.actualAssetName = assetName; self.fishGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { self.fishGraphics.scaleX = -1; } // Existing properties self.type = type; self.value = value; self.speed = speed; self.lane = lane; // This is the initial lane self.caught = false; self.missed = false; self.lastX = 0; self.isSpecial = type === 'rare'; self.shimmerTime = 0; self.lastBubbleSpawnTime = 0; self.bubbleSpawnInterval = 120 + Math.random() * 80; self.swimTime = Math.random() * Math.PI * 2; self.baseY = self.y; self.scaleTime = 0; self.baseScale = 1; // Tutorial interaction flags self.wasCaughtThisInteraction = false; self.wasMissedThisInteraction = false; self.tutorialFish = false; // Will be set true by spawnTutorialFishHelper if applicable // NEW: Multi-tap properties var fishTypeName = self.actualAssetName; // Use the determined assetName for rhythm patterns self.rhythmPattern = FISH_RHYTHM_PATTERNS[fishTypeName] || ['beat']; // fallback to single tap self.maxTaps = self.rhythmPattern.length; self.currentTaps = 0; self.isMultiTapFish = self.maxTaps > 1; self.currentPatternIndex = 0; self.isPushedBack = false; self.originalSpeed = speed; self.isInBattle = false; self.nextPlannedMoveLane = -1; // Initialize planned move lane // Create tap counter display for multi-tap fish if (self.isMultiTapFish) { self.nextPlannedMoveLane = self.determineFirstPlannedLane(); // Determine the very first planned move self.counterBg = self.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, // Position above the fish width: 120, height: 80, alpha: 0.8 })); var initialCounterText = self.maxTaps.toString(); // Arrow for the FIRST planned move (if more than one tap total) if (self.maxTaps > 1 && self.nextPlannedMoveLane !== -1 && self.nextPlannedMoveLane !== self.lane) { if (self.nextPlannedMoveLane < self.lane) { initialCounterText += "↑"; // Arrow indicates upward movement } else if (self.nextPlannedMoveLane > self.lane) { initialCounterText += "↓"; // Arrow indicates downward movement } } self.tapCounter = self.addChild(new Text2(initialCounterText, { size: 70, fill: 0xFFFFFF, // White text stroke: 0x000000, // Black stroke for visibility strokeThickness: 3 })); self.tapCounter.anchor.set(0.5, 0.5); self.tapCounter.x = 0; self.tapCounter.y = -80; // Align with background // Arrow graphics removed, will use text emojis in tapCounter } self.update = function () { if (!self.caught && !self.isPushedBack) { // Check isPushedBack self.x += self.speed; self.swimTime += 0.08; var swimAmplitude = 15; self.y = self.baseY + Math.sin(self.swimTime) * swimAmplitude; if (GameState.gameActive && GameState.songStartTime > 0) { var currentTime = LK.ticks * (1000 / 60); var songConfig = GameState.getCurrentSongConfig(); if (songConfig && songConfig.bpm) { // Ensure songConfig and bpm are valid var beatInterval = 60000 / songConfig.bpm; var timeSinceLastBeat = (currentTime - GameState.songStartTime) % beatInterval; var beatProgress = timeSinceLastBeat / beatInterval; var scalePulse = 1 + Math.sin(beatProgress * Math.PI) * 0.15; var baseScaleXDirection = (self.speed > 0 ? -1 : 1) * self.baseScale; self.fishGraphics.scaleX = baseScaleXDirection * scalePulse; self.fishGraphics.scaleY = scalePulse * self.baseScale; } } if (self.isSpecial) { self.shimmerTime += 0.1; self.fishGraphics.alpha = 0.8 + Math.sin(self.shimmerTime) * 0.2; } else { self.fishGraphics.alpha = 1.0; } } }; self.handleTap = function () { if (!self.isMultiTapFish) { // Regular single-tap fish return true; } self.currentTaps++; var remainingTaps = self.maxTaps - self.currentTaps; if (self.tapCounter) { self.tapCounter.setText(remainingTaps.toString()); } if (remainingTaps <= 0) { // Fish is fully caught if (self.counterBg && !self.counterBg.destroyed) { self.counterBg.destroy(); } if (self.tapCounter && !self.tapCounter.destroyed) { self.tapCounter.destroy(); } return true; } // Push fish back and continue battle self.pushBack(); return false; }; self.pushBack = function () { self.isPushedBack = true; // The fish will move to its currently planned lane. var laneToMoveToForThisPushback = self.nextPlannedMoveLane; var laneFishWasInBeforeThisMove = self.lane; // Store where the fish was. // Update fish's internal lane state FOR THIS MOVEMENT // If nextPlannedMoveLane is somehow invalid (-1), keep current lane. if (laneToMoveToForThisPushback !== -1) { self.lane = laneToMoveToForThisPushback; } // else: fish stays in its current lane if no valid planned move (shouldn't happen with current logic) var targetY = GAME_CONFIG.LANES[self.lane].y; // Target Y for the tween self.baseY = targetY; // Update base Y for swim animation once it settles // Determine the NEXT planned move for the SUBSEQUENT pushback (if any). // This will be used for updating the arrow on the counter. var tapsRemainingIncludingThisOne = self.maxTaps - self.currentTaps; if (tapsRemainingIncludingThisOne > 1) { // If there will be at least one more pushback *after* this current one completes self.nextPlannedMoveLane = self.determineSubsequentPlannedLane(self.lane, laneFishWasInBeforeThisMove); } else { self.nextPlannedMoveLane = -1; // No more moves planned after this current one } if (self.isMultiTapFish && self.tapCounter && !self.tapCounter.destroyed) { var tapsStillNeededForDisplay = self.maxTaps - self.currentTaps; // Taps needed for counter (current one is still active) var counterText = tapsStillNeededForDisplay.toString(); // Arrow logic: Show arrow if more taps are needed *after* this current pushback resolves // (i.e., tapsStillNeededForDisplay > 1) AND a next move is planned. if (tapsStillNeededForDisplay > 1 && self.nextPlannedMoveLane !== -1 && self.nextPlannedMoveLane !== self.lane) { // Arrow points from the fish's NEW current lane (self.lane) to the NEXT planned move (self.nextPlannedMoveLane) if (self.nextPlannedMoveLane < self.lane) { counterText += "↑"; } else if (self.nextPlannedMoveLane > self.lane) { counterText += "↓"; } } self.tapCounter.setText(counterText); } // End of tapCounter update // targetY is already set based on the new self.lane self.baseY = targetY; // Calculate timing for next approach self.currentPatternIndex++; var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var timeToNextTap = beatInterval; // Always full beat // Use original fish speed (keep it steady) var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = timeToNextTap / (1000 / 60); // Calculate how far back we need to push based on selected difficulty. var pushbackBeatMultiplier = GAME_DIFFICULTY.pushbackMultiplier[GAME_DIFFICULTY.current] || 3; // Default to easy (3) if not found var distanceNeededToReachHook = fishSpeed * framesForNextApproach * pushbackBeatMultiplier; var pushBackX; if (self.originalSpeed > 0) { // Fish moves right, push it left of hook pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachHook; } else { // Fish moves left, push it right of hook pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachHook; } // One smooth motion: push back while moving to new lane tween(self, { x: pushBackX, y: targetY }, { duration: 200, // Quick pushback easing: tween.easeOut, onFinish: function onFinish() { // Resume original steady speed self.speed = self.originalSpeed; self.isPushedBack = false; } }); }; self.startBattle = function () { if (!self.isInBattle) { self.isInBattle = true; GameState.battleState = BATTLE_STATES.ACTIVE; GameState.currentBattleFish = self; } }; self.endBattle = function () { self.isInBattle = false; GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; // Schedule next fish ImprovedRhythmSpawner.scheduleNextFish(); }; self.missedTap = function () { // Fish escapes due to miss self.missed = true; self.endBattle(false); // wasSuccessful is false // Remove fish from array var fishIndex = fishArray.indexOf(self); if (fishIndex > -1) { fishArray.splice(fishIndex, 1); } // Animate fish swimming away var escapeSpeed = Math.abs(self.originalSpeed) * 2; if (self.x > GAME_CONFIG.SCREEN_CENTER_X) { escapeSpeed = escapeSpeed; // swim right } else { escapeSpeed = -escapeSpeed; // swim left } self.speed = escapeSpeed; // Hide tap counter if it exists and fish is missed if (self.isMultiTapFish) { if (self.counterBg && !self.counterBg.destroyed) { self.counterBg.destroy(); } if (self.tapCounter && !self.tapCounter.destroyed) { self.tapCounter.destroy(); } // Arrow graphics destruction removed } LK.setTimeout(function () { if (!self.destroyed) { self.destroy(); } }, 2000); // Give 2 seconds for fish to swim off screen }; self.catchFish = function () { self.caught = true; if (self.isMultiTapFish && self.counterBg && !self.counterBg.destroyed) { self.counterBg.destroy(); } if (self.isMultiTapFish && self.tapCounter && !self.tapCounter.destroyed) { self.tapCounter.destroy(); } // Arrow graphics destruction removed if (self.isMultiTapFish) { // No graphics to destroy here anymore } if (self.isInBattle) { self.endBattle(true); // wasSuccessful is true } else { // Single-tap fish - still schedule next ImprovedRhythmSpawner.scheduleNextFish(); } // ADD THIS: Determine fish type for inventory var inventoryFishType = self.getInventoryFishType(); if (inventoryFishType) { FishInventory.addFish(inventoryFishType, 1); } var currentFishX = self.x; var currentFishY = self.y; var boatCenterX = GAME_CONFIG.SCREEN_CENTER_X; var boatLandingY = GAME_CONFIG.BOAT_Y; var peakArcY = boatLandingY - 150; var peakArcX = currentFishX + (boatCenterX - currentFishX) * 0.5; var durationPhase1 = 350; var durationPhase2 = 250; tween(self, { x: peakArcX, y: peakArcY, scaleX: 0.75, scaleY: 0.75, alpha: 0.8 }, { duration: durationPhase1, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { x: boatCenterX, y: boatLandingY, scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: durationPhase2, easing: tween.easeIn, onFinish: function onFinish() { if (self && !self.destroyed) { self.destroy(); } } }); } }); }; self.getInventoryFishType = function () { // Direct mapping based on stored asset name var assetToInventoryMap = { 'anchovy': 'anchovy', 'sardine': 'sardine', 'mackerel': 'mackerel', 'rareFish': 'rareFish', 'mediumFish': 'mediumFish', // Added 'deepFish': 'deepFish' // Added }; return assetToInventoryMap[self.actualAssetName] || 'sardine'; // Fallback to sardine }; return self; }); var MapBubbleParticle = Container.expand(function (startX, startY) { var self = Container.call(this); var initialScale = 0.1 + Math.random() * 0.1; var targetScale = 0.4 + Math.random() * 0.3; self.gfx = self.attachAsset('bubbles', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: initialScale, scaleY: initialScale }); self.x = startX + (Math.random() - 0.5) * 100; self.y = startY; var targetAlpha = 0.3 + Math.random() * 0.3; var riseDurationMs = 3000 + Math.random() * 2000; var riseDistance = 300 + Math.random() * 200; var driftDistance = (Math.random() - 0.5) * 100; var fadeInDurationMs = 600 + Math.random() * 400; var totalDurationMs = riseDurationMs; var fadeOutStartTimeMs = totalDurationMs * 0.6; var fadeOutDurationMs = totalDurationMs - fadeOutStartTimeMs; self.isDone = false; tween(self.gfx, { alpha: targetAlpha, scaleX: targetScale, scaleY: targetScale }, { duration: fadeInDurationMs, easing: tween.easeOut }); tween(self, { y: self.y - riseDistance, x: self.x + driftDistance }, { duration: totalDurationMs, easing: tween.linear }); LK.setTimeout(function () { if (self.isDone || !self.gfx || self.gfx.destroyed) { return; } tween(self.gfx, { alpha: 0, scaleX: initialScale * 0.5, scaleY: initialScale * 0.5 }, { duration: fadeOutDurationMs, easing: tween.easeIn, onFinish: function onFinish() { self.isDone = true; } }); }, fadeOutStartTimeMs); return self; }); var MapScreenCloudParticle = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('mapCloud', { anchorX: 0.5, anchorY: 0.5 }); self.gfx.alpha = 0.4 + Math.random() * 0.3; var baseScale = 0.9 + Math.random() * 0.4; self.gfx.scale.set(baseScale); var spawnFromLeft = Math.random() < 0.5; var offscreenBuffer = self.gfx.width * baseScale + 50; var speedMultiplier = 1.15; if (spawnFromLeft) { self.x = -offscreenBuffer; self.vx = (0.15 + Math.random() * 0.2) * speedMultiplier; } else { self.x = 2048 + offscreenBuffer; self.vx = -(0.15 + Math.random() * 0.2) * speedMultiplier; } var screenHeight = 2732; var topMargin = screenHeight * 0.1; var spawnableHeight = screenHeight * 0.8; self.y = topMargin + Math.random() * spawnableHeight; self.isDone = false; self.update = function () { if (self.isDone) { return; } self.x += self.vx; if (self.vx > 0 && self.x > 2048 + offscreenBuffer) { self.isDone = true; } else if (self.vx < 0 && self.x < -offscreenBuffer) { self.isDone = true; } }; return self; }); var MusicNoteParticle = Container.expand(function (startX, startY) { var self = Container.call(this); var FADE_IN_DURATION_MS = 600; var TARGET_ALPHA = 0.6 + Math.random() * 0.4; self.gfx = self.attachAsset('musicnote', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.4 + Math.random() * 0.4 }); self.gfx.scaleY = self.gfx.scaleX; self.x = startX; self.y = startY; self.vx = (Math.random() - 0.5) * 0.8; self.vy = -(0.8 + Math.random() * 0.7); self.rotationSpeed = (Math.random() - 0.5) * 0.008; self.life = 240 + Math.random() * 120; self.age = 0; self.isDone = false; 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); if (self.age > FADE_IN_TICKS) { var lifePortionForFadeOut = 0.6; var fadeOutStartTimeTicks = self.life * (1 - lifePortionForFadeOut); if (self.age >= fadeOutStartTimeTicks && self.life > fadeOutStartTimeTicks) { var progressInFadeOut = (self.age - fadeOutStartTimeTicks) / (self.life * lifePortionForFadeOut); self.gfx.alpha = TARGET_ALPHA * (1 - progressInFadeOut); self.gfx.alpha = Math.max(0, self.gfx.alpha); } } if (self.age >= self.life || self.gfx.alpha !== undefined && self.gfx.alpha <= 0.01 && self.age > FADE_IN_TICKS) { self.isDone = true; } }; return self; }); var OceanBubbleParticle = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('oceanbubbles', { anchorX: 0.5, anchorY: 0.5 }); self.initialX = Math.random() * 2048; var waterTop = GAME_CONFIG.WATER_SURFACE_Y; var waterBottom = 2732; self.x = self.initialX; self.y = waterTop + Math.random() * (waterBottom - waterTop); var baseScale = 0.1 + Math.random() * 0.4; self.gfx.scale.set(baseScale); self.vy = -(0.25 + Math.random() * 0.5); self.naturalVy = self.vy; self.driftAmplitude = 20 + Math.random() * 40; self.naturalDriftAmplitude = self.driftAmplitude; self.driftFrequency = (0.005 + Math.random() * 0.015) * (Math.random() < 0.5 ? 1 : -1); self.driftPhase = Math.random() * Math.PI * 2; self.rotationSpeed = (Math.random() - 0.5) * 0.01; var targetAlpha = 0.2 + Math.random() * 0.3; self.gfx.alpha = 0; self.isDone = false; self.fadingOut = false; tween(self.gfx, { alpha: targetAlpha }, { duration: 1000 + Math.random() * 1000, easing: tween.easeIn }); self.update = function () { if (self.isDone) { return; } self.y += self.vy; self.age++; if (!self.fadingOut && self.age >= self.lifespan) { self.fadingOut = true; tween.stop(self.gfx); tween(self.gfx, { alpha: 0 }, { duration: 600 + Math.random() * 400, easing: tween.easeOut, onFinish: function onFinish() { self.isDone = true; } }); } self.driftPhase += self.driftFrequency; self.x = self.initialX + Math.sin(self.driftPhase) * self.driftAmplitude; self.gfx.rotation += self.rotationSpeed; var naturalVy = -(0.25 + Math.random() * 0.5); var recoveryRate = 0.02; if (self.vy > naturalVy) { self.vy = self.vy + (naturalVy - self.vy) * recoveryRate; } var normalDriftAmplitude = 20 + Math.random() * 40; if (self.driftAmplitude > normalDriftAmplitude) { self.driftAmplitude = self.driftAmplitude + (normalDriftAmplitude - self.driftAmplitude) * recoveryRate; } var currentHeight = self.gfx.height * self.gfx.scale.y; var currentWidth = self.gfx.width * self.gfx.scale.x; if (!self.fadingOut && self.y <= GAME_CONFIG.WATER_SURFACE_Y - currentHeight * 0.5) { self.fadingOut = true; tween.stop(self.gfx); tween(self.gfx, { alpha: 0 }, { duration: 300 + Math.random() * 200, easing: tween.easeOut, onFinish: function onFinish() { self.isDone = true; } }); } else if (!self.fadingOut && (self.y < -currentHeight || self.x < -currentWidth || self.x > 2048 + currentWidth)) { self.isDone = true; self.gfx.alpha = 0; } }; return self; }); var RippleParticle = Container.expand(function (spawnCenterX, spawnCenterY, spawnAngle, initialOffset, travelDistance, initialScale, finalScale, durationMs, speedFactor) { var self = Container.call(this); self.isDone = false; var effectiveDurationMs = durationMs; if (speedFactor !== undefined && speedFactor > 0 && speedFactor !== 1.0) { effectiveDurationMs = durationMs / speedFactor; } var rippleGfx = self.attachAsset('waveline', { anchorX: 0.5, anchorY: 0.5, scaleX: initialScale, scaleY: initialScale, alpha: 1.0, rotation: spawnAngle + Math.PI / 2 }); self.x = spawnCenterX + initialOffset * Math.cos(spawnAngle); self.y = spawnCenterY + initialOffset * Math.sin(spawnAngle); var targetX = spawnCenterX + (initialOffset + travelDistance) * Math.cos(spawnAngle); var targetY = spawnCenterY + (initialOffset + travelDistance) * Math.sin(spawnAngle); tween(self, { x: targetX, y: targetY, alpha: 0 }, { duration: effectiveDurationMs, easing: tween.linear, onFinish: function onFinish() { self.isDone = true; } }); tween(rippleGfx.scale, { x: finalScale, y: finalScale }, { duration: effectiveDurationMs, easing: tween.easeOut }); return self; }); var SeagullParticle = Container.expand(function () { var self = Container.call(this); self.isDone = false; var flyFromLeft = Math.random() < 0.5; var assetBaseScale = 0.6 + Math.random() * 0.4; self.gfx = self.attachAsset('seagull', { anchorX: 0.5, anchorY: 0.5, scaleX: flyFromLeft ? -assetBaseScale : assetBaseScale, scaleY: assetBaseScale }); var flightDuration = 7000 + Math.random() * 5000; var startX, endX; var startY = 250 + Math.random() * 750; var endY = 250 + Math.random() * 750; var offscreenBuffer = self.gfx.width * assetBaseScale + 50; if (flyFromLeft) { startX = -offscreenBuffer; endX = 2048 + offscreenBuffer; } else { startX = 2048 + offscreenBuffer; endX = -offscreenBuffer; } self.x = startX; self.y = startY; self.lastX = startX; self.lastY = startY; var arcHeight = 150 + Math.random() * 250; var arcUpwards = Math.random() < 0.5; var peakY; if (arcUpwards) { peakY = Math.min(startY, endY) - arcHeight; } else { peakY = Math.max(startY, endY) + arcHeight; } var targetScaleMagnitude = assetBaseScale + (Math.random() - 0.5) * 0.5; targetScaleMagnitude = Math.max(0.4, Math.min(1.2, targetScaleMagnitude)); var finalScaleX = flyFromLeft ? -targetScaleMagnitude : targetScaleMagnitude; var finalScaleY = targetScaleMagnitude; tween(self.gfx.scale, { x: finalScaleX, y: finalScaleY }, { duration: flightDuration, easing: tween.linear }); tween(self, { x: endX }, { duration: flightDuration, easing: tween.linear, onFinish: function onFinish() { self.isDone = true; } }); tween(self, { y: peakY }, { duration: flightDuration / 2, easing: tween.easeOut, onFinish: function onFinish() { if (self.isDone || !self.gfx || self.gfx.destroyed) { return; } tween(self, { y: endY }, { duration: flightDuration / 2, easing: tween.easeIn }); } }); self.update = function () { if (self.isDone || !self.gfx || self.gfx.destroyed) { return; } var dx = self.x - self.lastX; var dy = self.y - self.lastY; if (dx !== 0 || dy !== 0) { var angle = Math.atan2(dy, dx); if (self.gfx.scale.x > 0) { self.gfx.rotation = angle - Math.PI; } else { self.gfx.rotation = angle; } } self.lastX = self.x; self.lastY = self.y; }; return self; }); var SeaweedParticle = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('kelp', { anchorX: 0.5, anchorY: 0.5 }); var spawnType = Math.random(); var waterTop = GAME_CONFIG.WATER_SURFACE_Y; var waterBottom = 2732; if (spawnType < 0.4) { self.x = Math.random() * 2048; self.y = waterBottom + 50; self.vx = (Math.random() - 0.5) * 0.3; self.vy = -(0.4 + Math.random() * 0.3); } else if (spawnType < 0.7) { self.x = -50; self.y = waterTop + Math.random() * (waterBottom - waterTop); self.vx = 0.4 + Math.random() * 0.3; self.vy = -(0.1 + Math.random() * 0.2); } else { self.x = 2048 + 50; self.y = waterTop + Math.random() * (waterBottom - waterTop); self.vx = -(0.4 + Math.random() * 0.3); self.vy = -(0.1 + Math.random() * 0.2); } self.initialX = self.x; self.naturalVx = self.vx; self.naturalVy = self.vy; var baseScale = 0.6 + Math.random() * 0.6; self.gfx.scale.set(baseScale); self.swayAmplitude = 15 + Math.random() * 25; self.swayFrequency = (0.003 + Math.random() * 0.007) * (Math.random() < 0.5 ? 1 : -1); self.swayPhase = Math.random() * Math.PI * 2; self.gfx.rotation = Math.random() * Math.PI * 2; self.continuousRotationSpeed = (Math.random() - 0.5) * 0.003; var targetAlpha = 0.3 + Math.random() * 0.3; self.gfx.alpha = 0; self.isDone = false; self.fadingOut = false; self.reachedSurface = false; self.lifespan = 600 + Math.random() * 1200; self.age = 0; tween(self.gfx, { alpha: targetAlpha }, { duration: 1500 + Math.random() * 1000, easing: tween.easeIn }); self.update = function () { if (self.isDone) { return; } self.x += self.vx; self.y += self.vy; self.swayPhase += self.swayFrequency; var swayOffset = Math.sin(self.swayPhase) * self.swayAmplitude; self.gfx.rotation += self.continuousRotationSpeed + swayOffset * 0.0001; var recoveryRate = 0.015; if (self.vx !== self.naturalVx) { self.vx = self.vx + (self.naturalVx - self.vx) * recoveryRate; } if (self.vy !== self.naturalVy) { self.vy = self.vy + (self.naturalVy - self.vy) * recoveryRate; } var currentHeight = self.gfx.height * self.gfx.scale.y; var currentWidth = self.gfx.width * self.gfx.scale.x; if (!self.reachedSurface && self.y <= GAME_CONFIG.WATER_SURFACE_Y + currentHeight * 0.3) { self.reachedSurface = true; self.vy = 0; self.vx = (Math.random() < 0.5 ? 1 : -1) * (0.5 + Math.random() * 0.5); self.naturalVx = self.vx; self.naturalVy = 0; } if (!self.fadingOut && (self.y < -currentHeight || self.x < -currentWidth || self.x > 2048 + currentWidth || self.y > waterBottom + currentHeight)) { self.fadingOut = true; tween.stop(self.gfx); tween(self.gfx, { alpha: 0 }, { duration: 400 + Math.random() * 200, easing: tween.easeOut, onFinish: function onFinish() { self.isDone = true; } }); } }; return self; }); var ShadowFishParticle = Container.expand(function (nodeX, nodeY) { var self = Container.call(this); self.isDone = false; var fishAsset = self.attachAsset('shadowfish', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.8, scaleY: 0.8 }); var startSide = Math.random() < 0.5 ? -1 : 1; var swimDistance = 300 + Math.random() * 150; var verticalOffsetBase = (Math.random() - 0.5) * 50; var verticalSwimAmplitude = 20 + Math.random() * 30; self.x = nodeX + startSide * (swimDistance + 150); self.y = nodeY + verticalOffsetBase; self.lastX = self.x; self.lastY = self.y; var targetX = nodeX - startSide * (swimDistance + 150); if (startSide > 0) { fishAsset.scale.x *= -1; } var fadeInDuration = 2000 + Math.random() * 1000; var swimDuration = 7000 + Math.random() * 4000; var fadeOutDuration = 700 + Math.random() * 300; var visibleAlpha = 0.5 + Math.random() * 0.2; tween(fishAsset, { alpha: visibleAlpha }, { duration: fadeInDuration, easing: tween.easeOut }); tween(self, { x: targetX }, { duration: swimDuration, easing: tween.linear, delay: fadeInDuration * 0.3, onFinish: function onFinish() { tween(fishAsset, { alpha: 0 }, { duration: fadeOutDuration, easing: tween.easeIn, onFinish: function onFinish() { self.isDone = true; } }); } }); var swimStartTime = LK.ticks; self.update = function () { if (self.isDone || !fishAsset || fishAsset.destroyed) { return; } var currentTicks = LK.ticks; var timeSinceFadeInStart = (currentTicks - swimStartTime) * (1000 / 60); if (timeSinceFadeInStart > fadeInDuration * 0.5 && timeSinceFadeInStart < fadeInDuration * 0.3 + swimDuration - fadeOutDuration * 0.5) { var swimProgress = (timeSinceFadeInStart - fadeInDuration * 0.3) / (swimDuration - fadeInDuration * 0.3); self.y = nodeY + verticalOffsetBase + Math.sin(swimProgress * Math.PI * 2) * verticalSwimAmplitude; } // Simplified rotation based on movement direction, ignoring small vertical movements var dx = self.x - self.lastX; var dy = self.y - self.lastY; // Only update rotation if horizontal movement is significant if (Math.abs(dx) > 0.5) { var angle = Math.atan2(dy, dx); // Simplify the scale-based rotation logic if (fishAsset.scale.x < 0) { // Fish is flipped horizontally fishAsset.rotation = angle + Math.PI; } else { // Fish is not flipped fishAsset.rotation = angle; } } self.lastX = self.x; self.lastY = self.y; }; return self; }); var WaterfallParticle = Container.expand(function (spawnX, spawnY) { var self = Container.call(this); self.gfx = self.attachAsset('bubbles', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 + Math.random() * 0.3, scaleX: 0.4 + Math.random() * 0.3 }); self.gfx.scaleY = self.gfx.scaleX; self.x = spawnX + (Math.random() - 0.5) * 50; self.y = spawnY; self.isDone = false; var fallDistance = 200; var sprayHeight = 50 + Math.random() * 50; var spraySpreadX = (Math.random() - 0.5) * 150; var fallDuration = 800 + Math.random() * 400; var sprayDuration = 700 + Math.random() * 500; tween(self, { y: self.y + fallDistance }, { duration: fallDuration, easing: tween.easeInSine, onFinish: function onFinish() { tween(self, { y: self.y - sprayHeight, x: self.x + spraySpreadX }, { duration: sprayDuration, easing: tween.easeOutSine, onFinish: function onFinish() { self.isDone = true; } }); tween(self.gfx, { alpha: 0, scaleX: self.gfx.scaleX * 0.4, scaleY: self.gfx.scaleY * 0.4 }, { duration: sprayDuration, easing: tween.easeOutSine }); } }); return self; }); var WaveParticle = Container.expand(function (movesRight) { var self = Container.call(this); self.isDone = false; var FINAL_SCALE_TARGET = 1.2 + Math.random() * 0.6; var assetScaleX = movesRight ? -FINAL_SCALE_TARGET : FINAL_SCALE_TARGET; var waveGfx = self.attachAsset('wave', { anchorX: 0.5, anchorY: 0.5, scaleX: assetScaleX, scaleY: FINAL_SCALE_TARGET, alpha: 0, rotation: 0 }); self.x = 100 + Math.random() * (2048 - 200); self.y = 100 + Math.random() * (2732 - 200); self.startX = self.x; self.startY = self.y; self.waveAmplitude = 10; self.waveFrequency = Math.PI * 2 / 150; var MOVE_DISTANCE_X = 200; var targetX; if (movesRight) { targetX = self.startX + MOVE_DISTANCE_X; } else { targetX = self.startX - MOVE_DISTANCE_X; } var SCALE_FADE_IN_DURATION_MS = 600; var MOVE_DURATION_MS = 5000; var SHRINK_FADE_OUT_DURATION_MS = MOVE_DURATION_MS - SCALE_FADE_IN_DURATION_MS; var VISIBLE_ALPHA_TARGET = 0.3 + Math.random() * 0.3; tween(waveGfx, { alpha: VISIBLE_ALPHA_TARGET }, { duration: SCALE_FADE_IN_DURATION_MS, easing: tween.easeOut }); tween(self, { x: targetX }, { duration: MOVE_DURATION_MS, easing: tween.linear }); var shrinkStartTimeDelay = MOVE_DURATION_MS - SHRINK_FADE_OUT_DURATION_MS; if (shrinkStartTimeDelay < 0) { shrinkStartTimeDelay = 0; } LK.setTimeout(function () { if (self.isDone || !waveGfx || waveGfx.destroyed) { return; } tween(waveGfx, { alpha: 0 }, { duration: SHRINK_FADE_OUT_DURATION_MS, easing: tween.easeIn, onFinish: function onFinish() { self.isDone = true; } }); }, shrinkStartTimeDelay); self.update = function () { if (self.isDone) { return; } var horizontalProgress; if (movesRight) { horizontalProgress = self.x - self.startX; } else { horizontalProgress = self.startX - self.x; } self.y = self.startY + self.waveAmplitude * Math.sin(horizontalProgress * self.waveFrequency); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ /**** * Utility Functions ****/ function updateParticleArray(particleArray) { for (var i = particleArray.length - 1; i >= 0; i--) { var particle = particleArray[i]; if (particle) { if (typeof particle.update === 'function') { particle.update(); } if (particle.isDone) { if (typeof particle.destroy === 'function') { particle.destroy(); } particleArray.splice(i, 1); } } else { particleArray.splice(i, 1); } } } function handleParticleSpawning(config) { config.counter++; if (config.counter >= config.interval && (!config.maxCount || config.array.length < config.maxCount)) { config.counter = 0; var newParticle = new config.constructor(); if (config.container && !config.container.destroyed) { config.container.addChild(newParticle); config.array.push(newParticle); } } } function clearTimer(timerId, isInterval) { if (timerId !== null) { if (isInterval) { LK.clearInterval(timerId); } else { LK.clearTimeout(timerId); } return null; } return timerId; } function cleanupParticleArray(array, container) { if (array) { array.forEach(function (item) { if (item && typeof item.destroy === 'function' && !item.destroyed) { item.destroy(); } }); array.length = 0; } if (container && typeof container.removeChildren === 'function' && !container.destroyed) { container.removeChildren(); } } function stopTween(object) { if (object && !object.destroyed) { tween.stop(object); } } function stopTweens(objects) { for (var i = 0; i < objects.length; i++) { stopTween(objects[i]); } } function createWaveAnimation(segment, amplitude, halfPeriod) { var animUp, animDown; animUp = function animUp() { if (!segment || segment.destroyed) { return; } tween(segment, { y: segment.baseY - amplitude }, { duration: halfPeriod, easing: tween.easeInOut, onFinish: animDown }); }; animDown = function animDown() { if (!segment || segment.destroyed) { return; } tween(segment, { y: segment.baseY + amplitude }, { duration: halfPeriod, easing: tween.easeInOut, onFinish: animUp }); }; return { up: animUp, down: animDown }; } function createAmbientSoundScheduler(config) { var timer = null; function scheduleNext() { if (GameState.currentScreen !== config.screenName) { timer = clearTimer(timer, false); return; } var delay = config.baseDelay + Math.random() * config.variance; timer = LK.setTimeout(function () { if (GameState.currentScreen !== config.screenName) { return; } var soundId = Array.isArray(config.sounds) ? config.sounds[Math.floor(Math.random() * config.sounds.length)] : config.sounds; LK.getSound(soundId).play(); scheduleNext(); }, delay); } return { start: scheduleNext, stop: function stop() { timer = clearTimer(timer, false); } }; } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function ownKeys(e, r) { var t = Object.keys(e); if (Object.getOwnPropertySymbols) { var o = Object.getOwnPropertySymbols(e); r && (o = o.filter(function (r) { return Object.getOwnPropertyDescriptor(e, r).enumerable; })), t.push.apply(t, o); } return t; } function _objectSpread(e) { for (var r = 1; r < arguments.length; r++) { var t = null != arguments[r] ? arguments[r] : {}; r % 2 ? ownKeys(Object(t), !0).forEach(function (r) { _defineProperty(e, r, t[r]); }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) { Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r)); }); } return e; } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var TITLE_ANIM_CONSTANTS = { INITIAL_GROUP_ALPHA: 0, FINAL_GROUP_ALPHA: 1, INITIAL_UI_ALPHA: 0, FINAL_UI_ALPHA: 1, INITIAL_GROUP_SCALE: 3.5, FINAL_GROUP_SCALE: 2.8, GROUP_ANIM_DURATION: 4000, TEXT_FADE_DURATION: 1000, BUTTON_FADE_DURATION: 800, BOAT_ANCHOR_X: 0.5, BOAT_ANCHOR_Y: 0.5, FISHERMAN_ANCHOR_X: 0.5, FISHERMAN_ANCHOR_Y: 0.9, FISHERMAN_X_OFFSET: -20, FISHERMAN_Y_OFFSET: -100, LINE_ANCHOR_X: 0.5, LINE_ANCHOR_Y: 0, LINE_X_OFFSET_FROM_FISHERMAN: 70, LINE_Y_OFFSET_FROM_FISHERMAN: -130, HOOK_ANCHOR_X: 0.5, HOOK_ANCHOR_Y: 0.5, HOOK_Y_DEPTH_FROM_LINE_START: 700, GROUP_PIVOT_X: 0, GROUP_PIVOT_Y: 0, GROUP_INITIAL_Y_SCREEN_OFFSET: -450 }; var GAME_DIFFICULTY = { current: 'easy', // Default difficulty pushbackMultiplier: { easy: 3, medium: 2, hard: 1 } }; game.up = function (x, y, obj) { // This function now primarily handles the release phase of a touch/click. // For the fishing screen, it will always delegate to handleFishingInput. // UI button 'up' events are typically not needed if 'down' triggers action. if (GameState.currentScreen === 'fishing') { handleFishingInput(x, y, false); // false for isDown (release/up) } // Other screens can have specific 'up' logic if needed for things like drag-release. // For the current scope of tutorial interaction, this is sufficient. }; /**** * Pattern Generation System ****/ var PatternGenerator = { lastLane: -1, minDistanceBetweenFish: 300, lastActualSpawnTime: -100000, getNextLane: function getNextLane() { if (this.lastLane === -1) { this.lastLane = 1; return 1; } var possibleLanes = [this.lastLane]; if (this.lastLane > 0) { possibleLanes.push(this.lastLane - 1); } if (this.lastLane < 2) { possibleLanes.push(this.lastLane + 1); } if (Math.random() < 0.7) { this.lastLane = possibleLanes[Math.floor(Math.random() * possibleLanes.length)]; } else { this.lastLane = Math.floor(Math.random() * 3); } return this.lastLane; }, canSpawnFishOnBeat: function canSpawnFishOnBeat(currentTime, configuredSpawnInterval) { var timeSinceLast = currentTime - this.lastActualSpawnTime; var minRequiredGap = configuredSpawnInterval; return timeSinceLast >= minRequiredGap; }, registerFishSpawn: function registerFishSpawn(spawnTime) { this.lastActualSpawnTime = spawnTime; }, reset: function reset() { this.lastLane = -1; this.lastActualSpawnTime = -100000; } }; /**** * Game Configuration ****/ // Simplified battle system - one fish at a time var BATTLE_STATES = { NONE: 'none', ACTIVE: 'active', WAITING_FOR_NEXT: 'waiting' }; var FISH_RHYTHM_PATTERNS = { sardine: ['beat', 'beat'], // 2 taps, 2 lane changes anchovy: ['beat', 'beat', 'beat'], // 3 taps, 3 lane changes mackerel: ['beat', 'beat', 'beat', 'beat'], // 4 taps, 4 lane changes rareFish: ['beat', 'beat', 'beat', 'beat', 'beat'] // 5 taps, 5 lane changes }; var BATTLE_STATES = { NONE: 'none', ACTIVE: 'active' }; var GAME_CONFIG = { SCREEN_CENTER_X: 1024, SCREEN_CENTER_Y: 900, BOAT_Y: 710, WATER_SURFACE_Y: 760, LANES: [{ y: 1133, name: "shallow" }, { y: 1776, name: "medium" }, { y: 2419, name: "deep" }], //[FN#9T] PERFECT_WINDOW: 40, GOOD_WINDOW: 80, MISS_WINDOW: 120, DEPTHS: [{ level: 1, name: "Shallow Waters", fishSpeed: 6, fishValue: 1, upgradeCost: 0, songs: [{ name: "Gentle Waves", bpm: 93, duration: 135250, pattern: "gentle_waves_custom", cost: 0 }, { name: "Morning Tide", bpm: 90, duration: 156827, pattern: "morning_tide_custom", cost: 0, musicId: 'morningtide' }, { name: "Sunny Afternoon", bpm: 97, duration: 181800, pattern: "sunny_afternoon_custom", cost: 0, musicId: 'sunnyafternoon' }] }, { level: 2, name: "Mid Waters", fishSpeed: 7, fishValue: 2, 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 }] }], PATTERNS: { simple: { beatsPerFish: 2, doubleSpawnChance: 0.10, rareSpawnChance: 0.02 }, medium: { beatsPerFish: 1.5, doubleSpawnChance: 0.15, rareSpawnChance: 0.05 }, complex: { beatsPerFish: 1, doubleSpawnChance: 0.25, rareSpawnChance: 0.08 }, expert: { beatsPerFish: 0.75, doubleSpawnChance: 0.35, tripletSpawnChance: 0.20, rareSpawnChance: 0.12 }, gentle_waves_custom: { beatsPerFish: 1.5, doubleSpawnChance: 0.05, rareSpawnChance: 0.01, sections: [{ startTime: 0, endTime: 30000, spawnModifier: 1.0, description: "steady_chords" }, { startTime: 30000, endTime: 60000, spawnModifier: 0.9, description: "simple_melody" }, { startTime: 60000, endTime: 120000, spawnModifier: 1.1, description: "melody_development" }, { startTime: 120000, endTime: 180000, spawnModifier: 1.3, description: "gentle_climax" }, { startTime: 180000, endTime: 202000, spawnModifier: 0.8, description: "peaceful_ending" }] }, morning_tide_custom: { beatsPerFish: 1.2, doubleSpawnChance: 0.12, rareSpawnChance: 0.03, sections: [{ startTime: 0, endTime: 25000, spawnModifier: 0.9, description: "calm_opening" }, { startTime: 25000, endTime: 50000, spawnModifier: 1.2, description: "first_wave" }, { startTime: 50000, endTime: 80000, spawnModifier: 1.5, description: "morning_rush" }, { startTime: 80000, endTime: 110000, spawnModifier: 1.3, description: "second_wave" }, { startTime: 110000, endTime: 140000, spawnModifier: 1.4, description: "climactic_finish" }, { startTime: 140000, endTime: 156827, spawnModifier: 0.8, description: "peaceful_fade" }] }, sunny_afternoon_custom: { beatsPerFish: 1.3, doubleSpawnChance: 0.08, rareSpawnChance: 0.025, sections: [{ startTime: 0, endTime: 20000, spawnModifier: 0.8, description: "warm_sunny_start" }, { startTime: 20000, endTime: 35000, spawnModifier: 1.4, description: "first_sunny_burst" }, { startTime: 35000, endTime: 50000, spawnModifier: 0.7, description: "sunny_breather_1" }, { startTime: 50000, endTime: 70000, spawnModifier: 1.5, description: "second_sunny_burst" }, { startTime: 70000, endTime: 90000, spawnModifier: 0.6, description: "sunny_breather_2" }, { startTime: 90000, endTime: 110000, spawnModifier: 1.3, description: "third_sunny_burst" }, { startTime: 110000, endTime: 125000, spawnModifier: 0.8, description: "sunny_breather_3" }, { startTime: 125000, endTime: 150000, spawnModifier: 1.2, description: "sunny_finale_buildup" }, { startTime: 150000, endTime: 181800, spawnModifier: 0.9, description: "sunny_afternoon_fade" }] } } }; /**** * Fish Inventory System ****/ var FishInventory = { // Add mediumFish and deepFish to track all types fishTypes: ['anchovy', 'sardine', 'mackerel', 'mediumFish', 'deepFish', 'rareFish'], init: function init() { // Initialize fish inventory if not exists this.fishTypes.forEach(function (fishType) { var storageKey = 'fishInventory_' + fishType; if (storage[storageKey] === undefined) { storage[storageKey] = 0; } }); // Initialize restaurant unlock status if (storage.restaurantUnlocked === undefined) { storage.restaurantUnlocked = false; } }, addFish: function addFish(fishType, quantity) { quantity = quantity || 1; var storageKey = 'fishInventory_' + fishType; if (storage[storageKey] !== undefined) { storage[storageKey] += quantity; this.checkRestaurantUnlock(); return true; } return false; }, removeFish: function removeFish(fishType, quantity) { quantity = quantity || 1; var storageKey = 'fishInventory_' + fishType; if (storage[storageKey] !== undefined && storage[storageKey] >= quantity) { storage[storageKey] -= quantity; return true; } return false; }, getFishCount: function getFishCount(fishType) { var storageKey = 'fishInventory_' + fishType; return storage[storageKey] || 0; }, getTotalFish: function getTotalFish() { var total = 0; this.fishTypes.forEach(function (fishType) { total += FishInventory.getFishCount(fishType); }); return total; }, hasAnyFish: function hasAnyFish() { return this.getTotalFish() > 0; }, checkRestaurantUnlock: function checkRestaurantUnlock() { if (!storage.restaurantUnlocked && this.hasAnyFish()) { storage.restaurantUnlocked = true; // Update map if we're on level select screen if (GameState.currentScreen === 'levelSelect' && levelSelectElements && levelSelectElements.updateMapDisplay) { levelSelectElements.updateMapDisplay(); } } }, getInventoryDisplay: function getInventoryDisplay() { var display = []; this.fishTypes.forEach(function (fishType) { var count = FishInventory.getFishCount(fishType); if (count > 0) { var displayName = fishType.charAt(0).toUpperCase() + fishType.slice(1); if (fishType === 'rareFish') displayName = 'Rare Fish'; if (fishType === 'mediumFish') displayName = 'Medium Fish'; if (fishType === 'deepFish') displayName = 'Deep Fish'; display.push({ type: fishType, name: displayName, count: count }); } }); return display; } }; // Initialize fish inventory system FishInventory.init(); /**** * Restaurant Game State & Recipe System ****/ var RestaurantState = { sessionActive: false, sessionStartTime: 0, sessionDuration: 180000, // 3 minutes like fishing currentCustomers: [], selectedMenu: [], // Stores keys of selected recipes sessionEarnings: 0, customersServed: 0, // Recipe definitions recipes: { fishAndChips: { name: "Fish & Chips", requiredFish: [{ type: "any", count: 1 }], // e.g., 1 of any fish baseValue: 15, multiplier: 1.0, // Could be adjusted by quality/minigame later difficulty: "easy" // For potential minigames }, fishTacos: { name: "Fish Tacos", requiredFish: [{ type: "medium+", count: 1 }], // e.g., 1 sardine, mackerel, mediumFish, deepFish, or rareFish baseValue: 25, multiplier: 1.5, difficulty: "medium" }, searedFishSpecial: { name: "Seared Fish Special", requiredFish: [{ type: "rareFish", count: 1 }], // e.g., 1 rare fish baseValue: 50, multiplier: 3.0, difficulty: "hard" } // Add more recipes here later }, reset: function reset() { this.sessionActive = false; this.sessionStartTime = 0; this.currentCustomers.forEach(function (customer) { if (customer && !customer.destroyed) customer.destroy(); }); this.currentCustomers = []; this.selectedMenu = []; this.sessionEarnings = 0; this.customersServed = 0; }, canMakeRecipe: function canMakeRecipe(recipeKey) { var recipe = this.recipes[recipeKey]; if (!recipe) return false; for (var i = 0; i < recipe.requiredFish.length; i++) { var requirement = recipe.requiredFish[i]; if (requirement.type === "any") { if (FishInventory.getTotalFish() < requirement.count) { return false; } } else if (requirement.type === "medium+") { // Check for any fish that is medium or rarer var availableCount = FishInventory.getFishCount('sardine') + FishInventory.getFishCount('mackerel') + FishInventory.getFishCount('mediumFish') + FishInventory.getFishCount('deepFish') + FishInventory.getFishCount('rareFish'); if (availableCount < requirement.count) { return false; } } else { // Specific fish type if (FishInventory.getFishCount(requirement.type) < requirement.count) { return false; } } } return true; } }; // Pre-service menu selection screen function showMenuSelection() { var menuOverlay = restaurantScreen.addChild(new Container()); var overlayBg = menuOverlay.addChild(LK.getAsset('songCard', { // Placeholder asset x: 1024, // Center X y: 1366, // Center Y width: 1800, // Large overlay height: 1200, color: 0x424242, // Dark grey anchorX: 0.5, anchorY: 0.5, alpha: 0.95 })); var titleText = menuOverlay.addChild(new Text2('SELECT MENU (Choose 3 dishes)', { size: 80, fill: 0xFFFFFF, align: 'center' })); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = overlayBg.y - overlayBg.height / 2 + 100; // Top of overlay var selectedCount = 0; var maxSelection = 3; var selectedRecipes = []; // Stores recipe keys // Recipe buttons var recipeKeys = Object.keys(RestaurantState.recipes); var buttonWidth = 350; var buttonHeight = 180; var buttonSpacingX = 50; var buttonTotalWidth = recipeKeys.length * buttonWidth + (recipeKeys.length - 1) * buttonSpacingX; var startButtonX = 1024 - buttonTotalWidth / 2 + buttonWidth / 2; var buttonY = titleText.y + titleText.height + 150; for (var i = 0; i < recipeKeys.length; i++) { var recipeKey = recipeKeys[i]; var recipe = RestaurantState.recipes[recipeKey]; var canMake = RestaurantState.canMakeRecipe(recipeKey); var currentButtonX = startButtonX + i * (buttonWidth + buttonSpacingX); var recipeButton = menuOverlay.addChild(LK.getAsset('button', { // Placeholder asset anchorX: 0.5, anchorY: 0.5, x: currentButtonX, y: buttonY, width: buttonWidth, height: buttonHeight, tint: canMake ? 0x4CAF50 : 0x666666 // Green if can make, grey otherwise })); recipeButton.recipeKey = recipeKey; recipeButton.selected = false; var recipeText = menuOverlay.addChild(new Text2(recipe.name + "\n(Req: " + recipe.requiredFish[0].count + " " + recipe.requiredFish[0].type + ")", { size: 32, fill: 0xFFFFFF, align: 'center', wordWrap: true, wordWrapWidth: buttonWidth - 20 })); recipeText.anchor.set(0.5, 0.5); recipeText.x = currentButtonX; recipeText.y = buttonY; } // Start service button var startButton = menuOverlay.addChild(LK.getAsset('bigButton', { // Placeholder asset anchorX: 0.5, anchorY: 0.5, x: 1024, y: overlayBg.y + overlayBg.height / 2 - 100, // Bottom of overlay width: 400, height: 100, tint: 0x666666 // Disabled by default })); var startButtonText = menuOverlay.addChild(new Text2('START SERVICE', { size: 50, fill: 0xFFFFFF })); startButtonText.anchor.set(0.5, 0.5); startButtonText.x = startButton.x; startButtonText.y = startButton.y; // Menu selection input handling (specific to this overlay) function handleMenuSelectionInput(x, y) { // Check recipe buttons for (var i = 0; i < menuOverlay.children.length; i++) { var child = menuOverlay.children[i]; if (child.recipeKey && RestaurantState.canMakeRecipe(child.recipeKey)) { // Check if it's a recipe button and can be made if (x >= child.x - child.width / 2 && x <= child.x + child.width / 2 && y >= child.y - child.height / 2 && y <= child.y + child.height / 2) { if (!child.selected && selectedCount < maxSelection) { child.selected = true; child.tint = 0x1976D2; // Blue when selected selectedRecipes.push(child.recipeKey); selectedCount++; } else if (child.selected) { child.selected = false; child.tint = 0x4CAF50; // Back to green (if can make) var index = selectedRecipes.indexOf(child.recipeKey); if (index > -1) selectedRecipes.splice(index, 1); selectedCount--; } // Update start button if (selectedCount === maxSelection) { startButton.tint = 0x4CAF50; // Green (enabled) } else { startButton.tint = 0x666666; // Grey (disabled) } LK.getSound('buttonClick').play(); return; } } } // Check start button if (selectedCount === maxSelection && x >= startButton.x - startButton.width / 2 && x <= startButton.x + startButton.width / 2 && y >= startButton.y - startButton.height / 2 && y <= startButton.y + startButton.height / 2) { RestaurantState.selectedMenu = selectedRecipes.slice(); // Copy selected recipes menuOverlay.destroy(); // This will also restore original input handler startRestaurantSession(); LK.getSound('buttonClick').play(); } } // Temporarily override restaurant input handling var originalHandleRestaurantInput = handleRestaurantInput; handleRestaurantInput = handleMenuSelectionInput; // Restore original handler when overlay is destroyed var originalDestroy = menuOverlay.destroy; menuOverlay.destroy = function () { handleRestaurantInput = originalHandleRestaurantInput; // Restore the global function variable if (originalDestroy) { // Ensure originalDestroy is a function before calling originalDestroy.call(this); } else { // Fallback if originalDestroy was not set (e.g. if container had no children or its destroy was already modified) if (this.parent && typeof this.parent.removeChild === 'function') { this.parent.removeChild(this); } // Further cleanup if necessary, like removing all children manually this.removeChildren(); } }; } // Start restaurant session function startRestaurantSession() { RestaurantState.reset(); RestaurantState.sessionActive = true; RestaurantState.sessionStartTime = LK.ticks * (1000 / 60); if (restaurantElements && restaurantElements.moneyDisplay) { restaurantElements.moneyDisplay.setText('$' + GameState.money); } // Start spawning customers scheduleNextCustomer(); } // Customer spawning function scheduleNextCustomer() { if (!RestaurantState.sessionActive) return; // Check if game is still on restaurant screen if (GameState.currentScreen !== 'restaurant') { RestaurantState.sessionActive = false; // Stop session if screen changed return; } var delay = 8000 + Math.random() * 7000; // 8-15 seconds between customers LK.setTimeout(function () { if (!RestaurantState.sessionActive || GameState.currentScreen !== 'restaurant') return; spawnCustomer(); scheduleNextCustomer(); // Schedule the next one }, delay); } function spawnCustomer() { if (!RestaurantState.sessionActive || RestaurantState.currentCustomers.length >= 6 || RestaurantState.selectedMenu.length === 0) return; // Find empty table var occupiedTables = RestaurantState.currentCustomers.map(function (c) { return c.tableIndex; }); var availableTables = []; for (var i = 0; i < 6; i++) { // Assuming 6 tables if (occupiedTables.indexOf(i) === -1) { availableTables.push(i); } } if (availableTables.length === 0) return; var tableIndex = availableTables[Math.floor(Math.random() * availableTables.length)]; var randomRecipeKey = RestaurantState.selectedMenu[Math.floor(Math.random() * RestaurantState.selectedMenu.length)]; var customer = new Customer(tableIndex, randomRecipeKey); // Position at table (based on createTables and restaurantFloor structure) var tablesPerRow = 3; var tableWidth = 200; // From createTables var tableSpacingX = (2048 - tablesPerRow * tableWidth) / (tablesPerRow + 1); // From createTables var rowSpacing = 300; // From createTables var row = Math.floor(tableIndex / tablesPerRow); var col = tableIndex % tablesPerRow; // Customer X is center of table, customer Y is center of table customer.x = tableSpacingX + col * (tableWidth + tableSpacingX) + tableWidth / 2; // Y is relative to restaurantFloor/tableContainer, which starts at TOP_SECTION_HEIGHT customer.y = GAME_CONFIG.WATER_SURFACE_Y + 150 + row * rowSpacing + 150 / 2; // 150 is table's Y offset in createTables, 150/2 is half table height if (restaurantScreen && !restaurantScreen.destroyed) { restaurantScreen.addChild(customer); // Add customer to main restaurant screen for updates } RestaurantState.currentCustomers.push(customer); } /**** * Game State Management ****/ var MULTI_BEAT_SPAWN_DELAY_MS = 250; var TRIPLET_BEAT_SPAWN_DELAY_MS = 350; var FISH_SPAWN_END_BUFFER_MS = 500; // Modified ImprovedRhythmSpawner - completely rewrite the update function var ImprovedRhythmSpawner = { update: function update(currentTime) { if (!GameState.gameActive || GameState.songStartTime === 0) { return; } // Only spawn if no battle is active and no fish are on screen if (GameState.battleState !== BATTLE_STATES.NONE || fishArray.length > 0) { return; } // If we're waiting for next spawn time if (GameState.nextFishSpawnTime > 0 && currentTime < GameState.nextFishSpawnTime) { return; } var songConfig = GameState.getCurrentSongConfig(); if (!songConfig || !songConfig.bpm) { // Safety check return; } var beatInterval = 60000 / songConfig.bpm; // Spawn immediately with normal speed this.spawnSingleFish(currentTime, beatInterval); }, spawnSingleFish: function spawnSingleFish(currentTime, beatInterval) { var depthConfig = GameState.getCurrentDepthConfig(); if (!depthConfig) { // Safety check return; } // Use the original fish speed from config var fishSpeed = depthConfig.fishSpeed; // This is the normal speed var spawnSide = Math.random() < 0.5 ? -1 : 1; // -1 for left, 1 for right var actualSpeed = Math.abs(fishSpeed) * (spawnSide === -1 ? 1 : -1); // Positive for left to right, negative for right to left // Determine fish type var laneIndex = PatternGenerator.getNextLane(); var targetLane = GAME_CONFIG.LANES[laneIndex]; var fishType, fishValue; var rand = Math.random(); if (rand < 0.05) { fishType = 'rare'; fishValue = Math.floor(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 = Math.floor(depthConfig.fishValue); } var newFish = new Fish(fishType, fishValue, actualSpeed, laneIndex); // If actualSpeed is positive, fish moves L to R, starts from left. // If actualSpeed is negative, fish moves R to L, starts from right. newFish.x = actualSpeed > 0 ? -150 : 2048 + 150; newFish.y = targetLane.y; newFish.baseY = targetLane.y; newFish.lastX = newFish.x; // Initialize lastX fishArray.push(newFish); if (fishingScreen && !fishingScreen.destroyed) { fishingScreen.addChild(newFish); } GameState.sessionFishSpawned++; }, scheduleNextFish: function scheduleNextFish() { var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var currentTime = LK.ticks * (1000 / 60); // Schedule next fish spawn for just a half beat later var beatsDelay = 0.1; // Much shorter delay GameState.nextFishSpawnTime = currentTime + beatInterval * beatsDelay; GameState.battleState = BATTLE_STATES.WAITING_FOR_NEXT; LK.setTimeout(function () { if (GameState.battleState === BATTLE_STATES.WAITING_FOR_NEXT) { GameState.battleState = BATTLE_STATES.NONE; GameState.nextFishSpawnTime = 0; } }, beatInterval * beatsDelay); }, // Adding a reset method, though not in the prompt, is good practice if replacing the whole object. // However, the original prompt for ImprovedRhythmSpawner did not include this in the new code. // Sticking to the prompt, so no explicit reset here unless it was part of the provided block. // The new system doesn't require the complex reset of the old one (nextBeatToSchedule, scheduledBeats). // An empty reset or a reset focusing on its new simpler state might be added later if needed. // For now, the structure above replaces the old entirely. reset: function reset() { // This spawner's state is mostly in GameState (battleState, nextFishSpawnTime) // No internal scheduledBeats or nextBeatToSchedule to reset in this new version. // If GameState.nextFishSpawnTime needs reset on a full game reset, that should happen elsewhere. } }; /**** * Tutorial System - Global Scope ****/ function updateLaneBracketsVisuals() { if (laneBrackets && laneBrackets.length === GAME_CONFIG.LANES.length) { for (var i = 0; i < laneBrackets.length; i++) { var isActiveLane = i === GameState.hookTargetLaneIndex; var targetAlpha = isActiveLane ? 0.9 : 0.5; if (laneBrackets[i] && laneBrackets[i].left && !laneBrackets[i].left.destroyed) { if (laneBrackets[i].left.alpha !== targetAlpha) { laneBrackets[i].left.alpha = targetAlpha; } } if (laneBrackets[i] && laneBrackets[i].right && !laneBrackets[i].right.destroyed) { if (laneBrackets[i].right.alpha !== targetAlpha) { laneBrackets[i].right.alpha = targetAlpha; } } } } } function createTutorialElements() { tutorialOverlayContainer.removeChildren(); tutorialTextBackground = tutorialOverlayContainer.addChild(LK.getAsset('screenBackground', { x: GAME_CONFIG.SCREEN_CENTER_X, y: 2732 * 0.85, width: 1800, height: 450, color: 0x000000, anchorX: 0.5, anchorY: 0.5, alpha: 0.75 })); tutorialTextDisplay = tutorialOverlayContainer.addChild(new Text2('', { size: 55, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 1700, align: 'center', lineHeight: 65 })); tutorialTextDisplay.anchor.set(0.5, 0.5); tutorialTextDisplay.x = tutorialTextBackground.x; tutorialTextDisplay.y = tutorialTextBackground.y - 50; tutorialContinueButton = tutorialOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: tutorialTextBackground.x, y: tutorialTextBackground.y + tutorialTextBackground.height / 2 - 55, tint: 0x1976d2, width: 350, height: 70 })); tutorialContinueText = tutorialOverlayContainer.addChild(new Text2('CONTINUE', { size: 34, fill: 0xFFFFFF })); tutorialContinueText.anchor.set(0.5, 0.5); tutorialContinueText.x = tutorialContinueButton.x; tutorialContinueText.y = tutorialContinueButton.y; tutorialOverlayContainer.visible = false; } function setTutorialText(newText, showContinue) { if (showContinue === undefined) { showContinue = true; } if (!tutorialTextDisplay || !tutorialContinueButton || !tutorialContinueText) { createTutorialElements(); } tutorialTextDisplay.setText(newText); tutorialContinueButton.visible = showContinue; tutorialContinueText.visible = showContinue; tutorialOverlayContainer.visible = true; } function spawnTutorialFishHelper(config) { var fishType = config.type || 'shallow'; var depthConfig = GAME_CONFIG.DEPTHS[0]; // Tutorial always uses shallow depth config for simplicity var fishValue = Math.floor(depthConfig.fishValue / 2); var baseSpeed = depthConfig.fishSpeed; var speedMultiplier = config.speedMultiplier || 0.5; var laneIndex = config.lane !== undefined ? config.lane : 1; var spawnSide = config.spawnSide !== undefined ? config.spawnSide : Math.random() < 0.5 ? -1 : 1; var actualFishSpeed = Math.abs(baseSpeed) * speedMultiplier * spawnSide; var newFish = new Fish(fishType, fishValue, actualFishSpeed, laneIndex); // Override fish asset if specified in config if (config.fishAsset) { if (newFish.fishGraphics && !newFish.fishGraphics.destroyed) { newFish.fishGraphics.destroy(); } newFish.fishGraphics = newFish.attachAsset(config.fishAsset, { anchorX: 0.5, anchorY: 0.5 }); if (actualFishSpeed > 0) { // Moving right newFish.fishGraphics.scaleX = -1; // Flip if moving L to R } else { newFish.fishGraphics.scaleX = 1; // Normal if moving R to L } // Override rhythm pattern and multi-tap properties for the forced fish type newFish.rhythmPattern = FISH_RHYTHM_PATTERNS[config.fishAsset] || ['beat']; // Default to single beat newFish.maxTaps = newFish.rhythmPattern.length; newFish.currentTaps = 0; newFish.isMultiTapFish = newFish.maxTaps > 1; newFish.currentPatternIndex = 0; newFish.isPushedBack = false; newFish.isInBattle = false; newFish.nextPlannedMoveLane = -1; // Recreate multi-tap display if it's a multi-tap fish if (newFish.isMultiTapFish) { // Destroy existing counter if any (from original Fish constructor) if (newFish.counterBg && !newFish.counterBg.destroyed) newFish.counterBg.destroy(); if (newFish.tapCounter && !newFish.tapCounter.destroyed) newFish.tapCounter.destroy(); newFish.nextPlannedMoveLane = newFish.determineFirstPlannedLane(); newFish.counterBg = newFish.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, // Position above the fish width: 120, height: 80, alpha: 0.8 })); var initialCounterText = newFish.maxTaps.toString(); if (newFish.maxTaps > 1 && newFish.nextPlannedMoveLane !== -1 && newFish.nextPlannedMoveLane !== newFish.lane) { if (newFish.nextPlannedMoveLane < newFish.lane) { initialCounterText += "↑"; } else if (newFish.nextPlannedMoveLane > newFish.lane) { initialCounterText += "↓"; } } newFish.tapCounter = newFish.addChild(new Text2(initialCounterText, { size: 70, fill: 0xFFFFFF, // White text stroke: 0x000000, // Black stroke for visibility strokeThickness: 3 })); newFish.tapCounter.anchor.set(0.5, 0.5); newFish.tapCounter.x = 0; newFish.tapCounter.y = -80; // Align with background } } newFish.x = actualFishSpeed > 0 ? -150 : 2048 + 150; newFish.y = GAME_CONFIG.LANES[laneIndex].y + (config.yOffset || 0); newFish.baseY = newFish.y; newFish.lastX = newFish.x; newFish.tutorialFish = true; newFish.wasCaughtThisInteraction = false; // Initialize tutorial interaction flag newFish.wasMissedThisInteraction = false; // Initialize tutorial interaction flag fishArray.push(newFish); fishingScreen.addChild(newFish); return newFish; } function runTutorialStep() { // GameState.tutorialPaused is set by each case. // GameState.tutorialAwaitingTap is not used in this refactor. // Clear previous lane highlights if any if (tutorialLaneHighlights.length > 0) { tutorialLaneHighlights.forEach(function (overlay) { if (overlay && !overlay.destroyed) { overlay.destroy(); } }); tutorialLaneHighlights = []; } // Default to showing continue button, specific cases will hide it. if (tutorialContinueButton) { tutorialContinueButton.visible = true; } if (tutorialContinueText) { tutorialContinueText.visible = true; } // Clean up previous tutorial fish if it exists and we are not in a fish-centric step (3, 4, 5) // For steps 3, 4, 5, fish cleanup is handled by game.down or the step logic itself. if (GameState.tutorialFish && GameState.tutorialStep !== 3 && GameState.tutorialStep !== 4 && GameState.tutorialStep !== 5) { if (!GameState.tutorialFish.destroyed) { var idx = fishArray.indexOf(GameState.tutorialFish); if (idx > -1) { fishArray.splice(idx, 1); } GameState.tutorialFish.destroy(); } GameState.tutorialFish = null; } // Reset interaction flags on the current tutorial fish if it exists (for retries) if (GameState.tutorialFish) { GameState.tutorialFish.wasCaughtThisInteraction = false; GameState.tutorialFish.wasMissedThisInteraction = false; } if (fishingElements) { // Ensure fishing animations are running for tutorial steps before the end if (typeof fishingElements.startWaterSurfaceAnimation === 'function' && GameState.tutorialStep < 9) { fishingElements.startWaterSurfaceAnimation(); } if (typeof fishingElements.startBoatAndFishermanAnimation === 'function' && GameState.tutorialStep < 9) { fishingElements.startBoatAndFishermanAnimation(); } if (fishingElements.hook) { tween.stop(fishingElements.hook); // For early steps, or if explicitly needed, force hook to a position. if (GameState.tutorialStep <= 1) { // Steps 0, 1: Hook starts in middle swipeState.currentLane = 1; fishingElements.hook.y = GAME_CONFIG.LANES[1].y; fishingElements.hook.originalY = GAME_CONFIG.LANES[1].y; GameState.hookTargetLaneIndex = 1; updateLaneBracketsVisuals(); } // For step 2, hook is where player left it from step 1, or middle if step 1 was skipped. // For step 3, hook is where player left it from step 2. // For step 4, hook is where player left it from step 3. } } switch (GameState.tutorialStep) { case 0: setTutorialText("Welcome to Beat Fisher! Let's learn the basics. Tap 'CONTINUE'."); GameState.tutorialPaused = true; break; case 1: setTutorialText("This is your hook. SWIPE UP or DOWN to move it between lanes. Try it now, then tap 'CONTINUE'."); if (fishingElements.hook && !fishingElements.hook.destroyed) { tween(fishingElements.hook.scale, { x: 1.2, y: 1.2 }, { duration: 250, onFinish: function onFinish() { if (fishingElements.hook && !fishingElements.hook.destroyed) { tween(fishingElements.hook.scale, { x: 1, y: 1 }, { duration: 250 }); } } }); } GameState.tutorialPaused = true; // Paused for CONTINUE, but swipe is enabled by handleFishingInput break; case 2: setTutorialText("Great! Fish swim in three lanes. Try SWIPING your hook to different lanes. When ready, tap 'CONTINUE'."); for (var i = 0; i < GAME_CONFIG.LANES.length; i++) { var laneYPos = GAME_CONFIG.LANES[i].y; var highlight = LK.getAsset('laneHighlight', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: laneYPos, alpha: 0.25, width: 1800, height: 200 }); tutorialOverlayContainer.addChildAt(highlight, 0); tutorialLaneHighlights.push(highlight); } GameState.tutorialPaused = true; // Paused for CONTINUE, swipe enabled by handleFishingInput break; case 3: // Ensure hook is visually and logically in the lane the fish will spawn. // swipeState.currentLane should hold the player's chosen lane from step 2 (or default to 1 if step 2 was instant). // The hook's Y position is determined by the swipe tween in handleFishingInput. // The tween.stop(fishingElements.hook) at the start of runTutorialStep will have halted any ongoing motion. // The hook will be at the Y position where its tween was stopped. GameState.hookTargetLaneIndex = swipeState.currentLane; updateLaneBracketsVisuals(); setTutorialText("Nice! A sardine will approach in your current lane (" + (swipeState.currentLane === 0 ? "TOP" : swipeState.currentLane === 1 ? "MIDDLE" : "BOTTOM") + "). It needs TWO TAPS. Tap to catch it!"); tutorialContinueButton.visible = false; tutorialContinueText.visible = false; GameState.tutorialPaused = false; // Player needs to act (tap fish) if (GameState.tutorialFish && !GameState.tutorialFish.destroyed) GameState.tutorialFish.destroy(); GameState.tutorialFish = spawnTutorialFishHelper({ type: 'shallow', speedMultiplier: 0.35, lane: swipeState.currentLane, // Fish in the hook's current lane fishAsset: 'sardine' // Force sardine for 2 taps }); if (GameState.tutorialFish) { GameState.tutorialFish.wasCaughtThisInteraction = false; GameState.tutorialFish.wasMissedThisInteraction = false; } break; case 4: // Player needs to swipe to the top lane. Hook is wherever they left it. // The fish will spawn in the top lane. setTutorialText("Great! Now, SWIPE to the TOP lane. A sardine will appear there. Catch it with TWO TAPS!"); tutorialContinueButton.visible = false; tutorialContinueText.visible = false; GameState.tutorialPaused = false; // Player needs to swipe and tap if (GameState.tutorialFish && !GameState.tutorialFish.destroyed) GameState.tutorialFish.destroy(); GameState.tutorialFish = spawnTutorialFishHelper({ type: 'shallow', speedMultiplier: 0.45, lane: 0, // Fish in top lane (index 0) fishAsset: 'sardine' }); if (GameState.tutorialFish) { GameState.tutorialFish.wasCaughtThisInteraction = false; GameState.tutorialFish.wasMissedThisInteraction = false; } break; case 5: setTutorialText("Excellent! Notice how the fish moved to different lanes after each tap? The arrow showed you where it would go next. This is the multi-tap battle system! Tap 'CONTINUE'."); GameState.tutorialPaused = true; break; case 6: setTutorialText("Catch fish consecutively to build a COMBO for bonus points! Tap 'CONTINUE'."); GameState.tutorialPaused = true; break; case 7: setTutorialText("Fish will approach the hook on the beat with the music's rhythm. Listen to the beat! Tap 'CONTINUE'."); GameState.tutorialPaused = true; break; case 8: setTutorialText("You're all set! Tap 'CONTINUE' to go to the fishing spots!"); GameState.tutorialPaused = true; break; default: // End of tutorial GameState.tutorialMode = false; tutorialOverlayContainer.visible = false; if (GameState.tutorialFish && !GameState.tutorialFish.destroyed) { var idxDefault = fishArray.indexOf(GameState.tutorialFish); if (idxDefault > -1) fishArray.splice(idxDefault, 1); GameState.tutorialFish.destroy(); GameState.tutorialFish = null; } if (tutorialLaneHighlights.length > 0) { tutorialLaneHighlights.forEach(function (overlay) { if (overlay && !overlay.destroyed) overlay.destroy(); }); tutorialLaneHighlights = []; } // Restore normal game animations if they were stopped/altered if (fishingElements && fishingElements.boat && !fishingElements.boat.destroyed) stopTween(fishingElements.boat); if (fishingElements && fishingElements.fishermanContainer && !fishingElements.fishermanContainer.destroyed) stopTween(fishingElements.fishermanContainer); if (fishingElements && fishingElements.waterSurfaceSegments) stopTweens(fishingElements.waterSurfaceSegments); showScreen('levelSelect'); break; } } function startTutorial() { GameState.tutorialMode = true; GameState.tutorialStep = 0; GameState.gameActive = false; showScreen('fishing'); fishingScreen.alpha = 1; fishArray.forEach(function (f) { if (f && !f.destroyed) { f.destroy(); } }); fishArray = []; ImprovedRhythmSpawner.reset(); if (fishingElements.scoreText) { fishingElements.scoreText.setText(''); } if (fishingElements.fishText) { fishingElements.fishText.setText(''); } if (fishingElements.comboText) { fishingElements.comboText.setText(''); } if (fishingElements.progressText) { fishingElements.progressText.setText(''); } var bracketAssetHeight = 150; var bracketAssetWidth = 75; if (laneBrackets && laneBrackets.length > 0) { laneBrackets.forEach(function (bracketPair) { if (bracketPair.left && !bracketPair.left.destroyed) { bracketPair.left.destroy(); } if (bracketPair.right && !bracketPair.right.destroyed) { bracketPair.right.destroy(); } }); } laneBrackets = []; if (fishingScreen && !fishingScreen.destroyed) { for (var i = 0; i < GAME_CONFIG.LANES.length; i++) { var laneY = GAME_CONFIG.LANES[i].y; var leftBracket = fishingScreen.addChild(LK.getAsset('lanebracket', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, x: bracketAssetWidth / 2, y: laneY, height: bracketAssetHeight })); var rightBracket = fishingScreen.addChild(LK.getAsset('lanebracket', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, scaleX: -1, x: 2048 - bracketAssetWidth / 2, y: laneY, height: bracketAssetHeight })); laneBrackets.push({ left: leftBracket, right: rightBracket }); } } } function checkTutorialFishState() { var fish = GameState.tutorialFish; if (!fish || fish.destroyed || fish.caught || fish.missed) { return; } var hookX = fishingElements.hook.x; if (GameState.tutorialStep === 3 || GameState.tutorialStep === 4) { var passedHook = fish.speed > 0 && fish.x > hookX + GAME_CONFIG.MISS_WINDOW + fish.fishGraphics.width / 2 || fish.speed < 0 && fish.x < hookX - GAME_CONFIG.MISS_WINDOW - fish.fishGraphics.width / 2; if (passedHook) { fish.missed = true; GameState.tutorialPaused = true; setTutorialText("It got away! Tap 'CONTINUE' to try that part again."); } } if (fish.x < -250 || fish.x > 2048 + 250) { var wasCriticalStep = GameState.tutorialStep === 3 || GameState.tutorialStep === 4; var fishIndex = fishArray.indexOf(fish); if (fishIndex > -1) { fishArray.splice(fishIndex, 1); } fish.destroy(); GameState.tutorialFish = null; if (wasCriticalStep && !fish.caught && !fish.missed) { GameState.tutorialPaused = true; setTutorialText("The fish swam off. Tap 'CONTINUE' to try that part again."); } } } var GameState = { currentScreen: 'title', currentDepth: 0, money: 0, totalFishCaught: 0, ownedSongs: [], selectedDepth: 0, selectedSong: 0, sessionScore: 0, sessionFishCaught: 0, sessionFishSpawned: 0, combo: 0, maxCombo: 0, gameActive: false, songStartTime: 0, introPlaying: false, musicNotesActive: false, currentPlayingMusicId: 'rhythmTrack', currentPlayingMusicInitialVolume: 0.8, lastLevelSelectNodeKey: 'dock', hookTargetLaneIndex: 1, tutorialMode: false, tutorialStep: 0, tutorialPaused: false, tutorialAwaitingTap: false, tutorialFish: null, battleState: BATTLE_STATES.NONE, currentBattleFish: null, nextFishSpawnTime: 0, 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++; 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()); var restaurantScreen = game.addChild(new Container()); restaurantScreen.visible = false; // Initially hidden var globalFadeOverlay = game.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, width: 2048, height: 2732, color: 0x000000, alpha: 0 })); globalFadeOverlay.visible = false; if (game.children.indexOf(globalFadeOverlay) !== -1) { game.setChildIndex(globalFadeOverlay, game.children.length - 1); } GameState.initOwnedSongs(); /**** * Title Screen ****/ function createTitleScreen() { var titleBg = titleScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 1, height: 2732, color: 0x87CEEB })); var titleAnimationGroup = titleScreen.addChild(new Container()); var titleSky = titleAnimationGroup.addChild(LK.getAsset('skybackground', { x: 0, y: -500 })); var titleWater = titleAnimationGroup.addChild(LK.getAsset('water', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y })); titleScreenOceanBubbleContainer = titleAnimationGroup.addChild(new Container()); titleScreenSeaweedContainer = titleAnimationGroup.addChild(new Container()); titleScreenCloudContainer = titleAnimationGroup.addChild(new Container()); var titleBoatGroup = titleAnimationGroup.addChild(new Container()); var titleBoat = titleBoatGroup.addChild(LK.getAsset('boat', { anchorX: 0.5, anchorY: 0.74, x: 0, y: 0 })); var titleFisherman = titleBoatGroup.addChild(LK.getAsset('fisherman', { anchorX: 0.5, anchorY: 1, x: -100, y: -70 })); var rodTipX = -100 + 85; var rodTipY = -70 - 200; var initialHookYInGroup = GAME_CONFIG.LANES[1].y - GAME_CONFIG.WATER_SURFACE_Y; var titleLine = titleBoatGroup.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, x: rodTipX, y: rodTipY, width: 6, height: initialHookYInGroup - rodTipY })); var titleHook = titleBoatGroup.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: rodTipX, y: initialHookYInGroup })); titleBoatGroup.x = GAME_CONFIG.SCREEN_CENTER_X; titleBoatGroup.y = GAME_CONFIG.WATER_SURFACE_Y; var boatGroupBaseY = titleBoatGroup.y; var boatWaveAmplitude = 10; var boatWaveHalfCycleDuration = 2000; var boatRotationAmplitude = 0.03; var boatRotationDuration = 3000; var lineWaveAmplitude = 12; var lineWaveSpeed = 0.03; var linePhaseOffset = 0; var titleWaterSurfaceSegments = []; var NUM_WAVE_SEGMENTS_TITLE = 32; var SEGMENT_WIDTH_TITLE = 2048 / NUM_WAVE_SEGMENTS_TITLE; var SEGMENT_HEIGHT_TITLE = 24; var WAVE_AMPLITUDE_TITLE = 12; var WAVE_HALF_PERIOD_MS_TITLE = 2500; var PHASE_DELAY_MS_PER_SEGMENT_TITLE = WAVE_HALF_PERIOD_MS_TITLE * 2 / NUM_WAVE_SEGMENTS_TITLE; for (var i = 0; i < NUM_WAVE_SEGMENTS_TITLE; i++) { var segment = LK.getAsset('waterSurface', { x: i * SEGMENT_WIDTH_TITLE, y: GAME_CONFIG.WATER_SURFACE_Y, width: SEGMENT_WIDTH_TITLE + 1, height: SEGMENT_HEIGHT_TITLE, anchorX: 0, anchorY: 0.5, alpha: 0.8, tint: 0x4fc3f7 }); segment.baseY = GAME_CONFIG.WATER_SURFACE_Y; titleAnimationGroup.addChild(segment); titleWaterSurfaceSegments.push(segment); } for (var i = 0; i < NUM_WAVE_SEGMENTS_TITLE; i++) { var whiteSegment = LK.getAsset('waterSurface', { x: i * SEGMENT_WIDTH_TITLE, y: GAME_CONFIG.WATER_SURFACE_Y - SEGMENT_HEIGHT_TITLE / 2, width: SEGMENT_WIDTH_TITLE + 1, height: SEGMENT_HEIGHT_TITLE / 2, anchorX: 0, anchorY: 0.5, alpha: 0.6, tint: 0xffffff }); whiteSegment.baseY = GAME_CONFIG.WATER_SURFACE_Y - SEGMENT_HEIGHT_TITLE / 2; titleAnimationGroup.addChild(whiteSegment); titleWaterSurfaceSegments.push(whiteSegment); } var boatCenterX = GAME_CONFIG.SCREEN_CENTER_X; var targetBoatScreenY = GAME_CONFIG.SCREEN_CENTER_Y + 300; var boatWorldY = GAME_CONFIG.WATER_SURFACE_Y; var pivotY = boatWorldY - (targetBoatScreenY - boatWorldY); titleAnimationGroup.pivot.set(boatCenterX, pivotY); titleAnimationGroup.x = GAME_CONFIG.SCREEN_CENTER_X; titleAnimationGroup.y = GAME_CONFIG.SCREEN_CENTER_Y; var INITIAL_ZOOM_FACTOR = 3.0; var FINAL_ZOOM_FACTOR = 1.8; titleAnimationGroup.scale.set(INITIAL_ZOOM_FACTOR); titleAnimationGroup.alpha = 1; var targetUpY = boatGroupBaseY - boatWaveAmplitude; var targetDownY = boatGroupBaseY + boatWaveAmplitude; function moveTitleBoatGroupUp() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { y: targetUpY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut, onFinish: moveTitleBoatGroupDown }); } function moveTitleBoatGroupDown() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { y: targetDownY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut, onFinish: moveTitleBoatGroupUp }); } function rockTitleBoatGroupLeft() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { rotation: -boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut, onFinish: rockTitleBoatGroupRight }); } function rockTitleBoatGroupRight() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { rotation: boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut, onFinish: rockTitleBoatGroupLeft }); } function updateTitleFishingLineWave() { if (!titleLine || titleLine.destroyed || !titleHook || titleHook.destroyed) { return; } linePhaseOffset += lineWaveSpeed; var waveOffset = Math.sin(linePhaseOffset) * lineWaveAmplitude; titleLine.x = rodTipX + waveOffset * 0.3; titleHook.x = rodTipX + waveOffset; var deltaX = titleHook.x - titleLine.x; var deltaY = titleHook.y - titleLine.y; var actualLineLength = Math.sqrt(deltaX * deltaX + deltaY * deltaY); titleLine.height = actualLineLength; if (actualLineLength > 0.001) { titleLine.rotation = Math.atan2(deltaY, deltaX) - Math.PI / 2; } else { titleLine.rotation = 0; } titleHook.rotation = titleLine.rotation; } function startTitleWaterSurfaceAnimationFunc() { for (var k = 0; k < titleWaterSurfaceSegments.length; k++) { var segment = titleWaterSurfaceSegments[k]; if (!segment || segment.destroyed) { continue; } var segmentIndexForDelay = k % NUM_WAVE_SEGMENTS_TITLE; (function (currentLocalSegment, currentLocalSegmentIndexForDelay) { var waveAnim = createWaveAnimation(currentLocalSegment, WAVE_AMPLITUDE_TITLE, WAVE_HALF_PERIOD_MS_TITLE); LK.setTimeout(function () { if (!currentLocalSegment || currentLocalSegment.destroyed) { return; } tween(currentLocalSegment, { y: currentLocalSegment.baseY + WAVE_AMPLITUDE_TITLE }, { duration: WAVE_HALF_PERIOD_MS_TITLE, easing: tween.easeInOut, onFinish: waveAnim.up }); }, currentLocalSegmentIndexForDelay * PHASE_DELAY_MS_PER_SEGMENT_TITLE); })(segment, segmentIndexForDelay); } } var blackOverlay = titleScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, width: 2048, height: 2732, color: 0x000000, alpha: 1 })); var titleImage = titleScreen.addChild(LK.getAsset('titleimage', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 700, alpha: 0, scaleX: 0.8, scaleY: 0.8 })); var startButtonY = 2732 - 2732 / 3.5; var tutorialButtonY = startButtonY + 600; var startButton = titleScreen.addChild(LK.getAsset('startbutton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: startButtonY, alpha: 0 })); var tutorialButton = titleScreen.addChild(LK.getAsset('tutorialbutton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: tutorialButtonY, alpha: 0 })); return { startButton: startButton, tutorialButton: tutorialButton, titleImage: titleImage, titleAnimationGroup: titleAnimationGroup, blackOverlay: blackOverlay, titleBoatGroup: titleBoatGroup, moveTitleBoatGroupUp: moveTitleBoatGroupUp, rockTitleBoatGroupLeft: rockTitleBoatGroupLeft, titleSky: titleSky, titleWater: titleWater, titleWaterSurfaceSegments: titleWaterSurfaceSegments, titleLine: titleLine, titleHook: titleHook, startTitleWaterSurfaceAnimation: startTitleWaterSurfaceAnimationFunc, updateTitleFishingLineWave: updateTitleFishingLineWave }; } /**** * Level Select Screen ****/ var MAP_CONFIG = { NODES: { dock: { x: 1200, y: 860, unlocked: true, type: 'dock' }, shallows: { x: 524, y: 1400, unlocked: true, type: 'fishing', depthIndex: 0 }, medium: { x: 1324, y: 1700, unlocked: false, type: 'fishing', depthIndex: 1 }, deep: { x: 524, y: 2000, unlocked: false, type: 'fishing', depthIndex: 2 }, abyss: { x: 1524, y: 2300, unlocked: false, type: 'fishing', depthIndex: 3 }, shop: { x: 724, y: 500, unlocked: false, type: 'shop' }, restaurant: { x: 1324, y: 500, unlocked: false, type: 'restaurant' } }, CONNECTIONS: [['dock', 'shallows'], ['shallows', 'medium'], ['medium', 'deep'], ['deep', 'abyss'], ['dock', 'shop'], ['dock', 'restaurant']], BOAT_BOB_AMPLITUDE: 8, BOAT_BOB_DURATION: 2000, BOAT_ROTATION_AMPLITUDE: 0.02, BOAT_ROTATION_DURATION: 3000, BOAT_TRAVEL_SPEED: 300 }; function createLevelSelectScreen() { levelSelectScreen.removeChildren(); var nodeNameTexts = {}; function getNodeDisplayName(nodeKey) { var nodeNames = { dock: 'Dock', shallows: 'Shallow Waters', medium: 'Mid Waters', deep: 'Deep Waters', abyss: 'The Abyss', shop: 'Fishing Shop', restaurant: 'Ocean Restaurant' }; return nodeNames[nodeKey] || 'Unknown'; } var mapBg = levelSelectScreen.addChild(LK.getAsset('mapBackground', { x: 0, y: 0 })); var moneyDisplayBackground = levelSelectScreen.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: 80 - 10, width: 450, height: 100, color: 0x000000, alpha: 0.5 })); var ripplesContainer = levelSelectScreen.addChild(new Container()); var activeRipples = []; var rippleSpawnTimerId = null; var RIPPLE_SPAWN_INTERVAL_MS = 350; var RIPPLE_INITIAL_SCALE = 0.1; var RIPPLE_FINAL_SCALE = 1.8; var RIPPLE_INITIAL_OFFSET = 40; var RIPPLE_TRAVEL_DISTANCE = 140; var RIPPLE_DURATION_MS = 1800; var homeIslandRipplesContainer = levelSelectScreen.addChild(new Container()); var activeHomeIslandRipples = []; var homeIslandRippleSpawnTimerId = null; var HOME_ISLAND_RIPPLE_SPAWN_INTERVAL_MS = 225; var HOME_ISLAND_RIPPLE_INITIAL_SCALE = 0.1; var HOME_ISLAND_RIPPLE_FINAL_SCALE = 1.875; var HOME_ISLAND_RIPPLE_INITIAL_OFFSET_FROM_EDGE = 10; var HOME_ISLAND_RIPPLE_TRAVEL_DISTANCE = 220; var HOME_ISLAND_RIPPLE_DURATION_MS = 2000; var homeIsland = levelSelectScreen.addChild(LK.getAsset('homeisland', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 500 })); var shallowWatersNodeBubblesContainer = levelSelectScreen.addChild(new Container()); shadowFishContainer = levelSelectScreen.addChild(new Container()); var activeShallowWatersNodeBubbles = []; var shallowWatersNodeBubbleSpawnTimerId = null; var SHALLOW_NODE_BUBBLE_SPAWN_INTERVAL_MS = 350 + Math.random() * 250; var levelSelectCloudContainer; var activeLevelSelectClouds = []; var levelSelectCloudSpawnTimerId = null; var LEVEL_SELECT_CLOUD_SPAWN_INTERVAL_MS = 4000 + Math.random() * 3000; var MAX_LEVEL_SELECT_CLOUDS = 6; var shadowFishContainer; var activeShadowFish = []; var shadowFishSpawnTimerId = null; var SHADOW_FISH_SPAWN_INTERVAL_MS = 9000 + Math.random() * 5000; var moneyDisplay = new Text2('$0', { size: 70, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 3 }); moneyDisplay.anchor.set(1, 0); moneyDisplay.x = 1900; moneyDisplay.y = 80; levelSelectScreen.addChild(moneyDisplay); var backButtonBg = levelSelectScreen.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2600, width: 400, height: 130, alpha: 0.92 })); var backButton = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2600, tint: 0x757575, width: 700, height: 170, alpha: 0 })); var backButtonText = new Text2('BACK TO TITLE', { size: 50, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; levelSelectScreen.addChild(backButtonText); function createInventoryDropdown() { inventoryDropdownContainer.removeChildren(); var inventory = FishInventory.getInventoryDisplay(); if (inventory.length === 0) { // Show "No fish caught yet" message var dropdownBaseY = 190 + 120 + 30; // new button top (190) + new button height (120) + new scaled padding (20*1.5=30) var emptyBg = inventoryDropdownContainer.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: dropdownBaseY, // Adjusted y based on new button size width: 600, // 400 * 1.5 height: 150, // 100 * 1.5 color: 0x424242, alpha: 0.9 })); var emptyText = inventoryDropdownContainer.addChild(new Text2('No fish caught yet', { size: 68, // 45 * 1.5, rounded fill: 0xCCCCCC, align: 'center' })); emptyText.anchor.set(0.5, 0.5); emptyText.x = 1900 + 20 - 600 / 2; // Centered in new emptyBg emptyText.y = dropdownBaseY + 150 / 2; // Centered in new emptyBg height return; } // Calculate dropdown size var itemHeight = 180; // 120 * 1.5 var dropdownBaseY = 190 + 120 + 30; // Matches emptyBg.y logic var dropdownVerticalPadding = 30; // 20 * 1.5 var dropdownHeight = inventory.length * itemHeight + dropdownVerticalPadding; var dropdownWidth = 675; // 450 * 1.5 // Background var dropdownBg = inventoryDropdownContainer.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: dropdownBaseY, // Below inventory button width: dropdownWidth, height: dropdownHeight, color: 0x424242, alpha: 0.9 })); // Fish items var itemTopPadding = 15; // 10 * 1.5 var itemImageLeftPadding = 30; // 20 * 1.5 var itemImageYOffset = 15; // 10 * 1.5 var spaceAfterImage = 150; // 100 * 1.5 (assuming based on original fish asset width + padding) var textYOffset = 23; // 15 * 1.5, rounded var countTextRightPadding = 30; // 20 * 1.5 for (var i = 0; i < inventory.length; i++) { var fishData = inventory[i]; var itemY = dropdownBaseY + itemTopPadding + i * itemHeight; // Fish image var fishImage = inventoryDropdownContainer.addChild(LK.getAsset(fishData.type, { anchorX: 0, anchorY: 0, x: 1900 + 20 - dropdownWidth + itemImageLeftPadding, y: itemY + itemImageYOffset, scaleX: 0.6, // 0.4 * 1.5 scaleY: 0.6 // 0.4 * 1.5 })); // Fish name var fishNameText = inventoryDropdownContainer.addChild(new Text2(fishData.name, { size: 63, // 42 * 1.5 fill: 0xFFFFFF })); fishNameText.anchor.set(0, 0); // Calculate actual image width: original asset width (e.g. sardine 200) * new scale (0.6) // This is complex as original asset width varies. Let's assume spaceAfterImage is relative to fishImage.x var fishImageDisplayWidth = LK.getAsset(fishData.type, {}).width * 0.6; // Get scaled width fishNameText.x = fishImage.x + fishImageDisplayWidth + 20 * 1.5; // Scaled space after image, 20px old padding fishNameText.y = itemY + textYOffset; // Fish count var fishCountText = inventoryDropdownContainer.addChild(new Text2('x' + fishData.count, { size: 63, // 42 * 1.5 fill: 0xFFD700 })); fishCountText.anchor.set(1, 0); fishCountText.x = 1900 + 20 - itemImageLeftPadding; // Align with right edge using same padding as left fishCountText.y = itemY + textYOffset; } } function toggleInventoryDropdown() { if (inventoryDropdownOpen) { // Close dropdown inventoryDropdownContainer.visible = false; inventoryDropdownOpen = false; } else { // Open dropdown createInventoryDropdown(); inventoryDropdownContainer.visible = true; if (levelSelectScreen && inventoryDropdownContainer.parent === levelSelectScreen) { levelSelectScreen.setChildIndex(inventoryDropdownContainer, levelSelectScreen.children.length - 1); } inventoryDropdownOpen = true; } } var dottedLinesContainer = levelSelectScreen.addChild(new Container()); var nodesContainer = levelSelectScreen.addChild(new Container()); var boatContainer = levelSelectScreen.addChild(new Container()); var inventoryButtonBg = levelSelectScreen.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: 200 - 10, // Below money display width: 375, // 250 * 1.5 height: 120, // 80 * 1.5 color: 0x424242, alpha: 0.8 })); var inventoryButton = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: 200 - 10, width: 375, // 250 * 1.5 height: 120, // 80 * 1.5 tint: 0x1976d2, alpha: 0 })); var inventoryButtonText = new Text2('INVENTORY', { size: 57, // 38 * 1.5 fill: 0xFFFFFF }); inventoryButtonText.anchor.set(1, 0); inventoryButtonText.x = 1900; inventoryButtonText.y = 190 + (120 - 57) / 2; // Adjusted for new button height and text size, centered levelSelectScreen.addChild(inventoryButtonText); // Inventory Dropdown Container var inventoryDropdownContainer = levelSelectScreen.addChild(new Container()); inventoryDropdownContainer.visible = false; var inventoryDropdownOpen = false; var songOverlayContainer = levelSelectScreen.addChild(new Container()); songOverlayContainer.visible = false; var overlayBg = songOverlayContainer.addChild(LK.getAsset('songCard', { x: 1024, y: 1366, width: 1700, height: 900, color: 0x424242, anchorX: 0.5, anchorY: 0.5, alpha: 0.95 })); var closeButton = songOverlayContainer.addChild(LK.getAsset('closeButton', { anchorX: 0.5, anchorY: 0.5, x: 1700, y: 1026, width: 100, height: 100, tint: 0xff4444 })); var closeButtonText = new Text2('X', { size: 60, fill: 0xFFFFFF }); closeButtonText.anchor.set(0.5, 0.5); closeButtonText.x = closeButton.x; closeButtonText.y = closeButton.y; songOverlayContainer.addChild(closeButtonText); var songElements = { leftArrow: null, rightArrow: null, songTitle: null, songInfo: null, songEarnings: null, playButton: null, playButtonText: null, leftArrowText: null, rightArrowText: null, difficultyEasyButton: null, difficultyEasyButtonText: null, difficultyMediumButton: null, difficultyMediumButtonText: null, difficultyHardButton: null, difficultyHardButtonText: null }; var currentNode = GameState.lastLevelSelectNodeKey; var initialBoatNodeConfig = MAP_CONFIG.NODES[currentNode]; var playerBoat = boatContainer.addChild(LK.getAsset('playerBoat', { anchorX: 0.5, anchorY: 0.5, x: initialBoatNodeConfig.x, y: initialBoatNodeConfig.y })); var boatMoving = false; var _songOverlayOpen = false; var selectedDepth = 0; var selectedSong = 0; var boatBaseY = playerBoat.y; var boatBobPhase = 0; var boatRotationPhase = 0; var levelSelectSeagullSoundTimer = null; var levelSelectBoatSoundTimer = null; var levelSelectScreenWavesArray = []; var levelSelectScreenWaveSpawnTimerId = null; var SCREEN_WAVE_SPAWN_INTERVAL_MS = (200 + Math.random() * 300) * 4 / 3; var seagullsContainer = levelSelectScreen.addChild(new Container()); var activeSeagulls = []; var seagullSpawnTimerId = null; var SEAGULL_SPAWN_INTERVAL_MS = 3500 + Math.random() * 2500; levelSelectCloudContainer = levelSelectScreen.addChild(new Container()); // Create ambient sound schedulers var seagullScheduler = createAmbientSoundScheduler({ screenName: 'levelSelect', sounds: ['seagull1', 'seagull2', 'seagull3'], baseDelay: 5000, variance: 10000 }); var boatScheduler = createAmbientSoundScheduler({ screenName: 'levelSelect', sounds: 'boatsounds', baseDelay: 6000, variance: 0 }); function startLevelSelectAmbientSounds() { var initialSeagullSounds = ['seagull1', 'seagull2', 'seagull3']; var initialRandomSoundId = initialSeagullSounds[Math.floor(Math.random() * initialSeagullSounds.length)]; LK.getSound(initialRandomSoundId).play(); LK.getSound('boatsounds').play(); seagullScheduler.start(); boatScheduler.start(); } function stopLevelSelectAmbientSounds() { seagullScheduler.stop(); boatScheduler.stop(); } // Initialize clouds at screen load for (var i = 0; i < 3; i++) { var initialCloud = new MapScreenCloudParticle(); initialCloud.x = 400 + Math.random() * 1248; initialCloud.y = 300 + Math.random() * 1700; initialCloud.vx = (Math.random() < 0.5 ? 1 : -1) * (0.15 + Math.random() * 0.2) * 1.15; if (initialCloud.gfx && typeof initialCloud.gfx.alpha === "number") { initialCloud.gfx.alpha = 0.4 + Math.random() * 0.3; } levelSelectCloudContainer.addChild(initialCloud); activeLevelSelectClouds.push(initialCloud); } function spawnRippleEffect() { if (!playerBoat || playerBoat.destroyed || GameState.currentScreen !== 'levelSelect') { return; } var boatX = playerBoat.x; var boatY = playerBoat.y; var spawnAngle = Math.random() * Math.PI * 2; var ripple = new RippleParticle(boatX, boatY, spawnAngle, RIPPLE_INITIAL_OFFSET, RIPPLE_TRAVEL_DISTANCE, RIPPLE_INITIAL_SCALE, RIPPLE_FINAL_SCALE, RIPPLE_DURATION_MS, 1.0); ripplesContainer.addChild(ripple); activeRipples.push(ripple); } function spawnHomeIslandRippleEffect() { if (!homeIsland || homeIsland.destroyed || GameState.currentScreen !== 'levelSelect') { return; } var islandCenterX = homeIsland.x; var islandCenterY = homeIsland.y; var islandRadius = homeIsland.width / 2 * 0.75; var spawnEdgeAngle = Math.random() * Math.PI; var edgeX = islandCenterX + islandRadius * Math.cos(spawnEdgeAngle); var edgeY = islandCenterY + islandRadius * Math.sin(spawnEdgeAngle); var ripple = new RippleParticle(edgeX, edgeY, spawnEdgeAngle, HOME_ISLAND_RIPPLE_INITIAL_OFFSET_FROM_EDGE, HOME_ISLAND_RIPPLE_TRAVEL_DISTANCE, HOME_ISLAND_RIPPLE_INITIAL_SCALE, HOME_ISLAND_RIPPLE_FINAL_SCALE, HOME_ISLAND_RIPPLE_DURATION_MS, 0.5); homeIslandRipplesContainer.addChild(ripple); activeHomeIslandRipples.push(ripple); } function spawnLevelSelectScreenWaveEffect() { if (GameState.currentScreen !== 'levelSelect' || !ripplesContainer || ripplesContainer.destroyed) { return; } var movesRight = Math.random() < 0.5; var wave = new WaveParticle(movesRight); ripplesContainer.addChild(wave); levelSelectScreenWavesArray.push(wave); } function spawnShallowWatersNodeBubbleEffect() { if (GameState.currentScreen !== 'levelSelect' || !shallowWatersNodeBubblesContainer || shallowWatersNodeBubblesContainer.destroyed) { return; } var shallowNodePos = MAP_CONFIG.NODES.shallows; if (!shallowNodePos || !shallowNodePos.unlocked) { return; } var spawnX = shallowNodePos.x; var spawnY = shallowNodePos.y + 250 + (Math.random() - 0.5) * 200; var bubble = new MapBubbleParticle(spawnX, spawnY); shallowWatersNodeBubblesContainer.addChild(bubble); activeShallowWatersNodeBubbles.push(bubble); } function spawnSeagullEffect() { if (GameState.currentScreen !== 'levelSelect' || !seagullsContainer || seagullsContainer.destroyed) { return; } var seagull = new SeagullParticle(); seagullsContainer.addChild(seagull); activeSeagulls.push(seagull); } function spawnLevelSelectCloudEffect() { if (GameState.currentScreen !== 'levelSelect' || !levelSelectCloudContainer || levelSelectCloudContainer.destroyed || activeLevelSelectClouds.length >= MAX_LEVEL_SELECT_CLOUDS) { return; } var cloud = new MapScreenCloudParticle(); levelSelectCloudContainer.addChild(cloud); activeLevelSelectClouds.push(cloud); } function spawnShadowFishEffect() { if (GameState.currentScreen !== 'levelSelect' || !shadowFishContainer || shadowFishContainer.destroyed) { return; } var shallowNodePos = MAP_CONFIG.NODES.shallows; if (!shallowNodePos || !shallowNodePos.unlocked) { return; } var fish = new ShadowFishParticle(shallowNodePos.x, shallowNodePos.y); shadowFishContainer.addChild(fish); activeShadowFish.push(fish); } var waterfallParticlesContainer = levelSelectScreen.addChild(new Container()); var activeWaterfallParticles = []; var waterfallSpawnTimerId = null; var WATERFALL_SPAWN_INTERVAL_MS = 80; var waterfallSpawnX = homeIsland.x + 20; var waterfallSpawnY = homeIsland.y - homeIsland.height / 2 + 350; function spawnWaterfallParticleEffect() { if (GameState.currentScreen !== 'levelSelect' || !waterfallParticlesContainer || waterfallParticlesContainer.destroyed) { return; } var particle = new WaterfallParticle(waterfallSpawnX, waterfallSpawnY); waterfallParticlesContainer.addChild(particle); activeWaterfallParticles.push(particle); } // Start timers rippleSpawnTimerId = LK.setInterval(spawnRippleEffect, RIPPLE_SPAWN_INTERVAL_MS); homeIslandRippleSpawnTimerId = LK.setInterval(spawnHomeIslandRippleEffect, HOME_ISLAND_RIPPLE_SPAWN_INTERVAL_MS); levelSelectScreenWaveSpawnTimerId = LK.setInterval(spawnLevelSelectScreenWaveEffect, SCREEN_WAVE_SPAWN_INTERVAL_MS); waterfallSpawnTimerId = LK.setInterval(spawnWaterfallParticleEffect, WATERFALL_SPAWN_INTERVAL_MS); shallowWatersNodeBubbleSpawnTimerId = LK.setInterval(spawnShallowWatersNodeBubbleEffect, SHALLOW_NODE_BUBBLE_SPAWN_INTERVAL_MS); seagullSpawnTimerId = LK.setInterval(spawnSeagullEffect, SEAGULL_SPAWN_INTERVAL_MS); levelSelectCloudSpawnTimerId = LK.setInterval(spawnLevelSelectCloudEffect, LEVEL_SELECT_CLOUD_SPAWN_INTERVAL_MS); shadowFishSpawnTimerId = LK.setInterval(spawnShadowFishEffect, SHADOW_FISH_SPAWN_INTERVAL_MS); function cleanupAllParticles() { rippleSpawnTimerId = clearTimer(rippleSpawnTimerId, true); homeIslandRippleSpawnTimerId = clearTimer(homeIslandRippleSpawnTimerId, true); levelSelectScreenWaveSpawnTimerId = clearTimer(levelSelectScreenWaveSpawnTimerId, true); waterfallSpawnTimerId = clearTimer(waterfallSpawnTimerId, true); shallowWatersNodeBubbleSpawnTimerId = clearTimer(shallowWatersNodeBubbleSpawnTimerId, true); seagullSpawnTimerId = clearTimer(seagullSpawnTimerId, true); levelSelectCloudSpawnTimerId = clearTimer(levelSelectCloudSpawnTimerId, true); shadowFishSpawnTimerId = clearTimer(shadowFishSpawnTimerId, true); cleanupParticleArray(activeRipples, ripplesContainer); cleanupParticleArray(activeHomeIslandRipples, homeIslandRipplesContainer); cleanupParticleArray(levelSelectScreenWavesArray, ripplesContainer); cleanupParticleArray(activeWaterfallParticles, waterfallParticlesContainer); cleanupParticleArray(activeShallowWatersNodeBubbles, shallowWatersNodeBubblesContainer); cleanupParticleArray(activeSeagulls, seagullsContainer); cleanupParticleArray(activeLevelSelectClouds, levelSelectCloudContainer); cleanupParticleArray(activeShadowFish, shadowFishContainer); } function updateNodeUnlocks() { var nodes = MAP_CONFIG.NODES; nodes.medium.unlocked = GameState.currentDepth >= 1; nodes.deep.unlocked = GameState.currentDepth >= 2; nodes.abyss.unlocked = GameState.currentDepth >= 3; nodes.shop.unlocked = GameState.currentDepth >= 1; nodes.restaurant.unlocked = storage.restaurantUnlocked || false; } function createDottedLines() { dottedLinesContainer.removeChildren(); MAP_CONFIG.CONNECTIONS.forEach(function (connection) { var node1 = MAP_CONFIG.NODES[connection[0]]; var node2 = MAP_CONFIG.NODES[connection[1]]; if (node1.unlocked && node2.unlocked) { var dx = node2.x - node1.x; var dy = node2.y - node1.y; var distance = Math.sqrt(dx * dx + dy * dy); var dotCount = Math.floor(distance / 20); for (var i = 0; i < dotCount; i++) { if (i % 2 === 0) { var dotX = node1.x + dx * i / dotCount; var dotY = node1.y + dy * i / dotCount; dottedLinesContainer.addChild(LK.getAsset('dottedLine', { anchorX: 0.5, anchorY: 0.5, x: dotX, y: dotY, width: 8, height: 8, tint: 0xFFFFFF, alpha: 0.7 })); } } } }); } function createNodes() { nodesContainer.removeChildren(); Object.keys(MAP_CONFIG.NODES).forEach(function (nodeKey) { var node = MAP_CONFIG.NODES[nodeKey]; var nodeContainer = nodesContainer.addChild(new Container()); // Determine the correct asset for the node var nodeAsset = 'nodeLocked'; // Default to locked if (node.unlocked) { if (nodeKey === 'restaurant') { nodeAsset = 'restaurantUnlocked'; // Use special asset for unlocked restaurant } else { nodeAsset = 'nodeUnlocked'; // Use generic unlocked asset for others } } var nodeGfx = nodeContainer.addChild(LK.getAsset(nodeAsset, { anchorX: 0.5, anchorY: 0.5, x: node.x, y: node.y })); if (!node.unlocked) { nodeContainer.addChild(LK.getAsset('nodeLocked', { anchorX: 0.5, anchorY: 0.5, x: node.x, y: node.y - 5 })); } nodeGfx.nodeKey = nodeKey; var displayName = getNodeDisplayName(nodeKey); var nameTextFill = 0xFFFFFF; if (nodeKey === 'restaurant' || nodeKey === 'shop') { nameTextFill = 0xFFD700; } var labelY = node.y + nodeGfx.height / 2 + 15; var labelHeight = 80; var labelBg = null; var nameText = nodeContainer.addChild(new Text2(displayName, { size: 70, fill: nameTextFill, stroke: 0x000000, strokeThickness: 2, align: 'center' })); nameText.anchor.set(0.5, 0); nameText.x = node.x; nameText.y = labelY; nameText.visible = true; if (nodeKey === 'restaurant' || nodeKey === 'shop') { var labelWidth = nameText.width + 60; labelBg = nodeContainer.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0, x: node.x, y: labelY, width: labelWidth, height: labelHeight, color: 0x222222, alpha: 0.85 })); if (labelBg && nameText) { nodeContainer.setChildIndex(labelBg, nodeContainer.children.indexOf(nameText)); } } nodeNameTexts[nodeKey] = nameText; }); } function moveBoatToNode(targetNodeKey) { if (boatMoving || !MAP_CONFIG.NODES[targetNodeKey].unlocked) { return; } var targetNode = MAP_CONFIG.NODES[targetNodeKey]; var currentPos = { x: playerBoat.x, y: playerBoat.y }; var distance = Math.sqrt(Math.pow(targetNode.x - currentPos.x, 2) + Math.pow(targetNode.y - currentPos.y, 2)); var travelTime = distance / MAP_CONFIG.BOAT_TRAVEL_SPEED * 1000; boatMoving = true; currentNode = targetNodeKey; tween(playerBoat, { x: targetNode.x, y: targetNode.y }, { duration: travelTime, easing: tween.easeInOut, onFinish: function onFinish() { boatMoving = false; boatBaseY = playerBoat.y; tween(playerBoat, { rotation: 0 }, { duration: 500, easing: tween.easeOut }); if (MAP_CONFIG.NODES[targetNodeKey].type === 'fishing') { showSongSelection(MAP_CONFIG.NODES[targetNodeKey].depthIndex); } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'shop') { console.log("Arrived at Shop"); } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'restaurant') { console.log("Arrived at Restaurant"); } } }); } function showSongSelection(depthIndex) { selectedDepth = depthIndex; selectedSong = 0; _songOverlayOpen = true; songOverlayContainer.visible = true; createSongSelectionElements(); updateSongDisplay(); songOverlayContainer.alpha = 0; tween(songOverlayContainer, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); } function hideSongSelection() { _songOverlayOpen = false; tween(songOverlayContainer, { alpha: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { songOverlayContainer.visible = false; clearSongSelectionElements(); } }); } function createSongSelectionElements() { clearSongSelectionElements(); var overlayCenterX = 1024; var overlayCenterY = 1366; songElements.leftArrow = songOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX - 650, y: overlayCenterY, width: 120, height: 120, tint: 0x666666 })); songElements.leftArrowText = songOverlayContainer.addChild(new Text2('<', { size: 80, fill: 0xFFFFFF })); songElements.leftArrowText.anchor.set(0.5, 0.5); songElements.leftArrowText.x = songElements.leftArrow.x; songElements.leftArrowText.y = songElements.leftArrow.y; songElements.rightArrow = songOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX + 650, y: overlayCenterY, width: 120, height: 120, tint: 0x666666 })); songElements.rightArrowText = songOverlayContainer.addChild(new Text2('>', { size: 80, fill: 0xFFFFFF })); songElements.rightArrowText.anchor.set(0.5, 0.5); songElements.rightArrowText.x = songElements.rightArrow.x; songElements.rightArrowText.y = songElements.rightArrow.y; songElements.songTitle = songOverlayContainer.addChild(new Text2('Song Title', { size: 110, fill: 0xFFFFFF })); songElements.songTitle.anchor.set(0.5, 0.5); songElements.songTitle.x = overlayCenterX; songElements.songTitle.y = overlayCenterY - 300; songElements.songInfo = songOverlayContainer.addChild(new Text2('BPM: 120 | Duration: 2:00', { size: 70, fill: 0xCCCCCC })); songElements.songInfo.anchor.set(0.5, 0.5); songElements.songInfo.x = overlayCenterX; songElements.songInfo.y = overlayCenterY - 200; songElements.fishDisplayContainer = songOverlayContainer.addChild(new Container()); songElements.fishDisplayContainer.x = overlayCenterX; songElements.fishDisplayContainer.y = songElements.songInfo.y + 35 + 30; var fishDisplayBottomY = songElements.fishDisplayContainer.y + 260; songElements.playButton = songOverlayContainer.addChild(LK.getAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX, y: fishDisplayBottomY + 25 + 50, width: 400, height: 100 })); songElements.playButtonText = songOverlayContainer.addChild(new Text2('PLAY', { size: 100, fill: 0xFFFFFF })); songElements.playButtonText.anchor.set(0.5, 0.5); songElements.playButtonText.x = songElements.playButton.x; songElements.playButtonText.y = songElements.playButton.y; // Add Difficulty Buttons var difficultyButtonY = songElements.playButton.y + songElements.playButton.height / 2 + 30 + 40; // playButton bottom + 30px spacing + half height of new button (80/2=40) var difficultyButtonWidth = 250; var difficultyButtonHeight = 80; var difficultyButtonSpacing = 30; // Easy Button songElements.difficultyEasyButton = songOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX - difficultyButtonWidth - difficultyButtonSpacing, y: difficultyButtonY, width: difficultyButtonWidth, height: difficultyButtonHeight })); songElements.difficultyEasyButtonText = songOverlayContainer.addChild(new Text2('EASY', { size: 40, fill: 0xFFFFFF })); songElements.difficultyEasyButtonText.anchor.set(0.5, 0.5); songElements.difficultyEasyButtonText.x = songElements.difficultyEasyButton.x; songElements.difficultyEasyButtonText.y = songElements.difficultyEasyButton.y; // Medium Button songElements.difficultyMediumButton = songOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX, y: difficultyButtonY, width: difficultyButtonWidth, height: difficultyButtonHeight })); songElements.difficultyMediumButtonText = songOverlayContainer.addChild(new Text2('MEDIUM', { size: 40, fill: 0xFFFFFF })); songElements.difficultyMediumButtonText.anchor.set(0.5, 0.5); songElements.difficultyMediumButtonText.x = songElements.difficultyMediumButton.x; songElements.difficultyMediumButtonText.y = songElements.difficultyMediumButton.y; // Hard Button songElements.difficultyHardButton = songOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX + difficultyButtonWidth + difficultyButtonSpacing, y: difficultyButtonY, width: difficultyButtonWidth, height: difficultyButtonHeight })); songElements.difficultyHardButtonText = songOverlayContainer.addChild(new Text2('HARD', { size: 40, fill: 0xFFFFFF })); songElements.difficultyHardButtonText.anchor.set(0.5, 0.5); songElements.difficultyHardButtonText.x = songElements.difficultyHardButton.x; songElements.difficultyHardButtonText.y = songElements.difficultyHardButton.y; } function clearSongSelectionElements() { Object.keys(songElements).forEach(function (key) { if (songElements[key] && songElements[key].destroy && !songElements[key].destroyed) { songElements[key].destroy(); } songElements[key] = null; }); } function updateSongDisplay() { if (!songElements.songTitle || !songElements.fishDisplayContainer) { return; } songElements.fishDisplayContainer.removeChildren(); var depthConfig = GAME_CONFIG.DEPTHS[selectedDepth]; if (!depthConfig || !depthConfig.songs || !depthConfig.songs[selectedSong]) { console.error("Invalid depth or song index:", selectedDepth, selectedSong); return; } var songConfig = depthConfig.songs[selectedSong]; var patternConfig = GAME_CONFIG.PATTERNS[songConfig.pattern]; var owned = GameState.hasSong(selectedDepth, selectedSong); var overlayCenterX = 1024; var overlayCenterY = 1366; if (songElements.songTitle) { songElements.songTitle.destroy(); } songElements.songTitle = songOverlayContainer.addChild(new Text2(songConfig.name, { size: 110, fill: 0xFFFFFF, wordWrap: false, align: 'center' })); songElements.songTitle.anchor.set(0.5, 0.5); songElements.songTitle.x = overlayCenterX; songElements.songTitle.y = overlayCenterY - 300; if (songElements.songInfo) { songElements.songInfo.destroy(); } songElements.songInfo = songOverlayContainer.addChild(new Text2('BPM: ' + songConfig.bpm + ' | Duration: ' + formatTime(songConfig.duration), { size: 70, fill: 0xCCCCCC, wordWrap: false, align: 'center' })); songElements.songInfo.anchor.set(0.5, 0.5); songElements.songInfo.x = overlayCenterX; songElements.songInfo.y = overlayCenterY - 200; function getFishDistributionForSong(songCfg, depthCfg, patternCfg, currentSelectedDepth) { var distribution = []; var fishNames = { anchovy: "Anchovy", sardine: "Sardine", mackerel: "Mackerel", mediumFish: "Mid-Size", deepFish: "Deep Lurker", rareFish: "Rare Catch" }; if (songCfg.name === "Gentle Waves") { distribution = [{ asset: 'anchovy', name: fishNames.anchovy, percentage: 60 }, { asset: 'sardine', name: fishNames.sardine, percentage: 30 }, { asset: 'mackerel', name: fishNames.mackerel, percentage: 10 }]; } else if (songCfg.name === "Morning Tide") { distribution = [{ asset: 'anchovy', name: fishNames.anchovy, percentage: 40 }, { asset: 'sardine', name: fishNames.sardine, percentage: 40 }, { asset: 'mackerel', name: fishNames.mackerel, percentage: 20 }]; } else if (songCfg.name === "Sunny Afternoon") { distribution = [{ asset: 'anchovy', name: fishNames.anchovy, percentage: 30 }, { asset: 'sardine', name: fishNames.sardine, percentage: 30 }, { asset: 'mackerel', name: fishNames.mackerel, percentage: 40 }]; } else { var p_rare = patternCfg.rareSpawnChance || 0; if (p_rare > 0) { distribution.push({ asset: 'rareFish', name: fishNames.rareFish, percentage: p_rare * 100 }); } var p_deep = 0; if (currentSelectedDepth >= 2) { p_deep = Math.max(0, 0.3 - p_rare); } if (p_deep > 0) { distribution.push({ asset: 'deepFish', name: fishNames.deepFish, percentage: p_deep * 100 }); } var p_medium = 0; if (currentSelectedDepth >= 1) { var lower_bound_for_medium = p_rare + p_deep; p_medium = Math.max(0, 0.6 - lower_bound_for_medium); } if (p_medium > 0) { distribution.push({ asset: 'mediumFish', name: fishNames.mediumFish, percentage: p_medium * 100 }); } var p_shallow_total = Math.max(0, 1.0 - (p_rare + p_deep + p_medium)); if (p_shallow_total > 0) { var shallowFishAssets = [{ asset: 'anchovy', name: fishNames.anchovy }, { asset: 'sardine', name: fishNames.sardine }, { asset: 'mackerel', name: fishNames.mackerel }]; if (currentSelectedDepth === 0 || p_rare + p_deep + p_medium < 0.8) { var per_shallow_percentage = p_shallow_total / shallowFishAssets.length * 100; if (per_shallow_percentage > 0.1) { shallowFishAssets.forEach(function (sf) { distribution.push(_objectSpread(_objectSpread({}, sf), { percentage: per_shallow_percentage })); }); } } else if (distribution.length === 0 && p_shallow_total > 0) { var per_shallow_percentage2 = p_shallow_total / shallowFishAssets.length * 100; if (per_shallow_percentage2 > 0.1) { shallowFishAssets.forEach(function (sf) { distribution.push(_objectSpread(_objectSpread({}, sf), { percentage: per_shallow_percentage2 })); }); } } } } return distribution.filter(function (f) { return f.percentage >= 1; }).sort(function (a, b) { return b.percentage - a.percentage; }); } var fishToDisplay = getFishDistributionForSong(songConfig, depthConfig, patternConfig, selectedDepth); var itemWidth = 180; var itemHeight = 130; var horizontalSpacing = 40; var verticalSpacing = 50; var itemsPerRow = 3; var startX = -((itemsPerRow - 1) * (itemWidth + horizontalSpacing)) / 2; for (var i = 0; i < fishToDisplay.length; i++) { var fishData = fishToDisplay[i]; var fishItemContainer = songElements.fishDisplayContainer.addChild(new Container()); var rowIndex = Math.floor(i / itemsPerRow); var colIndex = i % itemsPerRow; fishItemContainer.x = startX + colIndex * (itemWidth + horizontalSpacing) - 60; fishItemContainer.y = rowIndex * (itemHeight + verticalSpacing) + 60; var icon = fishItemContainer.attachAsset(fishData.asset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); icon.x = itemWidth / 2; icon.y = 5; var nameText = fishItemContainer.addChild(new Text2(fishData.name, { size: 48, fill: 0xFFFFFF, align: 'center', wordWrap: true, wordWrapWidth: itemWidth - 10 })); nameText.anchor.set(0.5, 0); nameText.x = itemWidth / 2; nameText.y = icon.y + icon.height * 0.35 + 5; var percentText = fishItemContainer.addChild(new Text2(fishData.percentage.toFixed(1) + '%', { size: 40, fill: 0xCCCCCC, align: 'center' })); percentText.anchor.set(0.5, 0); percentText.x = itemWidth / 2; percentText.y = nameText.y + nameText.height + 3; } if (owned) { songElements.playButtonText.setText('PLAY'); songElements.playButton.tint = 0x1976d2; } else { songElements.playButtonText.setText('BUY ($' + songConfig.cost + ')'); songElements.playButton.tint = GameState.money >= songConfig.cost ? 0x2e7d32 : 0x666666; } songElements.leftArrow.tint = selectedSong > 0 ? 0x1976d2 : 0x666666; songElements.rightArrow.tint = selectedSong < depthConfig.songs.length - 1 ? 0x1976d2 : 0x666666; // Update difficulty button tints var easyColor = GAME_DIFFICULTY.current === 'easy' ? 0x2e7d32 : 0x666666; // Green if selected, grey otherwise var mediumColor = GAME_DIFFICULTY.current === 'medium' ? 0x2e7d32 : 0x666666; var hardColor = GAME_DIFFICULTY.current === 'hard' ? 0x2e7d32 : 0x666666; if (songElements.difficultyEasyButton && !songElements.difficultyEasyButton.destroyed) { songElements.difficultyEasyButton.tint = easyColor; } if (songElements.difficultyMediumButton && !songElements.difficultyMediumButton.destroyed) { songElements.difficultyMediumButton.tint = mediumColor; } if (songElements.difficultyHardButton && !songElements.difficultyHardButton.destroyed) { songElements.difficultyHardButton.tint = hardColor; } } function updateBoatAnimation() { if (boatMoving) { return; } boatBobPhase += 0.03; var bobOffset = Math.sin(boatBobPhase) * MAP_CONFIG.BOAT_BOB_AMPLITUDE; playerBoat.y = boatBaseY + bobOffset; boatRotationPhase += 0.02; var rotationOffset = Math.sin(boatRotationPhase) * MAP_CONFIG.BOAT_ROTATION_AMPLITUDE; playerBoat.rotation = rotationOffset; } function handleMapInput(x, y) { // Check inventory button click first // inventoryButton.width is now 375, inventoryButton.height is 120. These are used directly. if (x >= inventoryButton.x - inventoryButton.width && x <= inventoryButton.x && y >= inventoryButton.y && y <= inventoryButton.y + inventoryButton.height) { toggleInventoryDropdown(); LK.getSound('buttonClick').play(); return; } // Close inventory dropdown if clicking elsewhere var dropdownBaseY = 190 + 120 + 30; // Same as in createInventoryDropdown var newDropdownWidth = 675; // Check if the click is outside the dropdown container's bounds if (inventoryDropdownOpen) { var dropdownRightX = 1900 + 20; var dropdownLeftX = dropdownRightX - newDropdownWidth; var dropdownTopY = dropdownBaseY; var dropdownBottomY = dropdownTopY + inventoryDropdownContainer.height; // Use actual height of container if (!(x >= dropdownLeftX && x <= dropdownRightX && y >= dropdownTopY && y <= dropdownBottomY)) { // And also ensure the click was not on the inventory button itself (already handled above, but good for clarity if separated) var buttonTopY = inventoryButton.y; var buttonBottomY = inventoryButton.y + inventoryButton.height; var buttonRightX = inventoryButton.x; var buttonLeftX = inventoryButton.x - inventoryButton.width; if (!(x >= buttonLeftX && x <= buttonRightX && y >= buttonTopY && y <= buttonBottomY)) { toggleInventoryDropdown(); } } } if (_songOverlayOpen) { if (x >= closeButton.x - closeButton.width / 2 && x <= closeButton.x + closeButton.width / 2 && y >= closeButton.y - closeButton.height / 2 && y <= closeButton.y + closeButton.height / 2) { hideSongSelection(); return; } if (songElements.leftArrow && x >= songElements.leftArrow.x - songElements.leftArrow.width / 2 && x <= songElements.leftArrow.x + songElements.leftArrow.width / 2 && y >= songElements.leftArrow.y - songElements.leftArrow.height / 2 && y <= songElements.leftArrow.y + songElements.leftArrow.height / 2 && selectedSong > 0) { selectedSong--; updateSongDisplay(); return; } // Handle Difficulty Button Clicks if (songElements.difficultyEasyButton && x >= songElements.difficultyEasyButton.x - songElements.difficultyEasyButton.width / 2 && x <= songElements.difficultyEasyButton.x + songElements.difficultyEasyButton.width / 2 && y >= songElements.difficultyEasyButton.y - songElements.difficultyEasyButton.height / 2 && y <= songElements.difficultyEasyButton.y + songElements.difficultyEasyButton.height / 2) { GAME_DIFFICULTY.current = 'easy'; updateSongDisplay(); LK.getSound('buttonClick').play(); return; } if (songElements.difficultyMediumButton && x >= songElements.difficultyMediumButton.x - songElements.difficultyMediumButton.width / 2 && x <= songElements.difficultyMediumButton.x + songElements.difficultyMediumButton.width / 2 && y >= songElements.difficultyMediumButton.y - songElements.difficultyMediumButton.height / 2 && y <= songElements.difficultyMediumButton.y + songElements.difficultyMediumButton.height / 2) { GAME_DIFFICULTY.current = 'medium'; updateSongDisplay(); LK.getSound('buttonClick').play(); return; } if (songElements.difficultyHardButton && x >= songElements.difficultyHardButton.x - songElements.difficultyHardButton.width / 2 && x <= songElements.difficultyHardButton.x + songElements.difficultyHardButton.width / 2 && y >= songElements.difficultyHardButton.y - songElements.difficultyHardButton.height / 2 && y <= songElements.difficultyHardButton.y + songElements.difficultyHardButton.height / 2) { GAME_DIFFICULTY.current = 'hard'; updateSongDisplay(); LK.getSound('buttonClick').play(); return; } if (songElements.rightArrow && x >= songElements.rightArrow.x - songElements.rightArrow.width / 2 && x <= songElements.rightArrow.x + songElements.rightArrow.width / 2 && y >= songElements.rightArrow.y - songElements.rightArrow.height / 2 && y <= songElements.rightArrow.y + songElements.rightArrow.height / 2) { var depth = GAME_CONFIG.DEPTHS[selectedDepth]; if (depth && depth.songs && selectedSong < depth.songs.length - 1) { selectedSong++; updateSongDisplay(); } return; } if (songElements.playButton && x >= songElements.playButton.x - songElements.playButton.width / 2 && x <= songElements.playButton.x + songElements.playButton.width / 2 && y >= songElements.playButton.y - songElements.playButton.height / 2 && y <= songElements.playButton.y + songElements.playButton.height / 2) { var owned = GameState.hasSong(selectedDepth, selectedSong); if (owned) { GameState.selectedDepth = selectedDepth; GameState.selectedSong = selectedSong; GameState.lastLevelSelectNodeKey = currentNode; showScreen('fishing'); } else { if (GameState.buySong(selectedDepth, selectedSong)) { updateSongDisplay(); updateMapDisplay(); } } return; } return; } // Handle inventory button click if (x >= inventoryButton.x - inventoryButton.width / 2 && x <= inventoryButton.x + inventoryButton.width / 2 && y >= inventoryButton.y - inventoryButton.height / 2 && y <= inventoryButton.y + inventoryButton.height / 2) { toggleInventoryDropdown(); LK.getSound('buttonClick').play(); return; } 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'); return; } if (nodesContainer && nodesContainer.children) { nodesContainer.children.forEach(function (nodeContainerInstance) { if (nodeContainerInstance && nodeContainerInstance.children && nodeContainerInstance.children.length > 0) { var nodeGfx = nodeContainerInstance.children[0]; if (nodeGfx && nodeGfx.nodeKey) { var nodeData = MAP_CONFIG.NODES[nodeGfx.nodeKey]; if (nodeData.unlocked && !boatMoving) { var distance = Math.sqrt(Math.pow(x - nodeData.x, 2) + Math.pow(y - nodeData.y, 2)); if (distance < 60) { // ADD THIS: Handle restaurant navigation if (nodeGfx.nodeKey === 'restaurant') { showScreen('restaurant'); } else { moveBoatToNode(nodeGfx.nodeKey); } } } } } }); } } function updateMapDisplay() { updateNodeUnlocks(); createDottedLines(); createNodes(); moneyDisplay.setText('$' + GameState.money); } updateMapDisplay(); if (songOverlayContainer && levelSelectScreen.children.indexOf(songOverlayContainer) !== -1) { levelSelectScreen.setChildIndex(songOverlayContainer, levelSelectScreen.children.length - 1); } return { updateMapDisplay: updateMapDisplay, handleMapInput: handleMapInput, updateBoatAnimation: updateBoatAnimation, moneyDisplay: moneyDisplay, inventoryButton: inventoryButton, inventoryDropdownContainer: inventoryDropdownContainer, toggleInventoryDropdown: toggleInventoryDropdown, songOverlayOpen: function songOverlayOpen() { return _songOverlayOpen || inventoryDropdownOpen; }, updateRipples: function updateRipples() { updateParticleArray(activeRipples); }, cleanupRipples: cleanupAllParticles, ripplesContainer: ripplesContainer, activeRipples: activeRipples, rippleSpawnTimerId: rippleSpawnTimerId, updateHomeIslandRipples: function updateHomeIslandRipples() { updateParticleArray(activeHomeIslandRipples); }, cleanupHomeIslandRipples: cleanupAllParticles, homeIslandRipplesContainer: homeIslandRipplesContainer, activeHomeIslandRipples: activeHomeIslandRipples, homeIslandRippleSpawnTimerId: homeIslandRippleSpawnTimerId, updateScreenWaves: function updateScreenWaves() { updateParticleArray(levelSelectScreenWavesArray); }, cleanupScreenWaves: cleanupAllParticles, screenWaveSpawnTimerId: levelSelectScreenWaveSpawnTimerId, updateShallowWatersNodeBubbles: function updateShallowWatersNodeBubbles() { updateParticleArray(activeShallowWatersNodeBubbles); }, cleanupShallowWatersNodeBubbles: cleanupAllParticles, shallowWatersNodeBubbleSpawnTimerId: shallowWatersNodeBubbleSpawnTimerId, updateSeagulls: function updateSeagulls() { updateParticleArray(activeSeagulls); }, cleanupSeagulls: cleanupAllParticles, seagullSpawnTimerId: seagullSpawnTimerId, levelSelectCloudContainer: levelSelectCloudContainer, updateLevelSelectClouds: function updateLevelSelectClouds() { updateParticleArray(activeLevelSelectClouds); }, cleanupLevelSelectClouds: cleanupAllParticles, levelSelectCloudSpawnTimerId: levelSelectCloudSpawnTimerId, updateWaterfallParticles: function updateWaterfallParticles() { updateParticleArray(activeWaterfallParticles); }, cleanupWaterfallParticles: cleanupAllParticles, waterfallSpawnTimerId: waterfallSpawnTimerId, updateShadowFish: function updateShadowFish() { updateParticleArray(activeShadowFish); }, cleanupLevelSelectShadowFish: cleanupAllParticles, shadowFishSpawnTimerId: shadowFishSpawnTimerId, startLevelSelectAmbientSounds: startLevelSelectAmbientSounds, stopLevelSelectAmbientSounds: stopLevelSelectAmbientSounds, restartParticleTimers: function restartParticleTimers() { cleanupAllParticles(); rippleSpawnTimerId = LK.setInterval(spawnRippleEffect, RIPPLE_SPAWN_INTERVAL_MS); homeIslandRippleSpawnTimerId = LK.setInterval(spawnHomeIslandRippleEffect, HOME_ISLAND_RIPPLE_SPAWN_INTERVAL_MS); levelSelectScreenWaveSpawnTimerId = LK.setInterval(spawnLevelSelectScreenWaveEffect, SCREEN_WAVE_SPAWN_INTERVAL_MS); waterfallSpawnTimerId = LK.setInterval(spawnWaterfallParticleEffect, WATERFALL_SPAWN_INTERVAL_MS); shallowWatersNodeBubbleSpawnTimerId = LK.setInterval(spawnShallowWatersNodeBubbleEffect, SHALLOW_NODE_BUBBLE_SPAWN_INTERVAL_MS); seagullSpawnTimerId = LK.setInterval(spawnSeagullEffect, SEAGULL_SPAWN_INTERVAL_MS); levelSelectCloudSpawnTimerId = LK.setInterval(spawnLevelSelectCloudEffect, LEVEL_SELECT_CLOUD_SPAWN_INTERVAL_MS); shadowFishSpawnTimerId = LK.setInterval(spawnShadowFishEffect, SHADOW_FISH_SPAWN_INTERVAL_MS); } }; } /**** * Fishing Screen ****/ function createFishingScreen() { var sky = fishingScreen.addChild(LK.getAsset('skybackground', { x: 0, y: -500 })); var water = fishingScreen.addChild(LK.getAsset('water', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y })); globalOceanBubbleContainer = fishingScreen.addChild(new Container()); globalSeaweedContainer = fishingScreen.addChild(new Container()); globalCloudContainer = fishingScreen.addChild(new Container()); bubbleContainer = fishingScreen.addChild(new Container()); musicNotesContainer = fishingScreen.addChild(new Container()); var waterSurfaceSegments = []; var waterSurfaceSegmentsBlueTemp = []; var waterSurfaceSegmentsWhiteTemp = []; 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; 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; waterSurfaceSegmentsBlueTemp.push(segment); } 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; waterSurfaceSegmentsWhiteTemp.push(whiteSegment); } 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 })); for (var i = 0; i < waterSurfaceSegmentsBlueTemp.length; i++) { fishingScreen.addChild(waterSurfaceSegmentsBlueTemp[i]); waterSurfaceSegments.push(waterSurfaceSegmentsBlueTemp[i]); } for (var i = 0; i < waterSurfaceSegmentsWhiteTemp.length; i++) { fishingScreen.addChild(waterSurfaceSegmentsWhiteTemp[i]); waterSurfaceSegments.push(waterSurfaceSegmentsWhiteTemp[i]); } var fishermanContainer = fishingScreen.addChild(new Container()); 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 })); var boatBaseY = boat.y; var fishermanBaseY = fishermanContainer.y; var boatWaveAmplitude = 10; var boatWaveHalfCycleDuration = 2000; 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; } var targetUpY = boatBaseY - boatWaveAmplitude; var targetDownY = boatBaseY + boatWaveAmplitude; var fishermanTargetUpY = fishermanBaseY - boatWaveAmplitude; var fishermanTargetDownY = fishermanBaseY + boatWaveAmplitude; 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 startWaterSurfaceAnimationFunc() { var allSegments = waterSurfaceSegments; 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 waveAnim = createWaveAnimation(currentLocalSegment, WAVE_AMPLITUDE, WAVE_HALF_PERIOD_MS); LK.setTimeout(function () { if (!currentLocalSegment || currentLocalSegment.destroyed) { return; } tween(currentLocalSegment, { y: currentLocalSegment.baseY - WAVE_AMPLITUDE }, { duration: WAVE_HALF_PERIOD_MS, easing: tween.easeInOut, onFinish: waveAnim.down }); }, currentLocalSegmentIndexForDelay * PHASE_DELAY_MS_PER_SEGMENT); })(segment, segmentIndexForDelay); } } 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(); } } 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(); titleElements.tutorialButtonGfx = titleElements.tutorialButton; var levelSelectElements = createLevelSelectScreen(); var fishingElements = createFishingScreen(); var tutorialOverlayContainer = game.addChild(new Container()); tutorialOverlayContainer.visible = false; var tutorialTextBackground; var tutorialTextDisplay; var tutorialContinueButton; var tutorialContinueText; var tutorialLaneHighlights = []; var restaurantElements; // For restaurant screen UI elements var fishArray = []; var bubblesArray = []; var bubbleContainer; var musicNotesArray = []; var musicNotesContainer; var laneBrackets = []; var musicNoteSpawnCounter = 0; var MUSIC_NOTE_SPAWN_INTERVAL_TICKS = 45; var globalOceanBubblesArray = []; var globalOceanBubbleContainer; var globalOceanBubbleSpawnCounter = 0; var OCEAN_BUBBLE_SPAWN_INTERVAL_TICKS = 40; var globalSeaweedArray = []; var globalSeaweedContainer; var globalSeaweedSpawnCounter = 0; var SEAWEED_SPAWN_INTERVAL_TICKS = 120; var MAX_SEAWEED_COUNT = 8; var globalCloudArray = []; var globalCloudContainer; var globalCloudSpawnCounter = 0; var CLOUD_SPAWN_INTERVAL_TICKS = 180; var MAX_CLOUD_COUNT = 5; var titleScreenOceanBubblesArray = []; var titleScreenOceanBubbleContainer; var titleScreenOceanBubbleSpawnCounter = 0; var titleScreenSeaweedArray = []; var titleScreenSeaweedContainer; var titleScreenSeaweedSpawnCounter = 0; var titleScreenCloudArray = []; var titleScreenCloudContainer; var titleScreenCloudSpawnCounter = 0; var titleSeagullSoundTimer = null; var titleBoatSoundTimer = null; /**** * Input State and Helpers for Fishing ****/ var inputState = { touching: false, touchLane: -1, touchStartTime: 0 }; function getTouchLane(y) { var boundary_lane0_lane1 = (GAME_CONFIG.LANES[0].y + GAME_CONFIG.LANES[1].y) / 2; var boundary_lane1_lane2 = (GAME_CONFIG.LANES[1].y + GAME_CONFIG.LANES[2].y) / 2; if (y < boundary_lane0_lane1) { return 0; } else if (y < boundary_lane1_lane2) { return 1; } else { return 2; } } function showFeedback(type, laneIndex) { var feedbackY = GAME_CONFIG.LANES[laneIndex].y; var indicator = new FeedbackIndicator(type); indicator.x = fishingElements.hook.x; indicator.y = feedbackY; fishingScreen.addChild(indicator); indicator.show(); } function animateHookCatch() { var hook = fishingElements.hook; var restingY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; 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() { hook.originalY = restingY; } }); } }); } function handleFishingInput(x, y, isDown) { if (isDown) { swipeState.startX = x; swipeState.startY = y; // No action on 'down' other than recording start position for swipe/tap detection. } else { // This is a release (tap or swipe end) var deltaX = x - swipeState.startX; var deltaY = y - swipeState.startY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var isTap = distance < swipeState.tapThreshold; var isVerticalSwipe = !isTap && Math.abs(deltaY) > swipeState.swipeThreshold && Math.abs(deltaY) > Math.abs(deltaX); if (GameState.tutorialMode) { // --- TUTORIAL MODE INPUT HANDLING --- if (isTap) { // Process taps for catching fish ONLY if tutorial is NOT paused AND it's a fishing-action step. if (!GameState.tutorialPaused && (GameState.tutorialStep === 3 || GameState.tutorialStep === 4 || GameState.tutorialStep === 5)) { if (GameState.tutorialFish && !GameState.tutorialFish.caught && !GameState.tutorialFish.missed) { checkCatch(swipeState.currentLane); // Check against the hook's current lane } } // Other tutorial taps (like "CONTINUE" button) are handled by game.down. } else if (isVerticalSwipe) { // Determine if swiping is allowed in the current tutorial context. var canSwipeInTutorial = GameState.tutorialStep === 1 || GameState.tutorialStep === 2 || // Steps 1 & 2: Practice swiping (can be paused for "CONTINUE"). !GameState.tutorialPaused && (GameState.tutorialStep === 3 || GameState.tutorialStep === 4 || GameState.tutorialStep === 5); // Steps 3, 4 & 5: Active fishing/battle (must be unpaused). if (canSwipeInTutorial) { if (deltaY < 0) { // Swipe up swipeState.currentLane = Math.max(0, swipeState.currentLane - 1); } else { // Swipe down swipeState.currentLane = Math.min(GAME_CONFIG.LANES.length - 1, swipeState.currentLane + 1); } var targetY = GAME_CONFIG.LANES[swipeState.currentLane].y; tween(fishingElements.hook, { y: targetY }, { duration: 200, easing: tween.easeOut }); fishingElements.hook.originalY = targetY; GameState.hookTargetLaneIndex = swipeState.currentLane; updateLaneBracketsVisuals(); } } } else if (GameState.gameActive) { // --- REGULAR GAMEPLAY INPUT HANDLING --- if (isTap) { checkCatch(swipeState.currentLane); } else if (isVerticalSwipe) { if (deltaY < 0) { // Swipe up swipeState.currentLane = Math.max(0, swipeState.currentLane - 1); } else { // Swipe down swipeState.currentLane = Math.min(GAME_CONFIG.LANES.length - 1, swipeState.currentLane + 1); } var targetY = GAME_CONFIG.LANES[swipeState.currentLane].y; tween(fishingElements.hook, { y: targetY }, { duration: 200, easing: tween.easeOut }); fishingElements.hook.originalY = targetY; GameState.hookTargetLaneIndex = swipeState.currentLane; updateLaneBracketsVisuals(); } } } } /**** * Screen Management ****/ function showScreen(screenName) { var previousScreen = GameState.currentScreen; if (previousScreen === 'title' && titleElements) { stopTweens([titleElements.titleAnimationGroup, titleElements.blackOverlay, titleElements.titleImage, titleElements.startButton, titleElements.tutorialButton]); if (titleElements.titleWaterSurfaceSegments) { stopTweens(titleElements.titleWaterSurfaceSegments); } titleSeagullSoundTimer = clearTimer(titleSeagullSoundTimer, false); titleBoatSoundTimer = clearTimer(titleBoatSoundTimer, false); cleanupParticleArray(titleScreenOceanBubblesArray, titleScreenOceanBubbleContainer); cleanupParticleArray(titleScreenSeaweedArray, titleScreenSeaweedContainer); cleanupParticleArray(titleScreenCloudArray, titleScreenCloudContainer); } else if (previousScreen === 'levelSelect' && screenName !== 'levelSelect') { if (levelSelectElements && typeof levelSelectElements.cleanupRipples === 'function') { levelSelectElements.cleanupRipples(); } if (levelSelectElements && typeof levelSelectElements.stopLevelSelectAmbientSounds === 'function') { levelSelectElements.stopLevelSelectAmbientSounds(); } } if (previousScreen === 'fishing' && GameState.tutorialMode && screenName !== 'fishing') { tutorialOverlayContainer.visible = false; if (GameState.tutorialFish && !GameState.tutorialFish.destroyed) { GameState.tutorialFish.destroy(); var idx = fishArray.indexOf(GameState.tutorialFish); if (idx > -1) { fishArray.splice(idx, 1); } GameState.tutorialFish = null; } if (tutorialLaneHighlights.length > 0) { tutorialLaneHighlights.forEach(function (overlay) { if (overlay && !overlay.destroyed) { overlay.destroy(); } }); tutorialLaneHighlights = []; } GameState.tutorialMode = false; } if (previousScreen === 'title' && screenName === 'levelSelect') { globalFadeOverlay.alpha = 0; globalFadeOverlay.visible = true; if (game.children.indexOf(globalFadeOverlay) !== -1) { game.setChildIndex(globalFadeOverlay, game.children.length - 1); } tween(globalFadeOverlay, { alpha: 1 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { titleScreen.visible = false; if (levelSelectElements) { if (typeof levelSelectElements.cleanupRipples === 'function') { levelSelectElements.cleanupRipples(); } if (typeof levelSelectElements.stopLevelSelectAmbientSounds === 'function') { levelSelectElements.stopLevelSelectAmbientSounds(); } } levelSelectElements = createLevelSelectScreen(); levelSelectScreen.visible = true; GameState.currentScreen = 'levelSelect'; if (levelSelectElements && typeof levelSelectElements.updateMapDisplay === 'function') { levelSelectElements.updateMapDisplay(); } if (levelSelectElements && typeof levelSelectElements.startLevelSelectAmbientSounds === 'function') { levelSelectElements.startLevelSelectAmbientSounds(); } tween(globalFadeOverlay, { alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { globalFadeOverlay.visible = false; } }); } }); return; } titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; restaurantScreen.visible = false; // Add this to hide restaurant screen by default GameState.currentScreen = screenName; switch (screenName) { case 'restaurant': restaurantScreen.visible = true; restaurantElements = createRestaurantScreen(); // Create/recreate elements if (restaurantElements.moneyDisplay) { // Update money on screen show restaurantElements.moneyDisplay.setText('$' + GameState.money); } break; case 'title': titleScreen.visible = true; var seagullScheduler = createAmbientSoundScheduler({ screenName: 'title', sounds: ['seagull1', 'seagull2', 'seagull3'], baseDelay: 5000, variance: 10000 }); var boatScheduler = createAmbientSoundScheduler({ screenName: 'title', sounds: 'boatsounds', baseDelay: 6000, variance: 0 }); if (titleElements.startTitleWaterSurfaceAnimation) { titleElements.startTitleWaterSurfaceAnimation(); } if (titleElements.moveTitleBoatGroupUp) { titleElements.moveTitleBoatGroupUp(); } if (titleElements.rockTitleBoatGroupLeft) { titleElements.rockTitleBoatGroupLeft(); } var initialSeagullSounds = ['seagull1', 'seagull2', 'seagull3']; var initialRandomSoundId = initialSeagullSounds[Math.floor(Math.random() * initialSeagullSounds.length)]; LK.getSound(initialRandomSoundId).play(); LK.getSound('boatsounds').play(); seagullScheduler.start(); boatScheduler.start(); titleScreenOceanBubbleSpawnCounter = 0; titleScreenSeaweedSpawnCounter = 0; titleScreenCloudSpawnCounter = 0; var ZOOM_DURATION = 8000; var OVERLAY_FADE_DELAY = 1000; var OVERLAY_FADE_DURATION = 3000; var TEXT_DELAY = 4000; var BUTTON_DELAY = 5500; titleElements.titleAnimationGroup.x = GAME_CONFIG.SCREEN_CENTER_X; titleElements.titleAnimationGroup.y = GAME_CONFIG.SCREEN_CENTER_Y; titleElements.titleAnimationGroup.alpha = 1; titleElements.titleAnimationGroup.scale.set(3.0); titleElements.blackOverlay.alpha = 1; if (titleElements.titleImage) { titleElements.titleImage.alpha = 0; } titleElements.startButton.alpha = 0; titleElements.tutorialButton.alpha = 0; tween(titleElements.titleAnimationGroup, { scaleX: 1.8, scaleY: 1.8 }, { duration: ZOOM_DURATION, easing: tween.easeInOut }); LK.setTimeout(function () { tween(titleElements.blackOverlay, { alpha: 0 }, { duration: OVERLAY_FADE_DURATION, easing: tween.easeInOut }); }, OVERLAY_FADE_DELAY); LK.setTimeout(function () { if (titleElements.titleImage) { tween(titleElements.titleImage, { alpha: 1 }, { duration: 1200, easing: tween.easeOut }); } }, TEXT_DELAY); LK.setTimeout(function () { tween(titleElements.startButton, { alpha: 1 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { tween(titleElements.tutorialButton, { alpha: 1 }, { duration: 1000, easing: tween.easeOut }); } }); }, BUTTON_DELAY); break; case 'levelSelect': if (previousScreen === 'results') { if (levelSelectElements) { if (typeof levelSelectElements.cleanupRipples === 'function') { levelSelectElements.cleanupRipples(); } if (typeof levelSelectElements.stopLevelSelectAmbientSounds === 'function') { levelSelectElements.stopLevelSelectAmbientSounds(); } if (typeof levelSelectElements.restartParticleTimers === 'function') { levelSelectElements.restartParticleTimers(); } if (typeof levelSelectElements.updateMapDisplay === 'function') { levelSelectElements.updateMapDisplay(); } if (typeof levelSelectElements.startLevelSelectAmbientSounds === 'function') { levelSelectElements.startLevelSelectAmbientSounds(); } } } else if (previousScreen !== 'title') { if (levelSelectElements && typeof levelSelectElements.updateMapDisplay === 'function') { levelSelectElements.updateMapDisplay(); } if (levelSelectElements && typeof levelSelectElements.startLevelSelectAmbientSounds === 'function') { levelSelectElements.startLevelSelectAmbientSounds(); } } levelSelectScreen.visible = true; break; case 'fishing': fishingScreen.visible = true; playIntroAnimation(); break; case 'results': resultsScreen.visible = true; createResultsScreen(); resultsScreen.alpha = 0; tween(resultsScreen, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); break; } if (screenName !== 'fishing' && GameState.tutorialMode) { tutorialOverlayContainer.visible = false; } } /**** * Intro Animation ****/ function playIntroAnimation() { GameState.introPlaying = true; GameState.gameActive = false; if (fishingElements) { if (typeof fishingElements.startWaterSurfaceAnimation === 'function') { fishingElements.startWaterSurfaceAnimation(); } if (typeof fishingElements.startBoatAndFishermanAnimation === 'function') { fishingElements.startBoatAndFishermanAnimation(); } } 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; var INITIAL_ZOOM_FACTOR = 1.5; var pivotX = fishingElements.boat.x; var pivotY = fishingElements.boat.y - fishingElements.boat.height * (fishingElements.boat.anchor.y - 0.5); fishingScreen.pivot.set(pivotX, pivotY); 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(fishingScreen.scale, { x: 1, y: 1 }, { duration: introDuration, easing: tween.easeInOut }); tween(fishingScreen, { x: pivotX, y: pivotY }, { duration: introDuration, easing: tween.easeInOut }); // CRITICAL FIX: Set both visual and logical positions swipeState.currentLane = 1; // Ensure logical state is center GameState.hookTargetLaneIndex = 1; // Ensure game state is center var targetHookY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; LK.setTimeout(function () { LK.getSound('reel').play(); }, 600); tween(fishingElements.hook, { y: targetHookY }, { duration: introDuration * 0.8, delay: introDuration * 0.2, easing: tween.easeOut, onFinish: function onFinish() { GameState.introPlaying = false; fishingScreen.pivot.set(0, 0); fishingScreen.x = 0; fishingScreen.y = 0; fishingElements.hook.originalY = targetHookY; if (GameState.tutorialMode) { // CRITICAL FIX: Initialize tutorial with same state as regular gameplay swipeState.currentLane = 1; GameState.hookTargetLaneIndex = 1; fishingElements.hook.y = GAME_CONFIG.LANES[1].y; fishingElements.hook.originalY = GAME_CONFIG.LANES[1].y; GameState.gameActive = false; createTutorialElements(); runTutorialStep(); } else { startFishingSession(); } } }); } /**** * Level Select Logic ****/ function updateLevelSelectScreen() { var elements = levelSelectElements; elements.moneyDisplay.setText('$' + GameState.money); createDepthTabs(); updateSongDisplay(); updateShopButton(); } function createDepthTabs() { levelSelectElements.depthTabs.forEach(function (tab) { if (tab.container) { tab.container.destroy(); } }); levelSelectElements.depthTabs = []; var tabStartY = 600; var tabSpacing = 250; 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: 200 + i * tabSpacing, y: tabStartY, tint: isSelected ? 0x1976d2 : 0x455a64, width: 400, height: 160 })); var tabText = new Text2(depth.name.split(' ')[0], { size: 40, fill: 0xFFFFFF }); tabText.anchor.set(0.5, 0.5); tabText.x = 200 + i * tabSpacing; tabText.y = tabStartY; 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); elements.songTitle.setText(song.name); elements.songInfo.setText('BPM: ' + song.bpm + ' | Duration: ' + formatTime(song.duration)); var minEarnings = Math.floor(depth.fishValue * 20); var maxEarnings = Math.floor(depth.fishValue * 60); elements.songEarnings.setText('Potential Earnings: $' + minEarnings + '-$' + maxEarnings); 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; } elements.leftArrow.tint = GameState.selectedSong > 0 ? 0x1976d2 : 0x666666; elements.rightArrow.tint = GameState.selectedSong < depth.songs.length - 1 ? 0x1976d2 : 0x666666; } function updateShopButton() { var elements = levelSelectElements; elements.shopButtonText.setText('UPGRADE ROD'); 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() { GameState.tutorialMode = false; GameState.sessionScore = 0; GameState.sessionFishCaught = 0; GameState.sessionFishSpawned = 0; GameState.combo = 0; GameState.maxCombo = 0; GameState.gameActive = true; GameState.songStartTime = 0; GameState.musicNotesActive = true; // Reset battle state GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; GameState.nextFishSpawnTime = 0; ImprovedRhythmSpawner.reset(); musicNotesArray = []; if (fishingElements && fishingElements.musicNotesContainer) { fishingElements.musicNotesContainer.removeChildren(); } musicNoteSpawnCounter = 0; globalOceanBubblesArray = []; if (globalOceanBubbleContainer) { globalOceanBubbleContainer.removeChildren(); } globalOceanBubbleSpawnCounter = 0; globalSeaweedArray = []; if (globalSeaweedContainer) { globalSeaweedContainer.removeChildren(); } globalSeaweedSpawnCounter = 0; globalCloudArray = []; if (globalCloudContainer) { globalCloudContainer.removeChildren(); } globalCloudSpawnCounter = 0; fishArray.forEach(function (fish) { fish.destroy(); }); fishArray = []; PatternGenerator.reset(); if (laneBrackets && laneBrackets.length > 0) { laneBrackets.forEach(function (bracketPair) { if (bracketPair.left && !bracketPair.left.destroyed) { bracketPair.left.destroy(); } if (bracketPair.right && !bracketPair.right.destroyed) { bracketPair.right.destroy(); } }); } laneBrackets = []; var bracketAssetHeight = 150; var bracketAssetWidth = 75; if (fishingScreen && !fishingScreen.destroyed) { for (var i = 0; i < GAME_CONFIG.LANES.length; i++) { var laneY = GAME_CONFIG.LANES[i].y; var leftBracket = fishingScreen.addChild(LK.getAsset('lanebracket', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, x: bracketAssetWidth / 2, y: laneY, height: bracketAssetHeight })); var rightBracket = fishingScreen.addChild(LK.getAsset('lanebracket', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, scaleX: -1, x: 2048 - bracketAssetWidth / 2, y: laneY, height: bracketAssetHeight })); laneBrackets.push({ left: leftBracket, right: rightBracket }); } } var songConfig = GameState.getCurrentSongConfig(); var musicIdToPlay = songConfig.musicId || 'rhythmTrack'; GameState.currentPlayingMusicId = musicIdToPlay; if (musicIdToPlay === 'morningtide') { GameState.currentPlayingMusicInitialVolume = 1.0; } else { GameState.currentPlayingMusicInitialVolume = 0.8; } LK.playMusic(GameState.currentPlayingMusicId); } function spawnFish(currentTimeForRegistration, options) { options = options || {}; var depthConfig = GameState.getCurrentDepthConfig(); var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; var isFirstFishOfBeat = !options.laneIndexToUse && !options.forcedSpawnSide; if (isFirstFishOfBeat) { 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; } } } var laneIndex; if (options.laneIndexToUse !== undefined) { laneIndex = options.laneIndexToUse; PatternGenerator.lastLane = laneIndex; } else { laneIndex = PatternGenerator.getNextLane(); } var targetLane = GAME_CONFIG.LANES[laneIndex]; var fishType, fishValue; var rand = Math.random(); if (rand < pattern.rareSpawnChance) { fishType = 'rare'; fishValue = Math.floor(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 = Math.floor(depthConfig.fishValue); } var fishSpeedValue = depthConfig.fishSpeed; var spawnSide; 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; newFish.x = actualFishSpeed > 0 ? -150 : 2048 + 150; newFish.y = targetLane.y; newFish.baseY = targetLane.y; fishArray.push(newFish); fishingScreen.addChild(newFish); GameState.sessionFishSpawned++; PatternGenerator.registerFishSpawn(currentTimeForRegistration); return newFish; } // Modify the checkCatch function to use the current player lane instead of detecting from touch position function checkCatch(playerLane) { var hookX = fishingElements.hook.x; if (GameState.tutorialMode) { var tutorialFish = GameState.tutorialFish; if (!tutorialFish || tutorialFish.caught || tutorialFish.missed) { // No active tutorial fish to interact with, or it's already been handled. return; } // For tutorial steps involving active fishing, ensure the hook is in the fish's lane for a valid attempt. // This is a soft check; the main check is distance. if ((GameState.tutorialStep === 3 || GameState.tutorialStep === 4 || GameState.tutorialStep === 5) && tutorialFish.lane !== playerLane) { // If player taps while hook is in the wrong lane, it's a miss conceptually. // However, a player might tap just as they finish a swipe. Distance check is more robust. // For tutorial clarity, if the tap is clearly in the wrong lane and far from the fish, it's a miss. } var distance = Math.abs(tutorialFish.x - hookX); var caughtType = null; if (distance < GAME_CONFIG.PERFECT_WINDOW) { caughtType = 'perfect'; } else if (distance < GAME_CONFIG.GOOD_WINDOW) { caughtType = 'good'; } else if (distance < GAME_CONFIG.MISS_WINDOW) { // Looser window for tutorial's "good" caughtType = 'good'; } else { caughtType = 'miss'; } showFeedback(caughtType, playerLane); // Show visual feedback (Perfect, Good, Miss) if (caughtType === 'perfect' || caughtType === 'good') { LK.getSound('catch').play(); animateHookCatch(); var isFullyCaughtByThisTap = tutorialFish.handleTap(); // This updates tap count and pushes back if multi-tap if (isFullyCaughtByThisTap) { tutorialFish.catchFish(); // Handles animation, sets internal 'caught' flag. // Actual removal from fishArray and destruction will happen in game.down // after "CONTINUE" is pressed, to prevent issues if player exits early. GameState.tutorialPaused = true; tutorialFish.wasCaughtThisInteraction = true; // Signal to game.down if (GameState.tutorialStep === 3) { setTutorialText("Great catch! You tapped correctly. Tap 'CONTINUE'."); } else if (GameState.tutorialStep === 4) { setTutorialText("Perfect! You're mastering the swipe-and-tap. Tap 'CONTINUE'."); } // Step 5 is usually an informational message after step 4's catch. } else { // Fish was tapped (multi-tap) but not fully caught. It's pushed back. // Tutorial remains unpaused. Player needs to tap again. No text change yet. } } else { // Miss LK.getSound('miss').play(); // Don't set tutorialFish.missed = true permanently, as the player will retry the step. GameState.tutorialPaused = true; tutorialFish.wasMissedThisInteraction = true; // Signal to game.down if (GameState.tutorialStep === 3) { setTutorialText("Almost! Make sure you're in the right lane and tap closer to the fish. Tap 'CONTINUE' to try again."); } else if (GameState.tutorialStep === 4) { setTutorialText("Oops! Try SWIPING to the TOP lane first, then TAP the fish when it's close. Tap 'CONTINUE' to try again."); } } return; } // Rest of the function for non-tutorial mode var closestFishInLane = null; var closestDistance = Infinity; for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (!fish.caught && !fish.missed && fish.lane === playerLane && !fish.isPushedBack) { var distance = Math.abs(fish.x - hookX); var maxCatchDistance = GAME_CONFIG.MISS_WINDOW * 2; if (distance < maxCatchDistance && distance < closestDistance) { closestDistance = distance; closestFishInLane = fish; } } } if (!closestFishInLane) { // Miss - play sound and break combo LK.getSound('miss').play(); GameState.combo = 0; // Check if we missed during a battle if (GameState.battleState === BATTLE_STATES.ACTIVE && GameState.currentBattleFish) { GameState.currentBattleFish.missedTap(); } // Flash lane brackets red if (laneBrackets && laneBrackets[playerLane]) { var leftBracket = laneBrackets[playerLane].left; var rightBracket = laneBrackets[playerLane].right; var tintToRedDuration = 50; var holdRedDuration = 100; var tintToWhiteDuration = 150; if (leftBracket && !leftBracket.destroyed) { tween(leftBracket, { tint: 0xFF0000 }, { duration: tintToRedDuration, easing: tween.linear, onFinish: function onFinish() { LK.setTimeout(function () { if (leftBracket && !leftBracket.destroyed) { tween(leftBracket, { tint: 0xFFFFFF }, { duration: tintToWhiteDuration, easing: tween.linear }); } }, holdRedDuration); } }); } if (rightBracket && !rightBracket.destroyed) { tween(rightBracket, { tint: 0xFF0000 }, { duration: tintToRedDuration, easing: tween.linear, onFinish: function onFinish() { LK.setTimeout(function () { if (rightBracket && !rightBracket.destroyed) { tween(rightBracket, { tint: 0xFFFFFF }, { duration: tintToWhiteDuration, easing: tween.linear }); } }, holdRedDuration); } }); } } return; } // Rest of catch logic remains the same... var points = 0; var multiplier = Math.max(1, Math.floor(GameState.combo / 10) + 1); var catchType = ''; if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { points = closestFishInLane.value * 2 * multiplier; catchType = 'perfect'; GameState.combo++; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { points = closestFishInLane.value * multiplier; catchType = 'good'; GameState.combo++; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { points = Math.max(1, Math.floor(closestFishInLane.value * 0.5 * multiplier)); catchType = 'good'; GameState.combo++; } else { showFeedback('miss', playerLane); LK.getSound('miss').play(); GameState.combo = 0; if (closestFishInLane) { closestFishInLane.missed = true; } return; } showFeedback(catchType, playerLane); var isFullyCaught = closestFishInLane.handleTap(); if (isFullyCaught) { 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); // Show score popup if (points > 0) { var scorePopupText = new Text2('+' + points, { size: 140, fill: 0xFFD700, align: 'center', stroke: 0x000000, strokeThickness: 6 }); scorePopupText.anchor.set(0.5, 0.5); scorePopupText.x = GAME_CONFIG.SCREEN_CENTER_X; scorePopupText.y = GAME_CONFIG.BOAT_Y - 70; if (fishingScreen && !fishingScreen.destroyed) { fishingScreen.addChild(scorePopupText); } tween(scorePopupText, { y: scorePopupText.y - 200, alpha: 0 }, { duration: 1800, easing: tween.easeOut, onFinish: function onFinish() { if (scorePopupText && !scorePopupText.destroyed) { scorePopupText.destroy(); } } }); } } else { if (!closestFishInLane.isInBattle) { closestFishInLane.startBattle(); } } var catchSounds = ['catch', 'catch2', 'catch3', 'catch4']; var randomCatchSound = catchSounds[Math.floor(Math.random() * catchSounds.length)]; LK.getSound(randomCatchSound).play(); animateHookCatch(); } 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); 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; GameState.tutorialMode = false; stopTweens([fishingElements.boat, fishingElements.fishermanContainer, fishingElements.fisherman]); if (fishingElements && fishingElements.waterSurfaceSegments) { stopTweens(fishingElements.waterSurfaceSegments); } LK.stopMusic(); ImprovedRhythmSpawner.reset(); if (laneBrackets && laneBrackets.length > 0) { laneBrackets.forEach(function (bracketPair) { if (bracketPair.left && !bracketPair.left.destroyed) { bracketPair.left.destroy(); } if (bracketPair.right && !bracketPair.right.destroyed) { bracketPair.right.destroy(); } }); laneBrackets = []; } fishArray.forEach(function (fish) { fish.destroy(); }); fishArray = []; GameState.musicNotesActive = false; if (fishingElements && fishingElements.musicNotesContainer) { fishingElements.musicNotesContainer.removeChildren(); } musicNotesArray = []; cleanupParticleArray(globalOceanBubblesArray, globalOceanBubbleContainer); cleanupParticleArray(globalSeaweedArray, globalSeaweedContainer); cleanupParticleArray(globalCloudArray, globalCloudContainer); createResultsScreen(); showScreen('results'); } function createResultsScreen() { resultsScreen.removeChildren(); var resultsBg = resultsScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 0.9, height: 2732 })); 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); 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); 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); resultsScreen.alpha = 0; tween(resultsScreen, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); } /**** * Input Handling ****/ game.down = function (x, y, obj) { LK.getSound('buttonClick').play(); var currentScreen = GameState.currentScreen; if (GameState.tutorialMode && currentScreen === 'fishing') { // 1. Check for "CONTINUE" button tap if (tutorialOverlayContainer.visible && tutorialContinueButton && tutorialContinueButton.visible && x >= tutorialContinueButton.x - tutorialContinueButton.width / 2 && x <= tutorialContinueButton.x + tutorialContinueButton.width / 2 && y >= tutorialContinueButton.y - tutorialContinueButton.height / 2 && y <= tutorialContinueButton.y + tutorialContinueButton.height / 2) { LK.getSound('buttonClick').play(); // Special handling for steps 3 & 4 after fish interaction (catch/miss leads to a pause) if ((GameState.tutorialStep === 3 || GameState.tutorialStep === 4) && GameState.tutorialPaused) { var advanceToNextLogicalStep = false; // Determine if we should advance to the next logical tutorial step (e.g., from 3 to 4) if (GameState.tutorialFish && GameState.tutorialFish.wasCaughtThisInteraction) { advanceToNextLogicalStep = true; } // Cleanup tutorial fish from previous attempt if it was interacted with if (GameState.tutorialFish && (GameState.tutorialFish.wasCaughtThisInteraction || GameState.tutorialFish.wasMissedThisInteraction)) { if (!GameState.tutorialFish.destroyed) { var idx = fishArray.indexOf(GameState.tutorialFish); if (idx > -1) { fishArray.splice(idx, 1); } GameState.tutorialFish.destroy(); } GameState.tutorialFish = null; // Clear the reference } if (advanceToNextLogicalStep) { GameState.tutorialStep++; // Advance to the next tutorial segment (e.g., 3 becomes 4) } // Always call runTutorialStep: // - If !advanceToNextLogicalStep, it retries the current step (e.g., step 3 again after a miss). // - If advanceToNextLogicalStep, it sets up the new, incremented step. runTutorialStep(); } else { // Standard "CONTINUE" button behavior for other tutorial steps GameState.tutorialStep++; runTutorialStep(); } return; // Processed "CONTINUE" tap, exit early } // 2. For other taps/presses on the fishing screen during tutorial, // pass to handleFishingInput to record swipe start. Actual tap/swipe processing on release (game.up). handleFishingInput(x, y, true); // true for isDown return; // Processed tutorial screen press, exit early } // Original non-tutorial input handling switch (currentScreen) { case 'title': 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'); } var tutorialButtonGfx = titleElements.tutorialButtonGfx || titleElements.tutorialButton; if (x >= tutorialButtonGfx.x - tutorialButtonGfx.width / 2 && x <= tutorialButtonGfx.x + tutorialButtonGfx.width / 2 && y >= tutorialButtonGfx.y - tutorialButtonGfx.height / 2 && y <= tutorialButtonGfx.y + tutorialButtonGfx.height / 2) { if (typeof startTutorial === "function") { startTutorial(); } } break; case 'levelSelect': handleLevelSelectInput(x, y); break; case 'fishing': //{EO} // This case now only handles non-tutorial fishing presses handleFishingInput(x, y, true); break; case 'restaurant': handleRestaurantInput(x, y); break; case 'results': showScreen('levelSelect'); break; } }; function handleLevelSelectInput(x, y) { if (levelSelectElements && levelSelectElements.handleMapInput) { levelSelectElements.handleMapInput(x, y); } } /**** * Main Game Loop ****/ game.update = function () { if (GameState.currentScreen === 'fishing' && fishingElements && fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } if (GameState.currentScreen === 'title') { if (titleElements && titleElements.updateTitleFishingLineWave) { titleElements.updateTitleFishingLineWave(); } if (titleScreenOceanBubbleContainer) { titleScreenOceanBubbleSpawnCounter++; if (titleScreenOceanBubbleSpawnCounter >= OCEAN_BUBBLE_SPAWN_INTERVAL_TICKS) { titleScreenOceanBubbleSpawnCounter = 0; var newOceanBubble = new OceanBubbleParticle(); titleScreenOceanBubbleContainer.addChild(newOceanBubble); titleScreenOceanBubblesArray.push(newOceanBubble); } updateParticleArray(titleScreenOceanBubblesArray); } // Title Screen Seaweed if (titleScreenSeaweedContainer) { titleScreenSeaweedSpawnCounter++; if (titleScreenSeaweedSpawnCounter >= SEAWEED_SPAWN_INTERVAL_TICKS && titleScreenSeaweedArray.length < MAX_SEAWEED_COUNT) { titleScreenSeaweedSpawnCounter = 0; var newSeaweed = new SeaweedParticle(); titleScreenSeaweedContainer.addChild(newSeaweed); titleScreenSeaweedArray.push(newSeaweed); } updateParticleArray(titleScreenSeaweedArray); } // Title Screen Clouds if (titleScreenCloudContainer) { titleScreenCloudSpawnCounter++; if (titleScreenCloudSpawnCounter >= CLOUD_SPAWN_INTERVAL_TICKS && titleScreenCloudArray.length < MAX_CLOUD_COUNT) { titleScreenCloudSpawnCounter = 0; var newCloud = new CloudParticle(); titleScreenCloudContainer.addChild(newCloud); titleScreenCloudArray.push(newCloud); } updateParticleArray(titleScreenCloudArray); } } if (GameState.currentScreen === 'levelSelect' && levelSelectElements) { if (levelSelectElements.updateBoatAnimation && typeof levelSelectElements.updateBoatAnimation === 'function') { levelSelectElements.updateBoatAnimation(); } if (levelSelectElements.updateRipples && typeof levelSelectElements.updateRipples === 'function') { levelSelectElements.updateRipples(); } if (levelSelectElements.updateHomeIslandRipples && typeof levelSelectElements.updateHomeIslandRipples === 'function') { levelSelectElements.updateHomeIslandRipples(); } if (levelSelectElements.updateScreenWaves && typeof levelSelectElements.updateScreenWaves === 'function') { levelSelectElements.updateScreenWaves(); } if (levelSelectElements.updateShallowWatersNodeBubbles && typeof levelSelectElements.updateShallowWatersNodeBubbles === 'function') { levelSelectElements.updateShallowWatersNodeBubbles(); } if (levelSelectElements.updateSeagulls && typeof levelSelectElements.updateSeagulls === 'function') { levelSelectElements.updateSeagulls(); } if (levelSelectElements.updateLevelSelectClouds && typeof levelSelectElements.updateLevelSelectClouds === 'function') { levelSelectElements.updateLevelSelectClouds(); } if (levelSelectElements.updateWaterfallParticles && typeof levelSelectElements.updateWaterfallParticles === 'function') { levelSelectElements.updateWaterfallParticles(); } if (levelSelectElements.updateShadowFish && typeof levelSelectElements.updateShadowFish === 'function') { levelSelectElements.updateShadowFish(); } } // Spawn and update ambient particles during fishing screen if (GameState.currentScreen === 'fishing' && globalOceanBubbleContainer) { globalOceanBubbleSpawnCounter++; if (globalOceanBubbleSpawnCounter >= OCEAN_BUBBLE_SPAWN_INTERVAL_TICKS) { globalOceanBubbleSpawnCounter = 0; var numToSpawn = 1; for (var i = 0; i < numToSpawn; i++) { var newOceanBubble = new OceanBubbleParticle(); globalOceanBubbleContainer.addChild(newOceanBubble); globalOceanBubblesArray.push(newOceanBubble); } } // Keep the existing fish physics update logic here... } // Spawn and update seaweed particles during fishing if (GameState.currentScreen === 'fishing' && globalSeaweedContainer) { globalSeaweedSpawnCounter++; if (globalSeaweedSpawnCounter >= SEAWEED_SPAWN_INTERVAL_TICKS && globalSeaweedArray.length < MAX_SEAWEED_COUNT) { globalSeaweedSpawnCounter = 0; var newSeaweed = new SeaweedParticle(); globalSeaweedContainer.addChild(newSeaweed); globalSeaweedArray.push(newSeaweed); } // Keep the existing fish physics update logic here... } // Spawn and update cloud particles during fishing if (GameState.currentScreen === 'fishing' && globalCloudContainer) { handleParticleSpawning({ counter: globalCloudSpawnCounter, interval: CLOUD_SPAWN_INTERVAL_TICKS, maxCount: MAX_CLOUD_COUNT, array: globalCloudArray, container: globalCloudContainer, constructor: CloudParticle }); globalCloudSpawnCounter++; updateParticleArray(globalCloudArray); } // Tutorial mode logic if (GameState.currentScreen === 'fishing' && GameState.tutorialMode) { if (fishingElements && fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } if (!GameState.tutorialPaused) { if (GameState.tutorialFish && !GameState.tutorialFish.destroyed && !GameState.tutorialFish.caught) { GameState.tutorialFish.update(); checkTutorialFishState(); } // Automatic hook movement removed; player swipe input (via handleFishingInput) // and initial setup in runTutorialStep now control the hook position. } updateLaneBracketsVisuals(); return; } if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); // Initialize game timer if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } // Check song end var songConfig = GameState.getCurrentSongConfig(); if (currentTime - GameState.songStartTime >= songConfig.duration) { endFishingSession(); return; } // Use RhythmSpawner to handle fish spawning ImprovedRhythmSpawner.update(currentTime); // (Automatic hook following logic removed as player now controls lane position via swipe) // updateLaneBracketsVisuals() is now called within handleFishingInput after a swipe. // Update fish for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; var previousFrameX = fish.lastX; fish.update(); var currentFrameX = fish.x; // Check for miss only if fish is active if (!fish.caught && !fish.missed) { var hookCenterX = fishingElements.hook.x; var missCheckBoundary = GAME_CONFIG.MISS_WINDOW; if (fish.speed > 0) { if (previousFrameX <= hookCenterX + missCheckBoundary && currentFrameX > hookCenterX + missCheckBoundary) { showFeedback('miss', fish.lane); LK.getSound('miss').play(); GameState.combo = 0; fish.missed = true; } } else if (fish.speed < 0) { if (previousFrameX >= hookCenterX - missCheckBoundary && currentFrameX < hookCenterX - missCheckBoundary) { showFeedback('miss', fish.lane); LK.getSound('miss').play(); GameState.combo = 0; fish.missed = true; } } } fish.lastX = currentFrameX; // Remove off-screen fish if (!fish.caught && (fish.x < -250 || fish.x > 2048 + 250)) { // If this was the battle fish, reset battle state if (GameState.currentBattleFish === fish) { GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; GameState.nextFishSpawnTime = 0; } fish.destroy(); fishArray.splice(i, 1); } } // Update UI updateFishingUI(); // Spawn and update music notes if active if (GameState.musicNotesActive && fishingElements && fishingElements.hook && !fishingElements.hook.destroyed && musicNotesContainer) { musicNoteSpawnCounter++; if (musicNoteSpawnCounter >= MUSIC_NOTE_SPAWN_INTERVAL_TICKS) { musicNoteSpawnCounter = 0; var spawnX = fishingElements.hook.x; var spawnY = fishingElements.hook.y - 30; var newNote = new MusicNoteParticle(spawnX, spawnY); musicNotesContainer.addChild(newNote); musicNotesArray.push(newNote); // Add scale pulse to the hook if (fishingElements.hook && !fishingElements.hook.destroyed && fishingElements.hook.scale) { var currentSongConfig = GameState.getCurrentSongConfig(); var bpm = currentSongConfig && currentSongConfig.bpm ? currentSongConfig.bpm : 90; var beatDurationMs = 60000 / bpm; var pulsePhaseDuration = Math.max(50, beatDurationMs / 2); var pulseScaleFactor = 1.2; var originalScaleX = fishingElements.hook.scale.x !== undefined ? fishingElements.hook.scale.x : 1; var originalScaleY = fishingElements.hook.scale.y !== undefined ? fishingElements.hook.scale.y : 1; stopTween(fishingElements.hook.scale); tween(fishingElements.hook.scale, { x: originalScaleX * pulseScaleFactor, y: originalScaleY * pulseScaleFactor }, { duration: pulsePhaseDuration, easing: tween.easeOut, onFinish: function onFinish() { if (fishingElements.hook && !fishingElements.hook.destroyed && fishingElements.hook.scale) { tween(fishingElements.hook.scale, { x: originalScaleX, y: originalScaleY }, { duration: pulsePhaseDuration, easing: tween.easeIn }); } } }); } } } // In game.update(), add this after updating fish: if (GameState.battleState === BATTLE_STATES.ACTIVE && !GameState.currentBattleFish) { // Reset battle state if no active battle fish exists GameState.battleState = BATTLE_STATES.NONE; GameState.nextFishSpawnTime = 0; } // Update existing music notes updateParticleArray(musicNotesArray); // 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; var tailOffsetDirection = Math.sign(fish.speed) * -1; var bubbleX = fish.x + tailOffsetDirection * (fish.fishGraphics.width * Math.abs(fish.fishGraphics.scaleX) / 2) * 0.8; var bubbleY = fish.y + (Math.random() - 0.5) * (fish.fishGraphics.height * Math.abs(fish.fishGraphics.scaleY) / 4); var newBubble = new BubbleParticle(bubbleX, bubbleY); bubbleContainer.addChild(newBubble); bubblesArray.push(newBubble); } } } } // Update and remove bubbles updateParticleArray(bubblesArray); }; /**** * Initialize game ****/ showScreen('title'); // Add to the top of the game code, after the existing variables var swipeState = { startX: 0, startY: 0, currentLane: 1, // Start in middle lane isSwipe: false, swipeThreshold: 50, // Minimum distance for swipe tapThreshold: 30 // Maximum distance for tap }; /**** * Restaurant Screen ****/ function createTables(container, floorStartY) { // Create 6 tables in 2 rows of 3 var tableWidth = 200; var tableHeight = 150; var tablesPerRow = 3; var tableSpacingX = (2048 - tablesPerRow * tableWidth) / (tablesPerRow + 1); var rowSpacing = 300; for (var row = 0; row < 2; row++) { for (var col = 0; col < tablesPerRow; col++) { var tableX = tableSpacingX + col * (tableWidth + tableSpacingX); // Adjust table Y position to be relative to the container and floorStartY var tableY = 150 + row * rowSpacing; // Relative to container start // Table background var table = container.addChild(LK.getAsset('songCard', { x: tableX, y: tableY, width: tableWidth, height: tableHeight, color: 0x8D6E63, // Brown table color alpha: 0.9, anchorX: 0, anchorY: 0 })); // Table number var tableNumber = container.addChild(new Text2('Table ' + (row * tablesPerRow + col + 1), { size: 35, fill: 0xFFFFFF, align: 'center' })); tableNumber.anchor.set(0.5, 0.5); tableNumber.x = tableX + tableWidth / 2; tableNumber.y = tableY + tableHeight / 2; } } } function createRestaurantUI() { // Money display (top right) var moneyBg = restaurantScreen.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 2048 - 50, y: 50, width: 300, height: 80, color: 0x000000, alpha: 0.7 })); var moneyDisplay = restaurantScreen.addChild(new Text2('$' + GameState.money, { size: 50, fill: 0xFFD700 })); moneyDisplay.anchor.set(1, 0.5); // Anchor to middle-right for better vertical alignment moneyDisplay.x = 2048 - 70; moneyDisplay.y = 50 + 80 / 2; // Vertically center in its background // Back button (bottom center) var backButton = restaurantScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2600, width: 300, height: 100, tint: 0x757575 // Grey color for back button })); var backButtonText = restaurantScreen.addChild(new Text2('BACK', { size: 50, fill: 0xFFFFFF })); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; return { moneyDisplay: moneyDisplay, backButton: backButton, backButtonText: backButtonText }; } function createRestaurantScreen() { restaurantScreen.removeChildren(); // Background var restaurantBg = restaurantScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 1, width: 2048, // Ensure full width height: 2732, color: 0x8D6E63 // Brown restaurant color })); // Define layout constants var TOP_SECTION_HEIGHT = GAME_CONFIG.WATER_SURFACE_Y; // Same height as sky/boat area in fishing var KITCHEN_WIDTH = 2048 * 2 / 3; // Right 2/3 of screen var COUNTER_WIDTH = 2048 / 3; // Left 1/3 of screen // Top Section - Kitchen (right 2/3) var kitchenArea = restaurantScreen.addChild(LK.getAsset('songCard', { // Using songCard as a placeholder asset x: COUNTER_WIDTH, y: 0, width: KITCHEN_WIDTH, height: TOP_SECTION_HEIGHT, color: 0xFFFFFF, // Light color for kitchen alpha: 0.9, anchorX: 0, anchorY: 0 })); // Kitchen label var kitchenLabel = restaurantScreen.addChild(new Text2('KITCHEN', { size: 60, fill: 0x424242, // Dark grey text align: 'center' })); kitchenLabel.anchor.set(0.5, 0.5); kitchenLabel.x = COUNTER_WIDTH + KITCHEN_WIDTH / 2; kitchenLabel.y = TOP_SECTION_HEIGHT / 2; // Top Section - Counter/Cashier (left 1/3) var counterArea = restaurantScreen.addChild(LK.getAsset('songCard', { // Using songCard as a placeholder asset x: 0, y: 0, width: COUNTER_WIDTH, height: TOP_SECTION_HEIGHT, color: 0x795548, // Darker brown for counter alpha: 0.9, anchorX: 0, anchorY: 0 })); // Counter label var counterLabel = restaurantScreen.addChild(new Text2('COUNTER', { size: 50, fill: 0xFFFFFF, // White text align: 'center' })); counterLabel.anchor.set(0.5, 0.5); counterLabel.x = COUNTER_WIDTH / 2; counterLabel.y = TOP_SECTION_HEIGHT / 2; // Bottom Section - Restaurant Floor var restaurantFloor = restaurantScreen.addChild(LK.getAsset('songCard', { // Using songCard as a placeholder asset x: 0, y: TOP_SECTION_HEIGHT, width: 2048, height: 2732 - TOP_SECTION_HEIGHT, color: 0x6D4C41, // Medium brown for floor alpha: 0.8, anchorX: 0, anchorY: 0 })); // Restaurant floor label var floorLabel = restaurantScreen.addChild(new Text2('RESTAURANT FLOOR', { size: 70, fill: 0xFFFFFF, // White text align: 'center' })); floorLabel.anchor.set(0.5, 0.5); floorLabel.x = 1024; // Center of screen floorLabel.y = TOP_SECTION_HEIGHT + 200; // Offset from top of floor section // Create tables (simple placeholders for now) var tableContainer = restaurantScreen.addChild(new Container()); tableContainer.x = 0; // Position container at screen edge tableContainer.y = TOP_SECTION_HEIGHT; // Position container at the start of the floor createTables(tableContainer, TOP_SECTION_HEIGHT); // UI Elements var uiElements = createRestaurantUI(); // This will add children directly to restaurantScreen // Show menu selection immediately after a brief delay LK.setTimeout(function () { // Ensure we are still on the restaurant screen and it's not destroyed if (GameState.currentScreen === 'restaurant' && restaurantScreen && !restaurantScreen.destroyed) { showMenuSelection(); } }, 100); return { kitchenArea: kitchenArea, counterArea: counterArea, restaurantFloor: restaurantFloor, tableContainer: tableContainer, moneyDisplay: uiElements.moneyDisplay, backButton: uiElements.backButton, backButtonText: uiElements.backButtonText }; } function handleRestaurantInput(x, y) { // Ensure restaurantElements is populated and backButton exists if (restaurantElements && restaurantElements.backButton) { var backBtn = restaurantElements.backButton; // Check if the click is within the back button's bounds if (x >= backBtn.x - backBtn.width / 2 && x <= backBtn.x + backBtn.width / 2 && y >= backBtn.y - backBtn.height / 2 && y <= backBtn.y + backBtn.height / 2) { showScreen('levelSelect'); LK.getSound('buttonClick').play(); return; } } }
===================================================================
--- original.js
+++ change.js
@@ -117,8 +117,139 @@
}
};
return self;
});
+// Customer class
+var Customer = Container.expand(function (tableIndex, orderRecipe) {
+ var self = Container.call(this);
+ self.tableIndex = tableIndex;
+ self.orderRecipe = orderRecipe;
+ self.orderTime = LK.ticks * (1000 / 60);
+ self.patience = 45000; // 45 seconds patience
+ self.served = false;
+ // Simple customer graphic (placeholder)
+ var customerGfx = self.addChild(LK.getAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 60,
+ height: 60,
+ tint: 0x4CAF50,
+ // Green customer
+ alpha: 0.8
+ }));
+ // Order bubble
+ var orderBubble = self.addChild(LK.getAsset('songCard', {
+ anchorX: 0.5,
+ anchorY: 1,
+ x: 0,
+ y: -40,
+ // Adjusted Y to be above customer head
+ width: 200,
+ height: 80,
+ color: 0xFFFFFF,
+ alpha: 0.9
+ }));
+ orderBubble.pivot.y = orderBubble.height; // Pivot at bottom center of bubble
+ var orderText = self.addChild(new Text2(RestaurantState.recipes[orderRecipe].name, {
+ size: 28,
+ fill: 0x000000,
+ align: 'center',
+ wordWrap: true,
+ wordWrapWidth: 180
+ }));
+ orderText.anchor.set(0.5, 0.5);
+ // Position text relative to orderBubble's new pivot and position
+ orderText.x = orderBubble.x;
+ orderText.y = orderBubble.y - orderBubble.height / 2;
+ // Patience timer ring (simple version)
+ var timerRing = self.addChild(LK.getAsset('button', {
+ // Using button as placeholder shape
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 80,
+ height: 80,
+ tint: 0xFF9800,
+ // Orange
+ alpha: 0.3
+ }));
+ self.update = function () {
+ if (self.destroyed || !RestaurantState.sessionActive) return;
+ var currentTime = LK.ticks * (1000 / 60);
+ var timeLeft = self.patience - (currentTime - self.orderTime);
+ var patiencePercent = Math.max(0, timeLeft / self.patience);
+ // Update timer ring color based on patience
+ if (patiencePercent > 0.6) {
+ timerRing.tint = 0x4CAF50; // Green
+ } else if (patiencePercent > 0.3) {
+ timerRing.tint = 0xFF9800; // Orange
+ } else {
+ timerRing.tint = 0xF44336; // Red
+ }
+ timerRing.alpha = 0.3 + 0.4 * (1 - patiencePercent); // Ring becomes more opaque as patience runs out
+ // Customer leaves if patience runs out
+ if (timeLeft <= 0 && !self.served) {
+ self.leaveRestaurant();
+ }
+ };
+ self.leaveRestaurant = function () {
+ if (self.destroyed) return;
+ // Remove from customers array
+ var index = RestaurantState.currentCustomers.indexOf(self);
+ if (index > -1) {
+ RestaurantState.currentCustomers.splice(index, 1);
+ }
+ // Animate leaving
+ tween(self, {
+ alpha: 0
+ }, {
+ duration: 500,
+ onFinish: function onFinish() {
+ if (!self.destroyed) {
+ self.destroy();
+ }
+ }
+ });
+ };
+ self.serveCustomer = function (stars) {
+ // Assuming stars might be used later for quality
+ if (self.destroyed || self.served) return;
+ self.served = true;
+ var recipe = RestaurantState.recipes[self.orderRecipe];
+ var earnings = Math.floor(recipe.baseValue * recipe.multiplier * (stars || 1.0)); // Default stars to 1.0
+ RestaurantState.sessionEarnings += earnings;
+ GameState.money += earnings;
+ RestaurantState.customersServed++;
+ // Show earnings popup
+ var earningsText = new Text2('+$' + earnings, {
+ size: 60,
+ fill: 0x4CAF50,
+ // Green for earnings
+ stroke: 0x000000,
+ strokeThickness: 2
+ });
+ earningsText.anchor.set(0.5, 0.5);
+ earningsText.x = self.x;
+ earningsText.y = self.y - 100; // Start above customer
+ if (restaurantScreen && !restaurantScreen.destroyed) {
+ restaurantScreen.addChild(earningsText);
+ }
+ tween(earningsText, {
+ y: earningsText.y - 150,
+ // Move up
+ alpha: 0
+ }, {
+ duration: 2000,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ if (earningsText && !earningsText.destroyed) {
+ earningsText.destroy();
+ }
+ }
+ });
+ self.leaveRestaurant(); // Customer leaves after being served
+ };
+ return self;
+});
var FeedbackIndicator = Container.expand(function (type) {
var self = Container.call(this);
var indicator = self.attachAsset(type + 'Indicator', {
anchorX: 0.5,
@@ -1802,8 +1933,297 @@
};
// Initialize fish inventory system
FishInventory.init();
/****
+* Restaurant Game State & Recipe System
+****/
+var RestaurantState = {
+ sessionActive: false,
+ sessionStartTime: 0,
+ sessionDuration: 180000,
+ // 3 minutes like fishing
+ currentCustomers: [],
+ selectedMenu: [],
+ // Stores keys of selected recipes
+ sessionEarnings: 0,
+ customersServed: 0,
+ // Recipe definitions
+ recipes: {
+ fishAndChips: {
+ name: "Fish & Chips",
+ requiredFish: [{
+ type: "any",
+ count: 1
+ }],
+ // e.g., 1 of any fish
+ baseValue: 15,
+ multiplier: 1.0,
+ // Could be adjusted by quality/minigame later
+ difficulty: "easy" // For potential minigames
+ },
+ fishTacos: {
+ name: "Fish Tacos",
+ requiredFish: [{
+ type: "medium+",
+ count: 1
+ }],
+ // e.g., 1 sardine, mackerel, mediumFish, deepFish, or rareFish
+ baseValue: 25,
+ multiplier: 1.5,
+ difficulty: "medium"
+ },
+ searedFishSpecial: {
+ name: "Seared Fish Special",
+ requiredFish: [{
+ type: "rareFish",
+ count: 1
+ }],
+ // e.g., 1 rare fish
+ baseValue: 50,
+ multiplier: 3.0,
+ difficulty: "hard"
+ }
+ // Add more recipes here later
+ },
+ reset: function reset() {
+ this.sessionActive = false;
+ this.sessionStartTime = 0;
+ this.currentCustomers.forEach(function (customer) {
+ if (customer && !customer.destroyed) customer.destroy();
+ });
+ this.currentCustomers = [];
+ this.selectedMenu = [];
+ this.sessionEarnings = 0;
+ this.customersServed = 0;
+ },
+ canMakeRecipe: function canMakeRecipe(recipeKey) {
+ var recipe = this.recipes[recipeKey];
+ if (!recipe) return false;
+ for (var i = 0; i < recipe.requiredFish.length; i++) {
+ var requirement = recipe.requiredFish[i];
+ if (requirement.type === "any") {
+ if (FishInventory.getTotalFish() < requirement.count) {
+ return false;
+ }
+ } else if (requirement.type === "medium+") {
+ // Check for any fish that is medium or rarer
+ var availableCount = FishInventory.getFishCount('sardine') + FishInventory.getFishCount('mackerel') + FishInventory.getFishCount('mediumFish') + FishInventory.getFishCount('deepFish') + FishInventory.getFishCount('rareFish');
+ if (availableCount < requirement.count) {
+ return false;
+ }
+ } else {
+ // Specific fish type
+ if (FishInventory.getFishCount(requirement.type) < requirement.count) {
+ return false;
+ }
+ }
+ }
+ return true;
+ }
+};
+// Pre-service menu selection screen
+function showMenuSelection() {
+ var menuOverlay = restaurantScreen.addChild(new Container());
+ var overlayBg = menuOverlay.addChild(LK.getAsset('songCard', {
+ // Placeholder asset
+ x: 1024,
+ // Center X
+ y: 1366,
+ // Center Y
+ width: 1800,
+ // Large overlay
+ height: 1200,
+ color: 0x424242,
+ // Dark grey
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.95
+ }));
+ var titleText = menuOverlay.addChild(new Text2('SELECT MENU (Choose 3 dishes)', {
+ size: 80,
+ fill: 0xFFFFFF,
+ align: 'center'
+ }));
+ titleText.anchor.set(0.5, 0.5);
+ titleText.x = 1024;
+ titleText.y = overlayBg.y - overlayBg.height / 2 + 100; // Top of overlay
+ var selectedCount = 0;
+ var maxSelection = 3;
+ var selectedRecipes = []; // Stores recipe keys
+ // Recipe buttons
+ var recipeKeys = Object.keys(RestaurantState.recipes);
+ var buttonWidth = 350;
+ var buttonHeight = 180;
+ var buttonSpacingX = 50;
+ var buttonTotalWidth = recipeKeys.length * buttonWidth + (recipeKeys.length - 1) * buttonSpacingX;
+ var startButtonX = 1024 - buttonTotalWidth / 2 + buttonWidth / 2;
+ var buttonY = titleText.y + titleText.height + 150;
+ for (var i = 0; i < recipeKeys.length; i++) {
+ var recipeKey = recipeKeys[i];
+ var recipe = RestaurantState.recipes[recipeKey];
+ var canMake = RestaurantState.canMakeRecipe(recipeKey);
+ var currentButtonX = startButtonX + i * (buttonWidth + buttonSpacingX);
+ var recipeButton = menuOverlay.addChild(LK.getAsset('button', {
+ // Placeholder asset
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: currentButtonX,
+ y: buttonY,
+ width: buttonWidth,
+ height: buttonHeight,
+ tint: canMake ? 0x4CAF50 : 0x666666 // Green if can make, grey otherwise
+ }));
+ recipeButton.recipeKey = recipeKey;
+ recipeButton.selected = false;
+ var recipeText = menuOverlay.addChild(new Text2(recipe.name + "\n(Req: " + recipe.requiredFish[0].count + " " + recipe.requiredFish[0].type + ")", {
+ size: 32,
+ fill: 0xFFFFFF,
+ align: 'center',
+ wordWrap: true,
+ wordWrapWidth: buttonWidth - 20
+ }));
+ recipeText.anchor.set(0.5, 0.5);
+ recipeText.x = currentButtonX;
+ recipeText.y = buttonY;
+ }
+ // Start service button
+ var startButton = menuOverlay.addChild(LK.getAsset('bigButton', {
+ // Placeholder asset
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1024,
+ y: overlayBg.y + overlayBg.height / 2 - 100,
+ // Bottom of overlay
+ width: 400,
+ height: 100,
+ tint: 0x666666 // Disabled by default
+ }));
+ var startButtonText = menuOverlay.addChild(new Text2('START SERVICE', {
+ size: 50,
+ fill: 0xFFFFFF
+ }));
+ startButtonText.anchor.set(0.5, 0.5);
+ startButtonText.x = startButton.x;
+ startButtonText.y = startButton.y;
+ // Menu selection input handling (specific to this overlay)
+ function handleMenuSelectionInput(x, y) {
+ // Check recipe buttons
+ for (var i = 0; i < menuOverlay.children.length; i++) {
+ var child = menuOverlay.children[i];
+ if (child.recipeKey && RestaurantState.canMakeRecipe(child.recipeKey)) {
+ // Check if it's a recipe button and can be made
+ if (x >= child.x - child.width / 2 && x <= child.x + child.width / 2 && y >= child.y - child.height / 2 && y <= child.y + child.height / 2) {
+ if (!child.selected && selectedCount < maxSelection) {
+ child.selected = true;
+ child.tint = 0x1976D2; // Blue when selected
+ selectedRecipes.push(child.recipeKey);
+ selectedCount++;
+ } else if (child.selected) {
+ child.selected = false;
+ child.tint = 0x4CAF50; // Back to green (if can make)
+ var index = selectedRecipes.indexOf(child.recipeKey);
+ if (index > -1) selectedRecipes.splice(index, 1);
+ selectedCount--;
+ }
+ // Update start button
+ if (selectedCount === maxSelection) {
+ startButton.tint = 0x4CAF50; // Green (enabled)
+ } else {
+ startButton.tint = 0x666666; // Grey (disabled)
+ }
+ LK.getSound('buttonClick').play();
+ return;
+ }
+ }
+ }
+ // Check start button
+ if (selectedCount === maxSelection && x >= startButton.x - startButton.width / 2 && x <= startButton.x + startButton.width / 2 && y >= startButton.y - startButton.height / 2 && y <= startButton.y + startButton.height / 2) {
+ RestaurantState.selectedMenu = selectedRecipes.slice(); // Copy selected recipes
+ menuOverlay.destroy(); // This will also restore original input handler
+ startRestaurantSession();
+ LK.getSound('buttonClick').play();
+ }
+ }
+ // Temporarily override restaurant input handling
+ var originalHandleRestaurantInput = handleRestaurantInput;
+ handleRestaurantInput = handleMenuSelectionInput;
+ // Restore original handler when overlay is destroyed
+ var originalDestroy = menuOverlay.destroy;
+ menuOverlay.destroy = function () {
+ handleRestaurantInput = originalHandleRestaurantInput; // Restore the global function variable
+ if (originalDestroy) {
+ // Ensure originalDestroy is a function before calling
+ originalDestroy.call(this);
+ } else {
+ // Fallback if originalDestroy was not set (e.g. if container had no children or its destroy was already modified)
+ if (this.parent && typeof this.parent.removeChild === 'function') {
+ this.parent.removeChild(this);
+ }
+ // Further cleanup if necessary, like removing all children manually
+ this.removeChildren();
+ }
+ };
+}
+// Start restaurant session
+function startRestaurantSession() {
+ RestaurantState.reset();
+ RestaurantState.sessionActive = true;
+ RestaurantState.sessionStartTime = LK.ticks * (1000 / 60);
+ if (restaurantElements && restaurantElements.moneyDisplay) {
+ restaurantElements.moneyDisplay.setText('$' + GameState.money);
+ }
+ // Start spawning customers
+ scheduleNextCustomer();
+}
+// Customer spawning
+function scheduleNextCustomer() {
+ if (!RestaurantState.sessionActive) return;
+ // Check if game is still on restaurant screen
+ if (GameState.currentScreen !== 'restaurant') {
+ RestaurantState.sessionActive = false; // Stop session if screen changed
+ return;
+ }
+ var delay = 8000 + Math.random() * 7000; // 8-15 seconds between customers
+ LK.setTimeout(function () {
+ if (!RestaurantState.sessionActive || GameState.currentScreen !== 'restaurant') return;
+ spawnCustomer();
+ scheduleNextCustomer(); // Schedule the next one
+ }, delay);
+}
+function spawnCustomer() {
+ if (!RestaurantState.sessionActive || RestaurantState.currentCustomers.length >= 6 || RestaurantState.selectedMenu.length === 0) return;
+ // Find empty table
+ var occupiedTables = RestaurantState.currentCustomers.map(function (c) {
+ return c.tableIndex;
+ });
+ var availableTables = [];
+ for (var i = 0; i < 6; i++) {
+ // Assuming 6 tables
+ if (occupiedTables.indexOf(i) === -1) {
+ availableTables.push(i);
+ }
+ }
+ if (availableTables.length === 0) return;
+ var tableIndex = availableTables[Math.floor(Math.random() * availableTables.length)];
+ var randomRecipeKey = RestaurantState.selectedMenu[Math.floor(Math.random() * RestaurantState.selectedMenu.length)];
+ var customer = new Customer(tableIndex, randomRecipeKey);
+ // Position at table (based on createTables and restaurantFloor structure)
+ var tablesPerRow = 3;
+ var tableWidth = 200; // From createTables
+ var tableSpacingX = (2048 - tablesPerRow * tableWidth) / (tablesPerRow + 1); // From createTables
+ var rowSpacing = 300; // From createTables
+ var row = Math.floor(tableIndex / tablesPerRow);
+ var col = tableIndex % tablesPerRow;
+ // Customer X is center of table, customer Y is center of table
+ customer.x = tableSpacingX + col * (tableWidth + tableSpacingX) + tableWidth / 2;
+ // Y is relative to restaurantFloor/tableContainer, which starts at TOP_SECTION_HEIGHT
+ customer.y = GAME_CONFIG.WATER_SURFACE_Y + 150 + row * rowSpacing + 150 / 2; // 150 is table's Y offset in createTables, 150/2 is half table height
+ if (restaurantScreen && !restaurantScreen.destroyed) {
+ restaurantScreen.addChild(customer); // Add customer to main restaurant screen for updates
+ }
+ RestaurantState.currentCustomers.push(customer);
+}
+/****
* Game State Management
****/
var MULTI_BEAT_SPAWN_DELAY_MS = 250;
var TRIPLET_BEAT_SPAWN_DELAY_MS = 350;
@@ -5826,8 +6246,15 @@
tableContainer.y = TOP_SECTION_HEIGHT; // Position container at the start of the floor
createTables(tableContainer, TOP_SECTION_HEIGHT);
// UI Elements
var uiElements = createRestaurantUI(); // This will add children directly to restaurantScreen
+ // Show menu selection immediately after a brief delay
+ LK.setTimeout(function () {
+ // Ensure we are still on the restaurant screen and it's not destroyed
+ if (GameState.currentScreen === 'restaurant' && restaurantScreen && !restaurantScreen.destroyed) {
+ showMenuSelection();
+ }
+ }, 100);
return {
kitchenArea: kitchenArea,
counterArea: counterArea,
restaurantFloor: restaurantFloor,
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 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
Change the anchor to a knife and fork icon.
Top down beach sand background image with a light to dark gradient starting at the top.. In-Game asset. 2d. High contrast. No shadows
A moped courier riding a moped with a food carrying basket with the top open and no lid on the back of the moped. Top down view with the moped pointing fully sideways.
A kitchen knife. Side view. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A large kitchen mixing bowl. Side view.
A fryer basket from a deep fryer. Side view.
An anchovy. 80s arcade machine graphics. Swimming Side profile. White background. In-Game asset. 2d. High contrast. No shadows
A raw fish steak. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
This fish steak with covered with raw batter on it.
Cooked fish and chips in a newspaper lined basket. Side view. 80s arcade machine graphics.. In-Game asset. 2d. High contrast
A long rectangular wooden cutting board counter with different colored laminated wooden strips. Top down view. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
a textured white rectangular kitchen counter top. overhead view. In-Game asset. 2d. High contrast. No shadows
A light blue starburst with “Chop!” In the center. 80s arcade machine graphics
Change the text to “Dip!”
Change the text to “Fry!”
Inside the kitchen of a small wooden shack restaurant, looking out over the counter onto a beach view with long gradual gradients. No people inside or on the beach.
This man with no fishing rod and chefs clothes on, facing forward.
Change the sign to say “The Fish Shack” and make the window larger.
A background image view looking into a fry kitchen.
A young man standing, facing away with his back facing down. Top down view.
A boombox stereo. Top down view. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A young woman with long hair and shorts. No hat. Pink shirt.
An old man with a cane and hat. Still facing straight forward with back facing straight down.
A young boy with a yellow Hawaiian style shirt and sandals. No hat. Blonde hair.
A small red crab. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
Top down view of a shallow wave water on a beach shore..80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
A long horizontal line of low bushes. Top down view. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A outdoor wooden picnic bench. Top down view. Squared up.
A sea bass. 80s arcade machine graphics. Swimming Side profile. White background. In-Game asset. 2d. High contrast. No shadows
A shining golden mythical fish. Side profile, swimming. 80s arcade machine graphics. White background. In-Game asset. 2d. High contrast. No shadows
A cod. 80s arcade machine graphics. Swimming Side profile. White background. In-Game asset. 2d. High contrast. No shadows
A snapper. 80s arcade machine graphics. Swimming Side profile. White background. In-Game asset. 2d. High contrast. No shadows
Replace the knife and fork with a dollar symbol.
A meat grinder.
A set of spices shakers.
A large soup pot.
A blank sandwhich board. Top down view.
Fish cakes in a to go box.
Two fish tacos in a to go box.
A fish burger and fries in a basket lined with paper.
A bowl of fish curry.
A bowl of fish dumplings.
A bowl of fish meatballs in broth.
A ball of ground fish in a bowl.
Two uncooked fish cakes.
A raw ground fish patty.
This fish steak with spices added to.
Change the word to say “Grind!”
Change the word to say “Spice!”
Change the word to say “Boil!”
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
oceanCurrent
Music
deepFlow
Music
coralGroove
Music