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Change gentle waves duration to 135250 and 93 BPM ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: self.pushBack = function() { self.isPushedBack = true; // Calculate pushback timing based on difficulty var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var pushbackBeats = GAME_DIFFICULTY.pushbackMultiplier[GAME_DIFFICULTY.current] || 2; // Work with PatternGenerator to find appropriate lane var preferredLane = self.calculateSmartNextLane(); var targetLane = PatternGenerator.reserveLaneForMultiTap(preferredLane, pushbackBeats); var laneFishWasInBeforeThisMove = self.lane; self.lane = targetLane; var targetY = GAME_CONFIG.LANES[self.lane].y; self.baseY = targetY; // Update planned moves var tapsRemainingIncludingThisOne = self.maxTaps - self.currentTaps; if (tapsRemainingIncludingThisOne > 1) { self.nextPlannedMoveLane = self.calculateSmartNextLane(targetLane); } else { self.nextPlannedMoveLane = -1; } // Update counter display if (self.isMultiTapFish && self.tapCounter && !self.tapCounter.destroyed) { var tapsStillNeeded = self.maxTaps - self.currentTaps; var counterText = tapsStillNeeded.toString(); if (tapsStillNeeded > 1 && self.nextPlannedMoveLane !== -1 && self.nextPlannedMoveLane !== self.lane) { if (self.nextPlannedMoveLane < self.lane) { counterText += "↑"; } else if (self.nextPlannedMoveLane > self.lane) { counterText += "↓"; } } self.tapCounter.setText(counterText); } // Ensure minimum 1 beat for lane changes if (targetLane !== laneFishWasInBeforeThisMove) { pushbackBeats = Math.max(pushbackBeats, 1); } var timeToNextTap = beatInterval * pushbackBeats; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = timeToNextTap / (1000 / 60); var distanceNeededToReachHook = fishSpeed * framesForNextApproach; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachHook; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachHook; } // Register the return arrival time to prevent conflicts var returnArrivalTime = LK.ticks * (1000 / 60) + timeToNextTap; if (ImprovedRhythmSpawner.scheduledArrivals) { ImprovedRhythmSpawner.scheduledArrivals.push(returnArrivalTime); } tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function() { self.speed = self.originalSpeed; self.isPushedBack = false; } }); }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: var ImprovedRhythmSpawner = { nextFishSpawnTime: 0, scheduledArrivals: [], // Track when fish will arrive at hook update: function(currentTime) { if (!GameState.gameActive || GameState.songStartTime === 0) { return; } var songConfig = GameState.getCurrentSongConfig(); if (!songConfig || !songConfig.bpm) return; var beatInterval = 60000 / songConfig.bpm; // Clean up old arrival times this.scheduledArrivals = this.scheduledArrivals.filter(arrivalTime => arrivalTime > currentTime); // Check if it's time to spawn the next fish if (currentTime >= this.nextFishSpawnTime) { this.scheduleNextFish(currentTime, beatInterval, songConfig); } }, scheduleNextFish: function(currentTime, beatInterval, songConfig) { var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; if (!pattern) { this.spawnSingleFish(currentTime, beatInterval); this.nextFishSpawnTime = currentTime + beatInterval * 1.5; return; } // Calculate spawn timing var spawnInterval = pattern.beatsPerFish || 1.5; var sectionModifier = 1.0; if (pattern.sections) { var elapsed = currentTime - GameState.songStartTime; var section = pattern.sections.find(s => elapsed >= s.startTime && elapsed < s.endTime); if (section) sectionModifier = section.spawnModifier; } var adjustedInterval = spawnInterval / sectionModifier; var difficultyMultiplier = { easy: 1.3, medium: 1.0, hard: 0.7 }[GAME_DIFFICULTY.current] || 1.0; adjustedInterval *= difficultyMultiplier; // Find next available beat that doesn't conflict with existing arrivals var currentBeat = (currentTime - GameState.songStartTime) / beatInterval; var targetBeat = Math.ceil(currentBeat + adjustedInterval); var targetArrivalTime = GameState.songStartTime + targetBeat * beatInterval; // Check for conflicts and adjust if necessary targetArrivalTime = this.findNonConflictingArrivalTime(targetArrivalTime, beatInterval); // Calculate when fish should spawn to arrive at target time var travelTime = this.calculateTravelTime(); var fishSpawnTime = targetArrivalTime - travelTime; if (fishSpawnTime <= currentTime) { this.spawnSingleFish(currentTime, beatInterval); this.nextFishSpawnTime = currentTime + beatInterval * Math.max(0.5, adjustedInterval); } else { LK.setTimeout(() => { if (GameState.gameActive) { this.spawnSingleFish(fishSpawnTime, beatInterval); } }, fishSpawnTime - currentTime); // Register this arrival time this.scheduledArrivals.push(targetArrivalTime); this.nextFishSpawnTime = targetArrivalTime + beatInterval * adjustedInterval; } // Handle double spawns with offset timing if (Math.random() < (pattern.doubleSpawnChance || 0)) { var secondArrivalTime = this.findNonConflictingArrivalTime( targetArrivalTime + beatInterval * 0.5, beatInterval ); var secondTravelTime = this.calculateTravelTime(); var secondSpawnTime = secondArrivalTime - secondTravelTime; LK.setTimeout(() => { if (GameState.gameActive) { this.spawnSingleFish(secondSpawnTime, beatInterval); } }, Math.max(0, secondSpawnTime - currentTime)); this.scheduledArrivals.push(secondArrivalTime); } }, findNonConflictingArrivalTime: function(preferredTime, beatInterval) { var minGap = 200; // Minimum 200ms between fish arrivals var currentTime = preferredTime; // Check if this time conflicts with existing arrivals while (this.hasArrivalConflict(currentTime, minGap)) { currentTime += beatInterval * 0.25; // Move by quarter beat } return currentTime; }, hasArrivalConflict: function(arrivalTime, minGap) { return this.scheduledArrivals.some(scheduledTime => { return Math.abs(scheduledTime - arrivalTime) < minGap; }); }, calculateTravelTime: function() { var depthConfig = GameState.getCurrentDepthConfig(); var fishSpeed = Math.abs(depthConfig.fishSpeed); var distanceToHook = 1174; return (distanceToHook / fishSpeed) * (1000 / 60); }, // ... rest of the spawner methods remain the same spawnSingleFish: function(currentTime, beatInterval) { // Same as before, just call PatternGenerator.getNextLane() for lane var depthConfig = GameState.getCurrentDepthConfig(); if (!depthConfig) return; var activeBattles = fishArray.filter(f => f.isMultiTapFish && f.isInBattle).length; var maxBattles = GAME_DIFFICULTY.current === 'hard' ? 2 : 1; var fishSpeed = depthConfig.fishSpeed; var spawnSide = Math.random() < 0.5 ? -1 : 1; var actualSpeed = Math.abs(fishSpeed) * spawnSide; var laneIndex = PatternGenerator.getNextLane(); var targetLane = GAME_CONFIG.LANES[laneIndex]; // Fish type determination (same as before) var fishType, fishValue; var rand = Math.random(); var pattern = GAME_CONFIG.PATTERNS[GameState.getCurrentSongConfig().pattern] || {}; var shallowProbability = 0.75; if (pattern.rareSpawnChance && rand < pattern.rareSpawnChance && activeBattles < maxBattles) { fishType = 'rare'; fishValue = Math.floor(depthConfig.fishValue * 4); } else if (GameState.selectedDepth >= 1 && rand < (pattern.rareSpawnChance || 0) + 0.1 && activeBattles < maxBattles) { fishType = 'medium'; fishValue = Math.floor(depthConfig.fishValue * 1.5); } else if (rand < shallowProbability) { var shallowRand = Math.random(); var songConfig = GameState.getCurrentSongConfig(); if (songConfig.name === "Gentle Waves") { if (shallowRand < 0.5) fishType = 'sardine'; else if (shallowRand < 0.85) fishType = 'anchovy'; else fishType = 'mackerel'; } else if (songConfig.name === "Morning Tide") { if (shallowRand < 0.4) fishType = 'sardine'; else if (shallowRand < 0.7) fishType = 'anchovy'; else fishType = 'mackerel'; } else if (songConfig.name === "Sunny Afternoon") { if (shallowRand < 0.3) fishType = 'sardine'; else if (shallowRand < 0.6) fishType = 'anchovy'; else fishType = 'mackerel'; } else { if (shallowRand < 0.45) fishType = 'sardine'; else if (shallowRand < 0.8) fishType = 'anchovy'; else fishType = 'mackerel'; } fishValue = Math.floor(depthConfig.fishValue); } else { fishType = 'shallow'; fishValue = Math.floor(depthConfig.fishValue); } var newFish = new Fish(fishType, fishValue, actualSpeed, laneIndex); newFish.x = actualSpeed > 0 ? -150 : 2048 + 150; newFish.y = targetLane.y; newFish.baseY = targetLane.y; newFish.lastX = newFish.x; fishArray.push(newFish); if (fishingScreen && !fishingScreen.destroyed) { fishingScreen.addChild(newFish); } GameState.sessionFishSpawned++; }, scheduleNextFish: function() { var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var currentTime = LK.ticks * (1000 / 60); var beatsDelay = 0.5; this.nextFishSpawnTime = currentTime + beatInterval * beatsDelay; }, reset: function() { this.nextFishSpawnTime = 0; this.scheduledArrivals = []; PatternGenerator.reset(); } };
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Update with: var PatternGenerator = { lastLane: -1, minDistanceBetweenFish: 300, lastActualSpawnTime: -100000, currentLaneSequence: [], sequenceIndex: 0, sameLaneCount: 0, maxSameLane: 3, minSameLane: 2, targetSameLaneCount: 2, getNextLane: function() { // If we don't have a sequence or finished current sequence, generate new one if (this.currentLaneSequence.length === 0 || this.sequenceIndex >= this.currentLaneSequence.length) { this.generateNewLaneSequence(); } var lane = this.currentLaneSequence[this.sequenceIndex]; this.sequenceIndex++; this.lastLane = lane; return lane; }, generateNewLaneSequence: function() { this.currentLaneSequence = []; this.sequenceIndex = 0; // Choose a starting lane (avoid same as last sequence end if possible) var availableLanes = [0, 1, 2]; if (this.lastLane !== -1) { availableLanes = availableLanes.filter(lane => lane !== this.lastLane); } var currentLane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; // Generate sequence with 2-4 fish in same lane, then switch var totalFish = 8 + Math.floor(Math.random() * 4); // 8-12 fish per sequence var fishAdded = 0; while (fishAdded < totalFish) { // Determine how many fish in this lane (2-4) this.targetSameLaneCount = this.minSameLane + Math.floor(Math.random() * (this.maxSameLane - this.minSameLane + 1)); // Add fish to current lane for (var i = 0; i < this.targetSameLaneCount && fishAdded < totalFish; i++) { this.currentLaneSequence.push(currentLane); fishAdded++; } // Switch to different lane if (fishAdded < totalFish) { var newLaneOptions = [0, 1, 2].filter(lane => lane !== currentLane); currentLane = newLaneOptions[Math.floor(Math.random() * newLaneOptions.length)]; } } console.log("Generated lane sequence:", this.currentLaneSequence); }, // Method to reserve a lane for multi-tap fish pushback reserveLaneForMultiTap: function(preferredLane, beatsFromNow) { // Calculate which position in sequence this would be var estimatedSpawnsFromNow = Math.max(1, Math.floor(beatsFromNow / 1.5)); // Rough estimate var targetIndex = this.sequenceIndex + estimatedSpawnsFromNow; // If within current sequence, try to modify it if (targetIndex < this.currentLaneSequence.length) { // Check if we can place the multi-tap fish in preferred lane without breaking pattern too much var originalLane = this.currentLaneSequence[targetIndex]; // If preferred lane is available and not creating a conflict, use it if (preferredLane !== undefined && preferredLane >= 0 && preferredLane <= 2) { this.currentLaneSequence[targetIndex] = preferredLane; return preferredLane; } } return preferredLane !== undefined ? preferredLane : this.getNextLane(); }, canSpawnFishOnBeat: function(currentTime, configuredSpawnInterval) { var timeSinceLast = currentTime - this.lastActualSpawnTime; var minRequiredGap = configuredSpawnInterval; return timeSinceLast >= minRequiredGap; }, registerFishSpawn: function(spawnTime) { this.lastActualSpawnTime = spawnTime; }, reset: function() { this.lastLane = -1; this.lastActualSpawnTime = -100000; this.currentLaneSequence = []; this.sequenceIndex = 0; this.sameLaneCount = 0; } };
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Update with: var ImprovedRhythmSpawner = { nextFishSpawnTime: 0, update: function(currentTime) { if (!GameState.gameActive || GameState.songStartTime === 0) { return; } var songConfig = GameState.getCurrentSongConfig(); if (!songConfig || !songConfig.bpm) return; var beatInterval = 60000 / songConfig.bpm; // Check if it's time to spawn the next fish if (currentTime >= this.nextFishSpawnTime) { this.scheduleNextFish(currentTime, beatInterval, songConfig); } }, scheduleNextFish: function(currentTime, beatInterval, songConfig) { var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; if (!pattern) { // Fallback to simple spawning this.spawnSingleFish(currentTime, beatInterval); this.nextFishSpawnTime = currentTime + beatInterval * 1.5; return; } // Determine how many beats until next spawn var spawnInterval = pattern.beatsPerFish || 1.5; // Get section modifier if using custom patterns var sectionModifier = 1.0; if (pattern.sections) { var elapsed = currentTime - GameState.songStartTime; var section = pattern.sections.find(s => elapsed >= s.startTime && elapsed < s.endTime); if (section) sectionModifier = section.spawnModifier; } var adjustedInterval = spawnInterval / sectionModifier; // Difficulty affects spawn rate var difficultyMultiplier = { easy: 1.3, medium: 1.0, hard: 0.7 }[GAME_DIFFICULTY.current] || 1.0; adjustedInterval *= difficultyMultiplier; // Calculate next spawn time aligned to beats var currentBeat = (currentTime - GameState.songStartTime) / beatInterval; var nextSpawnBeat = Math.ceil(currentBeat + adjustedInterval); var nextSpawnTime = GameState.songStartTime + nextSpawnBeat * beatInterval; // Calculate when fish should spawn to arrive at that beat var travelTime = this.calculateTravelTime(); var fishSpawnTime = nextSpawnTime - travelTime; if (fishSpawnTime <= currentTime) { // If spawn time is in the past, spawn now this.spawnSingleFish(currentTime, beatInterval); this.nextFishSpawnTime = currentTime + beatInterval * Math.max(0.5, adjustedInterval); } else { // Schedule spawn for the calculated time LK.setTimeout(() => { if (GameState.gameActive) { this.spawnSingleFish(fishSpawnTime, beatInterval); } }, fishSpawnTime - currentTime); this.nextFishSpawnTime = nextSpawnTime + beatInterval * adjustedInterval; } // Check for double spawns if (Math.random() < (pattern.doubleSpawnChance || 0)) { var secondFishDelay = beatInterval * 0.5; // Half beat later LK.setTimeout(() => { if (GameState.gameActive) { this.spawnSingleFish(currentTime + secondFishDelay, beatInterval); } }, Math.max(0, fishSpawnTime - currentTime + secondFishDelay)); } }, calculateTravelTime: function() { var depthConfig = GameState.getCurrentDepthConfig(); var fishSpeed = Math.abs(depthConfig.fishSpeed); var distanceToHook = 1174; // Distance from spawn edge to center return (distanceToHook / fishSpeed) * (1000 / 60); // Convert to milliseconds }, spawnSingleFish: function(currentTime, beatInterval) { var depthConfig = GameState.getCurrentDepthConfig(); if (!depthConfig) return; // Check if too many multi-tap battles are active var activeBattles = fishArray.filter(f => f.isMultiTapFish && f.isInBattle).length; var maxBattles = GAME_DIFFICULTY.current === 'hard' ? 2 : 1; var fishSpeed = depthConfig.fishSpeed; var spawnSide = Math.random() < 0.5 ? -1 : 1; var actualSpeed = Math.abs(fishSpeed) * spawnSide; var laneIndex = PatternGenerator.getNextLane(); var targetLane = GAME_CONFIG.LANES[laneIndex]; // Determine fish type with increased shallow fish probability var fishType, fishValue; var rand = Math.random(); var pattern = GAME_CONFIG.PATTERNS[GameState.getCurrentSongConfig().pattern] || {}; // Significantly increase sardine/anchovy spawn rate var shallowProbability = 0.75; // 75% chance for shallow fish if (pattern.rareSpawnChance && rand < pattern.rareSpawnChance && activeBattles < maxBattles) { fishType = 'rare'; fishValue = Math.floor(depthConfig.fishValue * 4); } else if (GameState.selectedDepth >= 1 && rand < (pattern.rareSpawnChance || 0) + 0.1 && activeBattles < maxBattles) { fishType = 'medium'; fishValue = Math.floor(depthConfig.fishValue * 1.5); } else if (rand < shallowProbability) { // Weighted selection for shallow fish types var shallowRand = Math.random(); var songConfig = GameState.getCurrentSongConfig(); if (songConfig.name === "Gentle Waves") { if (shallowRand < 0.5) fishType = 'sardine'; else if (shallowRand < 0.85) fishType = 'anchovy'; else fishType = 'mackerel'; } else if (songConfig.name === "Morning Tide") { if (shallowRand < 0.4) fishType = 'sardine'; else if (shallowRand < 0.7) fishType = 'anchovy'; else fishType = 'mackerel'; } else if (songConfig.name === "Sunny Afternoon") { if (shallowRand < 0.3) fishType = 'sardine'; else if (shallowRand < 0.6) fishType = 'anchovy'; else fishType = 'mackerel'; } else { if (shallowRand < 0.45) fishType = 'sardine'; else if (shallowRand < 0.8) fishType = 'anchovy'; else fishType = 'mackerel'; } fishValue = Math.floor(depthConfig.fishValue); } else { // Fallback fishType = 'shallow'; fishValue = Math.floor(depthConfig.fishValue); } var newFish = new Fish(fishType, fishValue, actualSpeed, laneIndex); newFish.x = actualSpeed > 0 ? -150 : 2048 + 150; newFish.y = targetLane.y; newFish.baseY = targetLane.y; newFish.lastX = newFish.x; fishArray.push(newFish); if (fishingScreen && !fishingScreen.destroyed) { fishingScreen.addChild(newFish); } GameState.sessionFishSpawned++; }, scheduleNextFish: function() { // This is called when a battle ends - simplified for compatibility var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var currentTime = LK.ticks * (1000 / 60); var beatsDelay = 0.5; this.nextFishSpawnTime = currentTime + beatInterval * beatsDelay; }, reset: function() { this.nextFishSpawnTime = 0; PatternGenerator.reset(); } };
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Update with: var PatternGenerator = { lastLane: -1, minDistanceBetweenFish: 200, // Reduced for more fish lastActualSpawnTime: -100000, laneSequence: [], sequenceIndex: 0, getNextLane: function() { // Generate a sequence that ensures good lane distribution if (this.laneSequence.length === 0) { this.generateLaneSequence(); } var lane = this.laneSequence[this.sequenceIndex]; this.sequenceIndex = (this.sequenceIndex + 1) % this.laneSequence.length; this.lastLane = lane; return lane; }, generateLaneSequence: function() { // Create a pattern that ensures all lanes are used and avoids too much repetition var sequences = [ [1, 0, 2, 1, 2, 0, 1, 0], // Balanced sequence [0, 1, 2, 1, 0, 2, 1, 2], // Different balanced sequence [2, 1, 0, 1, 2, 0, 1, 0], // Another variation ]; this.laneSequence = sequences[Math.floor(Math.random() * sequences.length)]; this.sequenceIndex = 0; }, canSpawnFishOnBeat: function(currentTime, configuredSpawnInterval) { var timeSinceLast = currentTime - this.lastActualSpawnTime; var minRequiredGap = Math.min(configuredSpawnInterval, 500); // Allow closer spawns return timeSinceLast >= minRequiredGap; }, registerFishSpawn: function(spawnTime) { this.lastActualSpawnTime = spawnTime; }, reset: function() { this.lastLane = -1; this.lastActualSpawnTime = -100000; this.laneSequence = []; this.sequenceIndex = 0; } };
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Update with: // Add to Fish class - modify the pushBack function self.pushBack = function() { self.isPushedBack = true; // Calculate next lane with proper timing consideration var targetLane = self.calculateSmartNextLane(); var laneFishWasInBeforeThisMove = self.lane; self.lane = targetLane; var targetY = GAME_CONFIG.LANES[self.lane].y; self.baseY = targetY; // Determine the next planned move for subsequent pushback var tapsRemainingIncludingThisOne = self.maxTaps - self.currentTaps; if (tapsRemainingIncludingThisOne > 1) { self.nextPlannedMoveLane = self.calculateSmartNextLane(targetLane); } else { self.nextPlannedMoveLane = -1; } // Update counter display if (self.isMultiTapFish && self.tapCounter && !self.tapCounter.destroyed) { var tapsStillNeeded = self.maxTaps - self.currentTaps; var counterText = tapsStillNeeded.toString(); if (tapsStillNeeded > 1 && self.nextPlannedMoveLane !== -1 && self.nextPlannedMoveLane !== self.lane) { if (self.nextPlannedMoveLane < self.lane) { counterText += "↑"; } else if (self.nextPlannedMoveLane > self.lane) { counterText += "↓"; } } self.tapCounter.setText(counterText); } // Calculate pushback timing based on difficulty var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var pushbackBeats = GAME_DIFFICULTY.pushbackMultiplier[GAME_DIFFICULTY.current] || 2; // Ensure minimum 1 beat for lane changes if (targetLane !== laneFishWasInBeforeThisMove) { pushbackBeats = Math.max(pushbackBeats, 1); } var timeToNextTap = beatInterval * pushbackBeats; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = timeToNextTap / (1000 / 60); var distanceNeededToReachHook = fishSpeed * framesForNextApproach; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachHook; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachHook; } // Smooth movement to new position tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function() { self.speed = self.originalSpeed; self.isPushedBack = false; } }); }; // Add smart lane calculation self.calculateSmartNextLane = function(currentLane) { if (currentLane === undefined) currentLane = self.lane; // For fish with 2 taps (mackerel), prefer adjacent lanes if (self.maxTaps === 2) { if (currentLane === 0) return 1; if (currentLane === 2) return 1; return Math.random() < 0.5 ? 0 : 2; // From middle, go to top or bottom } // For fish with 3 taps (rare), cycle through lanes if (self.maxTaps === 3) { return (currentLane + 1) % 3; } return currentLane; // Fallback }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: var ImprovedRhythmSpawner = { scheduledBeats: [], nextBeatToSchedule: 0, update: function(currentTime) { if (!GameState.gameActive || GameState.songStartTime === 0) { return; } var songConfig = GameState.getCurrentSongConfig(); if (!songConfig || !songConfig.bpm) return; var beatInterval = 60000 / songConfig.bpm; var currentBeat = Math.floor((currentTime - GameState.songStartTime) / beatInterval); // Schedule upcoming beats this.scheduleUpcomingBeats(currentTime, beatInterval, songConfig); // Execute scheduled spawns this.executeScheduledSpawns(currentTime, beatInterval); }, scheduleUpcomingBeats: function(currentTime, beatInterval, songConfig) { var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; if (!pattern) return; var beatsAhead = 8; // Schedule 8 beats in advance var currentBeat = Math.floor((currentTime - GameState.songStartTime) / beatInterval); for (var i = 0; i < beatsAhead; i++) { var targetBeat = currentBeat + i; if (targetBeat <= this.nextBeatToSchedule) continue; var beatTime = GameState.songStartTime + targetBeat * beatInterval; // Check if we should spawn on this beat based on pattern if (this.shouldSpawnOnBeat(targetBeat, pattern, songConfig)) { this.scheduleSpawnGroup(beatTime, targetBeat, pattern); } this.nextBeatToSchedule = Math.max(this.nextBeatToSchedule, targetBeat + 1); } }, shouldSpawnOnBeat: function(beatNumber, pattern, songConfig) { // Use beatsPerFish to determine spawn frequency var spawnInterval = pattern.beatsPerFish || 1.5; // Get section modifier if using custom patterns var sectionModifier = 1.0; if (pattern.sections) { var currentTime = beatNumber * (60000 / songConfig.bpm); var section = pattern.sections.find(s => currentTime >= s.startTime && currentTime < s.endTime); if (section) sectionModifier = section.spawnModifier; } var adjustedInterval = spawnInterval / sectionModifier; // Difficulty affects spawn rate var difficultyMultiplier = { easy: 1.2, medium: 1.0, hard: 0.8 }[GAME_DIFFICULTY.current] || 1.0; adjustedInterval *= difficultyMultiplier; return (beatNumber % Math.round(adjustedInterval)) === 0; }, scheduleSpawnGroup: function(beatTime, beatNumber, pattern) { var spawnsThisBeat = [{ delay: 0, lane: PatternGenerator.getNextLane() }]; // Check for double/triple spawns if (Math.random() < (pattern.doubleSpawnChance || 0)) { spawnsThisBeat.push({ delay: 0, lane: PatternGenerator.getNextLane() }); // Triple spawn chance (for hard difficulty) if (GAME_DIFFICULTY.current === 'hard' && Math.random() < 0.3) { spawnsThisBeat.push({ delay: 0, lane: PatternGenerator.getNextLane() }); } } // Add half-beat spawns for increased density if (GAME_DIFFICULTY.current !== 'easy' && Math.random() < 0.4) { spawnsThisBeat.push({ delay: 30000 / GameState.getCurrentSongConfig().bpm, // Half beat lane: PatternGenerator.getNextLane() }); } spawnsThisBeat.forEach(spawn => { this.scheduledBeats.push({ spawnTime: beatTime + spawn.delay, lane: spawn.lane, executed: false }); }); }, executeScheduledSpawns: function(currentTime, beatInterval) { for (var i = this.scheduledBeats.length - 1; i >= 0; i--) { var scheduled = this.scheduledBeats[i]; if (scheduled.executed) { this.scheduledBeats.splice(i, 1); continue; } // Calculate when fish should spawn to arrive exactly on beat var arrivalTime = scheduled.spawnTime; var travelTime = this.calculateTravelTime(scheduled.lane); var spawnTime = arrivalTime - travelTime; if (currentTime >= spawnTime && !scheduled.executed) { this.spawnFishForBeat(scheduled.lane, arrivalTime); scheduled.executed = true; } } }, calculateTravelTime: function(laneIndex) { var depthConfig = GameState.getCurrentDepthConfig(); var fishSpeed = Math.abs(depthConfig.fishSpeed); var distanceToHook = 1174; // Distance from spawn edge to center return (distanceToHook / fishSpeed) * (1000 / 60); // Convert to milliseconds }, spawnFishForBeat: function(laneIndex, arrivalTime) { // Don't spawn if too many multi-tap fish battles active var activeBattles = fishArray.filter(f => f.isMultiTapFish && f.isInBattle).length; var maxBattles = GAME_DIFFICULTY.current === 'hard' ? 2 : 1; var depthConfig = GameState.getCurrentDepthConfig(); var pattern = GAME_CONFIG.PATTERNS[GameState.getCurrentSongConfig().pattern]; // Determine fish type with increased shallow fish probability var fishType, fishValue; var rand = Math.random(); // Increase sardine/anchovy spawn rate significantly var shallowProbability = 0.75; // 75% chance for shallow fish if (pattern.rareSpawnChance && rand < pattern.rareSpawnChance && activeBattles < maxBattles) { fishType = 'rare'; fishValue = Math.floor(depthConfig.fishValue * 4); } else if (GameState.selectedDepth >= 1 && rand < pattern.rareSpawnChance + 0.15 && activeBattles < maxBattles) { fishType = 'medium'; fishValue = Math.floor(depthConfig.fishValue * 1.5); } else if (rand < shallowProbability) { // Weighted selection for shallow fish var shallowRand = Math.random(); var songConfig = GameState.getCurrentSongConfig(); if (songConfig.name === "Gentle Waves") { if (shallowRand < 0.5) fishType = 'sardine'; else if (shallowRand < 0.85) fishType = 'anchovy'; else fishType = 'mackerel'; } else if (songConfig.name === "Morning Tide") { if (shallowRand < 0.4) fishType = 'sardine'; else if (shallowRand < 0.7) fishType = 'anchovy'; else fishType = 'mackerel'; } else { if (shallowRand < 0.45) fishType = 'sardine'; else if (shallowRand < 0.8) fishType = 'anchovy'; else fishType = 'mackerel'; } fishValue = Math.floor(depthConfig.fishValue); } else { // Fallback to mackerel if no other type selected fishType = 'mackerel'; fishValue = Math.floor(depthConfig.fishValue); } var fishSpeed = depthConfig.fishSpeed; var spawnSide = Math.random() < 0.5 ? -1 : 1; var actualSpeed = Math.abs(fishSpeed) * spawnSide; var newFish = new Fish(fishType, fishValue, actualSpeed, laneIndex); newFish.x = actualSpeed > 0 ? -150 : 2048 + 150; newFish.y = GAME_CONFIG.LANES[laneIndex].y; newFish.baseY = newFish.y; newFish.lastX = newFish.x; newFish.scheduledArrivalTime = arrivalTime; fishArray.push(newFish); if (fishingScreen && !fishingScreen.destroyed) { fishingScreen.addChild(newFish); } GameState.sessionFishSpawned++; PatternGenerator.registerFishSpawn(arrivalTime); }, reset: function() { this.scheduledBeats = []; this.nextBeatToSchedule = 0; PatternGenerator.reset(); } };
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Update with: var FISH_RHYTHM_PATTERNS = { sardine: ['beat'], // Reduced from 2 to 1 tap anchovy: ['beat'], // Reduced from 3 to 1 tap mackerel: ['beat', 'beat'], // Reduced from 4 to 2 taps rareFish: ['beat', 'beat', 'beat'] // Reduced from 5 to 3 taps };
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Replace songCard asset with restaurantFloor asset for restaurant floor background
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Remove the numbered fishes and pushback and instead generate a pattern of fishes that spawn to the beat of the song and are catchable in one tap. Do each step one a time and wait for me to type continue after each is saved.
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Remove the numbered fishes and pushback and instead generate a pattern of fishes that spawn to the beat of the song and are catchable in one tap. Take your time and plan it out.
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Slow down the rate of new customers.
Code edit (1 edits merged)
Please save this source code
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I got 2400 points and still only got 1 star in the cooking mini game. Confirm how many points you need for each category and if it’s possible to get that many points.
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Make sure the last chop line of each cooking phase is cleaned up properly and doesn’t just freeze in the center of the screen.
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Increase hit thresholds slightly for cooking game beat indicators to make it a little easier.
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Okay now change code to match that please.
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Increase 3 star rating requirement for cooking mini game. 3 stars requires a perfect score.
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Please fix the bug: 'Script error.' in or related to this line: 'var plateTapX = currentPhaseContainer.contentArea.beatTarget.x + contentArea.x + overlay.phaseContainer.x; // Global X of tap zone' Line Number: 3551
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Modify all three restaurant phases, prep, cook and plate, to use the same chop lines and beat indicators as the prep phase. All three will operate on a random pattern of beat indicators as a metric of success. Keep animations in the window the same.
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case 'cook': var linesCook = overlay.cookPhaseLines || []; var timeInPhase = LK.ticks * (1000 / 60) - CookingState.phaseStartTime; var currentBeatInPhaseExact = timeInPhase / BeatDetector.beatInterval; if (eventType === 'down') { for (var i = linesCook.length - 1; i >= 0; i--) { var line = linesCook[i]; if (line.isLongNote && line.canTap && !line.isBeingHeld) { // Check if pressed on beat for the long note's start var noteStartProgress = currentBeatInPhaseExact - line.beatNumber; if (Math.abs(noteStartProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 1.5) { line.isBeingHeld = true; line.holdStartTime = LK.ticks * (1000 / 60); CookingState.activeHeldLine = line; if (line.beatIndicator) { line.beatIndicator.tint = 0x0088FF; } success = true; showCookingFeedback('good', line.targetX, line.y - 100); break; } } } } else if (eventType === 'up') { if (CookingState.activeHeldLine) { var line = CookingState.activeHeldLine; var holdDurationMs = LK.ticks * (1000 / 60) - line.holdStartTime; var expectedHoldDurationMs = line.durationBeats * BeatDetector.beatInterval; var noteEndBeatExact = line.beatNumber + line.durationBeats; var releaseProgress = currentBeatInPhaseExact - noteEndBeatExact; if (Math.abs(releaseProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 1.5) { points = 200; feedback = 'perfect'; } else if (Math.abs(releaseProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 2) { points = 100; feedback = 'good'; } else { points = 25; feedback = 'miss'; } success = true; line.wasTappedSuccessfully = true; line.isBeingHeld = false; CookingState.activeHeldLine = null; if (line.beatIndicator) { line.beatIndicator.tint = COOKING_PHASES.cook.color; } line.destroy(); var lineIndex = linesCook.indexOf(line); if (lineIndex > -1) { linesCook.splice(lineIndex, 1); } } } else { // 'tap' event - only for short notes for (var i = linesCook.length - 1; i >= 0; i--) { var line = linesCook[i]; if (!line.isLongNote && line.canTap) { var noteProgress = currentBeatInPhaseExact - line.beatNumber; if (Math.abs(noteProgress * BeatDetector.beatInterval) < BeatDetector.tolerance) { points = 150; feedback = 'perfect'; } else if (Math.abs(noteProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 2) { points = 75; feedback = 'good'; } else { points = 10; feedback = 'miss'; } success = true; line.wasTappedSuccessfully = true; line.destroy(); var lineIndexTap = linesCook.indexOf(line); if (lineIndexTap > -1) { linesCook.splice(lineIndexTap, 1); } break; } } } // REMOVE ALL the old positioning-based detection code that was here // Only keep the fish animation update: if (success && points > 0) { if (currentPhaseContainer.contentArea && currentPhaseContainer.contentArea.fishPieces) { currentPhaseContainer.contentArea.fishPieces.forEach(function (piece) { var currentTint = piece.tint || 0xF4A460; var r = (currentTint >> 16) & 0xFF, g = (currentTint >> 8) & 0xFF, b = currentTint & 0xFF; r = Math.min(0xCD, r + 0x11); g = Math.min(0x85, g + 0x11); b = Math.min(0x3F, b + 0x11); piece.tint = (r << 16) | (g << 8) | b; }); } } break;
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Update with: // In the ChopLine class, modify setupVisuals method: self.setupVisuals = function (isLong, beats, indicatorTint) { self.isLongNote = isLong; if (self.isLongNote) { self.durationBeats = beats > 0 ? beats : 1; if (self.beatIndicator) { // Make hold indicators MUCH longer - multiply by more than just beats var baseWidth = 60; var holdMultiplier = 80; // Increased from 50 to 80 self.beatIndicator.width = baseWidth + (self.durationBeats * holdMultiplier); self.beatIndicator.tint = indicatorTint || 0x00BFFF; // Deep sky blue for long notes } if (self.line) { self.line.tint = indicatorTint || 0x00BFFF; self.line.alpha = 0.8; } } else if (self.beatIndicator) { self.beatIndicator.tint = indicatorTint || 0x00FF00; // Default green for short tap indicators } };
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Update with: } else if (phaseName === 'cook' && contentArea && overlay) { var beatInfo = BeatDetector.update(); var timeSincePhaseStart = currentTime - CookingState.phaseStartTime; var beatInterval = BeatDetector.beatInterval; var currentBeatNumber = Math.floor(timeSincePhaseStart / beatInterval); var spawnThisBeat = false; if (!overlay.cookPhaseLines) { overlay.cookPhaseLines = []; } if (currentBeatNumber > CookingState.lastCookLineBeat) { if (!CookingState.cookPhasePatternComplete) { spawnThisBeat = true; CookingState.lastCookLineBeat = currentBeatNumber; } } if (spawnThisBeat) { // Check if this beat should have an interactive element var shouldShowBeatIndicator = false; var isLongNote = false; var noteDuration = 1; // Find if any pattern item matches this beat for (var p = 0; p < CookingState.cookPattern.length; p++) { var patternItem = CookingState.cookPattern[p]; if (patternItem.beat === currentBeatNumber + 1) { // +1 because we spawn one beat ahead shouldShowBeatIndicator = patternItem.beatIndicator; isLongNote = patternItem.type === 'hold'; noteDuration = patternItem.durationBeats || 1; break; } } // Use EXACT same positioning as prep phase var startX = 1800; var targetX = 1024; var lineY = 2000; // Same as prep phase var lineDuration = beatInterval * 1.2; var newLine = new ChopLine(startX, targetX, lineY, lineDuration, shouldShowBeatIndicator); newLine.beatNumber = currentBeatNumber + 1; if (shouldShowBeatIndicator) { newLine.setupVisuals(isLongNote, noteDuration, COOKING_PHASES.cook.color); newLine.isIndicator = true; newLine.wasTapped = false; } if (overlay && !overlay.destroyed) { overlay.addChild(newLine); overlay.cookPhaseLines.push(newLine); } } // Check if pattern is complete var maxBeatInPattern = 0; for (var p = 0; p < CookingState.cookPattern.length; p++) { if (CookingState.cookPattern[p].beat > maxBeatInPattern) { maxBeatInPattern = CookingState.cookPattern[p].beat; } } if (currentBeatNumber > maxBeatInPattern + 2 && CookingState.cookPhaseEventsResolved >= CookingState.cookPhaseTotalEvents) { if (!CookingState.cookPhasePatternComplete) { CookingState.cookPhasePatternComplete = true; completePhase(); } } // Clean up finished/missed lines for cook phase if (overlay.cookPhaseLines) { for (var i = overlay.cookPhaseLines.length - 1; i >= 0; i--) { var line = overlay.cookPhaseLines[i]; if (line.isDone) { var missed = true; if (line.wasTappedSuccessfully) { missed = false; } if (missed && line.isIndicator) { CookingState.cookPhaseEventsResolved++; if (CookingState.currentPhaseContainer && CookingState.currentPhaseContainer.beatCounter) { CookingState.currentPhaseContainer.beatCounter.setText(CookingState.cookPhaseEventsResolved + '/' + CookingState.cookPhaseTotalEvents); } showCookingFeedback('miss', line.targetX, line.y - 150); } line.destroy(); overlay.cookPhaseLines.splice(i, 1); } } }
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Update as needed with: } else if (phaseName === 'cook' && contentArea && overlay) { var beatInfo = BeatDetector.update(); var timeSincePhaseStart = currentTime - CookingState.phaseStartTime; var beatInterval = BeatDetector.beatInterval; var currentBeatNumber = Math.floor(timeSincePhaseStart / beatInterval); if (!overlay.cookPhaseLines) { overlay.cookPhaseLines = []; } // Spawn a line every beat (like prep phase) var spawnThisBeat = false; if (currentBeatNumber > CookingState.lastCookLineBeat) { if (!CookingState.cookPhasePatternComplete) { spawnThisBeat = true; CookingState.lastCookLineBeat = currentBeatNumber; } } if (spawnThisBeat) { // Check if this beat should have an interactive element var shouldShowBeatIndicator = false; var isLongNote = false; var noteDuration = 1; // Find if any pattern item matches this beat for (var p = 0; p < CookingState.cookPattern.length; p++) { var patternItem = CookingState.cookPattern[p]; if (patternItem.beat === currentBeatNumber + 1) { // +1 because we spawn one beat ahead shouldShowBeatIndicator = patternItem.beatIndicator; isLongNote = patternItem.type === 'hold'; noteDuration = patternItem.durationBeats || 1; break; } } // Spawn line (similar to prep phase) var startX = 1800; var targetX = 1024; var lineYRelativeToOverlay = 1366 - 450 + contentArea.y + 180; var lineDuration = beatInterval * 1.2; var newLine = new ChopLine(startX, targetX, lineYRelativeToOverlay, lineDuration, shouldShowBeatIndicator); newLine.beatNumber = currentBeatNumber + 1; if (shouldShowBeatIndicator) { newLine.setupVisuals(isLongNote, noteDuration, COOKING_PHASES.cook.color); } if (overlay && !overlay.destroyed) { overlay.addChild(newLine); overlay.cookPhaseLines.push(newLine); } } // Check if pattern is complete (all pattern items have been processed) var allPatternItemsProcessed = true; for (var p = 0; p < CookingState.cookPattern.length; p++) { var patternItem = CookingState.cookPattern[p]; if (patternItem.beat <= currentBeatNumber + 2) { // Allow some buffer // This pattern item should have been encountered by now continue; } else { allPatternItemsProcessed = false; break; } } if (allPatternItemsProcessed && CookingState.cookPhaseEventsResolved >= CookingState.cookPhaseTotalEvents) { if (!CookingState.cookPhasePatternComplete) { CookingState.cookPhasePatternComplete = true; completePhase(); } } // Clean up finished/missed lines // ... rest of cleanup code remains the same }
/**** * 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 ChopLine = Container.expand(function (startX, targetX, y, duration, shouldShowBeatIndicator) { var self = Container.call(this); // Create vertical line that travels horizontally self.line = self.attachAsset('fishingLine', { anchorX: 0.5, anchorY: 0.5, width: 8, // Vertical line width height: 300, // Tall vertical line rotation: 0, tint: shouldShowBeatIndicator ? 0x00FF00 : 0xFFFF00, alpha: shouldShowBeatIndicator ? 1.0 : 0.6 }); // Add beat indicator for special lines if (shouldShowBeatIndicator) { self.beatIndicator = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, tint: 0x00FF00, alpha: 0.8, x: 0, y: 0 }); } self.x = startX; self.y = y; // Use passed Y self.targetX = targetX; self.duration = duration; self.isDone = false; self.canTap = false; self.shouldShowBeatIndicator = shouldShowBeatIndicator; // Move horizontally towards beat indicator tween(self, { x: targetX }, { duration: duration, easing: tween.linear, onFinish: function onFinish() { self.isDone = true; } }); // Enable tapping when close to beat indicator var tapWindow = 80; var checkTapWindow = function checkTapWindow() { if (!self.isDone && Math.abs(self.x - targetX) <= tapWindow) { self.canTap = true; if (self.shouldShowBeatIndicator) { self.line.tint = 0x00FF00; // Bright green when in tap window } } }; self.tapTimer = LK.setInterval(checkTapWindow, 16); self.destroy = function () { if (self.tapTimer) { LK.clearInterval(self.tapTimer); } Container.prototype.destroy.call(self); }; // New properties for long notes self.isLongNote = false; self.durationBeats = 1; // Default to 1 beat if it's a long note but duration not specified self.isBeingHeld = false; self.holdStartTime = 0; self.beatNumber = 0; // The beat this note is intended for // Call this after setting isLongNote and durationBeats self.setupVisuals = function (isLong, beats, indicatorTint) { self.isLongNote = isLong; if (self.isLongNote) { self.durationBeats = beats > 0 ? beats : 1; if (self.beatIndicator) { // Make hold indicators MUCH longer - multiply by more than just beats var baseWidth = 60; var holdMultiplier = 80; // Increased from 50 to 80 self.beatIndicator.width = baseWidth + self.durationBeats * holdMultiplier; self.beatIndicator.tint = indicatorTint || 0x00BFFF; // Deep sky blue for long notes } if (self.line) { self.line.tint = indicatorTint || 0x00BFFF; self.line.alpha = 0.8; } } else if (self.beatIndicator) { self.beatIndicator.tint = indicatorTint || 0x00FF00; // Default green for short tap indicators } }; 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 GarnishRing = Container.expand(function (centerX, centerY, initialRadius, duration) { var self = Container.call(this); self.ring = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, width: initialRadius * 2, height: initialRadius * 2, tint: 0x4CAF50, alpha: 0.6 }); self.x = centerX; self.y = centerY; self.initialRadius = initialRadius; self.currentRadius = initialRadius; self.duration = duration; self.isDone = false; self.canTap = false; // Shrink towards center tween(self.ring, { width: 20, height: 20 }, { duration: duration, easing: tween.linear, onFinish: function onFinish() { self.isDone = true; } }); // Enable tapping when close to center var tapRadius = 30; var checkTapWindow = function checkTapWindow() { if (!self.isDone) { self.currentRadius = self.ring.width / 2; if (self.currentRadius <= tapRadius) { self.canTap = true; self.ring.tint = 0xFFD700; // Gold when in tap window } } }; self.tapTimer = LK.setInterval(checkTapWindow, 16); self.destroy = function () { if (self.tapTimer) { LK.clearInterval(self.tapTimer); } Container.prototype.destroy.call(self); }; 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); } // 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 init(bpm) { this.bpm = bpm || 120; this.beatInterval = 60000 / this.bpm; this.lastBeatTime = LK.ticks * (1000 / 60); }, update: function update() { var currentTime = LK.ticks * (1000 / 60); var timeSinceLastBeat = (currentTime - this.lastBeatTime) % this.beatInterval; // Update beat indicator visual if (restaurantScreen.cookingOverlay && restaurantScreen.cookingOverlay.beatIndicator && !restaurantScreen.cookingOverlay.beatIndicator.destroyed) { var beatProgress = timeSinceLastBeat / this.beatInterval; var intensity = Math.sin(beatProgress * Math.PI * 2) * 0.5 + 0.5; // intensidade de 0 a 1 var scale = 0.8 + intensity * 0.4; // escala de 0.8 a 1.2 restaurantScreen.cookingOverlay.beatIndicator.scale.set(scale); // Color pulse (verde para amarelo) var redChannel = Math.floor(intensity * 100); // 0 a 100 para o canal vermelho (mais amarelo no pico) var greenChannel = 102 + Math.floor(intensity * 153); // 102 (0x66) a 255 (0xFF) para o verde var blueChannel = 0; // Sem azul por enquanto var color = redChannel << 16 | greenChannel << 8 | blueChannel; restaurantScreen.cookingOverlay.beatIndicator.tint = color; } return { timeSinceLastBeat: timeSinceLastBeat, beatProgress: timeSinceLastBeat / this.beatInterval, isOnBeat: this.isOnBeat(currentTime) }; }, isOnBeat: function isOnBeat(currentTime) { var timeSinceLastBeat = (currentTime - this.lastBeatTime) % this.beatInterval; return timeSinceLastBeat < this.tolerance || timeSinceLastBeat > this.beatInterval - this.tolerance; } }; 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) } else if (GameState.currentScreen === 'restaurant' && CookingState.active) { var phaseName = ['prep', 'cook', 'plate'][CookingState.currentPhase]; if (phaseName === 'cook') { handleCookingInput(x, y, 'up', obj); // Pass 'up' eventType } // For prep/plate, 'up' might not be explicitly handled or could be part of a 'tap' gesture completed on down. // If prep/plate need distinct 'up' logic, it can be added here. } // 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() { var currentSelectedMenu = []; if (RestaurantState.selectedMenu && RestaurantState.selectedMenu.length > 0) { currentSelectedMenu = RestaurantState.selectedMenu.slice(); // Capture the menu set by showMenuSelection } RestaurantState.reset(); // This will clear RestaurantState.selectedMenu among other things RestaurantState.selectedMenu = currentSelectedMenu; // Restore the captured menu RestaurantState.sessionActive = true; RestaurantState.sessionStartTime = LK.ticks * (1000 / 60); if (restaurantElements && restaurantElements.moneyDisplay) { restaurantElements.moneyDisplay.setText('$' + GameState.money); } // Spawn first customer immediately spawnCustomer(); // Then schedule the next one scheduleNextCustomer(); } // 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, transitionActive: false, currentPhaseContainer: null, nextPhaseContainer: null }; // Cooking phases configuration var COOKING_PHASES = { prep: { name: "PREP", instructions: "Tap the green beat indicators as they reach the target zone!", color: 0x4CAF50, pattern: [true, false, true, true, false, true, false, true, true, false, true], // Example pattern for 11 beats total, with 7 indicators slideDirection: 'left' // Slides in from left }, cook: { name: "COOK", instructions: "Tap short notes! Hold & Release long notes on beat!", color: 0xFF9800, // pattern will define the beats. `beatsRequired` will be calculated in setupPhase. pattern: [{ type: 'tap', beatIndicator: true, beat: 1 }, { type: 'hold', beatIndicator: true, durationBeats: 2, beat: 3 }, // Starts on beat 3, hold for 2 beats { type: 'tap', beatIndicator: true, beat: 6 }, { type: 'hold', beatIndicator: true, durationBeats: 1, beat: 8 }, // Starts on beat 8, hold for 1 beat { type: 'tap', beatIndicator: true, beat: 10 }, { type: 'hold', beatIndicator: true, durationBeats: 3, beat: 12 } // Starts on beat 12, hold for 3 beats ], 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 } }; // Modify CookingState to include prep pattern tracking var OriginalCookingState = CookingState; CookingState = _objectSpread(_objectSpread({}, OriginalCookingState), {}, { prepPattern: [], prepPatternCurrentIndex: 0, // Tracks which beat indicator from the pattern is next to be spawned prepTotalIndicatorLinesInPattern: 0, // Total number of 'true' values in the loaded pattern prepIndicatorLinesResolved: 0, // Number of indicator lines that have been tapped or missed lastPrepLineBeat: -1, // Tracks the beat number for which the last general line was spawned in prep prepPhasePatternComplete: false, // Flag to indicate the defined pattern is finished and processed cookPhasePatternComplete: false, currentPhaseScore: 0 // Score accumulated within the current phase }); 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; // Ensure cooking overlay is on top of everything if (restaurantScreen && restaurantScreen.children.indexOf(overlay) !== -1) { restaurantScreen.setChildIndex(overlay, restaurantScreen.children.length - 1); } return overlay; } 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) { var WINDOW_WIDTH = 1700; var WINDOW_HEIGHT = 900; // Cutting board (centered) var cuttingBoard = contentArea.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: 500, height: 300, color: 0xD2691E, 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 (shows when player taps) - STAYS IN THE PREP WINDOW var beatTarget = contentArea.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 180, // Bottom of prep area width: 400, height: 40, tint: 0xFF9800, alpha: 0.6 })); contentArea.beatTarget = beatTarget; // Target zone text var targetText = contentArea.addChild(new Text2('TAP ZONE', { size: 24, fill: 0xFFFFFF, align: 'center' })); targetText.anchor.set(0.5, 0.5); targetText.x = 0; targetText.y = 180; contentArea.targetText = targetText; // Container for moving lines var linesContainer = contentArea.addChild(new Container()); contentArea.linesContainer = linesContainer; contentArea.activeLines = []; // Knife (shows when player taps) var knife = contentArea.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: 0, // Centered in prep window y: 0, // Centered in prep window with fish scaleX: 0.8, scaleY: 0.8, rotation: Math.PI / 4, alpha: 0 })); contentArea.knife = knife; } function createCookContent(contentArea) { // Keep existing cook content as-is var pan = contentArea.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: 400, height: 400, tint: 0x2F2F2F, alpha: 0.9 })); 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 })); 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 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 })); } // Add a beat target and lines container for the cook phase, similar to prep var beatTargetCook = contentArea.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, // Centered horizontally in contentArea y: 180, // Positioned towards the bottom of the content area, like prep width: 400, height: 40, tint: 0xFF9800, // Orange, matching cook phase color alpha: 0.6 })); contentArea.beatTarget = beatTargetCook; // Store reference var targetTextCook = contentArea.addChild(new Text2('TAP/HOLD ZONE', { size: 24, fill: 0xFFFFFF, align: 'center' })); targetTextCook.anchor.set(0.5, 0.5); targetTextCook.x = 0; targetTextCook.y = 180; contentArea.targetText = targetTextCook; var linesContainerCook = contentArea.addChild(new Container()); // Position lines container relative to beatTarget, or centrally if lines are spawned with absolute contentArea Y // For now, let lines be positioned absolutely when spawned. contentArea.linesContainer = linesContainerCook; contentArea.activeLines = []; // To store active ChopLines for the cook phase } 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, 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 })); contentArea.cookedFish = cookedFish; // Garnish spots (where rings will collapse to) var garnishSpots = []; var spotPositions = [{ x: -120, y: -80 }, // Top left//{kD} //{kE} { x: 120, y: -80 }, // Top right//{kG} //{kH} //{kI} { x: -120, y: 80 }, // Bottom left//{kK} //{kL} //{kM} { x: 120, y: 80 } // Bottom right//{kO} //{kP} ]; for (var i = 0; i < spotPositions.length; i++) { var pos = spotPositions[i]; var spot = contentArea.addChild(LK.getAsset('dottedLine', { anchorX: 0.5, anchorY: 0.5, x: pos.x, y: pos.y, width: 30, height: 30, tint: 0x888888, alpha: 0.5 })); garnishSpots.push(spot); } contentArea.garnishSpots = garnishSpots; contentArea.garnishes = []; contentArea.activeRings = []; contentArea.ringsContainer = contentArea.addChild(new Container()); // IMPORTANT: Always initialize garnishPattern contentArea.garnishPattern = [{ spotIndex: 0, beat: 1 }, { spotIndex: 2, beat: 3 }, { spotIndex: 1, beat: 5 }, { spotIndex: 3, beat: 7 }]; contentArea.nextPatternIndex = 0; } function setupPhase(phaseIndex) { // Prevent multiple simultaneous phase setups if (CookingState.transitionActive) { console.log("Phase transition already in progress, ignoring setupPhase call"); return; } var phases = ['prep', 'cook', 'plate']; var phaseName = phases[phaseIndex]; var phaseConfig = COOKING_PHASES[phaseName]; // Add safety check for phaseConfig if (!phaseConfig) { console.error("Invalid phase configuration for:", phaseName, "at index:", phaseIndex); return; } console.log("Setting up phase:", phaseName, "at index:", phaseIndex); CookingState.currentPhase = phaseIndex; CookingState.phaseStartTime = LK.ticks * (1000 / 60); CookingState.currentPhaseScore = 0; // Reset score for the new phase CookingState.beatsHit = 0; if (phaseName === 'prep') { CookingState.prepPattern = phaseConfig.pattern || []; CookingState.prepPatternCurrentIndex = 0; CookingState.prepTotalIndicatorLinesInPattern = CookingState.prepPattern.filter(function (isIndicator) { return isIndicator; }).length; CookingState.prepIndicatorLinesResolved = 0; CookingState.lastPrepLineBeat = -1; CookingState.prepPhasePatternComplete = false; phaseConfig.beatsRequired = CookingState.prepTotalIndicatorLinesInPattern; // For UI counter } else if (phaseName === 'cook') { CookingState.cookPattern = phaseConfig.pattern || []; CookingState.cookPatternCurrentIndex = 0; // Total events in cook phase is simply the length of its pattern array CookingState.cookPhaseTotalEvents = CookingState.cookPattern.length; CookingState.cookPhaseEventsResolved = 0; CookingState.lastCookLineBeat = -1; // Tracks beat for spawning cook lines phaseConfig.beatsRequired = CookingState.cookPhaseTotalEvents; // For UI counter, total notes to hit CookingState.activeHeldLine = null; // Ensure no held line from previous attempt } CookingState.totalBeats = phaseConfig.beatsRequired; // This will now use the dynamic value for prep or cook CookingState.transitionActive = true; // Set this FIRST to prevent duplicate calls var overlay = restaurantScreen.cookingOverlay; if (!overlay) { CookingState.transitionActive = false; // Reset if overlay doesn't exist 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; } else { newPhaseContainer.x = WINDOW_WIDTH; } 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) { var slideOutTarget = phaseConfig.slideDirection === 'left' ? WINDOW_WIDTH : -WINDOW_WIDTH; tween(CookingState.currentPhaseContainer, { x: slideOutTarget }, { duration: slideDuration, easing: tween.easeInOut, onFinish: function onFinish() { if (CookingState.currentPhaseContainer && !CookingState.currentPhaseContainer.destroyed) { CookingState.currentPhaseContainer.destroy(); } } }); } // Slide in new container tween(newPhaseContainer, { x: 0 }, { duration: slideDuration, easing: tween.easeInOut, onFinish: function onFinish() { CookingState.currentPhaseContainer = newPhaseContainer; CookingState.nextPhaseContainer = null; CookingState.transitionActive = false; // Only reset after transition is complete console.log("Phase transition completed for:", phaseName); } }); // Play transition sound LK.getSound('reel').play(); } function completePhase() { // This function is now typically called after feedback is shown (e.g., from showPrepFeedbackAndProceed) // or by checkPhaseTimeout for non-prep phases / timeouts. // Store the score for the just-completed phase var phaseScoreForThisPhase = CookingState.currentPhaseScore; CookingState.phaseScores.push(phaseScoreForThisPhase); if (CookingState.currentPhase < 2) { // Transition to the next phase. // showPhaseComplete is more generic, let's ensure specific phase feedback (like prep's) has already run. // setupPhase will set transitionActive = true and handle resetting it. setupPhase(CookingState.currentPhase + 1); } else { // All phases complete - finish cooking // finishCooking will call showCookingResults, which handles its own transition display. finishCooking(); } // transitionActive state is managed by the functions called (setupPhase, finishCooking/showCookingResults) } // Add this function to check for phase timeout and force progression function checkPhaseTimeout() { if (!CookingState.active || CookingState.transitionActive) { return; } var currentTime = LK.ticks * (1000 / 60); var timeSincePhaseStart = currentTime - CookingState.phaseStartTime; var phases = ['prep', 'cook', 'plate']; var phaseName = phases[CookingState.currentPhase]; var phaseConfig = COOKING_PHASES[phaseName]; // Add safety check here too if (!phaseConfig) { console.error("Invalid phase config in checkPhaseTimeout for phase:", CookingState.currentPhase); return; } // Force phase completion after reasonable time (e.g., 15 seconds) var forceCompleteTime = 15000; // 15 seconds if (phaseName === 'prep') { if (CookingState.prepPhasePatternComplete) { // If pattern is marked complete (e.g., by showPrepFeedbackAndProceed starting) return; // Already being handled or completed } var allPatternIndicatorsSpawned = CookingState.prepPatternCurrentIndex >= CookingState.prepPattern.length; var allPatternIndicatorsResolved = CookingState.prepIndicatorLinesResolved >= CookingState.prepTotalIndicatorLinesInPattern; if (allPatternIndicatorsSpawned && allPatternIndicatorsResolved) { if (!CookingState.prepPhasePatternComplete) { // Check flag before setting and proceeding CookingState.prepPhasePatternComplete = true; // Mark here console.log("Prep pattern fully resolved. Resolved: " + CookingState.prepIndicatorLinesResolved + "/" + CookingState.prepTotalIndicatorLinesInPattern); showPrepFeedbackAndProceed(); return; } } // Fallthrough to timeout for prep if pattern not resolved in time } else if (phaseName === 'cook') { if (CookingState.cookPhaseEventsResolved >= CookingState.cookPhaseTotalEvents) { if (!CookingState.transitionActive) { // Ensure not already transitioning console.log("Cook phase pattern fully resolved. Resolved: " + CookingState.cookPhaseEventsResolved + "/" + CookingState.cookPhaseTotalEvents); completePhase(); // Directly complete, no separate feedback screen like prep needed for now return; } } // Fallthrough to timeout for cook if pattern not resolved in time } if (timeSincePhaseStart > forceCompleteTime) { // Ensure we don't try to complete a phase that's already in transition or done if (CookingState.transitionActive) return; if (phaseName === 'prep') { if (!CookingState.prepPhasePatternComplete) { // Only if not already handled console.log("Force completing PREP phase due to timeout."); CookingState.prepPhasePatternComplete = true; // Mark as complete to avoid re-entry showPrepFeedbackAndProceed(); return; } } else { console.log("Force completing phase (non-prep) due to timeout:", phaseName); completePhase(); return; } } // For non-prep phases, check beatsHit. Prep phase completion is primarily driven by pattern logic or timeout. if (phaseName !== 'prep' && CookingState.beatsHit >= phaseConfig.beatsRequired) { if (CookingState.transitionActive) return; // Don't complete if already transitioning console.log("Completing phase - all beats hit (non-prep):", phaseName); completePhase(); } } 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 onFinish() { LK.setTimeout(function () { tween(message, { alpha: 0, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, onFinish: function onFinish() { 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 = 0; if (recipe && typeof recipe.baseValue === "number" && typeof recipe.multiplier === "number") { earnings = Math.floor(recipe.baseValue * recipe.multiplier * stars); } else { console.error("Invalid or missing recipe in finishCooking:", recipe); earnings = 0; } // 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) { // Prevent re-entry or concurrent transitions if (CookingState.transitionActive) { console.warn("showCookingResults called while another transition is active. Callback will be invoked to maintain flow."); if (callback) { // Call async to avoid deep call stacks if this somehow happens rapidly LK.setTimeout(callback, 0); } return; } CookingState.transitionActive = true; // Mark that we are now in the results display transition var overlay = restaurantScreen.cookingOverlay; if (!overlay || overlay.destroyed) { // Added destroyed check console.warn("showCookingResults: cookingOverlay is missing or destroyed."); CookingState.transitionActive = false; // Reset flag as we can't proceed if (callback) { LK.setTimeout(callback, 0); } 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 recipeDisplayName = CookingState.currentRecipe && CookingState.currentRecipe.name ? CookingState.currentRecipe.name : "Unknown Dish"; var recipeName = resultsContainer.addChild(new Text2(recipeDisplayName, { 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 onFinish() { // Show results for 3 seconds then callback LK.setTimeout(function () { if (callback) { callback(); } }, 3000); } }); } function endCookingSession() { CookingState.active = false; CookingState.transitionActive = false; // Explicitly clear transitionActive flag // Restore original restaurant input if (CookingState.originalRestaurantInput) { handleRestaurantInput = CookingState.originalRestaurantInput; } // Restore customer UI elements RestaurantState.currentCustomers.forEach(function (customer) { if (customer && !customer.destroyed) { customer.alpha = 1.0; // Restore full visibility } }); // Remove cooking overlay with slide out animation if (restaurantScreen.cookingOverlay) { tween(restaurantScreen.cookingOverlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { 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; } function initializeCookingSystem() { // Initialize the beat detector with restaurant BPM BeatDetector.init(90); // Changed from 120 to 90 BPM // 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; } // Start Cooking Session function startCookingSession(customer, recipeKey) { if (!customer || !recipeKey || !RestaurantState.recipes[recipeKey]) { return; } // Hide customer UI elements during cooking RestaurantState.currentCustomers.forEach(function (customerInstance) { if (customerInstance && !customerInstance.destroyed) { // Use a different variable name to avoid conflict with the function parameter 'customer' customerInstance.alpha = 0.3; // Dim customers during cooking } }); CookingState.active = true; CookingState.currentCustomer = customer; CookingState.currentRecipe = RestaurantState.recipes[recipeKey]; CookingState.currentPhase = 0; CookingState.phaseStartTime = LK.ticks * (1000 / 60); CookingState.totalScore = 0; CookingState.phaseScores = []; CookingState.beatsHit = 0; CookingState.totalBeats = 0; // Create cooking overlay createCookingOverlay(); // Initialize beat detector BeatDetector.init(90); // Changed from 120 to 90 BPM // Start first phase after brief delay LK.setTimeout(function () { setupPhase(0); // Start with prep phase }, 500); // Temporarily override restaurant input CookingState.originalRestaurantInput = handleRestaurantInput; handleRestaurantInput = handleCookingInput; } function showPrepFeedbackAndProceed() { if (CookingState.transitionActive || !CookingState.active) return; CookingState.transitionActive = true; // Prevent re-entry var overlay = restaurantScreen.cookingOverlay; if (!overlay || overlay.destroyed) { CookingState.transitionActive = false; return; } // Stop spawning new prep lines if not already stopped CookingState.prepPhasePatternComplete = true; var successRate = 0; if (CookingState.prepTotalIndicatorLinesInPattern > 0) { successRate = CookingState.beatsHit / CookingState.prepTotalIndicatorLinesInPattern; } else if (CookingState.prepTotalIndicatorLinesInPattern === 0) { successRate = 1; // No indicators, so perfect by default } var feedbackText = "Chopping Done!"; if (successRate >= 0.9) feedbackText = "Perfect Chops!";else if (successRate >= 0.6) feedbackText = "Good Rhythm!";else feedbackText = "Keep Practicing!"; var message = overlay.addChild(new Text2(feedbackText, { size: 70, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 3, align: 'center' })); message.anchor.set(0.5, 0.5); message.x = 1024; message.y = 1366; // Center of cooking window message.alpha = 0; message.scale.set(0.3); tween(message, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { LK.setTimeout(function () { tween(message, { alpha: 0, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, onFinish: function onFinish() { if (message && !message.destroyed) message.destroy(); CookingState.transitionActive = false; // Reset flag: feedback transition is complete completePhase(); // This will handle storing score and moving to next phase // Subsequent functions like setupPhase will manage their own transitionActive state. } }); }, 1500); // Show feedback for 1.5 seconds } }); } function showCookingFeedback(feedbackType, x, y) { if (!restaurantScreen.cookingOverlay) { return; } // Create feedback text var feedbackText = ''; var feedbackColor = 0xFFFFFF; switch (feedbackType) { case 'perfect': feedbackText = 'PERFECT!'; feedbackColor = 0xFFD700; // Gold break; case 'good': feedbackText = 'GOOD!'; feedbackColor = 0x4CAF50; // Green break; case 'miss': feedbackText = 'MISS!'; feedbackColor = 0xF44336; // Red break; } var feedback = restaurantScreen.cookingOverlay.addChild(new Text2(feedbackText, { size: 60, fill: feedbackColor, stroke: 0x000000, strokeThickness: 3, align: 'center' })); feedback.anchor.set(0.5, 0.5); feedback.x = x; feedback.y = y; // Animate feedback tween(feedback, { y: y - 100, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (feedback && !feedback.destroyed) { feedback.destroy(); } } }); } function handleCookingInput(x, y) { if (!CookingState.active || CookingState.transitionActive) { return; } var overlay = restaurantScreen.cookingOverlay; var currentPhaseContainer = CookingState.currentPhaseContainer; if (!overlay || !currentPhaseContainer) { return; } var beatInfo = BeatDetector.update(); var phaseName = ['prep', 'cook', 'plate'][CookingState.currentPhase]; var phaseConfig = COOKING_PHASES[phaseName]; // Convert screen coordinates to phase container coordinates // phaseContainer.x = 1024 - 850; phaseContainer.y = 1366 - 450; var containerX = x - (1024 - 850); var containerY = y - (1366 - 450); var eventType = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'tap'; var obj = arguments.length > 3 ? arguments[3] : undefined; var points = 0; var feedback = 'miss'; var success = false; var beatInfo = BeatDetector.update(); // Get current beat info switch (phaseName) { case 'prep': // Check if player tapped when a line is in the tap window // Ensure we are using the correct array of lines from the overlay (restaurantScreen.cookingOverlay.rhythmLines) if (overlay && overlay.rhythmLines) { var lines = overlay.rhythmLines; for (var i = lines.length - 1; i >= 0; i--) { var line = lines[i]; // Check if line is in tap window and tappable // Tap is considered on the line if it's in its `canTap` state (close to target) // and `shouldShowBeatIndicator` is true (it's a green line). // We also need to check if the tap location (containerX, containerY) is reasonably close to the line itself. // Assuming lines are vertical and move horizontally, their `y` is 0 relative to linesContainer, which is in contentArea. // Target line.x is where the tap should occur horizontally. // Target line.y is effectively the vertical center of the contentArea for prep (where beatTarget is). // A tap anywhere in the contentArea could trigger if line.canTap is true. // For prep, let's assume tap anywhere within the phase container is fine if a tappable line exists. if (line.canTap && line.shouldShowBeatIndicator) { // Only allow tapping on green beat indicator lines points = 150; feedback = 'perfect'; success = true; // Remove the line (it gets "absorbed") line.destroy(); lines.splice(i, 1); // Show knife animation if (currentPhaseContainer.contentArea.knife) { var knife = currentPhaseContainer.contentArea.knife; knife.alpha = 1; tween(knife, { alpha: 0 }, { duration: 200 }); } // Damage fish visual if (currentPhaseContainer.contentArea.fish) { var fish = currentPhaseContainer.contentArea.fish; fish.alpha = Math.max(0.3, fish.alpha - 0.25); // Increased damage } // Make beat button flash when hit if (currentPhaseContainer.contentArea.beatTarget) { var beatBtn = currentPhaseContainer.contentArea.beatTarget; var originalTint = beatBtn.tint; // Store original tint beatBtn.tint = 0xFFFFFF; // Flash white LK.setTimeout(function () { if (beatBtn && !beatBtn.destroyed) { beatBtn.tint = originalTint; // Back to original color (e.g. 0xFF9800 or whatever it was) } }, 100); } break; } } } break; case 'cook': var linesCook = overlay.cookPhaseLines || []; var timeInPhase = LK.ticks * (1000 / 60) - CookingState.phaseStartTime; var currentBeatInPhaseExact = timeInPhase / BeatDetector.beatInterval; if (eventType === 'down') { for (var i = linesCook.length - 1; i >= 0; i--) { var line = linesCook[i]; if (line.isLongNote && line.canTap && !line.isBeingHeld) { // Check if pressed on beat for the long note's start var noteStartProgress = currentBeatInPhaseExact - line.beatNumber; if (Math.abs(noteStartProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 1.5) { line.isBeingHeld = true; line.holdStartTime = LK.ticks * (1000 / 60); CookingState.activeHeldLine = line; if (line.beatIndicator) { line.beatIndicator.tint = 0x0088FF; } success = true; showCookingFeedback('good', line.targetX, line.y - 100); break; } } } } else if (eventType === 'up') { if (CookingState.activeHeldLine) { var line = CookingState.activeHeldLine; var holdDurationMs = LK.ticks * (1000 / 60) - line.holdStartTime; var expectedHoldDurationMs = line.durationBeats * BeatDetector.beatInterval; var noteEndBeatExact = line.beatNumber + line.durationBeats; var releaseProgress = currentBeatInPhaseExact - noteEndBeatExact; if (Math.abs(releaseProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 1.5) { points = 200; feedback = 'perfect'; } else if (Math.abs(releaseProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 2) { points = 100; feedback = 'good'; } else { points = 25; feedback = 'miss'; } success = true; line.wasTappedSuccessfully = true; line.isBeingHeld = false; CookingState.activeHeldLine = null; if (line.beatIndicator) { line.beatIndicator.tint = COOKING_PHASES.cook.color; } // Ensure line is destroyed and removed from array var lineIndex = linesCook.indexOf(line); if (lineIndex > -1) { linesCook.splice(lineIndex, 1); } if (!line.destroyed) { // Check before destroying line.destroy(); } } } else { // 'tap' event - only for short notes for (var i = linesCook.length - 1; i >= 0; i--) { var line = linesCook[i]; if (!line.isLongNote && line.canTap) { var noteProgress = currentBeatInPhaseExact - line.beatNumber; if (Math.abs(noteProgress * BeatDetector.beatInterval) < BeatDetector.tolerance) { points = 150; feedback = 'perfect'; } else if (Math.abs(noteProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 2) { points = 75; feedback = 'good'; } else { points = 10; feedback = 'miss'; } success = true; line.wasTappedSuccessfully = true; // Ensure line is destroyed and removed from array var lineIndexTap = linesCook.indexOf(line); if (lineIndexTap > -1) { linesCook.splice(lineIndexTap, 1); } if (!line.destroyed) { // Check before destroying line.destroy(); } break; } } } if (success && points > 0) { if (currentPhaseContainer.contentArea && currentPhaseContainer.contentArea.fishPieces) { currentPhaseContainer.contentArea.fishPieces.forEach(function (piece) { var currentTint = piece.tint || 0xF4A460; var r = currentTint >> 16 & 0xFF, g = currentTint >> 8 & 0xFF, b = currentTint & 0xFF; r = Math.min(0xCD, r + 0x11); g = Math.min(0x85, g + 0x11); b = Math.min(0x3F, b + 0x11); piece.tint = r << 16 | g << 8 | b; }); } } break; case 'plate': // Check if player tapped a collapsing ring if (currentPhaseContainer.contentArea && currentPhaseContainer.contentArea.activeRings) { var rings = currentPhaseContainer.contentArea.activeRings; for (var i = rings.length - 1; i >= 0; i--) { var ring = rings[i]; // ring.x, ring.y are relative to ringsContainer, which is child of contentArea // ring.x, ring.y are relative to contentArea.ringsContainer. // Assuming ringsContainer is at (0,0) within contentArea. // Global X of ring center: phaseContainer.x + contentArea.x + ring.x // Global Y of ring center: phaseContainer.y + contentArea.y + ring.y // Tap X (global) is x, Tap Y (global) is y. var ringGlobalX = 1024 - 850 + currentPhaseContainer.contentArea.x + ring.x; var ringGlobalY = 1366 - 450 + currentPhaseContainer.contentArea.y + ring.y; var distance = Math.sqrt(Math.pow(x - ringGlobalX, 2) + Math.pow(y - ringGlobalY, 2)); if (ring.canTap && distance < 40) { // 40px tap radius for ring points = 120; feedback = 'perfect'; success = true; // Add garnish at this spot (ring.x, ring.y are correct local coords for contentArea.ringsContainer) var garnish = currentPhaseContainer.contentArea.ringsContainer.addChild(LK.getAsset('oceanbubbles', { anchorX: 0.5, anchorY: 0.5, x: ring.x, // Use ring's local coords as garnish is child of same container y: ring.y, scaleX: 0.4, scaleY: 0.4, tint: 0x4CAF50 })); if (!currentPhaseContainer.contentArea.garnishes) { currentPhaseContainer.contentArea.garnishes = []; } currentPhaseContainer.contentArea.garnishes.push(garnish); // Store reference if needed // Remove the ring ring.destroy(); rings.splice(i, 1); break; } } } break; } if (success) { CookingState.currentPhaseScore += points; CookingState.totalScore += points; // Overall session score if (phaseName === 'prep') { CookingState.beatsHit++; // Correctly counts tapped indicators // 'line' variable might be out of scope here if success was from a different part of prep. // The original logic assumes 'line' is the successfully interacted prep line. // This part needs to be careful if prep logic changes. For now, assume 'line' is valid from prep context. if (typeof line !== 'undefined' && line && line.wasTapped !== undefined) line.wasTapped = true; CookingState.prepIndicatorLinesResolved++; if (currentPhaseContainer.beatCounter) { currentPhaseContainer.beatCounter.setText(CookingState.beatsHit + '/' + CookingState.prepTotalIndicatorLinesInPattern); } } else if (phaseName === 'cook') { if (points > 0) { // Only count as a "hit" if scored positively CookingState.cookPhaseEventsResolved++; if (currentPhaseContainer.beatCounter) { currentPhaseContainer.beatCounter.setText(CookingState.cookPhaseEventsResolved + '/' + CookingState.cookPhaseTotalEvents); } } } else { // For plate phase (original logic) CookingState.beatsHit++; if (currentPhaseContainer.beatCounter) { currentPhaseContainer.beatCounter.setText(CookingState.beatsHit + '/' + phaseConfig.beatsRequired); } } if (overlay.scoreText) { overlay.scoreText.setText('Score: ' + CookingState.totalScore); } // Phase completion check if (phaseName === 'cook' && CookingState.cookPhaseEventsResolved >= CookingState.cookPhaseTotalEvents) { completePhase(); } else if (phaseName !== 'prep' && phaseName !== 'cook' && CookingState.beatsHit >= phaseConfig.beatsRequired) { // Original for plate completePhase(); } // Prep phase completion is handled by its specific logic in checkPhaseTimeout or showPrepFeedbackAndProceed if (points > 0) LK.getSound('catch').play(); //{qC} else LK.getSound('miss').play(); } else { // Only play miss sound if no success was registered in this tap for this phase // (e.g. prep phase might have multiple lines, one miss shouldn't play sound if another was hit) // For now, simple else is fine as break; is used. LK.getSound('miss').play(); } // Show feedback (feedback text, global x, global y) showCookingFeedback(feedback, x, y); } function updateCookingPhases() { if (!CookingState.active || !CookingState.currentPhaseContainer) { return; } // Check for phase timeout/completion checkPhaseTimeout(); // If CookingState became inactive or is transitioning due to phase completion, return early. // This prevents further processing for a phase that just ended or is changing. if (!CookingState.active || CookingState.transitionActive) { return; } var currentTime = LK.ticks * (1000 / 60); var phaseName = ['prep', 'cook', 'plate'][CookingState.currentPhase]; var contentArea = CookingState.currentPhaseContainer.contentArea; var overlay = restaurantScreen.cookingOverlay; // Get the main overlay if (phaseName === 'prep' && contentArea && overlay) { var beatInfo = BeatDetector.update(); var timeSincePhaseStart = currentTime - CookingState.phaseStartTime; var beatInterval = BeatDetector.beatInterval; var currentBeatNumber = Math.floor(timeSincePhaseStart / beatInterval); var spawnThisBeat = false; if (!overlay.rhythmLines) { overlay.rhythmLines = []; } if (currentBeatNumber > CookingState.lastPrepLineBeat) { if (!CookingState.prepPhasePatternComplete) { // Stop spawning new lines if pattern is marked complete spawnThisBeat = true; CookingState.lastPrepLineBeat = currentBeatNumber; } } if (spawnThisBeat) { var shouldShowBeatIndicator = false; // Only consult pattern if we haven't exhausted its defined indicators if (CookingState.prepPatternCurrentIndex < CookingState.prepPattern.length) { shouldShowBeatIndicator = CookingState.prepPattern[CookingState.prepPatternCurrentIndex]; } else { // Pattern's defined indicators are exhausted, subsequent lines are non-indicators // unless we want to loop the pattern, which is not the current requirement. shouldShowBeatIndicator = false; } var startX = 1800; var targetX = 1024; var lineY = 2000; var lineDuration = beatInterval * 1.2; var newLine = new ChopLine(startX, targetX, lineY, lineDuration, shouldShowBeatIndicator); if (shouldShowBeatIndicator) { newLine.isIndicator = true; newLine.wasTapped = false; } if (overlay && !overlay.destroyed) { overlay.addChild(newLine); overlay.rhythmLines.push(newLine); } // Advance pattern index if we are still within the bounds of the defined pattern. // This happens for every line spawned according to the pattern, regardless of whether it's an indicator or not. if (CookingState.prepPatternCurrentIndex < CookingState.prepPattern.length) { CookingState.prepPatternCurrentIndex++; } } // Clean up finished lines & check for missed indicators if (overlay.rhythmLines) { for (var i = overlay.rhythmLines.length - 1; i >= 0; i--) { var line = overlay.rhythmLines[i]; if (line.isDone) { if (line.isIndicator && !line.wasTapped) { CookingState.prepIndicatorLinesResolved++; // Optional: show "MISS" feedback for this specific line immediately showCookingFeedback('miss', line.targetX, line.y - 150); // Show miss near target point } line.destroy(); overlay.rhythmLines.splice(i, 1); } } } } else if (phaseName === 'cook' && contentArea && overlay) { var beatInfo = BeatDetector.update(); var timeSincePhaseStart = currentTime - CookingState.phaseStartTime; var beatInterval = BeatDetector.beatInterval; var currentBeatNumber = Math.floor(timeSincePhaseStart / beatInterval); var spawnThisBeat = false; if (!overlay.cookPhaseLines) { overlay.cookPhaseLines = []; } if (currentBeatNumber > CookingState.lastCookLineBeat) { if (!CookingState.cookPhasePatternComplete) { spawnThisBeat = true; CookingState.lastCookLineBeat = currentBeatNumber; } } if (spawnThisBeat) { // Check if this beat should have an interactive element var shouldShowBeatIndicator = false; var isLongNote = false; var noteDuration = 1; // Find if any pattern item matches this beat for (var p = 0; p < CookingState.cookPattern.length; p++) { var patternItem = CookingState.cookPattern[p]; if (patternItem.beat === currentBeatNumber + 1) { // +1 because we spawn one beat ahead shouldShowBeatIndicator = patternItem.beatIndicator; isLongNote = patternItem.type === 'hold'; noteDuration = patternItem.durationBeats || 1; break; } } // Use EXACT same positioning as prep phase var startX = 1800; var targetX = 1024; var lineY = 2000; // Same as prep phase var lineDuration = beatInterval * 1.2; var newLine = new ChopLine(startX, targetX, lineY, lineDuration, shouldShowBeatIndicator); newLine.beatNumber = currentBeatNumber + 1; if (shouldShowBeatIndicator) { newLine.setupVisuals(isLongNote, noteDuration, COOKING_PHASES.cook.color); newLine.isIndicator = true; newLine.wasTapped = false; } if (overlay && !overlay.destroyed) { overlay.addChild(newLine); overlay.cookPhaseLines.push(newLine); } } // Check if pattern is complete var maxBeatInPattern = 0; for (var p = 0; p < CookingState.cookPattern.length; p++) { if (CookingState.cookPattern[p].beat > maxBeatInPattern) { maxBeatInPattern = CookingState.cookPattern[p].beat; } } if (currentBeatNumber > maxBeatInPattern + 2 && CookingState.cookPhaseEventsResolved >= CookingState.cookPhaseTotalEvents) { if (!CookingState.cookPhasePatternComplete) { CookingState.cookPhasePatternComplete = true; completePhase(); } } // Clean up finished/missed lines for cook phase if (overlay.cookPhaseLines) { for (var i = overlay.cookPhaseLines.length - 1; i >= 0; i--) { var line = overlay.cookPhaseLines[i]; if (line.isDone) { var missed = true; if (line.wasTappedSuccessfully) { missed = false; } if (missed && line.isIndicator) { CookingState.cookPhaseEventsResolved++; if (CookingState.currentPhaseContainer && CookingState.currentPhaseContainer.beatCounter) { CookingState.currentPhaseContainer.beatCounter.setText(CookingState.cookPhaseEventsResolved + '/' + CookingState.cookPhaseTotalEvents); } showCookingFeedback('miss', line.targetX, line.y - 150); } line.destroy(); overlay.cookPhaseLines.splice(i, 1); } } } } else if (phaseName === 'plate' && contentArea) { // Add safety checks for plate phase if (!contentArea.garnishPattern) { console.error("garnishPattern not initialized for plate phase"); return; } if (!contentArea.activeRings) { contentArea.activeRings = []; } if (contentArea.nextPatternIndex === undefined) { contentArea.nextPatternIndex = 0; } // Spawn garnish rings according to pattern var beatInfo = BeatDetector.update(); var timeSincePhaseStart = currentTime - CookingState.phaseStartTime; var beatInterval = BeatDetector.beatInterval; var beatsElapsed = Math.floor(timeSincePhaseStart / beatInterval); // Check if we should spawn a ring for this beat if (contentArea.nextPatternIndex < contentArea.garnishPattern.length) { var nextPattern = contentArea.garnishPattern[contentArea.nextPatternIndex]; if (beatsElapsed >= nextPattern.beat - 1) { // Spawn one beat before target var spot = contentArea.garnishSpots[nextPattern.spotIndex]; var initialRadius = 80; var shrinkDuration = beatInterval * 1.5; // Time to shrink to center var newRing = new GarnishRing(spot.x, spot.y, initialRadius, shrinkDuration); if (contentArea.ringsContainer && !contentArea.ringsContainer.destroyed) { contentArea.ringsContainer.addChild(newRing); contentArea.activeRings.push(newRing); } contentArea.nextPatternIndex++; } } // Clean up finished rings for (var i = contentArea.activeRings.length - 1; i >= 0; i--) { var ring = contentArea.activeRings[i]; if (ring.isDone) { ring.destroy(); contentArea.activeRings.splice(i, 1); } } } } // 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 = 3000 + Math.random() * 4000; // 3-7 seconds instead of 8-15 LK.setTimeout(function () { if (!RestaurantState.sessionActive || GameState.currentScreen !== 'restaurant') { return; } // Double-check session is still active before spawning and rescheduling if (RestaurantState.sessionActive) { 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 // Ensure cooking overlay (if active and exists on screen) remains on top of newly spawned customers if (restaurantScreen.cookingOverlay && restaurantScreen.cookingOverlay.parent === restaurantScreen) { restaurantScreen.setChildIndex(restaurantScreen.cookingOverlay, restaurantScreen.children.length - 1); } } 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': if (CookingState.active) { var phaseName = ['prep', 'cook', 'plate'][CookingState.currentPhase]; if (phaseName === 'cook') { handleCookingInput(x, y, 'down', obj); // Pass 'down' eventType } else { handleCookingInput(x, y, 'tap', obj); // Default to 'tap' for prep/plate on down } } else { handleRestaurantInput(x, y); // For non-cooking restaurant interactions } 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(); } } 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(); updateCookingPhases(); } } // 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 }; initializeCookingSystem(); } function handleRestaurantInput(x, y) { // Check for customer clicks first for (var i = 0; i < RestaurantState.currentCustomers.length; i++) { var customer = RestaurantState.currentCustomers[i]; if (customer && !customer.served && !customer.destroyed) { // Check if click is near customer var distance = Math.sqrt(Math.pow(x - customer.x, 2) + Math.pow(y - customer.y, 2)); if (distance < 100) { // 100px click radius // Start cooking for this customer startCookingSession(customer, customer.orderRecipe); LK.getSound('buttonClick').play(); return; } } } // Existing back button handling if (restaurantElements && restaurantElements.backButton) { var backBtn = restaurantElements.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'); LK.getSound('buttonClick').play(); return; } } }
===================================================================
--- original.js
+++ change.js
@@ -3492,18 +3492,18 @@
for (var i = linesCook.length - 1; i >= 0; i--) {
var line = linesCook[i];
if (line.isLongNote && line.canTap && !line.isBeingHeld) {
// Check if pressed on beat for the long note's start
- var noteStartProgress = currentBeatInPhaseExact - line.beatNumber; // 0 when on beat, negative before, positive after
+ var noteStartProgress = currentBeatInPhaseExact - line.beatNumber;
if (Math.abs(noteStartProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 1.5) {
- // Slightly more tolerance for hold start
line.isBeingHeld = true;
line.holdStartTime = LK.ticks * (1000 / 60);
CookingState.activeHeldLine = line;
- if (line.beatIndicator) line.beatIndicator.tint = 0x0088FF; // Brighter blue when held
- // feedback = "hold_start_good"; // No immediate points, wait for release
- success = true; // Mark as a successful interaction initiation
- showCookingFeedback('good', line.targetX, line.y - 100); // Indicate good start
+ if (line.beatIndicator) {
+ line.beatIndicator.tint = 0x0088FF;
+ }
+ success = true;
+ showCookingFeedback('good', line.targetX, line.y - 100);
break;
}
}
}
@@ -3511,38 +3511,42 @@
if (CookingState.activeHeldLine) {
var line = CookingState.activeHeldLine;
var holdDurationMs = LK.ticks * (1000 / 60) - line.holdStartTime;
var expectedHoldDurationMs = line.durationBeats * BeatDetector.beatInterval;
- var timeDifference = Math.abs(holdDurationMs - expectedHoldDurationMs);
- // Check release timing relative to the note's *end* beat
var noteEndBeatExact = line.beatNumber + line.durationBeats;
- var releaseProgress = currentBeatInPhaseExact - noteEndBeatExact; // 0 if released on end beat
- if (Math.abs(releaseProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 1.5 && timeDifference < BeatDetector.beatInterval * 0.5) {
- // Good hold duration and release
- points = 200; // More points for successful hold
+ var releaseProgress = currentBeatInPhaseExact - noteEndBeatExact;
+ if (Math.abs(releaseProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 1.5) {
+ points = 200;
feedback = 'perfect';
- } else if (Math.abs(releaseProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 2 && timeDifference < BeatDetector.beatInterval * 0.75) {
+ } else if (Math.abs(releaseProgress * BeatDetector.beatInterval) < BeatDetector.tolerance * 2) {
points = 100;
feedback = 'good';
} else {
- points = 25; // Still some points for trying
- feedback = 'miss'; // Or 'early/late release'
+ points = 25;
+ feedback = 'miss';
}
success = true;
line.wasTappedSuccessfully = true;
line.isBeingHeld = false;
CookingState.activeHeldLine = null;
- if (line.beatIndicator) line.beatIndicator.tint = COOKING_PHASES.cook.color; // Reset tint
- line.destroy(); // Destroy after interaction
+ if (line.beatIndicator) {
+ line.beatIndicator.tint = COOKING_PHASES.cook.color;
+ }
+ // Ensure line is destroyed and removed from array
var lineIndex = linesCook.indexOf(line);
- if (lineIndex > -1) linesCook.splice(lineIndex, 1);
+ if (lineIndex > -1) {
+ linesCook.splice(lineIndex, 1);
+ }
+ if (!line.destroyed) {
+ // Check before destroying
+ line.destroy();
+ }
}
} else {
- // 'tap' event
+ // 'tap' event - only for short notes
for (var i = linesCook.length - 1; i >= 0; i--) {
var line = linesCook[i];
if (!line.isLongNote && line.canTap) {
- // Only tap short notes
var noteProgress = currentBeatInPhaseExact - line.beatNumber;
if (Math.abs(noteProgress * BeatDetector.beatInterval) < BeatDetector.tolerance) {
points = 150;
feedback = 'perfect';
@@ -3554,18 +3558,22 @@
feedback = 'miss';
}
success = true;
line.wasTappedSuccessfully = true;
- line.destroy(); // Destroy after interaction
+ // Ensure line is destroyed and removed from array
var lineIndexTap = linesCook.indexOf(line);
- if (lineIndexTap > -1) linesCook.splice(lineIndexTap, 1);
+ if (lineIndexTap > -1) {
+ linesCook.splice(lineIndexTap, 1);
+ }
+ if (!line.destroyed) {
+ // Check before destroying
+ line.destroy();
+ }
break;
}
}
}
if (success && points > 0) {
- // Only update score and fish visuals on actual scoring events
- // Animate fish pieces in pan for any successful cook interaction (tap or hold release)
if (currentPhaseContainer.contentArea && currentPhaseContainer.contentArea.fishPieces) {
currentPhaseContainer.contentArea.fishPieces.forEach(function (piece) {
var currentTint = piece.tint || 0xF4A460;
var r = currentTint >> 16 & 0xFF,
No background.
A music note. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A white bubble. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
Blue gradient background starting lighter blue at the top of the image and going to a darker blue at the bottom.. In-Game asset. 2d. High contrast. No shadows
A small single strand of loose floating seaweed. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A thin wispy white cloud. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
Game logo for the game ‘Beat Fisher’. High def 80’s color themed SVG of the word.. In-Game asset. 2d. High contrast. No shadows
A yellow star burst that says 'Perfect!' in the center. 80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
A red starburst with the word ‘Miss!’ In it. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A green starburst with the word ‘Good!’ In it. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
White stylized square bracket. Pixelated. In-Game asset. 2d. High contrast. No shadows
A golden fish. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A double sided fishing hook with a small speaker in the center. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
An SVG that says ‘Start’
Blue to green gradient on the word instead of pink.
Above water background image showing gradient of light to dark blue starting at the top. Looking straight down from high above.. In-Game asset. 2d. High contrast. No shadows
This boat, same perspective, boat facing down.
A small island centered with a large mountain taking up most of it with a waterfall on the south side and a fishing village just below it. Under the fishing village is a harbor with a single empty dock. The dock extends into a half open bay. 80s arcade machine inspire high definition graphics with 80s colored highlights. White background. Top down 3/4 view. In-Game asset. 2d. High contrast. No shadows
A small lock icon. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A seagull with wings spread straight out as if soaring. Top down view, looking down from above. 80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
A round button with an embossed edge with an anchor in the center. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A long fluffy white cloud seen from overhead. 80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
Much thinner border
The dark shadow silhouette of a fish. Top down view. In-Game asset. 2d. High contrast. No shadows
rhythmTrack
Music
morningtide
Music
miss
Sound effect
catch
Sound effect
catch2
Sound effect
catch3
Sound effect
catch4
Sound effect
seagull1
Sound effect
seagull2
Sound effect
seagull3
Sound effect
boatsounds
Sound effect
sunnyafternoon
Music
reel
Sound effect
sardineRiff
Sound effect
anchovyRiff
Sound effect