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Update as needed with: // Replace the spawning logic in the game.update function if (GameState.currentScreen === 'cooking' && CookingState.gameActive) { var currentTime = LK.ticks * (1000 / 60); // Initialize cooking timer if (CookingState.songStartTime === 0) { CookingState.songStartTime = currentTime; } // Update couriers for (var i = CookingState.couriers.length - 1; i >= 0; i--) { var courier = CookingState.couriers[i]; courier.update(); // Remove off-screen couriers if (courier.x < -250 || courier.x > 2048 + 250) { courier.destroy(); CookingState.couriers.splice(i, 1); } } // Better courier spawning - use similar logic to fish spawning var songConfig = {bpm: 93, duration: 135250}; // Gentle waves config var beatInterval = 60000 / songConfig.bpm; var timeSinceStart = currentTime - CookingState.songStartTime; // Spawn courier every 2 beats (similar to fish spacing) var beatsElapsed = Math.floor(timeSinceStart / beatInterval); var prevBeatsElapsed = Math.floor((timeSinceStart - (1000/60)) / beatInterval); if (beatsElapsed > prevBeatsElapsed && beatsElapsed % 2 === 0) { spawnCourier(); } // Update money display if (cookingElements && cookingElements.moneyDisplay) { cookingElements.moneyDisplay.setText('$' + CookingState.money); } } ``` ## Issue 2: Tapping not working The issue is that cooking input is only being handled in `game.down`, but we also need to handle the swipe detection and tap release in `game.up`. Let me fix this: ```javascript // Add cooking input handling to game.up var originalGameUp = game.up; game.up = function(x, y, obj) { if (GameState.currentScreen === 'cooking') { // Handle swipe detection for fish selection var deltaX = x - swipeState.startX; var deltaY = y - swipeState.startY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var isTap = distance < swipeState.tapThreshold; var isHorizontalSwipe = !isTap && Math.abs(deltaX) > swipeState.swipeThreshold && Math.abs(deltaX) > Math.abs(deltaY); if (isTap) { // This is a tap - handle order tossing checkToss(); } else if (isHorizontalSwipe) { // This is a horizontal swipe - handle fish selection if (deltaX < 0) { handleCookingSwipe('left'); } else { handleCookingSwipe('right'); } } return; } if (originalGameUp) { originalGameUp.call(this, x, y, obj); } }; // Update game.down for cooking to just record swipe start var originalGameDown = game.down; game.down = function(x, y, obj) { if (GameState.currentScreen === 'cooking') { // Just record the start position for swipe detection swipeState.startX = x; swipeState.startY = y; // Also handle menu clicks immediately handleCookingInput(x, y); return; } originalGameDown.call(this, x, y, obj); }; ``` Also, make sure the courier timing calculation is correct by updating the `spawnCourier` function: ```javascript function spawnCourier() { if (!CookingState.gameActive) return; // Calculate speed so courier reaches center on beat var songConfig = {bpm: 93}; var beatInterval = 60000 / songConfig.bpm; var timeToReachCenter = beatInterval * 2; // 2 beats to travel var distanceToCenter = GAME_CONFIG.SCREEN_CENTER_X + 150; // From spawn to center var requiredSpeed = distanceToCenter / (timeToReachCenter / (1000/60)); // Convert to pixels per frame // Random fish type from available types var fishTypes = ['anchovy', 'sardine', 'mackerel']; var wantedFish = fishTypes[Math.floor(Math.random() * fishTypes.length)]; // Fish values var fishValues = { 'anchovy': 5, 'sardine': 8, 'mackerel': 12, 'rareFish': 20 }; var value = fishValues[wantedFish] || 5; // Random lane var laneIndex = Math.floor(Math.random() * GAME_CONFIG.LANES.length); var targetLane = cookingElements.courierLanes[laneIndex]; // Random spawn side var spawnSide = Math.random() < 0.5 ? -1 : 1; var actualSpeed = requiredSpeed * spawnSide; var courier = new Courier(wantedFish, value, actualSpeed, laneIndex); courier.x = actualSpeed > 0 ? -150 : 2048 + 150; courier.y = targetLane.y; CookingState.couriers.push(courier); cookingScreen.addChild(courier); }
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Update with: 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 = true; // Always unlocked for testing }
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Update with: // In the handleMapInput function, modify the node click detection: 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) { var distance = Math.sqrt(Math.pow(x - nodeData.x, 2) + Math.pow(y - nodeData.y, 2)); if (distance < 60) { // Direct transition for cooking (no boat movement needed) if (nodeGfx.nodeKey === 'restaurant') { showScreen('cooking'); } else if (!boatMoving) { moveBoatToNode(nodeGfx.nodeKey); } } } } } }); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'undefined is not an object (evaluating 'cookingScreen.visible = false')' in or related to this line: 'cookingScreen.visible = false;' Line Number: 2471
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Update as needed with: // Modify the levelSelect moveBoatToNode function to handle cooking // This should be added to the createLevelSelectScreen function where moveBoatToNode is defined // Find and modify the moveBoatToNode function 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() { 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 === 'cooking') { showScreen('cooking'); } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'shop') { console.log("Arrived at Shop"); } } }); } ``` And update the node display name: ```javascript // In the getNodeDisplayName function function getNodeDisplayName(nodeKey) { var nodeNames = { dock: 'Dock', shallows: 'Shallow Waters', medium: 'Mid Waters', deep: 'Deep Waters', abyss: 'The Abyss', shop: 'Fishing Shop', restaurant: 'The Fish Shack' // Updated name }; return nodeNames[nodeKey] || 'Unknown'; } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update as needed with: /**** * Cooking Screen ****/ var cookingScreen = game.addChild(new Container()); // Cooking game state var CookingState = { gameActive: false, money: 0, availableFish: ['anchovy', 'sardine', 'mackerel'], // Available fish types selectedFishIndex: 0, couriers: [], songStartTime: 0 }; // Courier class var Courier = Container.expand(function(fishType, value, speed, lane) { var self = Container.call(this); self.courierGraphics = self.attachAsset('courier', { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { self.courierGraphics.scaleX = -1; // Flip for right-to-left movement } self.wantedFish = fishType; self.value = value; self.speed = speed; self.lane = lane; self.caught = false; self.missed = false; self.lastX = 0; // Speech bubble showing wanted fish self.speechBubble = self.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, width: 120, height: 80, alpha: 0.8 })); self.fishIcon = self.addChild(self.attachAsset(fishType, { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, scaleX: 0.4, scaleY: 0.4 })); self.update = function() { if (!self.caught && !self.missed) { self.x += self.speed; } }; return self; }); function createCookingScreen() { cookingScreen.removeChildren(); // Sky background var sky = cookingScreen.addChild(LK.getAsset('skybackground', { x: 0, y: -500 })); // Sand background instead of water var sand = cookingScreen.addChild(LK.getAsset('sand', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y })); // Fish shack positioned where boat was var fishShack = cookingScreen.addChild(LK.getAsset('fishShack', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.BOAT_Y })); // Money display var moneyBackground = cookingScreen.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: 80 - 10, width: 300, height: 100, color: 0x000000, alpha: 0.5 })); var moneyDisplay = new Text2('$0', { size: 70, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 3 }); moneyDisplay.anchor.set(1, 0); moneyDisplay.x = 1900; moneyDisplay.y = 80; cookingScreen.addChild(moneyDisplay); // Order counter showing current selected fish var orderCounter = cookingScreen.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.BOAT_Y + 200, width: 200, height: 120, alpha: 0.9 })); var currentFishDisplay = cookingScreen.addChild(new Container()); currentFishDisplay.x = GAME_CONFIG.SCREEN_CENTER_X; currentFishDisplay.y = GAME_CONFIG.BOAT_Y + 200; // Sandwich board menu (right side) var menuBoard = cookingScreen.addChild(LK.getAsset('songCard', { anchorX: 0, anchorY: 0.5, x: 1600, y: GAME_CONFIG.SCREEN_CENTER_Y, width: 300, height: 600, alpha: 0.9 })); var menuTitle = new Text2('MENU', { size: 60, fill: 0xFFFFFF, align: 'center' }); menuTitle.anchor.set(0.5, 0); menuTitle.x = 1750; menuTitle.y = GAME_CONFIG.SCREEN_CENTER_Y - 280; cookingScreen.addChild(menuTitle); // Create menu items var menuItems = cookingScreen.addChild(new Container()); // Courier lanes (same as fish lanes but on sand) var courierLanes = []; for (var i = 0; i < GAME_CONFIG.LANES.length; i++) { courierLanes.push({ y: GAME_CONFIG.LANES[i].y, name: "courier_lane_" + i }); } // Toss zone indicator (center area) var tossZone = cookingScreen.addChild(LK.getAsset('dottedLine', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.SCREEN_CENTER_Y + 200, width: 10, height: 800, alpha: 0.3, tint: 0x00FF00 })); return { moneyDisplay: moneyDisplay, currentFishDisplay: currentFishDisplay, menuItems: menuItems, courierLanes: courierLanes, tossZone: tossZone }; } function updateCurrentFishDisplay() { if (!cookingElements || !cookingElements.currentFishDisplay) return; cookingElements.currentFishDisplay.removeChildren(); var currentFish = CookingState.availableFish[CookingState.selectedFishIndex]; var fishAsset = cookingElements.currentFishDisplay.attachAsset(currentFish, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); } function updateMenuDisplay() { if (!cookingElements || !cookingElements.menuItems) return; cookingElements.menuItems.removeChildren(); cookingElements.menuItems.x = 1750; cookingElements.menuItems.y = GAME_CONFIG.SCREEN_CENTER_Y - 200; for (var i = 0; i < CookingState.availableFish.length; i++) { var fishType = CookingState.availableFish[i]; var isSelected = i === CookingState.selectedFishIndex; var itemBg = cookingElements.menuItems.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, y: i * 120, width: 250, height: 100, tint: isSelected ? 0x2e7d32 : 0x666666 })); var fishIcon = cookingElements.menuItems.addChild(cookingElements.menuItems.attachAsset(fishType, { anchorX: 0.5, anchorY: 0.5, x: -60, y: i * 120, scaleX: 0.5, scaleY: 0.5 })); var fishName = cookingElements.menuItems.addChild(new Text2(fishType.toUpperCase(), { size: 32, fill: 0xFFFFFF })); fishName.anchor.set(0.5, 0.5); fishName.x = 20; fishName.y = i * 120; } } function spawnCourier() { if (!CookingState.gameActive) return; // Random fish type from available types var fishTypes = ['anchovy', 'sardine', 'mackerel']; var wantedFish = fishTypes[Math.floor(Math.random() * fishTypes.length)]; // Fish values (similar to fishing game) var fishValues = { 'anchovy': 5, 'sardine': 8, 'mackerel': 12, 'rareFish': 20 }; var value = fishValues[wantedFish] || 5; // Random lane var laneIndex = Math.floor(Math.random() * GAME_CONFIG.LANES.length); var targetLane = cookingElements.courierLanes[laneIndex]; // Random spawn side and speed var spawnSide = Math.random() < 0.5 ? -1 : 1; var baseSpeed = 4; var actualSpeed = baseSpeed * spawnSide; var courier = new Courier(wantedFish, value, actualSpeed, laneIndex); courier.x = actualSpeed > 0 ? -150 : 2048 + 150; courier.y = targetLane.y; CookingState.couriers.push(courier); cookingScreen.addChild(courier); } function checkToss() { if (!CookingState.gameActive) return; var hookX = GAME_CONFIG.SCREEN_CENTER_X; // Toss zone center var selectedFish = CookingState.availableFish[CookingState.selectedFishIndex]; // Find courier in toss zone with matching fish want var closestCourier = null; var closestDistance = Infinity; for (var i = 0; i < CookingState.couriers.length; i++) { var courier = CookingState.couriers[i]; if (!courier.caught && !courier.missed) { var distance = Math.abs(courier.x - hookX); if (distance < GAME_CONFIG.GOOD_WINDOW && distance < closestDistance) { closestDistance = distance; closestCourier = courier; } } } if (!closestCourier) { // Miss - no courier in range LK.getSound('miss').play(); return; } // Check if fish matches what courier wants if (selectedFish !== closestCourier.wantedFish) { // Wrong order LK.getSound('miss').play(); closestCourier.missed = true; return; } // Success! var points = closestCourier.value; var bonus = 0; if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { bonus = Math.floor(points * 0.5); // 50% bonus for perfect timing points += bonus; } CookingState.money += points; GameState.money += points; // Also add to global money closestCourier.caught = true; // Play success sound LK.getSound('catch').play(); // Show money popup var moneyPopup = new Text2('+$' + points, { size: 100, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 4 }); moneyPopup.anchor.set(0.5, 0.5); moneyPopup.x = GAME_CONFIG.SCREEN_CENTER_X; moneyPopup.y = GAME_CONFIG.SCREEN_CENTER_Y; cookingScreen.addChild(moneyPopup); tween(moneyPopup, { y: moneyPopup.y - 150, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Remove courier after success animation var courierIndex = CookingState.couriers.indexOf(closestCourier); if (courierIndex > -1) { CookingState.couriers.splice(courierIndex, 1); } tween(closestCourier, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeOut, onFinish: function() { if (closestCourier && !closestCourier.destroyed) { closestCourier.destroy(); } } }); } function startCookingSession() { CookingState.gameActive = true; CookingState.money = 0; CookingState.selectedFishIndex = 0; CookingState.couriers = []; CookingState.songStartTime = LK.ticks * (1000 / 60); // Start gentle waves music LK.playMusic('rhythmTrack'); updateCurrentFishDisplay(); updateMenuDisplay(); // Spawn first courier spawnCourier(); } function handleCookingInput(x, y) { if (!CookingState.gameActive) return; // Check menu item clicks (fish selection) if (x >= 1600 && x <= 1900) { var menuStartY = GAME_CONFIG.SCREEN_CENTER_Y - 200; for (var i = 0; i < CookingState.availableFish.length; i++) { var itemY = menuStartY + (i * 120); if (y >= itemY - 50 && y <= itemY + 50) { CookingState.selectedFishIndex = i; updateCurrentFishDisplay(); updateMenuDisplay(); LK.getSound('buttonClick').play(); return; } } } // Regular tap for tossing order checkToss(); } // Swipe handling for fish selection function handleCookingSwipe(direction) { if (!CookingState.gameActive) return; if (direction === 'left') { CookingState.selectedFishIndex = Math.max(0, CookingState.selectedFishIndex - 1); } else if (direction === 'right') { CookingState.selectedFishIndex = Math.min(CookingState.availableFish.length - 1, CookingState.selectedFishIndex + 1); } updateCurrentFishDisplay(); updateMenuDisplay(); } var cookingElements = null; // Update MAP_CONFIG to unlock restaurant and rename it MAP_CONFIG.NODES.restaurant.unlocked = true; MAP_CONFIG.NODES.restaurant.type = 'cooking'; // Update the moveBoatToNode function in levelSelectElements function updateLevelSelectForCooking() { if (levelSelectElements && levelSelectElements.handleMapInput) { var originalHandleMapInput = levelSelectElements.handleMapInput; levelSelectElements.handleMapInput = function(x, y) { // Call original function first originalHandleMapInput.call(this, x, y); // Override the restaurant arrival if (MAP_CONFIG.NODES.restaurant && MAP_CONFIG.NODES.restaurant.type === 'cooking') { // This will be handled in the moveBoatToNode function } }; } } // Add to showScreen function var originalShowScreen = showScreen; showScreen = function(screenName) { if (screenName === 'cooking') { titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; cookingScreen.visible = true; GameState.currentScreen = 'cooking'; cookingElements = createCookingScreen(); startCookingSession(); return; } cookingScreen.visible = false; originalShowScreen(screenName); }; // Update game.down to handle cooking input var originalGameDown = game.down; game.down = function(x, y, obj) { if (GameState.currentScreen === 'cooking') { handleCookingInput(x, y); return; } originalGameDown.call(this, x, y, obj); }; // Add cooking update to main game loop var originalGameUpdate = game.update; game.update = function() { // Call original update first originalGameUpdate.call(this); // Cooking game updates if (GameState.currentScreen === 'cooking' && CookingState.gameActive) { var currentTime = LK.ticks * (1000 / 60); // Update couriers for (var i = CookingState.couriers.length - 1; i >= 0; i--) { var courier = CookingState.couriers[i]; courier.update(); // Remove off-screen couriers if (courier.x < -250 || courier.x > 2048 + 250) { courier.destroy(); CookingState.couriers.splice(i, 1); } } // Spawn new couriers on beat (similar to fish spawning) var songConfig = {bpm: 93}; // Gentle waves BPM var beatInterval = 60000 / songConfig.bpm; var timeSinceStart = currentTime - CookingState.songStartTime; if (Math.floor(timeSinceStart / beatInterval) > Math.floor((timeSinceStart - (1000/60)) / beatInterval)) { if (Math.random() < 0.3) { // 30% chance to spawn on each beat spawnCourier(); } } // Update money display if (cookingElements && cookingElements.moneyDisplay) { cookingElements.moneyDisplay.setText('$' + CookingState.money); } } }; // Update the boat movement logic to handle cooking var originalMoveBoatToNode = function(targetNodeKey) { // This would be the original moveBoatToNode function // We need to modify it to handle the cooking case }; // Initialize cooking screen cookingScreen.visible = false; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update as needed with: /**** * Cooking Screen ****/ var cookingScreen = game.addChild(new Container()); // Cooking game state var CookingState = { gameActive: false, money: 0, availableFish: ['anchovy', 'sardine', 'mackerel'], // Available fish types selectedFishIndex: 0, couriers: [], songStartTime: 0 }; // Courier class var Courier = Container.expand(function(fishType, value, speed, lane) { var self = Container.call(this); self.courierGraphics = self.attachAsset('courier', { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { self.courierGraphics.scaleX = -1; // Flip for right-to-left movement } self.wantedFish = fishType; self.value = value; self.speed = speed; self.lane = lane; self.caught = false; self.missed = false; self.lastX = 0; // Speech bubble showing wanted fish self.speechBubble = self.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, width: 120, height: 80, alpha: 0.8 })); self.fishIcon = self.addChild(self.attachAsset(fishType, { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, scaleX: 0.4, scaleY: 0.4 })); self.update = function() { if (!self.caught && !self.missed) { self.x += self.speed; } }; return self; }); function createCookingScreen() { cookingScreen.removeChildren(); // Sky background var sky = cookingScreen.addChild(LK.getAsset('skybackground', { x: 0, y: -500 })); // Sand background instead of water var sand = cookingScreen.addChild(LK.getAsset('sand', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y })); // Fish shack positioned where boat was var fishShack = cookingScreen.addChild(LK.getAsset('fishShack', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.BOAT_Y })); // Money display var moneyBackground = cookingScreen.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: 80 - 10, width: 300, height: 100, color: 0x000000, alpha: 0.5 })); var moneyDisplay = new Text2('$0', { size: 70, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 3 }); moneyDisplay.anchor.set(1, 0); moneyDisplay.x = 1900; moneyDisplay.y = 80; cookingScreen.addChild(moneyDisplay); // Order counter showing current selected fish var orderCounter = cookingScreen.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.BOAT_Y + 200, width: 200, height: 120, alpha: 0.9 })); var currentFishDisplay = cookingScreen.addChild(new Container()); currentFishDisplay.x = GAME_CONFIG.SCREEN_CENTER_X; currentFishDisplay.y = GAME_CONFIG.BOAT_Y + 200; // Sandwich board menu (right side) var menuBoard = cookingScreen.addChild(LK.getAsset('songCard', { anchorX: 0, anchorY: 0.5, x: 1600, y: GAME_CONFIG.SCREEN_CENTER_Y, width: 300, height: 600, alpha: 0.9 })); var menuTitle = new Text2('MENU', { size: 60, fill: 0xFFFFFF, align: 'center' }); menuTitle.anchor.set(0.5, 0); menuTitle.x = 1750; menuTitle.y = GAME_CONFIG.SCREEN_CENTER_Y - 280; cookingScreen.addChild(menuTitle); // Create menu items var menuItems = cookingScreen.addChild(new Container()); // Courier lanes (same as fish lanes but on sand) var courierLanes = []; for (var i = 0; i < GAME_CONFIG.LANES.length; i++) { courierLanes.push({ y: GAME_CONFIG.LANES[i].y, name: "courier_lane_" + i }); } // Toss zone indicator (center area) var tossZone = cookingScreen.addChild(LK.getAsset('dottedLine', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.SCREEN_CENTER_Y + 200, width: 10, height: 800, alpha: 0.3, tint: 0x00FF00 })); return { moneyDisplay: moneyDisplay, currentFishDisplay: currentFishDisplay, menuItems: menuItems, courierLanes: courierLanes, tossZone: tossZone }; } function updateCurrentFishDisplay() { if (!cookingElements || !cookingElements.currentFishDisplay) return; cookingElements.currentFishDisplay.removeChildren(); var currentFish = CookingState.availableFish[CookingState.selectedFishIndex]; var fishAsset = cookingElements.currentFishDisplay.attachAsset(currentFish, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); } function updateMenuDisplay() { if (!cookingElements || !cookingElements.menuItems) return; cookingElements.menuItems.removeChildren(); cookingElements.menuItems.x = 1750; cookingElements.menuItems.y = GAME_CONFIG.SCREEN_CENTER_Y - 200; for (var i = 0; i < CookingState.availableFish.length; i++) { var fishType = CookingState.availableFish[i]; var isSelected = i === CookingState.selectedFishIndex; var itemBg = cookingElements.menuItems.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, y: i * 120, width: 250, height: 100, tint: isSelected ? 0x2e7d32 : 0x666666 })); var fishIcon = cookingElements.menuItems.addChild(cookingElements.menuItems.attachAsset(fishType, { anchorX: 0.5, anchorY: 0.5, x: -60, y: i * 120, scaleX: 0.5, scaleY: 0.5 })); var fishName = cookingElements.menuItems.addChild(new Text2(fishType.toUpperCase(), { size: 32, fill: 0xFFFFFF })); fishName.anchor.set(0.5, 0.5); fishName.x = 20; fishName.y = i * 120; } } function spawnCourier() { if (!CookingState.gameActive) return; // Random fish type from available types var fishTypes = ['anchovy', 'sardine', 'mackerel']; var wantedFish = fishTypes[Math.floor(Math.random() * fishTypes.length)]; // Fish values (similar to fishing game) var fishValues = { 'anchovy': 5, 'sardine': 8, 'mackerel': 12, 'rareFish': 20 }; var value = fishValues[wantedFish] || 5; // Random lane var laneIndex = Math.floor(Math.random() * GAME_CONFIG.LANES.length); var targetLane = cookingElements.courierLanes[laneIndex]; // Random spawn side and speed var spawnSide = Math.random() < 0.5 ? -1 : 1; var baseSpeed = 4; var actualSpeed = baseSpeed * spawnSide; var courier = new Courier(wantedFish, value, actualSpeed, laneIndex); courier.x = actualSpeed > 0 ? -150 : 2048 + 150; courier.y = targetLane.y; CookingState.couriers.push(courier); cookingScreen.addChild(courier); } function checkToss() { if (!CookingState.gameActive) return; var hookX = GAME_CONFIG.SCREEN_CENTER_X; // Toss zone center var selectedFish = CookingState.availableFish[CookingState.selectedFishIndex]; // Find courier in toss zone with matching fish want var closestCourier = null; var closestDistance = Infinity; for (var i = 0; i < CookingState.couriers.length; i++) { var courier = CookingState.couriers[i]; if (!courier.caught && !courier.missed) { var distance = Math.abs(courier.x - hookX); if (distance < GAME_CONFIG.GOOD_WINDOW && distance < closestDistance) { closestDistance = distance; closestCourier = courier; } } } if (!closestCourier) { // Miss - no courier in range LK.getSound('miss').play(); return; } // Check if fish matches what courier wants if (selectedFish !== closestCourier.wantedFish) { // Wrong order LK.getSound('miss').play(); closestCourier.missed = true; return; } // Success! var points = closestCourier.value; var bonus = 0; if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { bonus = Math.floor(points * 0.5); // 50% bonus for perfect timing points += bonus; } CookingState.money += points; GameState.money += points; // Also add to global money closestCourier.caught = true; // Play success sound LK.getSound('catch').play(); // Show money popup var moneyPopup = new Text2('+$' + points, { size: 100, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 4 }); moneyPopup.anchor.set(0.5, 0.5); moneyPopup.x = GAME_CONFIG.SCREEN_CENTER_X; moneyPopup.y = GAME_CONFIG.SCREEN_CENTER_Y; cookingScreen.addChild(moneyPopup); tween(moneyPopup, { y: moneyPopup.y - 150, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Remove courier after success animation var courierIndex = CookingState.couriers.indexOf(closestCourier); if (courierIndex > -1) { CookingState.couriers.splice(courierIndex, 1); } tween(closestCourier, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeOut, onFinish: function() { if (closestCourier && !closestCourier.destroyed) { closestCourier.destroy(); } } }); } function startCookingSession() { CookingState.gameActive = true; CookingState.money = 0; CookingState.selectedFishIndex = 0; CookingState.couriers = []; CookingState.songStartTime = LK.ticks * (1000 / 60); // Start gentle waves music LK.playMusic('rhythmTrack'); updateCurrentFishDisplay(); updateMenuDisplay(); // Spawn first courier spawnCourier(); } function handleCookingInput(x, y) { if (!CookingState.gameActive) return; // Check menu item clicks (fish selection) if (x >= 1600 && x <= 1900) { var menuStartY = GAME_CONFIG.SCREEN_CENTER_Y - 200; for (var i = 0; i < CookingState.availableFish.length; i++) { var itemY = menuStartY + (i * 120); if (y >= itemY - 50 && y <= itemY + 50) { CookingState.selectedFishIndex = i; updateCurrentFishDisplay(); updateMenuDisplay(); LK.getSound('buttonClick').play(); return; } } } // Regular tap for tossing order checkToss(); } // Swipe handling for fish selection function handleCookingSwipe(direction) { if (!CookingState.gameActive) return; if (direction === 'left') { CookingState.selectedFishIndex = Math.max(0, CookingState.selectedFishIndex - 1); } else if (direction === 'right') { CookingState.selectedFishIndex = Math.min(CookingState.availableFish.length - 1, CookingState.selectedFishIndex + 1); } updateCurrentFishDisplay(); updateMenuDisplay(); } var cookingElements = null; // Update MAP_CONFIG to unlock restaurant and rename it MAP_CONFIG.NODES.restaurant.unlocked = true; MAP_CONFIG.NODES.restaurant.type = 'cooking'; // Update the moveBoatToNode function in levelSelectElements function updateLevelSelectForCooking() { if (levelSelectElements && levelSelectElements.handleMapInput) { var originalHandleMapInput = levelSelectElements.handleMapInput; levelSelectElements.handleMapInput = function(x, y) { // Call original function first originalHandleMapInput.call(this, x, y); // Override the restaurant arrival if (MAP_CONFIG.NODES.restaurant && MAP_CONFIG.NODES.restaurant.type === 'cooking') { // This will be handled in the moveBoatToNode function } }; } } // Add to showScreen function var originalShowScreen = showScreen; showScreen = function(screenName) { if (screenName === 'cooking') { titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; cookingScreen.visible = true; GameState.currentScreen = 'cooking'; cookingElements = createCookingScreen(); startCookingSession(); return; } cookingScreen.visible = false; originalShowScreen(screenName); }; // Update game.down to handle cooking input var originalGameDown = game.down; game.down = function(x, y, obj) { if (GameState.currentScreen === 'cooking') { handleCookingInput(x, y); return; } originalGameDown.call(this, x, y, obj); }; // Add cooking update to main game loop var originalGameUpdate = game.update; game.update = function() { // Call original update first originalGameUpdate.call(this); // Cooking game updates if (GameState.currentScreen === 'cooking' && CookingState.gameActive) { var currentTime = LK.ticks * (1000 / 60); // Update couriers for (var i = CookingState.couriers.length - 1; i >= 0; i--) { var courier = CookingState.couriers[i]; courier.update(); // Remove off-screen couriers if (courier.x < -250 || courier.x > 2048 + 250) { courier.destroy(); CookingState.couriers.splice(i, 1); } } // Spawn new couriers on beat (similar to fish spawning) var songConfig = {bpm: 93}; // Gentle waves BPM var beatInterval = 60000 / songConfig.bpm; var timeSinceStart = currentTime - CookingState.songStartTime; if (Math.floor(timeSinceStart / beatInterval) > Math.floor((timeSinceStart - (1000/60)) / beatInterval)) { if (Math.random() < 0.3) { // 30% chance to spawn on each beat spawnCourier(); } } // Update money display if (cookingElements && cookingElements.moneyDisplay) { cookingElements.moneyDisplay.setText('$' + CookingState.money); } } }; // Update the boat movement logic to handle cooking var originalMoveBoatToNode = function(targetNodeKey) { // This would be the original moveBoatToNode function // We need to modify it to handle the cooking case }; // Initialize cooking screen cookingScreen.visible = false; ``` I need to also update the `moveBoatToNode` function in the level select to handle transitioning to cooking mode. Let me add that modification: ```javascript // Modify the levelSelect moveBoatToNode function to handle cooking // This should be added to the createLevelSelectScreen function where moveBoatToNode is defined // Find and modify the moveBoatToNode function 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() { 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 === 'cooking') { showScreen('cooking'); } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'shop') { console.log("Arrived at Shop"); } } }); } ``` And update the node display name: ```javascript // In the getNodeDisplayName function function getNodeDisplayName(nodeKey) { var nodeNames = { dock: 'Dock', shallows: 'Shallow Waters', medium: 'Mid Waters', deep: 'Deep Waters', abyss: 'The Abyss', shop: 'Fishing Shop', restaurant: 'The Fish Shack' // Updated name }; return nodeNames[nodeKey] || 'Unknown'; } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BubbleParticle = Container.expand(function (startX, startY) { var self = Container.call(this); self.gfx = self.attachAsset('bubbles', { anchorX: 0.5, anchorY: 0.5, alpha: 1 + Math.random() * 0.2, scaleX: 1.2 + Math.random() * 0.25, scaleY: this.scaleX }); self.x = startX; self.y = startY; self.vx = (Math.random() - 0.5) * 0.4; self.vy = -(0.4 + Math.random() * 0.3); self.life = 120 + Math.random() * 60; self.age = 0; self.isDone = false; var initialAlpha = self.gfx.alpha; var initialScale = self.gfx.scaleX; self.update = function () { if (self.isDone) { return; } self.age++; self.x += self.vx; self.y += self.vy; self.gfx.alpha = Math.max(0, initialAlpha * (1 - self.age / self.life)); var scaleFactor = 1 - self.age / self.life; self.gfx.scaleX = initialScale * scaleFactor; self.gfx.scaleY = initialScale * scaleFactor; if (self.age >= self.life || self.gfx.alpha <= 0 || self.gfx.scaleX <= 0.01) { self.isDone = true; } }; return self; }); var CloudParticle = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); var spawnOnScreen = Math.random() < 0.3; if (spawnOnScreen) { self.x = 200 + Math.random() * 1648; self.vx = (Math.random() < 0.5 ? 1 : -1) * (0.1 + Math.random() * 0.2); } else { var spawnFromLeft = Math.random() < 0.5; if (spawnFromLeft) { self.x = -100; self.vx = 0.1 + Math.random() * 0.2; } else { self.x = 2048 + 100; self.vx = -(0.1 + Math.random() * 0.2); } } var skyTop = -500; var skyBottom = GAME_CONFIG.WATER_SURFACE_Y - 100; self.y = skyTop + Math.random() * (skyBottom - skyTop); var baseScale = 0.8 + Math.random() * 0.6; self.gfx.scale.set(baseScale); self.vy = (Math.random() - 0.5) * 0.02; var targetAlpha = 0.4 + Math.random() * 0.3; self.gfx.alpha = 0; self.isDone = false; self.fadingOut = false; self.hasFadedIn = false; var fadeInStartX = 400; var fadeInEndX = 800; var fadeOutStartX = 1248; var fadeOutEndX = 1648; self.update = function () { if (self.isDone) { return; } self.x += self.vx; self.y += self.vy; var currentAlpha = self.gfx.alpha; if (spawnFromLeft) { if (!self.hasFadedIn && self.x >= fadeInStartX && self.x <= fadeInEndX) { var fadeInProgress = (self.x - fadeInStartX) / (fadeInEndX - fadeInStartX); self.gfx.alpha = targetAlpha * fadeInProgress; if (fadeInProgress >= 1) { self.hasFadedIn = true; } } else if (self.hasFadedIn && self.x >= fadeOutStartX && self.x <= fadeOutEndX) { var fadeOutProgress = (self.x - fadeOutStartX) / (fadeOutEndX - fadeOutStartX); self.gfx.alpha = targetAlpha * (1 - fadeOutProgress); } else if (self.hasFadedIn && self.x > fadeInEndX && self.x < fadeOutStartX) { self.gfx.alpha = targetAlpha; } } else { if (!self.hasFadedIn && self.x <= fadeOutEndX && self.x >= fadeOutStartX) { var fadeInProgress = (fadeOutEndX - self.x) / (fadeOutEndX - fadeOutStartX); self.gfx.alpha = targetAlpha * fadeInProgress; if (fadeInProgress >= 1) { self.hasFadedIn = true; } } else if (self.hasFadedIn && self.x <= fadeInEndX && self.x >= fadeInStartX) { var fadeOutProgress = (fadeInEndX - self.x) / (fadeInEndX - fadeInStartX); self.gfx.alpha = targetAlpha * (1 - fadeOutProgress); } else if (self.hasFadedIn && self.x < fadeOutStartX && self.x > fadeInEndX) { self.gfx.alpha = targetAlpha; } } var currentWidth = self.gfx.width * self.gfx.scale.x; if (self.x < -currentWidth || self.x > 2048 + currentWidth) { self.isDone = true; } }; return self; }); // Courier class for cooking game var Courier = Container.expand(function (fishType, value, speed, lane) { var self = Container.call(this); self.update = function () { if (!self.caught && !self.missed) { self.x += self.speed; } }; self.courierGraphics = self.attachAsset('courier', { anchorX: 0.5, anchorY: 0.5 }); if (speed < 0) { // If speed is negative, it's moving from right to left self.courierGraphics.scaleX = -1; // Flip for right-to-left movement } // If speed is positive, it's moving left to right, default scaleX is 1 (no flip needed) self.wantedFish = fishType; self.value = value; self.speed = speed; self.lane = lane; self.caught = false; self.missed = false; self.lastX = 0; // Speech bubble showing wanted fish self.speechBubble = self.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, width: 120, height: 80, alpha: 0.8 })); self.fishIcon = self.attachAsset(fishType, { // Use attachAsset for fish icon anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, scaleX: 0.4, scaleY: 0.4 }); self.addChild(self.fishIcon); // Explicitly add if not auto-added by attachAsset in this context. 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)]; } } 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 = assetName; // 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(); } 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(); } } }); } }); }; 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 _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "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; }, _typeof2(o); } function _defineProperty2(e, r, t) { return (r = _toPropertyKey2(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey2(t) { var i = _toPrimitive2(t, "string"); return "symbol" == _typeof2(i) ? i : i + ""; } function _toPrimitive2(t, r) { if ("object" != _typeof2(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof2(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function updateParticleArray(particleArray) { for (var i = particleArray.length - 1; i >= 0; i--) { var particle = particleArray[i]; if (particle) { if (typeof particle.update === 'function') { particle.update(); } if (particle.isDone) { if (typeof particle.destroy === 'function') { particle.destroy(); } particleArray.splice(i, 1); } } else { particleArray.splice(i, 1); } } } function handleParticleSpawning(config) { config.counter++; if (config.counter >= config.interval && (!config.maxCount || config.array.length < config.maxCount)) { config.counter = 0; var newParticle = new config.constructor(); if (config.container && !config.container.destroyed) { config.container.addChild(newParticle); config.array.push(newParticle); } } } function clearTimer(timerId, isInterval) { if (timerId !== null) { if (isInterval) { LK.clearInterval(timerId); } else { LK.clearTimeout(timerId); } return null; } return timerId; } function cleanupParticleArray(array, container) { if (array) { array.forEach(function (item) { if (item && typeof item.destroy === 'function' && !item.destroyed) { item.destroy(); } }); array.length = 0; } if (container && typeof container.removeChildren === 'function' && !container.destroyed) { container.removeChildren(); } } function stopTween(object) { if (object && !object.destroyed) { tween.stop(object); } } function stopTweens(objects) { for (var i = 0; i < objects.length; i++) { stopTween(objects[i]); } } function createWaveAnimation(segment, amplitude, halfPeriod) { var animUp, animDown; animUp = function animUp() { if (!segment || segment.destroyed) { return; } tween(segment, { y: segment.baseY - amplitude }, { duration: halfPeriod, easing: tween.easeInOut, onFinish: animDown }); }; animDown = function animDown() { if (!segment || segment.destroyed) { return; } tween(segment, { y: segment.baseY + amplitude }, { duration: halfPeriod, easing: tween.easeInOut, onFinish: animUp }); }; return { up: animUp, down: animDown }; } function createAmbientSoundScheduler(config) { var timer = null; function scheduleNext() { if (GameState.currentScreen !== config.screenName) { timer = clearTimer(timer, false); return; } var delay = config.baseDelay + Math.random() * config.variance; timer = LK.setTimeout(function () { if (GameState.currentScreen !== config.screenName) { return; } var soundId = Array.isArray(config.sounds) ? config.sounds[Math.floor(Math.random() * config.sounds.length)] : config.sounds; LK.getSound(soundId).play(); scheduleNext(); }, delay); } return { start: scheduleNext, stop: function stop() { timer = clearTimer(timer, false); } }; } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function ownKeys(e, r) { var t = Object.keys(e); if (Object.getOwnPropertySymbols) { var o = Object.getOwnPropertySymbols(e); r && (o = o.filter(function (r) { return Object.getOwnPropertyDescriptor(e, r).enumerable; })), t.push.apply(t, o); } return t; } function _objectSpread(e) { for (var r = 1; r < arguments.length; r++) { var t = null != arguments[r] ? arguments[r] : {}; r % 2 ? ownKeys(Object(t), !0).forEach(function (r) { _defineProperty(e, r, t[r]); }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) { Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r)); }); } return e; } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var TITLE_ANIM_CONSTANTS = { INITIAL_GROUP_ALPHA: 0, FINAL_GROUP_ALPHA: 1, INITIAL_UI_ALPHA: 0, FINAL_UI_ALPHA: 1, INITIAL_GROUP_SCALE: 3.5, FINAL_GROUP_SCALE: 2.8, GROUP_ANIM_DURATION: 4000, TEXT_FADE_DURATION: 1000, BUTTON_FADE_DURATION: 800, BOAT_ANCHOR_X: 0.5, BOAT_ANCHOR_Y: 0.5, FISHERMAN_ANCHOR_X: 0.5, FISHERMAN_ANCHOR_Y: 0.9, FISHERMAN_X_OFFSET: -20, FISHERMAN_Y_OFFSET: -100, LINE_ANCHOR_X: 0.5, LINE_ANCHOR_Y: 0, LINE_X_OFFSET_FROM_FISHERMAN: 70, LINE_Y_OFFSET_FROM_FISHERMAN: -130, HOOK_ANCHOR_X: 0.5, HOOK_ANCHOR_Y: 0.5, HOOK_Y_DEPTH_FROM_LINE_START: 700, GROUP_PIVOT_X: 0, GROUP_PIVOT_Y: 0, GROUP_INITIAL_Y_SCREEN_OFFSET: -450 }; var GAME_DIFFICULTY = { current: 'easy', // Default difficulty pushbackMultiplier: { easy: 3, medium: 2, hard: 1 } }; game.up = function (x, y, obj) { // This function now primarily handles the release phase of a touch/click. // For the fishing screen, it will always delegate to handleFishingInput. // UI button 'up' events are typically not needed if 'down' triggers action. if (GameState.currentScreen === 'fishing') { handleFishingInput(x, y, false); // false for isDown (release/up) } // Other screens can have specific 'up' logic if needed for things like drag-release. // For the current scope of tutorial interaction, this is sufficient. }; /**** * Pattern Generation System ****/ var PatternGenerator = { lastLane: -1, minDistanceBetweenFish: 300, lastActualSpawnTime: -100000, getNextLane: function getNextLane() { if (this.lastLane === -1) { this.lastLane = 1; return 1; } var possibleLanes = [this.lastLane]; if (this.lastLane > 0) { possibleLanes.push(this.lastLane - 1); } if (this.lastLane < 2) { possibleLanes.push(this.lastLane + 1); } if (Math.random() < 0.7) { this.lastLane = possibleLanes[Math.floor(Math.random() * possibleLanes.length)]; } else { this.lastLane = Math.floor(Math.random() * 3); } return this.lastLane; }, canSpawnFishOnBeat: function canSpawnFishOnBeat(currentTime, configuredSpawnInterval) { var timeSinceLast = currentTime - this.lastActualSpawnTime; var minRequiredGap = configuredSpawnInterval; return timeSinceLast >= minRequiredGap; }, registerFishSpawn: function registerFishSpawn(spawnTime) { this.lastActualSpawnTime = spawnTime; }, reset: function reset() { this.lastLane = -1; this.lastActualSpawnTime = -100000; } }; /**** * Game Configuration ****/ // Simplified battle system - one fish at a time var BATTLE_STATES = { NONE: 'none', ACTIVE: 'active', WAITING_FOR_NEXT: 'waiting' }; var FISH_RHYTHM_PATTERNS = { sardine: ['beat', 'beat'], // 2 taps, 2 lane changes anchovy: ['beat', 'beat', 'beat'], // 3 taps, 3 lane changes mackerel: ['beat', 'beat', 'beat', 'beat'], // 4 taps, 4 lane changes rareFish: ['beat', 'beat', 'beat', 'beat', 'beat'] // 5 taps, 5 lane changes }; var BATTLE_STATES = { NONE: 'none', ACTIVE: 'active' }; var GAME_CONFIG = { SCREEN_CENTER_X: 1024, SCREEN_CENTER_Y: 900, BOAT_Y: 710, WATER_SURFACE_Y: 760, LANES: [{ y: 1133, name: "shallow" }, { y: 1776, name: "medium" }, { y: 2419, name: "deep" }], //[FN#9T] PERFECT_WINDOW: 40, GOOD_WINDOW: 80, MISS_WINDOW: 120, DEPTHS: [{ level: 1, name: "Shallow Waters", fishSpeed: 6, fishValue: 1, upgradeCost: 0, songs: [{ name: "Gentle Waves", bpm: 93, duration: 135250, pattern: "gentle_waves_custom", cost: 0 }, { name: "Morning Tide", bpm: 90, duration: 156827, pattern: "morning_tide_custom", cost: 0, musicId: 'morningtide' }, { name: "Sunny Afternoon", bpm: 97, duration: 181800, pattern: "sunny_afternoon_custom", cost: 0, musicId: 'sunnyafternoon' }] }, { level: 2, name: "Mid Waters", fishSpeed: 7, fishValue: 2, upgradeCost: 100, songs: [{ name: "Ocean Current", bpm: 120, duration: 90000, pattern: "medium", cost: 0 }, { name: "Deep Flow", bpm: 125, duration: 100000, pattern: "medium", cost: 150 }] }, { level: 3, name: "Deep Waters", fishSpeed: 8, fishValue: 3, upgradeCost: 400, songs: [{ name: "Storm Surge", bpm: 140, duration: 120000, pattern: "complex", cost: 0 }, { name: "Whirlpool", bpm: 150, duration: 135000, pattern: "complex", cost: 300 }] }, { level: 4, name: "Abyss", fishSpeed: 9, fishValue: 6, upgradeCost: 1000, songs: [{ name: "Leviathan", bpm: 160, duration: 150000, pattern: "expert", cost: 0 }, { name: "Deep Trench", bpm: 170, duration: 180000, pattern: "expert", cost: 600 }] }], PATTERNS: { simple: { beatsPerFish: 2, doubleSpawnChance: 0.10, rareSpawnChance: 0.02 }, medium: { beatsPerFish: 1.5, doubleSpawnChance: 0.15, rareSpawnChance: 0.05 }, complex: { beatsPerFish: 1, doubleSpawnChance: 0.25, rareSpawnChance: 0.08 }, expert: { beatsPerFish: 0.75, doubleSpawnChance: 0.35, tripletSpawnChance: 0.20, rareSpawnChance: 0.12 }, gentle_waves_custom: { beatsPerFish: 1.5, doubleSpawnChance: 0.05, rareSpawnChance: 0.01, sections: [{ startTime: 0, endTime: 30000, spawnModifier: 1.0, description: "steady_chords" }, { startTime: 30000, endTime: 60000, spawnModifier: 0.9, description: "simple_melody" }, { startTime: 60000, endTime: 120000, spawnModifier: 1.1, description: "melody_development" }, { startTime: 120000, endTime: 180000, spawnModifier: 1.3, description: "gentle_climax" }, { startTime: 180000, endTime: 202000, spawnModifier: 0.8, description: "peaceful_ending" }] }, morning_tide_custom: { beatsPerFish: 1.2, doubleSpawnChance: 0.12, rareSpawnChance: 0.03, sections: [{ startTime: 0, endTime: 25000, spawnModifier: 0.9, description: "calm_opening" }, { startTime: 25000, endTime: 50000, spawnModifier: 1.2, description: "first_wave" }, { startTime: 50000, endTime: 80000, spawnModifier: 1.5, description: "morning_rush" }, { startTime: 80000, endTime: 110000, spawnModifier: 1.3, description: "second_wave" }, { startTime: 110000, endTime: 140000, spawnModifier: 1.4, description: "climactic_finish" }, { startTime: 140000, endTime: 156827, spawnModifier: 0.8, description: "peaceful_fade" }] }, sunny_afternoon_custom: { beatsPerFish: 1.3, doubleSpawnChance: 0.08, rareSpawnChance: 0.025, sections: [{ startTime: 0, endTime: 20000, spawnModifier: 0.8, description: "warm_sunny_start" }, { startTime: 20000, endTime: 35000, spawnModifier: 1.4, description: "first_sunny_burst" }, { startTime: 35000, endTime: 50000, spawnModifier: 0.7, description: "sunny_breather_1" }, { startTime: 50000, endTime: 70000, spawnModifier: 1.5, description: "second_sunny_burst" }, { startTime: 70000, endTime: 90000, spawnModifier: 0.6, description: "sunny_breather_2" }, { startTime: 90000, endTime: 110000, spawnModifier: 1.3, description: "third_sunny_burst" }, { startTime: 110000, endTime: 125000, spawnModifier: 0.8, description: "sunny_breather_3" }, { startTime: 125000, endTime: 150000, spawnModifier: 1.2, description: "sunny_finale_buildup" }, { startTime: 150000, endTime: 181800, spawnModifier: 0.9, description: "sunny_afternoon_fade" }] } } }; /**** * 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 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(); /**** * Cooking Screen ****/ var cookingScreen = game.addChild(new Container()); var cookingElements = null; // Cooking game state var CookingState = { gameActive: false, money: 0, availableFish: ['anchovy', 'sardine', 'mackerel'], // Available fish types selectedFishIndex: 0, couriers: [], songStartTime: 0 }; function createCookingScreen() { cookingScreen.removeChildren(); // Clear previous elements // Sky background var sky = cookingScreen.addChild(LK.getAsset('skybackground', { x: 0, y: -500 })); // Sand background instead of water var sand = cookingScreen.addChild(LK.getAsset('sand', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y })); // Fish shack positioned where boat was var fishShack = cookingScreen.addChild(LK.getAsset('fishShack', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.BOAT_Y })); // Money display var moneyBackground = cookingScreen.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, // Adjusted for centering within this specific context y: 80 - 10, // Adjusted for centering width: 300, height: 100, // color: 0x000000, // Not available in LK.getAsset alpha: 0.5 })); // To set color on a shape, you'd use LK.init.shape then LK.getAsset, // but songCard is an image. If a colored background is needed, a separate shape asset is better. var moneyDisplay = new Text2('$0', { size: 70, fill: '#FFD700', // Gold color stroke: '#000000', strokeThickness: 3 }); moneyDisplay.anchor.set(1, 0); moneyDisplay.x = 1900; moneyDisplay.y = 80; cookingScreen.addChild(moneyDisplay); // Order counter showing current selected fish var orderCounter = cookingScreen.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.BOAT_Y + 200, width: 200, height: 120, alpha: 0.9 })); var currentFishDisplayContainer = cookingScreen.addChild(new Container()); currentFishDisplayContainer.x = GAME_CONFIG.SCREEN_CENTER_X; currentFishDisplayContainer.y = GAME_CONFIG.BOAT_Y + 200; // Sandwich board menu (right side) var menuBoard = cookingScreen.addChild(LK.getAsset('songCard', { anchorX: 0, anchorY: 0.5, x: 1600, y: GAME_CONFIG.SCREEN_CENTER_Y, // Centered vertically width: 300, height: 600, alpha: 0.9 })); var menuTitle = new Text2('MENU', { size: 60, fill: '#FFFFFF', align: 'center' }); menuTitle.anchor.set(0.5, 0); menuTitle.x = 1750; // Center of menuBoard menuTitle.y = GAME_CONFIG.SCREEN_CENTER_Y - 280; // Top part of menuBoard cookingScreen.addChild(menuTitle); var menuItemsContainer = cookingScreen.addChild(new Container()); // Positioning of menuItemsContainer will be handled in updateMenuDisplay var courierLanes = []; for (var i = 0; i < GAME_CONFIG.LANES.length; i++) { courierLanes.push({ y: GAME_CONFIG.LANES[i].y, // Use existing lane Y positions name: "courier_lane_" + i }); } // Toss zone indicator (center area) - using dottedLine asset var tossZone = cookingScreen.addChild(LK.getAsset('dottedLine', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.SCREEN_CENTER_Y + 200, // Position it lower on the screen width: 10, // DottedLine asset might be a small square, using it as a vertical line height: 800, // Make it tall alpha: 0.3, tint: 0x00FF00 // Green tint })); return { moneyDisplay: moneyDisplay, currentFishDisplay: currentFishDisplayContainer, // Return the container menuItems: menuItemsContainer, // Return the container for menu items courierLanes: courierLanes, tossZone: tossZone }; } function updateCurrentFishDisplay() { if (!cookingElements || !cookingElements.currentFishDisplay) return; cookingElements.currentFishDisplay.removeChildren(); var currentFishType = CookingState.availableFish[CookingState.selectedFishIndex]; var fishAsset = cookingElements.currentFishDisplay.attachAsset(currentFishType, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // No need to add child explicitly if using attachAsset } function updateMenuDisplay() { if (!cookingElements || !cookingElements.menuItems) return; cookingElements.menuItems.removeChildren(); cookingElements.menuItems.x = 1750; // Center of the menu board cookingElements.menuItems.y = GAME_CONFIG.SCREEN_CENTER_Y - 200; // Start below title for (var i = 0; i < CookingState.availableFish.length; i++) { var fishType = CookingState.availableFish[i]; var isSelected = i === CookingState.selectedFishIndex; var itemBg = cookingElements.menuItems.addChild(LK.getAsset('button', { // Assuming 'button' is a suitable asset anchorX: 0.5, anchorY: 0.5, x: 0, y: i * 120, // Spacing for each item width: 250, height: 100, tint: isSelected ? 0x2E7D32 : 0x666666 // Green if selected, grey otherwise })); var fishIcon = cookingElements.menuItems.attachAsset(fishType, { anchorX: 0.5, anchorY: 0.5, x: -60, // Position icon to the left within the button y: i * 120, scaleX: 0.5, scaleY: 0.5 }); // cookingElements.menuItems.addChild(fishIcon); // Already added by attachAsset var fishName = new Text2(fishType.toUpperCase(), { size: 32, fill: '#FFFFFF' }); fishName.anchor.set(0, 0.5); // Align text to the left of center, vertically centered fishName.x = -20; // Position text to the right of the icon fishName.y = i * 120; cookingElements.menuItems.addChild(fishName); } } function spawnCourier() { if (!CookingState.gameActive || !cookingElements || !cookingElements.courierLanes) return; var fishTypes = ['anchovy', 'sardine', 'mackerel']; // Could be dynamic based on unlocks later var wantedFish = fishTypes[Math.floor(Math.random() * fishTypes.length)]; var fishValues = { // Simplified values for now 'anchovy': 5, 'sardine': 8, 'mackerel': 12, 'rareFish': 20 // Example if rare fish were to be ordered }; var value = fishValues[wantedFish] || 5; var laneIndex = Math.floor(Math.random() * cookingElements.courierLanes.length); var targetLane = cookingElements.courierLanes[laneIndex]; var spawnFromLeft = Math.random() < 0.5; var baseSpeed = 4; // Adjust as needed var actualSpeed = spawnFromLeft ? baseSpeed : -baseSpeed; var courier = new Courier(wantedFish, value, actualSpeed, laneIndex); courier.x = spawnFromLeft ? -150 : 2048 + 150; // Start off-screen courier.y = targetLane.y; // Align with the lane's Y courier.lastX = courier.x; CookingState.couriers.push(courier); cookingScreen.addChild(courier); } function checkToss() { if (!CookingState.gameActive || !fishingElements || !fishingElements.hook) return; var tossZoneX = GAME_CONFIG.SCREEN_CENTER_X; // Center of the screen is the toss target var selectedFishType = CookingState.availableFish[CookingState.selectedFishIndex]; var closestCourierInZone = null; var closestDistanceToZoneCenter = Infinity; for (var i = 0; i < CookingState.couriers.length; i++) { var courier = CookingState.couriers[i]; if (!courier.caught && !courier.missed) { // Check if courier is within the "toss zone" (e.g., visual indicator area) // For simplicity, we'll use a window around the center, similar to fishing. var distance = Math.abs(courier.x - tossZoneX); if (distance < GAME_CONFIG.GOOD_WINDOW && distance < closestDistanceToZoneCenter) { // Using GOOD_WINDOW as catchable zone closestDistanceToZoneCenter = distance; closestCourierInZone = courier; } } } if (!closestCourierInZone) { LK.getSound('miss').play(); return; } // Found a courier, now check if the fish matches if (selectedFishType !== closestCourierInZone.wantedFish) { LK.getSound('miss').play(); // Optionally, make the courier react to wrong order // For now, just mark as missed so it doesn't get served again closestCourierInZone.missed = true; // Or a specific "wrong order" animation // No points, maybe a small penalty or visual feedback return; } // Correct fish for the courier! var points = closestCourierInZone.value; var bonus = 0; // Bonus for "perfect" timing/positioning (closer to center of zone) if (closestDistanceToZoneCenter < GAME_CONFIG.PERFECT_WINDOW) { bonus = Math.floor(points * 0.5); // 50% bonus points += bonus; // Could show "Perfect!" feedback } else { // Could show "Good!" feedback } CookingState.money += points; GameState.money += points; // Also update global money closestCourierInZone.caught = true; LK.getSound('catch').play(); // Or a specific "order complete" sound // Money popup var moneyPopup = new Text2('+$' + points, { size: 100, fill: '#FFD700', stroke: '#000000', strokeThickness: 4 }); moneyPopup.anchor.set(0.5, 0.5); moneyPopup.x = GAME_CONFIG.SCREEN_CENTER_X; moneyPopup.y = GAME_CONFIG.SCREEN_CENTER_Y; // Or near the courier cookingScreen.addChild(moneyPopup); tween(moneyPopup, { y: moneyPopup.y - 150, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Animate courier leaving or disappearing var courierIndex = CookingState.couriers.indexOf(closestCourierInZone); if (courierIndex > -1) { // No splice here, let it be removed in game update when off-screen or alpha is 0 } tween(closestCourierInZone, { alpha: 0, scaleX: closestCourierInZone.scaleX * 0.5, // Maintain direction scaleY: 0.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Courier will be removed by the main loop when isDone or off-screen // if (closestCourierInZone && !closestCourierInZone.destroyed) { // closestCourierInZone.destroy(); // Destruction handled in main loop // } } }); } function startCookingSession() { CookingState.gameActive = true; CookingState.money = 0; // Reset session money CookingState.selectedFishIndex = 0; // Clear existing couriers from array and screen for (var i = CookingState.couriers.length - 1; i >= 0; i--) { if (CookingState.couriers[i] && !CookingState.couriers[i].destroyed) { CookingState.couriers[i].destroy(); } } CookingState.couriers = []; CookingState.songStartTime = LK.ticks * (1000 / 60); LK.playMusic('rhythmTrack'); // Or a specific cooking song updateCurrentFishDisplay(); updateMenuDisplay(); // Spawn initial set of couriers or start timed spawning spawnCourier(); // Spawn one immediately } function handleCookingInput(x, y) { if (!CookingState.gameActive) return; // 1. Check menu item clicks for fish selection // Menu is on the right side, x > 1600 if (cookingElements && cookingElements.menuItems && x >= 1600 && x <= 1900) { var menuRelativeY = y - cookingElements.menuItems.y; // Y relative to menu items container var itemHeight = 120; // Height of each menu item + spacing for (var i = 0; i < CookingState.availableFish.length; i++) { var itemTopY = i * itemHeight - itemHeight / 2; var itemBottomY = i * itemHeight + itemHeight / 2; if (menuRelativeY >= itemTopY && menuRelativeY <= itemBottomY) { if (CookingState.selectedFishIndex !== i) { CookingState.selectedFishIndex = i; updateCurrentFishDisplay(); updateMenuDisplay(); LK.getSound('buttonClick').play(); } return; // Input handled } } } // 2. If not a menu click, consider it a "toss" action // We assume any other tap on the screen (not on the menu) is a toss attempt. // The toss zone indicator is visual; the actual check is based on courier positions. checkToss(); } // Swipe handling for fish selection (optional, can be primary if taps are only for tossing) function handleCookingSwipe(direction) { if (!CookingState.gameActive) return; var previousIndex = CookingState.selectedFishIndex; if (direction === 'left') { // Or up for menu CookingState.selectedFishIndex = Math.max(0, CookingState.selectedFishIndex - 1); } else if (direction === 'right') { // Or down for menu CookingState.selectedFishIndex = Math.min(CookingState.availableFish.length - 1, CookingState.selectedFishIndex + 1); } if (previousIndex !== CookingState.selectedFishIndex) { updateCurrentFishDisplay(); updateMenuDisplay(); LK.getSound('buttonClick').play(); // Or a swipe sound } } cookingScreen.visible = false; /**** * 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: _defineProperty2({ x: 1324, y: 500, unlocked: false, type: 'cooking' }, "unlocked", true) }, 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: 'The Fish Shack' // Updated name }; 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); var dottedLinesContainer = levelSelectScreen.addChild(new Container()); var nodesContainer = levelSelectScreen.addChild(new Container()); var boatContainer = levelSelectScreen.addChild(new Container()); 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 = GameState.currentDepth >= 2; } 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()); var nodeAsset = node.unlocked ? 'nodeUnlocked' : 'nodeLocked'; 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 }); GameState.lastLevelSelectNodeKey = targetNodeKey; // Store current node if (MAP_CONFIG.NODES[targetNodeKey].type === 'fishing') { showSongSelection(MAP_CONFIG.NODES[targetNodeKey].depthIndex); } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'cooking') { showScreen('cooking'); // Transition to cooking screen } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'shop') { console.log("Arrived at Shop"); // Potentially: showScreen('shop'); } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'restaurant') { // Fallback, though 'cooking' is preferred console.log("Arrived at Restaurant (legacy type)"); showScreen('cooking'); } } }); } 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) { 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; } 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) { 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, songOverlayOpen: function songOverlayOpen() { return _songOverlayOpen; }, 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 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; } var originalShowScreenLogic = function originalShowScreenLogic(screenName, previousScreen) { titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; cookingScreen.visible = false; // Ensure cooking screen is hidden by default GameState.currentScreen = screenName; switch (screenName) { 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; } }; // New showScreen wrapper var originalShowScreen = showScreen; // Save the original if it might be complex, though current one is simple showScreen = function showScreen(screenName) { var previousScreen = GameState.currentScreen; // Capture before it's updated // Handle general cleanup or transitions based on previousScreen 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 === 'cooking' && cookingElements) { // Cleanup cooking screen elements if necessary for (var i = CookingState.couriers.length - 1; i >= 0; i--) { if (CookingState.couriers[i] && !CookingState.couriers[i].destroyed) { CookingState.couriers[i].destroy(); } } CookingState.couriers = []; if (cookingScreen && !cookingScreen.destroyed) { // cookingScreen.removeChildren(); // Elements are recreated in createCookingScreen } } if (screenName === 'cooking') { titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; cookingScreen.visible = true; GameState.currentScreen = 'cooking'; if (!cookingElements) { // Create if not already created cookingElements = createCookingScreen(); } else { // Or just refresh if re-entering cookingElements = createCookingScreen(); // Re-create to ensure clean state } startCookingSession(); return; } // Fallback to original logic for other screens originalShowScreenLogic(screenName, previousScreen); // Specific transition for title to levelSelect 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() { // This part of the original logic is now inside originalShowScreenLogic // but we need to ensure levelSelect specific setup is called // if (levelSelectElements) { ... } // levelSelectElements = createLevelSelectScreen(); // This is problematic if called twice // The current structure of originalShowScreenLogic already handles visibility. // We mainly need the fade here. if (GameState.currentScreen === 'levelSelect' && levelSelectElements) { if (typeof levelSelectElements.updateMapDisplay === 'function') { levelSelectElements.updateMapDisplay(); } if (typeof levelSelectElements.startLevelSelectAmbientSounds === 'function') { levelSelectElements.startLevelSelectAmbientSounds(); } } tween(globalFadeOverlay, { alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { globalFadeOverlay.visible = false; } }); } }); return; } if (screenName !== 'fishing' && GameState.tutorialMode) { tutorialOverlayContainer.visible = false; } }; GameState.currentScreen = screenName; switch (screenName) { 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 (currentScreen === 'cooking') { handleCookingInput(x, y); // Pass raw coordinates return; // Input handled by cooking screen } 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 'results': showScreen('levelSelect'); break; } }; function handleLevelSelectInput(x, y) { if (levelSelectElements && levelSelectElements.handleMapInput) { levelSelectElements.handleMapInput(x, y); } } /**** * Main Game Loop ****/ game.update = function () { if (GameState.currentScreen === 'fishing' && fishingElements && fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } if (GameState.currentScreen === 'title') { if (titleElements && titleElements.updateTitleFishingLineWave) { titleElements.updateTitleFishingLineWave(); } if (titleScreenOceanBubbleContainer) { titleScreenOceanBubbleSpawnCounter++; if (titleScreenOceanBubbleSpawnCounter >= OCEAN_BUBBLE_SPAWN_INTERVAL_TICKS) { titleScreenOceanBubbleSpawnCounter = 0; var newOceanBubble = new OceanBubbleParticle(); titleScreenOceanBubbleContainer.addChild(newOceanBubble); titleScreenOceanBubblesArray.push(newOceanBubble); } updateParticleArray(titleScreenOceanBubblesArray); } // Title Screen Seaweed if (titleScreenSeaweedContainer) { titleScreenSeaweedSpawnCounter++; if (titleScreenSeaweedSpawnCounter >= SEAWEED_SPAWN_INTERVAL_TICKS && titleScreenSeaweedArray.length < MAX_SEAWEED_COUNT) { titleScreenSeaweedSpawnCounter = 0; var newSeaweed = new SeaweedParticle(); titleScreenSeaweedContainer.addChild(newSeaweed); titleScreenSeaweedArray.push(newSeaweed); } updateParticleArray(titleScreenSeaweedArray); } // Title Screen Clouds if (titleScreenCloudContainer) { titleScreenCloudSpawnCounter++; if (titleScreenCloudSpawnCounter >= CLOUD_SPAWN_INTERVAL_TICKS && titleScreenCloudArray.length < MAX_CLOUD_COUNT) { titleScreenCloudSpawnCounter = 0; var newCloud = new CloudParticle(); titleScreenCloudContainer.addChild(newCloud); titleScreenCloudArray.push(newCloud); } updateParticleArray(titleScreenCloudArray); } } if (GameState.currentScreen === 'levelSelect' && levelSelectElements) { if (levelSelectElements.updateBoatAnimation && typeof levelSelectElements.updateBoatAnimation === 'function') { levelSelectElements.updateBoatAnimation(); } if (levelSelectElements.updateRipples && typeof levelSelectElements.updateRipples === 'function') { levelSelectElements.updateRipples(); } if (levelSelectElements.updateHomeIslandRipples && typeof levelSelectElements.updateHomeIslandRipples === 'function') { levelSelectElements.updateHomeIslandRipples(); } if (levelSelectElements.updateScreenWaves && typeof levelSelectElements.updateScreenWaves === 'function') { levelSelectElements.updateScreenWaves(); } if (levelSelectElements.updateShallowWatersNodeBubbles && typeof levelSelectElements.updateShallowWatersNodeBubbles === 'function') { levelSelectElements.updateShallowWatersNodeBubbles(); } if (levelSelectElements.updateSeagulls && typeof levelSelectElements.updateSeagulls === 'function') { levelSelectElements.updateSeagulls(); } if (levelSelectElements.updateLevelSelectClouds && typeof levelSelectElements.updateLevelSelectClouds === 'function') { levelSelectElements.updateLevelSelectClouds(); } if (levelSelectElements.updateWaterfallParticles && typeof levelSelectElements.updateWaterfallParticles === 'function') { levelSelectElements.updateWaterfallParticles(); } if (levelSelectElements.updateShadowFish && typeof levelSelectElements.updateShadowFish === 'function') { levelSelectElements.updateShadowFish(); } } // Spawn and update ambient particles during fishing screen if (GameState.currentScreen === 'fishing' && globalOceanBubbleContainer) { globalOceanBubbleSpawnCounter++; if (globalOceanBubbleSpawnCounter >= OCEAN_BUBBLE_SPAWN_INTERVAL_TICKS) { globalOceanBubbleSpawnCounter = 0; var numToSpawn = 1; for (var i = 0; i < numToSpawn; i++) { var newOceanBubble = new OceanBubbleParticle(); globalOceanBubbleContainer.addChild(newOceanBubble); globalOceanBubblesArray.push(newOceanBubble); } } // Keep the existing fish physics update logic here... } // Spawn and update seaweed particles during fishing if (GameState.currentScreen === 'fishing' && globalSeaweedContainer) { globalSeaweedSpawnCounter++; if (globalSeaweedSpawnCounter >= SEAWEED_SPAWN_INTERVAL_TICKS && globalSeaweedArray.length < MAX_SEAWEED_COUNT) { globalSeaweedSpawnCounter = 0; var newSeaweed = new SeaweedParticle(); globalSeaweedContainer.addChild(newSeaweed); globalSeaweedArray.push(newSeaweed); } // Keep the existing fish physics update logic here... } // Spawn and update cloud particles during fishing if (GameState.currentScreen === 'fishing' && globalCloudContainer) { handleParticleSpawning({ counter: globalCloudSpawnCounter, interval: CLOUD_SPAWN_INTERVAL_TICKS, maxCount: MAX_CLOUD_COUNT, array: globalCloudArray, container: globalCloudContainer, constructor: CloudParticle }); globalCloudSpawnCounter++; updateParticleArray(globalCloudArray); } // Tutorial mode logic if (GameState.currentScreen === 'fishing' && GameState.tutorialMode) { if (fishingElements && fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } if (!GameState.tutorialPaused) { if (GameState.tutorialFish && !GameState.tutorialFish.destroyed && !GameState.tutorialFish.caught) { GameState.tutorialFish.update(); checkTutorialFishState(); } // Automatic hook movement removed; player swipe input (via handleFishingInput) // and initial setup in runTutorialStep now control the hook position. } updateLaneBracketsVisuals(); return; } if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); // Initialize game timer if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } // Check song end var songConfig = GameState.getCurrentSongConfig(); if (currentTime - GameState.songStartTime >= songConfig.duration) { endFishingSession(); return; } // Use RhythmSpawner to handle fish spawning ImprovedRhythmSpawner.update(currentTime); // (Automatic hook following logic removed as player now controls lane position via swipe) // updateLaneBracketsVisuals() is now called within handleFishingInput after a swipe. // Update fish for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; var previousFrameX = fish.lastX; fish.update(); var currentFrameX = fish.x; // Check for miss only if fish is active if (!fish.caught && !fish.missed) { var hookCenterX = fishingElements.hook.x; var missCheckBoundary = GAME_CONFIG.MISS_WINDOW; if (fish.speed > 0) { if (previousFrameX <= hookCenterX + missCheckBoundary && currentFrameX > hookCenterX + missCheckBoundary) { showFeedback('miss', fish.lane); LK.getSound('miss').play(); GameState.combo = 0; fish.missed = true; } } else if (fish.speed < 0) { if (previousFrameX >= hookCenterX - missCheckBoundary && currentFrameX < hookCenterX - missCheckBoundary) { showFeedback('miss', fish.lane); LK.getSound('miss').play(); GameState.combo = 0; fish.missed = true; } } } fish.lastX = currentFrameX; // Remove off-screen fish if (!fish.caught && (fish.x < -250 || fish.x > 2048 + 250)) { // If this was the battle fish, reset battle state if (GameState.currentBattleFish === fish) { GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; GameState.nextFishSpawnTime = 0; } fish.destroy(); fishArray.splice(i, 1); } } // Update UI updateFishingUI(); // Spawn and update music notes if active if (GameState.musicNotesActive && fishingElements && fishingElements.hook && !fishingElements.hook.destroyed && musicNotesContainer) { musicNoteSpawnCounter++; if (musicNoteSpawnCounter >= MUSIC_NOTE_SPAWN_INTERVAL_TICKS) { musicNoteSpawnCounter = 0; var spawnX = fishingElements.hook.x; var spawnY = fishingElements.hook.y - 30; var newNote = new MusicNoteParticle(spawnX, spawnY); musicNotesContainer.addChild(newNote); musicNotesArray.push(newNote); // Add scale pulse to the hook if (fishingElements.hook && !fishingElements.hook.destroyed && fishingElements.hook.scale) { var currentSongConfig = GameState.getCurrentSongConfig(); var bpm = currentSongConfig && currentSongConfig.bpm ? currentSongConfig.bpm : 90; var beatDurationMs = 60000 / bpm; var pulsePhaseDuration = Math.max(50, beatDurationMs / 2); var pulseScaleFactor = 1.2; var originalScaleX = fishingElements.hook.scale.x !== undefined ? fishingElements.hook.scale.x : 1; var originalScaleY = fishingElements.hook.scale.y !== undefined ? fishingElements.hook.scale.y : 1; stopTween(fishingElements.hook.scale); tween(fishingElements.hook.scale, { x: originalScaleX * pulseScaleFactor, y: originalScaleY * pulseScaleFactor }, { duration: pulsePhaseDuration, easing: tween.easeOut, onFinish: function onFinish() { if (fishingElements.hook && !fishingElements.hook.destroyed && fishingElements.hook.scale) { tween(fishingElements.hook.scale, { x: originalScaleX, y: originalScaleY }, { duration: pulsePhaseDuration, easing: tween.easeIn }); } } }); } } } // In game.update(), add this after updating fish: if (GameState.battleState === BATTLE_STATES.ACTIVE && !GameState.currentBattleFish) { // Reset battle state if no active battle fish exists GameState.battleState = BATTLE_STATES.NONE; GameState.nextFishSpawnTime = 0; } // Update existing music notes updateParticleArray(musicNotesArray); // Spawn bubbles for active fish if (bubbleContainer) { for (var f = 0; f < fishArray.length; f++) { var fish = fishArray[f]; if (fish && !fish.caught && !fish.isHeld && fish.fishGraphics) { if (currentTime - fish.lastBubbleSpawnTime > fish.bubbleSpawnInterval) { fish.lastBubbleSpawnTime = currentTime; var tailOffsetDirection = Math.sign(fish.speed) * -1; var bubbleX = fish.x + tailOffsetDirection * (fish.fishGraphics.width * Math.abs(fish.fishGraphics.scaleX) / 2) * 0.8; var bubbleY = fish.y + (Math.random() - 0.5) * (fish.fishGraphics.height * Math.abs(fish.fishGraphics.scaleY) / 4); var newBubble = new BubbleParticle(bubbleX, bubbleY); bubbleContainer.addChild(newBubble); bubblesArray.push(newBubble); } } } } // Update and remove bubbles updateParticleArray(bubblesArray); // Cooking game updates if (GameState.currentScreen === 'cooking' && CookingState.gameActive) { var currentTimeCooking = LK.ticks * (1000 / 60); // Update couriers for (var i = CookingState.couriers.length - 1; i >= 0; i--) { var courier = CookingState.couriers[i]; if (courier && !courier.destroyed) { courier.update(); // Remove off-screen or caught/missed couriers var isOffScreen = courier.x < -250 || courier.x > 2048 + 250; if (isOffScreen || courier.caught || courier.missed) { if (courier.alpha === 0 || isOffScreen) { // Ensure fade out is complete or off-screen courier.destroy(); CookingState.couriers.splice(i, 1); } else if (!isOffScreen && (courier.caught || courier.missed) && courier.alpha > 0) { // If caught/missed and still on screen, it's fading. // Let the tween complete, then it will be removed. } } } else { // Remove null/destroyed entries CookingState.couriers.splice(i, 1); } } // Spawn new couriers on beat (example, similar to fish spawning) var songConfigCooking = { bpm: 93 }; // Example BPM, can be from a cooking song var beatIntervalCooking = 60000 / songConfigCooking.bpm; var timeSinceCookingStart = currentTimeCooking - CookingState.songStartTime; // Check if a beat has passed since the last frame // (currentTimeCooking - (1000/60)) is approx. time of last frame if (Math.floor(timeSinceCookingStart / beatIntervalCooking) > Math.floor((timeSinceCookingStart - 1000 / 60) / beatIntervalCooking)) { if (Math.random() < 0.3) { // Example: 30% chance to spawn on a beat if (CookingState.couriers.length < 5) { // Limit number of couriers spawnCourier(); } } } // Update money display if (cookingElements && cookingElements.moneyDisplay) { cookingElements.moneyDisplay.setText('$' + CookingState.money); } } }; /**** * 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 };
===================================================================
--- original.js
+++ change.js
@@ -116,8 +116,54 @@
}
};
return self;
});
+// Courier class for cooking game
+var Courier = Container.expand(function (fishType, value, speed, lane) {
+ var self = Container.call(this);
+ self.update = function () {
+ if (!self.caught && !self.missed) {
+ self.x += self.speed;
+ }
+ };
+ self.courierGraphics = self.attachAsset('courier', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ if (speed < 0) {
+ // If speed is negative, it's moving from right to left
+ self.courierGraphics.scaleX = -1; // Flip for right-to-left movement
+ }
+ // If speed is positive, it's moving left to right, default scaleX is 1 (no flip needed)
+ self.wantedFish = fishType;
+ self.value = value;
+ self.speed = speed;
+ self.lane = lane;
+ self.caught = false;
+ self.missed = false;
+ self.lastX = 0;
+ // Speech bubble showing wanted fish
+ self.speechBubble = self.addChild(LK.getAsset('songCard', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: -80,
+ width: 120,
+ height: 80,
+ alpha: 0.8
+ }));
+ self.fishIcon = self.attachAsset(fishType, {
+ // Use attachAsset for fish icon
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: -80,
+ scaleX: 0.4,
+ scaleY: 0.4
+ });
+ self.addChild(self.fishIcon); // Explicitly add if not auto-added by attachAsset in this context.
+ return self;
+});
var FeedbackIndicator = Container.expand(function (type) {
var self = Container.call(this);
var indicator = self.attachAsset(type + 'Indicator', {
anchorX: 0.5,
@@ -1172,8 +1218,38 @@
****/
/****
* Utility Functions
****/
+function _typeof2(o) {
+ "@babel/helpers - typeof";
+ return _typeof2 = "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;
+ }, _typeof2(o);
+}
+function _defineProperty2(e, r, t) {
+ return (r = _toPropertyKey2(r)) in e ? Object.defineProperty(e, r, {
+ value: t,
+ enumerable: !0,
+ configurable: !0,
+ writable: !0
+ }) : e[r] = t, e;
+}
+function _toPropertyKey2(t) {
+ var i = _toPrimitive2(t, "string");
+ return "symbol" == _typeof2(i) ? i : i + "";
+}
+function _toPrimitive2(t, r) {
+ if ("object" != _typeof2(t) || !t) return t;
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r || "default");
+ if ("object" != _typeof2(i)) return i;
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return ("string" === r ? String : Number)(t);
+}
function updateParticleArray(particleArray) {
for (var i = particleArray.length - 1; i >= 0; i--) {
var particle = particleArray[i];
if (particle) {
@@ -2349,8 +2425,365 @@
game.setChildIndex(globalFadeOverlay, game.children.length - 1);
}
GameState.initOwnedSongs();
/****
+* Cooking Screen
+****/
+var cookingScreen = game.addChild(new Container());
+var cookingElements = null;
+// Cooking game state
+var CookingState = {
+ gameActive: false,
+ money: 0,
+ availableFish: ['anchovy', 'sardine', 'mackerel'],
+ // Available fish types
+ selectedFishIndex: 0,
+ couriers: [],
+ songStartTime: 0
+};
+function createCookingScreen() {
+ cookingScreen.removeChildren(); // Clear previous elements
+ // Sky background
+ var sky = cookingScreen.addChild(LK.getAsset('skybackground', {
+ x: 0,
+ y: -500
+ }));
+ // Sand background instead of water
+ var sand = cookingScreen.addChild(LK.getAsset('sand', {
+ x: 0,
+ y: GAME_CONFIG.WATER_SURFACE_Y,
+ width: 2048,
+ height: 2732 - GAME_CONFIG.WATER_SURFACE_Y
+ }));
+ // Fish shack positioned where boat was
+ var fishShack = cookingScreen.addChild(LK.getAsset('fishShack', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: GAME_CONFIG.SCREEN_CENTER_X,
+ y: GAME_CONFIG.BOAT_Y
+ }));
+ // Money display
+ var moneyBackground = cookingScreen.addChild(LK.getAsset('songCard', {
+ anchorX: 1,
+ anchorY: 0,
+ x: 1900 + 20,
+ // Adjusted for centering within this specific context
+ y: 80 - 10,
+ // Adjusted for centering
+ width: 300,
+ height: 100,
+ // color: 0x000000, // Not available in LK.getAsset
+ alpha: 0.5
+ }));
+ // To set color on a shape, you'd use LK.init.shape then LK.getAsset,
+ // but songCard is an image. If a colored background is needed, a separate shape asset is better.
+ var moneyDisplay = new Text2('$0', {
+ size: 70,
+ fill: '#FFD700',
+ // Gold color
+ stroke: '#000000',
+ strokeThickness: 3
+ });
+ moneyDisplay.anchor.set(1, 0);
+ moneyDisplay.x = 1900;
+ moneyDisplay.y = 80;
+ cookingScreen.addChild(moneyDisplay);
+ // Order counter showing current selected fish
+ var orderCounter = cookingScreen.addChild(LK.getAsset('songCard', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: GAME_CONFIG.SCREEN_CENTER_X,
+ y: GAME_CONFIG.BOAT_Y + 200,
+ width: 200,
+ height: 120,
+ alpha: 0.9
+ }));
+ var currentFishDisplayContainer = cookingScreen.addChild(new Container());
+ currentFishDisplayContainer.x = GAME_CONFIG.SCREEN_CENTER_X;
+ currentFishDisplayContainer.y = GAME_CONFIG.BOAT_Y + 200;
+ // Sandwich board menu (right side)
+ var menuBoard = cookingScreen.addChild(LK.getAsset('songCard', {
+ anchorX: 0,
+ anchorY: 0.5,
+ x: 1600,
+ y: GAME_CONFIG.SCREEN_CENTER_Y,
+ // Centered vertically
+ width: 300,
+ height: 600,
+ alpha: 0.9
+ }));
+ var menuTitle = new Text2('MENU', {
+ size: 60,
+ fill: '#FFFFFF',
+ align: 'center'
+ });
+ menuTitle.anchor.set(0.5, 0);
+ menuTitle.x = 1750; // Center of menuBoard
+ menuTitle.y = GAME_CONFIG.SCREEN_CENTER_Y - 280; // Top part of menuBoard
+ cookingScreen.addChild(menuTitle);
+ var menuItemsContainer = cookingScreen.addChild(new Container());
+ // Positioning of menuItemsContainer will be handled in updateMenuDisplay
+ var courierLanes = [];
+ for (var i = 0; i < GAME_CONFIG.LANES.length; i++) {
+ courierLanes.push({
+ y: GAME_CONFIG.LANES[i].y,
+ // Use existing lane Y positions
+ name: "courier_lane_" + i
+ });
+ }
+ // Toss zone indicator (center area) - using dottedLine asset
+ var tossZone = cookingScreen.addChild(LK.getAsset('dottedLine', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: GAME_CONFIG.SCREEN_CENTER_X,
+ y: GAME_CONFIG.SCREEN_CENTER_Y + 200,
+ // Position it lower on the screen
+ width: 10,
+ // DottedLine asset might be a small square, using it as a vertical line
+ height: 800,
+ // Make it tall
+ alpha: 0.3,
+ tint: 0x00FF00 // Green tint
+ }));
+ return {
+ moneyDisplay: moneyDisplay,
+ currentFishDisplay: currentFishDisplayContainer,
+ // Return the container
+ menuItems: menuItemsContainer,
+ // Return the container for menu items
+ courierLanes: courierLanes,
+ tossZone: tossZone
+ };
+}
+function updateCurrentFishDisplay() {
+ if (!cookingElements || !cookingElements.currentFishDisplay) return;
+ cookingElements.currentFishDisplay.removeChildren();
+ var currentFishType = CookingState.availableFish[CookingState.selectedFishIndex];
+ var fishAsset = cookingElements.currentFishDisplay.attachAsset(currentFishType, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.8,
+ scaleY: 0.8
+ });
+ // No need to add child explicitly if using attachAsset
+}
+function updateMenuDisplay() {
+ if (!cookingElements || !cookingElements.menuItems) return;
+ cookingElements.menuItems.removeChildren();
+ cookingElements.menuItems.x = 1750; // Center of the menu board
+ cookingElements.menuItems.y = GAME_CONFIG.SCREEN_CENTER_Y - 200; // Start below title
+ for (var i = 0; i < CookingState.availableFish.length; i++) {
+ var fishType = CookingState.availableFish[i];
+ var isSelected = i === CookingState.selectedFishIndex;
+ var itemBg = cookingElements.menuItems.addChild(LK.getAsset('button', {
+ // Assuming 'button' is a suitable asset
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: i * 120,
+ // Spacing for each item
+ width: 250,
+ height: 100,
+ tint: isSelected ? 0x2E7D32 : 0x666666 // Green if selected, grey otherwise
+ }));
+ var fishIcon = cookingElements.menuItems.attachAsset(fishType, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -60,
+ // Position icon to the left within the button
+ y: i * 120,
+ scaleX: 0.5,
+ scaleY: 0.5
+ });
+ // cookingElements.menuItems.addChild(fishIcon); // Already added by attachAsset
+ var fishName = new Text2(fishType.toUpperCase(), {
+ size: 32,
+ fill: '#FFFFFF'
+ });
+ fishName.anchor.set(0, 0.5); // Align text to the left of center, vertically centered
+ fishName.x = -20; // Position text to the right of the icon
+ fishName.y = i * 120;
+ cookingElements.menuItems.addChild(fishName);
+ }
+}
+function spawnCourier() {
+ if (!CookingState.gameActive || !cookingElements || !cookingElements.courierLanes) return;
+ var fishTypes = ['anchovy', 'sardine', 'mackerel']; // Could be dynamic based on unlocks later
+ var wantedFish = fishTypes[Math.floor(Math.random() * fishTypes.length)];
+ var fishValues = {
+ // Simplified values for now
+ 'anchovy': 5,
+ 'sardine': 8,
+ 'mackerel': 12,
+ 'rareFish': 20 // Example if rare fish were to be ordered
+ };
+ var value = fishValues[wantedFish] || 5;
+ var laneIndex = Math.floor(Math.random() * cookingElements.courierLanes.length);
+ var targetLane = cookingElements.courierLanes[laneIndex];
+ var spawnFromLeft = Math.random() < 0.5;
+ var baseSpeed = 4; // Adjust as needed
+ var actualSpeed = spawnFromLeft ? baseSpeed : -baseSpeed;
+ var courier = new Courier(wantedFish, value, actualSpeed, laneIndex);
+ courier.x = spawnFromLeft ? -150 : 2048 + 150; // Start off-screen
+ courier.y = targetLane.y; // Align with the lane's Y
+ courier.lastX = courier.x;
+ CookingState.couriers.push(courier);
+ cookingScreen.addChild(courier);
+}
+function checkToss() {
+ if (!CookingState.gameActive || !fishingElements || !fishingElements.hook) return;
+ var tossZoneX = GAME_CONFIG.SCREEN_CENTER_X; // Center of the screen is the toss target
+ var selectedFishType = CookingState.availableFish[CookingState.selectedFishIndex];
+ var closestCourierInZone = null;
+ var closestDistanceToZoneCenter = Infinity;
+ for (var i = 0; i < CookingState.couriers.length; i++) {
+ var courier = CookingState.couriers[i];
+ if (!courier.caught && !courier.missed) {
+ // Check if courier is within the "toss zone" (e.g., visual indicator area)
+ // For simplicity, we'll use a window around the center, similar to fishing.
+ var distance = Math.abs(courier.x - tossZoneX);
+ if (distance < GAME_CONFIG.GOOD_WINDOW && distance < closestDistanceToZoneCenter) {
+ // Using GOOD_WINDOW as catchable zone
+ closestDistanceToZoneCenter = distance;
+ closestCourierInZone = courier;
+ }
+ }
+ }
+ if (!closestCourierInZone) {
+ LK.getSound('miss').play();
+ return;
+ }
+ // Found a courier, now check if the fish matches
+ if (selectedFishType !== closestCourierInZone.wantedFish) {
+ LK.getSound('miss').play();
+ // Optionally, make the courier react to wrong order
+ // For now, just mark as missed so it doesn't get served again
+ closestCourierInZone.missed = true; // Or a specific "wrong order" animation
+ // No points, maybe a small penalty or visual feedback
+ return;
+ }
+ // Correct fish for the courier!
+ var points = closestCourierInZone.value;
+ var bonus = 0;
+ // Bonus for "perfect" timing/positioning (closer to center of zone)
+ if (closestDistanceToZoneCenter < GAME_CONFIG.PERFECT_WINDOW) {
+ bonus = Math.floor(points * 0.5); // 50% bonus
+ points += bonus;
+ // Could show "Perfect!" feedback
+ } else {
+ // Could show "Good!" feedback
+ }
+ CookingState.money += points;
+ GameState.money += points; // Also update global money
+ closestCourierInZone.caught = true;
+ LK.getSound('catch').play(); // Or a specific "order complete" sound
+ // Money popup
+ var moneyPopup = new Text2('+$' + points, {
+ size: 100,
+ fill: '#FFD700',
+ stroke: '#000000',
+ strokeThickness: 4
+ });
+ moneyPopup.anchor.set(0.5, 0.5);
+ moneyPopup.x = GAME_CONFIG.SCREEN_CENTER_X;
+ moneyPopup.y = GAME_CONFIG.SCREEN_CENTER_Y; // Or near the courier
+ cookingScreen.addChild(moneyPopup);
+ tween(moneyPopup, {
+ y: moneyPopup.y - 150,
+ alpha: 0
+ }, {
+ duration: 1500,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ if (moneyPopup && !moneyPopup.destroyed) {
+ moneyPopup.destroy();
+ }
+ }
+ });
+ // Animate courier leaving or disappearing
+ var courierIndex = CookingState.couriers.indexOf(closestCourierInZone);
+ if (courierIndex > -1) {
+ // No splice here, let it be removed in game update when off-screen or alpha is 0
+ }
+ tween(closestCourierInZone, {
+ alpha: 0,
+ scaleX: closestCourierInZone.scaleX * 0.5,
+ // Maintain direction
+ scaleY: 0.5
+ }, {
+ duration: 500,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ // Courier will be removed by the main loop when isDone or off-screen
+ // if (closestCourierInZone && !closestCourierInZone.destroyed) {
+ // closestCourierInZone.destroy(); // Destruction handled in main loop
+ // }
+ }
+ });
+}
+function startCookingSession() {
+ CookingState.gameActive = true;
+ CookingState.money = 0; // Reset session money
+ CookingState.selectedFishIndex = 0;
+ // Clear existing couriers from array and screen
+ for (var i = CookingState.couriers.length - 1; i >= 0; i--) {
+ if (CookingState.couriers[i] && !CookingState.couriers[i].destroyed) {
+ CookingState.couriers[i].destroy();
+ }
+ }
+ CookingState.couriers = [];
+ CookingState.songStartTime = LK.ticks * (1000 / 60);
+ LK.playMusic('rhythmTrack'); // Or a specific cooking song
+ updateCurrentFishDisplay();
+ updateMenuDisplay();
+ // Spawn initial set of couriers or start timed spawning
+ spawnCourier(); // Spawn one immediately
+}
+function handleCookingInput(x, y) {
+ if (!CookingState.gameActive) return;
+ // 1. Check menu item clicks for fish selection
+ // Menu is on the right side, x > 1600
+ if (cookingElements && cookingElements.menuItems && x >= 1600 && x <= 1900) {
+ var menuRelativeY = y - cookingElements.menuItems.y; // Y relative to menu items container
+ var itemHeight = 120; // Height of each menu item + spacing
+ for (var i = 0; i < CookingState.availableFish.length; i++) {
+ var itemTopY = i * itemHeight - itemHeight / 2;
+ var itemBottomY = i * itemHeight + itemHeight / 2;
+ if (menuRelativeY >= itemTopY && menuRelativeY <= itemBottomY) {
+ if (CookingState.selectedFishIndex !== i) {
+ CookingState.selectedFishIndex = i;
+ updateCurrentFishDisplay();
+ updateMenuDisplay();
+ LK.getSound('buttonClick').play();
+ }
+ return; // Input handled
+ }
+ }
+ }
+ // 2. If not a menu click, consider it a "toss" action
+ // We assume any other tap on the screen (not on the menu) is a toss attempt.
+ // The toss zone indicator is visual; the actual check is based on courier positions.
+ checkToss();
+}
+// Swipe handling for fish selection (optional, can be primary if taps are only for tossing)
+function handleCookingSwipe(direction) {
+ if (!CookingState.gameActive) return;
+ var previousIndex = CookingState.selectedFishIndex;
+ if (direction === 'left') {
+ // Or up for menu
+ CookingState.selectedFishIndex = Math.max(0, CookingState.selectedFishIndex - 1);
+ } else if (direction === 'right') {
+ // Or down for menu
+ CookingState.selectedFishIndex = Math.min(CookingState.availableFish.length - 1, CookingState.selectedFishIndex + 1);
+ }
+ if (previousIndex !== CookingState.selectedFishIndex) {
+ updateCurrentFishDisplay();
+ updateMenuDisplay();
+ LK.getSound('buttonClick').play(); // Or a swipe sound
+ }
+}
+cookingScreen.visible = false;
+/****
* Title Screen
****/
function createTitleScreen() {
var titleBg = titleScreen.addChild(LK.getAsset('screenBackground', {
@@ -2650,14 +3083,14 @@
y: 500,
unlocked: false,
type: 'shop'
},
- restaurant: {
+ restaurant: _defineProperty2({
x: 1324,
y: 500,
unlocked: false,
- type: 'restaurant'
- }
+ type: 'cooking'
+ }, "unlocked", true)
},
CONNECTIONS: [['dock', 'shallows'], ['shallows', 'medium'], ['medium', 'deep'], ['deep', 'abyss'], ['dock', 'shop'], ['dock', 'restaurant']],
BOAT_BOB_AMPLITUDE: 8,
BOAT_BOB_DURATION: 2000,
@@ -2675,9 +3108,9 @@
medium: 'Mid Waters',
deep: 'Deep Waters',
abyss: 'The Abyss',
shop: 'Fishing Shop',
- restaurant: 'Ocean Restaurant'
+ restaurant: 'The Fish Shack' // Updated name
};
return nodeNames[nodeKey] || 'Unknown';
}
var mapBg = levelSelectScreen.addChild(LK.getAsset('mapBackground', {
@@ -3120,14 +3553,20 @@
}, {
duration: 500,
easing: tween.easeOut
});
+ GameState.lastLevelSelectNodeKey = targetNodeKey; // Store current node
if (MAP_CONFIG.NODES[targetNodeKey].type === 'fishing') {
showSongSelection(MAP_CONFIG.NODES[targetNodeKey].depthIndex);
+ } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'cooking') {
+ showScreen('cooking'); // Transition to cooking screen
} else if (MAP_CONFIG.NODES[targetNodeKey].type === 'shop') {
console.log("Arrived at Shop");
+ // Potentially: showScreen('shop');
} else if (MAP_CONFIG.NODES[targetNodeKey].type === 'restaurant') {
- console.log("Arrived at Restaurant");
+ // Fallback, though 'cooking' is preferred
+ console.log("Arrived at Restaurant (legacy type)");
+ showScreen('cooking');
}
}
});
}
@@ -4227,12 +4666,269 @@
}
});
return;
}
- titleScreen.visible = false;
- levelSelectScreen.visible = false;
- fishingScreen.visible = false;
- resultsScreen.visible = false;
+ var originalShowScreenLogic = function originalShowScreenLogic(screenName, previousScreen) {
+ titleScreen.visible = false;
+ levelSelectScreen.visible = false;
+ fishingScreen.visible = false;
+ resultsScreen.visible = false;
+ cookingScreen.visible = false; // Ensure cooking screen is hidden by default
+ GameState.currentScreen = screenName;
+ switch (screenName) {
+ 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;
+ }
+ };
+ // New showScreen wrapper
+ var originalShowScreen = showScreen; // Save the original if it might be complex, though current one is simple
+ showScreen = function showScreen(screenName) {
+ var previousScreen = GameState.currentScreen; // Capture before it's updated
+ // Handle general cleanup or transitions based on previousScreen
+ 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 === 'cooking' && cookingElements) {
+ // Cleanup cooking screen elements if necessary
+ for (var i = CookingState.couriers.length - 1; i >= 0; i--) {
+ if (CookingState.couriers[i] && !CookingState.couriers[i].destroyed) {
+ CookingState.couriers[i].destroy();
+ }
+ }
+ CookingState.couriers = [];
+ if (cookingScreen && !cookingScreen.destroyed) {
+ // cookingScreen.removeChildren(); // Elements are recreated in createCookingScreen
+ }
+ }
+ if (screenName === 'cooking') {
+ titleScreen.visible = false;
+ levelSelectScreen.visible = false;
+ fishingScreen.visible = false;
+ resultsScreen.visible = false;
+ cookingScreen.visible = true;
+ GameState.currentScreen = 'cooking';
+ if (!cookingElements) {
+ // Create if not already created
+ cookingElements = createCookingScreen();
+ } else {
+ // Or just refresh if re-entering
+ cookingElements = createCookingScreen(); // Re-create to ensure clean state
+ }
+ startCookingSession();
+ return;
+ }
+ // Fallback to original logic for other screens
+ originalShowScreenLogic(screenName, previousScreen);
+ // Specific transition for title to levelSelect
+ 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() {
+ // This part of the original logic is now inside originalShowScreenLogic
+ // but we need to ensure levelSelect specific setup is called
+ // if (levelSelectElements) { ... }
+ // levelSelectElements = createLevelSelectScreen(); // This is problematic if called twice
+ // The current structure of originalShowScreenLogic already handles visibility.
+ // We mainly need the fade here.
+ if (GameState.currentScreen === 'levelSelect' && levelSelectElements) {
+ if (typeof levelSelectElements.updateMapDisplay === 'function') {
+ levelSelectElements.updateMapDisplay();
+ }
+ if (typeof levelSelectElements.startLevelSelectAmbientSounds === 'function') {
+ levelSelectElements.startLevelSelectAmbientSounds();
+ }
+ }
+ tween(globalFadeOverlay, {
+ alpha: 0
+ }, {
+ duration: 500,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ globalFadeOverlay.visible = false;
+ }
+ });
+ }
+ });
+ return;
+ }
+ if (screenName !== 'fishing' && GameState.tutorialMode) {
+ tutorialOverlayContainer.visible = false;
+ }
+ };
GameState.currentScreen = screenName;
switch (screenName) {
case 'title':
titleScreen.visible = true;
@@ -5019,8 +5715,12 @@
****/
game.down = function (x, y, obj) {
LK.getSound('buttonClick').play();
var currentScreen = GameState.currentScreen;
+ if (currentScreen === 'cooking') {
+ handleCookingInput(x, y); // Pass raw coordinates
+ return; // Input handled by cooking screen
+ }
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();
@@ -5344,8 +6044,55 @@
}
}
// Update and remove bubbles
updateParticleArray(bubblesArray);
+ // Cooking game updates
+ if (GameState.currentScreen === 'cooking' && CookingState.gameActive) {
+ var currentTimeCooking = LK.ticks * (1000 / 60);
+ // Update couriers
+ for (var i = CookingState.couriers.length - 1; i >= 0; i--) {
+ var courier = CookingState.couriers[i];
+ if (courier && !courier.destroyed) {
+ courier.update();
+ // Remove off-screen or caught/missed couriers
+ var isOffScreen = courier.x < -250 || courier.x > 2048 + 250;
+ if (isOffScreen || courier.caught || courier.missed) {
+ if (courier.alpha === 0 || isOffScreen) {
+ // Ensure fade out is complete or off-screen
+ courier.destroy();
+ CookingState.couriers.splice(i, 1);
+ } else if (!isOffScreen && (courier.caught || courier.missed) && courier.alpha > 0) {
+ // If caught/missed and still on screen, it's fading.
+ // Let the tween complete, then it will be removed.
+ }
+ }
+ } else {
+ // Remove null/destroyed entries
+ CookingState.couriers.splice(i, 1);
+ }
+ }
+ // Spawn new couriers on beat (example, similar to fish spawning)
+ var songConfigCooking = {
+ bpm: 93
+ }; // Example BPM, can be from a cooking song
+ var beatIntervalCooking = 60000 / songConfigCooking.bpm;
+ var timeSinceCookingStart = currentTimeCooking - CookingState.songStartTime;
+ // Check if a beat has passed since the last frame
+ // (currentTimeCooking - (1000/60)) is approx. time of last frame
+ if (Math.floor(timeSinceCookingStart / beatIntervalCooking) > Math.floor((timeSinceCookingStart - 1000 / 60) / beatIntervalCooking)) {
+ if (Math.random() < 0.3) {
+ // Example: 30% chance to spawn on a beat
+ if (CookingState.couriers.length < 5) {
+ // Limit number of couriers
+ spawnCourier();
+ }
+ }
+ }
+ // Update money display
+ if (cookingElements && cookingElements.moneyDisplay) {
+ cookingElements.moneyDisplay.setText('$' + CookingState.money);
+ }
+ }
};
/****
* Initialize game
****/
No background.
A music note. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A white bubble. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
Blue gradient background starting lighter blue at the top of the image and going to a darker blue at the bottom.. In-Game asset. 2d. High contrast. No shadows
A small single strand of loose floating seaweed. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A thin wispy white cloud. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
Game logo for the game ‘Beat Fisher’. High def 80’s color themed SVG of the word.. In-Game asset. 2d. High contrast. No shadows
A yellow star burst that says 'Perfect!' in the center. 80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
A red starburst with the word ‘Miss!’ In it. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A green starburst with the word ‘Good!’ In it. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
White stylized square bracket. Pixelated. In-Game asset. 2d. High contrast. No shadows
A double sided fishing hook with a small speaker in the center. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
An SVG that says ‘Start’
Blue to green gradient on the word instead of pink.
Above water background image showing gradient of light to dark blue starting at the top. Looking straight down from high above.. In-Game asset. 2d. High contrast. No shadows
This boat, same perspective, boat facing down.
A small island centered with a large mountain taking up most of it with a waterfall on the south side and a fishing village just below it. Under the fishing village is a harbor with a single empty dock. The dock extends into a half open bay. 80s arcade machine inspire high definition graphics with 80s colored highlights. White background. Top down 3/4 view. In-Game asset. 2d. High contrast. No shadows
A small lock icon. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A seagull with wings spread straight out as if soaring. Top down view, looking down from above. 80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
A round button with an embossed edge with an anchor in the center. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A long fluffy white cloud seen from overhead. 80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
Much thinner border
The dark shadow silhouette of a fish. Top down view. In-Game asset. 2d. High contrast. No shadows
Change the anchor to a knife and fork icon.
Top down beach sand background image with a light to dark gradient starting at the top.. In-Game asset. 2d. High contrast. No shadows
A moped courier riding a moped with a food carrying basket with the top open and no lid on the back of the moped. Top down view with the moped pointing fully sideways.
A kitchen knife. Side view. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A large kitchen mixing bowl. Side view.
A fryer basket from a deep fryer. Side view.
An anchovy. 80s arcade machine graphics. Swimming Side profile. White background. In-Game asset. 2d. High contrast. No shadows
A raw fish steak. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
This fish steak with covered with raw batter on it.
Cooked fish and chips in a newspaper lined basket. Side view. 80s arcade machine graphics.. In-Game asset. 2d. High contrast
A long rectangular wooden cutting board counter with different colored laminated wooden strips. Top down view. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
a textured white rectangular kitchen counter top. overhead view. In-Game asset. 2d. High contrast. No shadows
A light blue starburst with “Chop!” In the center. 80s arcade machine graphics
Change the text to “Dip!”
Change the text to “Fry!”
Inside the kitchen of a small wooden shack restaurant, looking out over the counter onto a beach view with long gradual gradients. No people inside or on the beach.
This man with no fishing rod and chefs clothes on, facing forward.
Change the sign to say “The Fish Shack” and make the window larger.
A background image view looking into a fry kitchen.
A young man standing, facing away with his back facing down. Top down view.
A boombox stereo. Top down view. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A young woman with long hair and shorts. No hat. Pink shirt.
An old man with a cane and hat. Still facing straight forward with back facing straight down.
A young boy with a yellow Hawaiian style shirt and sandals. No hat. Blonde hair.
A small red crab. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
Top down view of a shallow wave water on a beach shore..80s arcade machine graphics. In-Game asset. 2d. High contrast. No shadows
A long horizontal line of low bushes. Top down view. 80s arcade machine graphics.. In-Game asset. 2d. High contrast. No shadows
A outdoor wooden picnic bench. Top down view. Squared up.
A sea bass. 80s arcade machine graphics. Swimming Side profile. White background. In-Game asset. 2d. High contrast. No shadows
A shining golden mythical fish. Side profile, swimming. 80s arcade machine graphics. White background. In-Game asset. 2d. High contrast. No shadows
A cod. 80s arcade machine graphics. Swimming Side profile. White background. In-Game asset. 2d. High contrast. No shadows
A snapper. 80s arcade machine graphics. Swimming Side profile. White background. In-Game asset. 2d. High contrast. No shadows
Replace the knife and fork with a dollar symbol.
A meat grinder.
A set of spices shakers.
A large soup pot.
A blank sandwhich board. Top down view.
Fish cakes in a to go box.
Two fish tacos in a to go box.
A fish burger and fries in a basket lined with paper.
A bowl of fish curry.
A bowl of fish dumplings.
A bowl of fish meatballs in broth.
A ball of ground fish in a bowl.
Two uncooked fish cakes.
A raw ground fish patty.
This fish steak with spices added to.
Change the word to say “Grind!”
Change the word to say “Spice!”
Change the word to say “Boil!”
rhythmTrack
Music
morningtide
Music
miss
Sound effect
catch
Sound effect
catch2
Sound effect
catch3
Sound effect
catch4
Sound effect
seagull1
Sound effect
seagull2
Sound effect
seagull3
Sound effect
boatsounds
Sound effect
sunnyafternoon
Music
reel
Sound effect
sardineRiff
Sound effect
anchovyRiff
Sound effect
oceanCurrent
Music
deepFlow
Music
coralGroove
Music