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replace cooking system with this, updating as needed: /**** * Cooking Screen - Rhythm-Based Cooking Game ****/ // Cooking game configuration var COOKING_CONFIG = { SCREEN_WIDTH: 2048, SCREEN_HEIGHT: 2732, LANE_COUNT: 3, LANE_START_X: 2048 * 0.125, // 1/8 from left LANE_WIDTH: (2048 * 0.75) / 3, // 3/4 of screen divided by 3 lanes STATION_Y: 2732 * 0.75, // 1/4 from bottom FALL_START_Y: 100, // Stations STATIONS: [ { name: 'knife', lane: 0, asset: 'hook' }, // Placeholder assets { name: 'bowl', lane: 1, asset: 'hook' }, { name: 'fryer', lane: 2, asset: 'hook' } ], // Recipes RECIPES: { 'knife-knife': { name: 'Sushi', baseValue: 50 }, 'bowl-bowl': { name: 'Ceviche', baseValue: 45 }, 'knife-bowl-fryer': { name: 'Fish & Chips', baseValue: 60 }, 'bowl-fryer': { name: 'Fish Cakes', baseValue: 35 }, 'knife-fryer': { name: 'Fried Fish Steak', baseValue: 40 }, 'fryer': { name: 'Whole Fried Fish', baseValue: 30 } }, // Fish multipliers FISH_MULTIPLIERS: { 'anchovy': 1.0, 'sardine': 1.2, 'mackerel': 1.5 } }; // Cooking game state var CookingGameState = { gameActive: false, money: 0, songStartTime: 0, bpm: 93, // Gentle Waves BPM beatInterval: 0, nextSpawnTime: 0, spawnInterval: 2, // Spawn every 2 beats // Game objects fallingItems: [], customerOrders: [], availableFish: ['anchovy', 'sardine', 'mackerel'], // For testing // Visual elements lanes: [], stations: [], orderDisplays: [] }; // Falling item class var CookingItem = Container.expand(function(fishType, lane, processedType) { var self = Container.call(this); self.fishType = fishType; self.lane = lane; self.processedType = processedType || 'raw'; self.processHistory = []; self.targetY = COOKING_CONFIG.STATION_Y; self.speed = 0; self.isProcessed = false; // Determine sprite based on processed state var spriteAsset; if (self.processedType === 'raw') { spriteAsset = fishType; // Use original fish sprites } else if (self.processedType === 'steak') { spriteAsset = 'sardine'; // Generic steak sprite (placeholder) } else if (self.processedType === 'ground') { spriteAsset = 'anchovy'; // Generic ground sprite (placeholder) } self.sprite = self.attachAsset(spriteAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); // Position in lane self.x = COOKING_CONFIG.LANE_START_X + (lane * COOKING_CONFIG.LANE_WIDTH) + (COOKING_CONFIG.LANE_WIDTH / 2); self.y = COOKING_CONFIG.FALL_START_Y; self.update = function() { self.y += self.speed; }; self.checkStation = function() { return Math.abs(self.y - self.targetY) < 20; }; self.processAt = function(stationType) { self.processHistory.push(stationType); if (stationType === 'knife') { self.processedType = 'steak'; } else if (stationType === 'bowl') { self.processedType = 'ground'; } return self.createSplitItem(); }; self.createSplitItem = function() { // Create duplicate item for same lane var splitItem = new CookingItem(self.fishType, self.lane, self.processedType); splitItem.processHistory = [...self.processHistory]; return splitItem; }; self.moveToNextLane = function() { if (self.lane < COOKING_CONFIG.LANE_COUNT - 1) { self.lane++; self.x = COOKING_CONFIG.LANE_START_X + (self.lane * COOKING_CONFIG.LANE_WIDTH) + (COOKING_CONFIG.LANE_WIDTH / 2); self.y = COOKING_CONFIG.FALL_START_Y; } else { // Item goes to waste return 'waste'; } return 'continue'; }; self.getRecipeKey = function() { if (self.processHistory.length === 0) { return 'fryer'; // Whole fried fish } return self.processHistory.join('-'); }; return self; }); // Customer order class var CustomerOrder = Container.expand(function(recipeKey) { var self = Container.call(this); self.recipeKey = recipeKey; self.recipe = COOKING_CONFIG.RECIPES[recipeKey]; // Create order display self.background = self.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 150, alpha: 0.9 })); self.dishName = self.addChild(new Text2(self.recipe.name, { size: 24, fill: 0xFFFFFF, align: 'center', wordWrap: true, wordWrapWidth: 140 })); self.dishName.anchor.set(0.5, 0.5); self.dishName.y = 20; self.valueText = self.addChild(new Text2('$' + self.recipe.baseValue, { size: 20, fill: 0xFFD700, align: 'center' })); self.valueText.anchor.set(0.5, 0.5); self.valueText.y = -20; return self; }); function createCookingGameScreen() { cookingScreen.removeChildren(); // Background var background = cookingScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, width: COOKING_CONFIG.SCREEN_WIDTH, height: COOKING_CONFIG.SCREEN_HEIGHT, color: 0x2c3e50 })); // Create lanes (visual guides) for (var i = 0; i < COOKING_CONFIG.LANE_COUNT; i++) { var laneX = COOKING_CONFIG.LANE_START_X + (i * COOKING_CONFIG.LANE_WIDTH) + (COOKING_CONFIG.LANE_WIDTH / 2); var lane = cookingScreen.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, x: laneX, y: COOKING_CONFIG.FALL_START_Y, width: 4, height: COOKING_CONFIG.STATION_Y - COOKING_CONFIG.FALL_START_Y, alpha: 0.3, tint: 0xFFFFFF })); CookingGameState.lanes.push(lane); } // Create stations var stationNames = ['KNIFE', 'BOWL', 'FRYER']; for (var i = 0; i < COOKING_CONFIG.STATIONS.length; i++) { var station = COOKING_CONFIG.STATIONS[i]; var stationX = COOKING_CONFIG.LANE_START_X + (i * COOKING_CONFIG.LANE_WIDTH) + (COOKING_CONFIG.LANE_WIDTH / 2); // Station visual var stationSprite = cookingScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: stationX, y: COOKING_CONFIG.STATION_Y, width: 120, height: 120, tint: 0x34495e })); // Station label var stationLabel = cookingScreen.addChild(new Text2(stationNames[i], { size: 20, fill: 0xFFFFFF, align: 'center' })); stationLabel.anchor.set(0.5, 0.5); stationLabel.x = stationX; stationLabel.y = COOKING_CONFIG.STATION_Y + 60; CookingGameState.stations.push({ sprite: stationSprite, label: stationLabel, type: station.name, lane: i, x: stationX, y: COOKING_CONFIG.STATION_Y }); } // Money display var moneyBg = cookingScreen.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: COOKING_CONFIG.SCREEN_WIDTH - 50, y: 50, width: 200, height: 80, alpha: 0.9 })); var moneyDisplay = cookingScreen.addChild(new Text2('$0', { size: 40, fill: 0xFFD700 })); moneyDisplay.anchor.set(1, 0); moneyDisplay.x = COOKING_CONFIG.SCREEN_WIDTH - 60; moneyDisplay.y = 70; // Customer orders area var ordersLabel = cookingScreen.addChild(new Text2('ORDERS', { size: 30, fill: 0xFFFFFF, align: 'center' })); ordersLabel.anchor.set(0.5, 0); ordersLabel.x = COOKING_CONFIG.SCREEN_WIDTH - 200; ordersLabel.y = 200; // Initialize customer orders generateCustomerOrders(); return { moneyDisplay: moneyDisplay, background: background }; } function generateCustomerOrders() { // Clear existing orders CookingGameState.customerOrders.forEach(function(order) { if (order && !order.destroyed) { order.destroy(); } }); CookingGameState.customerOrders = []; // Create 3 random orders var recipeKeys = Object.keys(COOKING_CONFIG.RECIPES); for (var i = 0; i < 3; i++) { var randomRecipe = recipeKeys[Math.floor(Math.random() * recipeKeys.length)]; var order = new CustomerOrder(randomRecipe); order.x = COOKING_CONFIG.SCREEN_WIDTH - 200; order.y = 300 + (i * 180); cookingScreen.addChild(order); CookingGameState.customerOrders.push(order); } } function startCookingGame() { CookingGameState.gameActive = true; CookingGameState.money = 0; CookingGameState.songStartTime = LK.ticks * (1000 / 60); CookingGameState.beatInterval = 60000 / CookingGameState.bpm; CookingGameState.nextSpawnTime = CookingGameState.songStartTime + CookingGameState.beatInterval * CookingGameState.spawnInterval; // Clear existing items CookingGameState.fallingItems.forEach(function(item) { if (item && !item.destroyed) { item.destroy(); } }); CookingGameState.fallingItems = []; console.log("Cooking game started! BPM:", CookingGameState.bpm); } function spawnFish() { if (!CookingGameState.gameActive || CookingGameState.availableFish.length === 0) { return; } // Random fish type var fishType = CookingGameState.availableFish[Math.floor(Math.random() * CookingGameState.availableFish.length)]; // Create new falling item in lane 0 (only lane that gets raw fish) var newItem = new CookingItem(fishType, 0); // Calculate speed to reach station on beat var distanceToStation = COOKING_CONFIG.STATION_Y - COOKING_CONFIG.FALL_START_Y; var timeToReachStation = CookingGameState.beatInterval * 4; // 4 beats to reach station newItem.speed = distanceToStation / (timeToReachStation / (1000 / 60)); // Convert to pixels per frame cookingScreen.addChild(newItem); CookingGameState.fallingItems.push(newItem); console.log("Spawned", fishType, "fish in lane 0"); } function handleCookingGameInput(x, y) { if (!CookingGameState.gameActive) { return; } // Check which station was tapped for (var i = 0; i < CookingGameState.stations.length; i++) { var station = CookingGameState.stations[i]; var distance = Math.sqrt(Math.pow(x - station.x, 2) + Math.pow(y - station.y, 2)); if (distance < 80) { // Hit detection radius processStation(station.lane, station.type); break; } } } function processStation(laneIndex, stationType) { // Find items near this station var itemsAtStation = []; for (var i = 0; i < CookingGameState.fallingItems.length; i++) { var item = CookingGameState.fallingItems[i]; if (item.lane === laneIndex && item.checkStation()) { itemsAtStation.push(item); } } if (itemsAtStation.length === 0) { console.log("No items at station", stationType); return; } // Process the first item found var item = itemsAtStation[0]; console.log("Processing", item.fishType, "at", stationType); if (stationType === 'fryer') { // Complete the dish completeDish(item); removeItem(item); } else { // Split the item var splitItem = item.processAt(stationType); // Add split item back to top of same lane splitItem.y = COOKING_CONFIG.FALL_START_Y; cookingScreen.addChild(splitItem); CookingGameState.fallingItems.push(splitItem); // Move original item to next lane var result = item.moveToNextLane(); if (result === 'waste') { console.log("Item went to waste"); removeItem(item); } } } function completeDish(item) { var recipeKey = item.getRecipeKey(); var recipe = COOKING_CONFIG.RECIPES[recipeKey]; if (!recipe) { console.log("Unknown recipe:", recipeKey); return; } var fishMultiplier = COOKING_CONFIG.FISH_MULTIPLIERS[item.fishType] || 1.0; var earnings = Math.floor(recipe.baseValue * fishMultiplier); CookingGameState.money += earnings; GameState.money += earnings; console.log("Completed", recipe.name, "with", item.fishType, "for $" + earnings); // Check if this fulfills a customer order checkCustomerOrders(recipeKey); // Show money popup showMoneyPopup(earnings, item.x, item.y); } function checkCustomerOrders(recipeKey) { for (var i = 0; i < CookingGameState.customerOrders.length; i++) { var order = CookingGameState.customerOrders[i]; if (order.recipeKey === recipeKey) { // Fulfill this order console.log("Order fulfilled:", order.recipe.name); // Remove fulfilled order and create new one order.destroy(); CookingGameState.customerOrders.splice(i, 1); // Generate replacement order var recipeKeys = Object.keys(COOKING_CONFIG.RECIPES); var randomRecipe = recipeKeys[Math.floor(Math.random() * recipeKeys.length)]; var newOrder = new CustomerOrder(randomRecipe); newOrder.x = COOKING_CONFIG.SCREEN_WIDTH - 200; newOrder.y = 300 + (i * 180); cookingScreen.addChild(newOrder); CookingGameState.customerOrders.splice(i, 0, newOrder); break; } } } function showMoneyPopup(amount, x, y) { var popup = cookingScreen.addChild(new Text2('+$' + amount, { size: 60, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 3 })); popup.anchor.set(0.5, 0.5); popup.x = x; popup.y = y; tween(popup, { y: y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function() { if (popup && !popup.destroyed) { popup.destroy(); } } }); } function removeItem(item) { var index = CookingGameState.fallingItems.indexOf(item); if (index > -1) { CookingGameState.fallingItems.splice(index, 1); } if (item && !item.destroyed) { item.destroy(); } } function updateCookingGame() { if (!CookingGameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); // Spawn new fish if (currentTime >= CookingGameState.nextSpawnTime) { spawnFish(); CookingGameState.nextSpawnTime = currentTime + (CookingGameState.beatInterval * CookingGameState.spawnInterval); } // Update falling items for (var i = CookingGameState.fallingItems.length - 1; i >= 0; i--) { var item = CookingGameState.fallingItems[i]; item.update(); // Check if item passed through station without being processed if (item.y > COOKING_CONFIG.STATION_Y + 50) { var result = item.moveToNextLane(); if (result === 'waste') { removeItem(item); } } // Remove items that fall off screen if (item.y > COOKING_CONFIG.SCREEN_HEIGHT + 100) { removeItem(item); } } } // Modified showScreen function to handle cooking game var originalCookingShowScreen = _showScreen; _showScreen = function(screenName) { var previousScreen = GameState.currentScreen; if (screenName === 'cooking') { // Clean up previous screen if (previousScreen === 'levelSelect' && levelSelectElements && typeof levelSelectElements.stopLevelSelectAmbientSounds === 'function') { levelSelectElements.stopLevelSelectAmbientSounds(); } if (previousScreen === 'levelSelect' && levelSelectElements && typeof levelSelectElements.cleanupRipples === 'function') { levelSelectElements.cleanupRipples(); } // Hide all other screens titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; cookingScreen.visible = true; GameState.currentScreen = 'cooking'; // Create cooking game screen var cookingElements = createCookingGameScreen(); startCookingGame(); return; } // Handle other screens with original function cookingScreen.visible = false; originalCookingShowScreen.call(this, screenName); }; // Modified game input handlers var originalCookingGameDown = game.down; game.down = function(x, y, obj) { if (GameState.currentScreen === 'cooking') { handleCookingGameInput(x, y); return; } originalCookingGameDown.call(this, x, y, obj); }; // Modified game update loop var originalCookingGameUpdate = game.update; game.update = function() { // Update cooking game if (GameState.currentScreen === 'cooking') { updateCookingGame(); // Update money display if (cookingScreen.children.length > 0) { var moneyDisplays = cookingScreen.children.filter(function(child) { return child.constructor === Text2 && child.text && child.text.indexOf('$') === 0; }); if (moneyDisplays.length > 0) { moneyDisplays[0].setText('$' + CookingGameState.money); } } } // Call original update originalCookingGameUpdate.call(this); }; console.log("Rhythm-based cooking game system loaded!"); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (2 edits merged)
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Update as needed with: // Update CookingFish to handle exit/re-entry and prevent backwards movement var CookingFish = Container.expand(function(stage, speed, lane) { var self = Container.call(this); self.stage = stage; self.speed = speed; self.originalSpeed = speed; self.lane = lane; self.caught = false; self.missed = false; self.value = 10; self.processedStages = 0; self.missedStages = 0; self.swimTime = 0; // Multi-tap properties - but modified for cooking self.maxTaps = 3 - lane; // Remaining taps based on current lane (3 for chop, 2 for batter, 1 for fry) self.currentTaps = 0; self.isMultiTapFish = false; // Start as false, will be set to true only if hit self.currentPatternIndex = 0; self.isPushedBack = false; self.isInBattle = false; self.nextPlannedMoveLane = -1; self.hasPassedCenter = false; self.isExiting = false; // New flag for exit animation self.isReentering = false; // New flag for re-entry animation // Determine next lane logic - but only forward progression self.determineNextLane = function() { if (self.lane === 0) return 1; // chop -> batter if (self.lane === 1) return 2; // batter -> fry return -1; // fry has no next lane }; self.nextPlannedMoveLane = self.determineNextLane(); var stageConfig = COOKING_STAGES[stage]; self.fishGraphics = self.attachAsset(stageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { self.fishGraphics.scaleX = -1; } self.update = function() { if (!self.caught && !self.isPushedBack && !self.isExiting) { var previousX = self.x; self.x += self.speed; self.swimTime += 0.08; var swimAmplitude = 15; self.y = self.baseY + Math.sin(self.swimTime) * swimAmplitude; // Check if fish passed center without being hit var hookX = GAME_CONFIG.SCREEN_CENTER_X; var missCheckBoundary = GAME_CONFIG.MISS_WINDOW * 2; if (!self.hasPassedCenter && !self.isReentering) { if ((self.speed > 0 && previousX <= hookX + missCheckBoundary && self.x > hookX + missCheckBoundary) || (self.speed < 0 && previousX >= hookX - missCheckBoundary && self.x < hookX - missCheckBoundary)) { self.hasPassedCenter = true; // Fish missed this station self.missStation(); } } } }; // New function for handling missed stations self.missStation = function() { self.missedStages++; console.log("Fish missed station", self.lane); // Check if this was the final station if (self.lane >= 2) { // fry station (index 2) // Fish completed cooking process (with missed final stage) self.completeCooking(); return; } // Exit the screen and re-enter at next station self.exitAndReenterAtNextStation(); }; // New function for exit/re-entry animation self.exitAndReenterAtNextStation = function() { self.isExiting = true; var nextLane = self.lane + 1; // Animate fish exiting off screen var exitX = self.originalSpeed > 0 ? 2048 + 200 : -200; tween(self, { x: exitX, alpha: 0.7 }, { duration: 500, easing: tween.easeIn, onFinish: function() { // Move to next station self.lane = nextLane; self.baseY = COOKING_LANES[self.lane].y; self.y = self.baseY; // Calculate timing for re-entry to stay on beat var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var fishSpeed = Math.abs(self.originalSpeed); var framesPerBeat = beatInterval / (1000 / 60); var travelTimeInFrames = framesPerBeat * 4; // Time to reach center var distanceNeededToReachCenter = fishSpeed * travelTimeInFrames; // Position fish for timed re-entry var reentryX; if (self.originalSpeed > 0) { reentryX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachCenter; } else { reentryX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachCenter; } self.x = reentryX; self.isExiting = false; self.isReentering = true; self.hasPassedCenter = false; // Update maxTaps for new station self.maxTaps = 3 - self.lane; self.nextPlannedMoveLane = self.determineNextLane(); // Animate fish re-entering tween(self, { alpha: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: function() { self.isReentering = false; console.log("Fish re-entered at station", self.lane); } }); } }); }; self.handleTap = function() { // Fish was hit - it becomes a multi-tap fish for this station only self.isMultiTapFish = true; self.hasPassedCenter = false; self.currentTaps++; self.processedStages++; // Check if this station is complete (only 1 tap needed per station) if (self.currentTaps >= 1) { // Station completed, move to next station if (self.lane >= 2) { // This was the final station return true; // Fish is fully cooked } else { // Move to next station (successful processing) self.progressToNextStation(); return false; // Fish continues to next station } } return false; // Shouldn't reach here with 1 tap per station }; // New function for successful progression to next station self.progressToNextStation = function() { self.isPushedBack = true; var nextLane = self.lane + 1; var nextStage = ['raw', 'chopped', 'battered', 'cooked'][nextLane]; // Update visual stage (fish gets processed) self.lane = nextLane; self.stage = nextStage; // Update graphics if (self.fishGraphics && !self.fishGraphics.destroyed) { self.fishGraphics.destroy(); } var newStageConfig = COOKING_STAGES[self.stage]; self.fishGraphics = self.attachAsset(newStageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (self.originalSpeed > 0) { self.fishGraphics.scaleX = -1; } var targetY = COOKING_LANES[self.lane].y; self.baseY = targetY; // Reset for next station self.currentTaps = 0; self.maxTaps = 3 - self.lane; self.nextPlannedMoveLane = self.determineNextLane(); self.hasPassedCenter = false; self.isMultiTapFish = false; // Reset until hit again // Calculate pushback timing var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var timeToNextTap = beatInterval; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = timeToNextTap / (1000 / 60); var pushbackBeatMultiplier = 3; var distanceNeededToReachHook = fishSpeed * framesForNextApproach * pushbackBeatMultiplier; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachHook; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachHook; } tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function() { self.speed = self.originalSpeed; self.isPushedBack = false; console.log("Fish successfully progressed to station", self.lane); } }); }; self.completeCooking = function() { self.caught = true; // Calculate final score based on processed vs missed stages var totalStages = 3; var successRate = self.processedStages / totalStages; var missedPenalty = self.missedStages * 0.2; var finalMultiplier = Math.max(0.1, successRate - missedPenalty); var finalValue = Math.floor(self.value * finalMultiplier); CookingState.money += finalValue; GameState.money += finalValue; // Show score popup with feedback var scoreText = '+$' + finalValue; var popupColor = 0xFFFFFF; if (self.missedStages === 0) { scoreText += ' PERFECT!'; popupColor = 0xFFD700; } else if (self.missedStages === 1) { scoreText += ' GOOD'; popupColor = 0x4CAF50; } else if (self.missedStages === 2) { scoreText += ' OK'; popupColor = 0xFF9800; } else { scoreText += ' RAW'; popupColor = 0xFF5722; } console.log("Fish completed:", self.processedStages, "processed,", self.missedStages, "missed, earned $" + finalValue); var moneyPopup = new Text2(scoreText, { size: 80, fill: popupColor, stroke: 0x000000, strokeThickness: 3 }); moneyPopup.anchor.set(0.5, 0.5); moneyPopup.x = self.x; moneyPopup.y = self.y - 50; if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(moneyPopup); } tween(moneyPopup, { y: moneyPopup.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Animate fish disappearing to boat 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; tween(self, { x: peakArcX, y: peakArcY, scaleX: 0.75, scaleY: 0.75, alpha: 0.8 }, { duration: 350, easing: tween.easeOut, onFinish: function() { tween(self, { x: boatCenterX, y: boatLandingY, scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: 250, easing: tween.easeIn, onFinish: function() { if (self && !self.destroyed) { self.destroy(); } } }); } }); }; return self; }); // Update checkCookingToss to only allow forward progression function checkCookingToss() { if (!CookingState.gameActive) { return; } var currentTool = cookingTools[cookingSwipeState.currentLane]; var hookX = currentTool ? currentTool.x : GAME_CONFIG.SCREEN_CENTER_X; var closestFish = null; var closestDistance = Infinity; // Only check fish in the current tool's lane that haven't been missed at this station for (var i = 0; i < CookingState.cookingFish.length; i++) { var fish = CookingState.cookingFish[i]; if (!fish.caught && !fish.missed && !fish.isPushedBack && !fish.isExiting && fish.lane === cookingSwipeState.currentLane) { var distance = Math.abs(fish.x - hookX); var maxCatchDistance = GAME_CONFIG.MISS_WINDOW * 2; if (distance < maxCatchDistance && distance < closestDistance) { closestDistance = distance; closestFish = fish; } } } if (!closestFish) { LK.getSound('miss').play(); return; } // Add tool animation on successful hit if (currentTool) { tween(currentTool, { scaleX: currentTool.originalScale * 1.5, scaleY: currentTool.originalScale * 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function() { tween(currentTool, { scaleX: currentTool.originalScale * 1.3, scaleY: currentTool.originalScale * 1.3 }, { duration: 100, easing: tween.easeIn }); } }); } var catchType = ''; if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { catchType = 'perfect'; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { catchType = 'good'; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { catchType = 'good'; } else { LK.getSound('miss').play(); return; } var isFullyCaught = closestFish.handleTap(); if (isFullyCaught) { closestFish.completeCooking(); var fishIndex = CookingState.cookingFish.indexOf(closestFish); if (fishIndex > -1) { CookingState.cookingFish.splice(fishIndex, 1); } } var catchSounds = ['catch', 'catch2', 'catch3', 'catch4']; var randomCatchSound = catchSounds[Math.floor(Math.random() * catchSounds.length)]; LK.getSound(randomCatchSound).play(); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Script error.' in or related to this line: 'closestFish.catchFish();' Line Number: 3103 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update as needed with: // Update CookingFishSpawner to use fishing screen timing var CookingFishSpawner = { scheduleNextFish: function() { // Use the same timing as fishing screen var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var currentTime = LK.ticks * (1000 / 60); // Use fishing screen's timing - much slower spawn rate var beatsDelay = 4; // Same as fishing (was 2, which was too fast) CookingState.nextFishSpawnTime = currentTime + beatInterval * beatsDelay; }, update: function(currentTime) { if (!CookingState.gameActive || CookingState.songStartTime === 0) { return; } if (CookingState.nextFishSpawnTime === 0) { this.scheduleNextFish(); } if (CookingState.nextFishSpawnTime > 0 && currentTime >= CookingState.nextFishSpawnTime) { this.spawnFish(); this.scheduleNextFish(); } }, spawnFish: function() { if (!CookingState.gameActive) { return; } // Use same speed calculation as fishing screen var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var framesPerBeat = beatInterval / (1000 / 60); var travelTimeInFrames = framesPerBeat * 6; // Slower approach like fishing var distanceToCenter = GAME_CONFIG.SCREEN_CENTER_X + 150; var requiredSpeed = distanceToCenter / travelTimeInFrames; var spawnSide = Math.random() < 0.5 ? -1 : 1; var actualSpeed = requiredSpeed * spawnSide; // Always start with raw fish in top lane var cookingFish = new CookingFish('raw', actualSpeed, 0); cookingFish.x = actualSpeed > 0 ? -150 : 2048 + 150; cookingFish.y = COOKING_LANES[0].y; cookingFish.baseY = COOKING_LANES[0].y; cookingFish.swimTime = Math.random() * Math.PI * 2; CookingState.cookingFish.push(cookingFish); if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(cookingFish); } } }; // Update CookingFish to handle missed stations and auto-progression var CookingFish = Container.expand(function(stage, speed, lane) { var self = Container.call(this); self.stage = stage; self.speed = speed; self.originalSpeed = speed; self.lane = lane; self.caught = false; self.missed = false; self.value = 10; self.processedStages = 0; self.missedStages = 0; // Track missed stations self.swimTime = 0; // Multi-tap properties self.maxTaps = 3; self.currentTaps = 0; self.isMultiTapFish = true; self.currentPatternIndex = 0; self.isPushedBack = false; self.isInBattle = false; self.nextPlannedMoveLane = -1; self.hasPassedCenter = false; // Track if fish passed center without being hit // Determine next lane logic self.determineFirstPlannedLane = function() { if (self.lane === 0) return 1; // chop -> batter if (self.lane === 1) return 2; // batter -> fry return self.lane; // fry stays in fry }; self.determineSubsequentPlannedLane = function(currentLane, laneJustMovedFrom) { if (currentLane === 0) return 1; // chop -> batter if (currentLane === 1) return 2; // batter -> fry return currentLane; // fry stays in fry }; self.nextPlannedMoveLane = self.determineFirstPlannedLane(); var stageConfig = COOKING_STAGES[stage]; self.fishGraphics = self.attachAsset(stageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { self.fishGraphics.scaleX = -1; } self.update = function() { if (!self.caught && !self.isPushedBack) { var previousX = self.x; self.x += self.speed; self.swimTime += 0.08; var swimAmplitude = 15; self.y = self.baseY + Math.sin(self.swimTime) * swimAmplitude; // Check if fish passed center without being hit (auto-progression) var hookX = GAME_CONFIG.SCREEN_CENTER_X; var missCheckBoundary = GAME_CONFIG.MISS_WINDOW * 2; // Larger boundary for auto-progression if (!self.hasPassedCenter) { if ((self.speed > 0 && previousX <= hookX + missCheckBoundary && self.x > hookX + missCheckBoundary) || (self.speed < 0 && previousX >= hookX - missCheckBoundary && self.x < hookX - missCheckBoundary)) { self.hasPassedCenter = true; // Fish missed this station, auto-progress to next self.autoProgressToNextStation(); } } } }; // New function for auto-progression when missed self.autoProgressToNextStation = function() { self.missedStages++; // Check if this was the final station if (self.lane >= 2) { // fry station (index 2) // Fish completed cooking process (with some missed stages) self.completeCooking(); return; } // Move to next station without processing var nextLane = self.lane + 1; var nextStage = ['raw', 'chopped', 'battered', 'cooked'][nextLane]; // Don't change the visual (fish stays looking the same since it wasn't processed) // But update lane position self.lane = nextLane; var targetY = COOKING_LANES[self.lane].y; self.baseY = targetY; // Reset for next station self.hasPassedCenter = false; // Calculate auto-progression pushback (similar to miss pushback) var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = beatInterval / (1000 / 60); var distanceNeededToReachCenter = fishSpeed * framesForNextApproach * 3; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachCenter; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachCenter; } self.isPushedBack = true; tween(self, { x: pushBackX, y: targetY }, { duration: 300, easing: tween.easeOut, onFinish: function() { self.speed = self.originalSpeed; self.isPushedBack = false; } }); console.log("Fish auto-progressed to station", self.lane, "after missing station", self.lane - 1); }; self.handleTap = function() { self.hasPassedCenter = false; // Reset since fish was hit self.currentTaps++; self.processedStages++; // Count this as a processed stage var remainingTaps = self.maxTaps - self.currentTaps; if (remainingTaps <= 0) { // Fish is fully processed return true; } // Push fish back and continue to next station self.pushBack(); return false; }; self.pushBack = function() { self.isPushedBack = true; // Move to next cooking lane var laneToMoveToForThisPushback = self.nextPlannedMoveLane; var laneFishWasInBeforeThisMove = self.lane; if (laneToMoveToForThisPushback !== -1) { self.lane = laneToMoveToForThisPushback; // Update the cooking stage (visual change for successful processing) if (self.lane === 1) { self.stage = 'chopped'; } else if (self.lane === 2) { self.stage = 'battered'; } // Update graphics if (self.fishGraphics && !self.fishGraphics.destroyed) { self.fishGraphics.destroy(); } var newStageConfig = COOKING_STAGES[self.stage]; self.fishGraphics = self.attachAsset(newStageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (self.originalSpeed > 0) { self.fishGraphics.scaleX = -1; } } var targetY = COOKING_LANES[self.lane].y; self.baseY = targetY; // Determine next planned move var tapsRemainingIncludingThisOne = self.maxTaps - self.currentTaps; if (tapsRemainingIncludingThisOne > 1) { self.nextPlannedMoveLane = self.determineSubsequentPlannedLane(self.lane, laneFishWasInBeforeThisMove); } else { self.nextPlannedMoveLane = -1; } // Copy exact timing calculation from Fish class var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var timeToNextTap = beatInterval; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = timeToNextTap / (1000 / 60); var pushbackBeatMultiplier = 3; var distanceNeededToReachHook = fishSpeed * framesForNextApproach * pushbackBeatMultiplier; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachHook; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachHook; } // Reset hasPassedCenter for next station self.hasPassedCenter = false; tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function() { self.speed = self.originalSpeed; self.isPushedBack = false; } }); }; self.completeCooking = function() { self.caught = true; // Calculate final score based on processed vs missed stages var totalStages = 3; var successRate = self.processedStages / totalStages; var missedPenalty = self.missedStages * 0.2; // 20% penalty per missed stage var finalMultiplier = Math.max(0.1, successRate - missedPenalty); // Minimum 10% var finalValue = Math.floor(self.value * finalMultiplier); CookingState.money += finalValue; GameState.money += finalValue; // Show score popup with feedback var scoreText = '+$' + finalValue; var popupColor = 0xFFFFFF; // Default white if (self.missedStages === 0) { scoreText += ' PERFECT!'; popupColor = 0xFFD700; // Gold } else if (self.missedStages === 1) { scoreText += ' GOOD'; popupColor = 0x4CAF50; // Green } else if (self.missedStages === 2) { scoreText += ' OK'; popupColor = 0xFF9800; // Orange } else { scoreText += ' RAW'; popupColor = 0xFF5722; // Red } console.log("Fish completed:", self.processedStages, "processed,", self.missedStages, "missed, earned $" + finalValue); var moneyPopup = new Text2(scoreText, { size: 80, fill: popupColor, stroke: 0x000000, strokeThickness: 3 }); moneyPopup.anchor.set(0.5, 0.5); moneyPopup.x = self.x; moneyPopup.y = self.y - 50; if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(moneyPopup); } tween(moneyPopup, { y: moneyPopup.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Animate fish disappearing 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; tween(self, { x: peakArcX, y: peakArcY, scaleX: 0.75, scaleY: 0.75, alpha: 0.8 }, { duration: 350, easing: tween.easeOut, onFinish: function() { tween(self, { x: boatCenterX, y: boatLandingY, scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: 250, easing: tween.easeIn, onFinish: function() { if (self && !self.destroyed) { self.destroy(); } } }); } }); }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Update as needed: // Update CookingFishSpawner to use fishing screen timing var CookingFishSpawner = { scheduleNextFish: function() { // Use the same timing as fishing screen var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var currentTime = LK.ticks * (1000 / 60); // Use fishing screen's timing - much slower spawn rate var beatsDelay = 4; // Same as fishing (was 2, which was too fast) CookingState.nextFishSpawnTime = currentTime + beatInterval * beatsDelay; }, update: function(currentTime) { if (!CookingState.gameActive || CookingState.songStartTime === 0) { return; } if (CookingState.nextFishSpawnTime === 0) { this.scheduleNextFish(); } if (CookingState.nextFishSpawnTime > 0 && currentTime >= CookingState.nextFishSpawnTime) { this.spawnFish(); this.scheduleNextFish(); } }, spawnFish: function() { if (!CookingState.gameActive) { return; } // Use same speed calculation as fishing screen var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var framesPerBeat = beatInterval / (1000 / 60); var travelTimeInFrames = framesPerBeat * 6; // Slower approach like fishing var distanceToCenter = GAME_CONFIG.SCREEN_CENTER_X + 150; var requiredSpeed = distanceToCenter / travelTimeInFrames; var spawnSide = Math.random() < 0.5 ? -1 : 1; var actualSpeed = requiredSpeed * spawnSide; // Always start with raw fish in top lane var cookingFish = new CookingFish('raw', actualSpeed, 0); cookingFish.x = actualSpeed > 0 ? -150 : 2048 + 150; cookingFish.y = COOKING_LANES[0].y; cookingFish.baseY = COOKING_LANES[0].y; cookingFish.swimTime = Math.random() * Math.PI * 2; CookingState.cookingFish.push(cookingFish); if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(cookingFish); } } }; // Update CookingFish to handle missed stations and auto-progression var CookingFish = Container.expand(function(stage, speed, lane) { var self = Container.call(this); self.stage = stage; self.speed = speed; self.originalSpeed = speed; self.lane = lane; self.caught = false; self.missed = false; self.value = 10; self.processedStages = 0; self.missedStages = 0; // Track missed stations self.swimTime = 0; // Multi-tap properties self.maxTaps = 3; self.currentTaps = 0; self.isMultiTapFish = true; self.currentPatternIndex = 0; self.isPushedBack = false; self.isInBattle = false; self.nextPlannedMoveLane = -1; self.hasPassedCenter = false; // Track if fish passed center without being hit // Determine next lane logic self.determineFirstPlannedLane = function() { if (self.lane === 0) return 1; // chop -> batter if (self.lane === 1) return 2; // batter -> fry return self.lane; // fry stays in fry }; self.determineSubsequentPlannedLane = function(currentLane, laneJustMovedFrom) { if (currentLane === 0) return 1; // chop -> batter if (currentLane === 1) return 2; // batter -> fry return currentLane; // fry stays in fry }; self.nextPlannedMoveLane = self.determineFirstPlannedLane(); var stageConfig = COOKING_STAGES[stage]; self.fishGraphics = self.attachAsset(stageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { self.fishGraphics.scaleX = -1; } self.update = function() { if (!self.caught && !self.isPushedBack) { var previousX = self.x; self.x += self.speed; self.swimTime += 0.08; var swimAmplitude = 15; self.y = self.baseY + Math.sin(self.swimTime) * swimAmplitude; // Check if fish passed center without being hit (auto-progression) var hookX = GAME_CONFIG.SCREEN_CENTER_X; var missCheckBoundary = GAME_CONFIG.MISS_WINDOW * 2; // Larger boundary for auto-progression if (!self.hasPassedCenter) { if ((self.speed > 0 && previousX <= hookX + missCheckBoundary && self.x > hookX + missCheckBoundary) || (self.speed < 0 && previousX >= hookX - missCheckBoundary && self.x < hookX - missCheckBoundary)) { self.hasPassedCenter = true; // Fish missed this station, auto-progress to next self.autoProgressToNextStation(); } } } }; // New function for auto-progression when missed self.autoProgressToNextStation = function() { self.missedStages++; // Check if this was the final station if (self.lane >= 2) { // fry station (index 2) // Fish completed cooking process (with some missed stages) self.completeCooking(); return; } // Move to next station without processing var nextLane = self.lane + 1; var nextStage = ['raw', 'chopped', 'battered', 'cooked'][nextLane]; // Don't change the visual (fish stays looking the same since it wasn't processed) // But update lane position self.lane = nextLane; var targetY = COOKING_LANES[self.lane].y; self.baseY = targetY; // Reset for next station self.hasPassedCenter = false; // Calculate auto-progression pushback (similar to miss pushback) var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = beatInterval / (1000 / 60); var distanceNeededToReachCenter = fishSpeed * framesForNextApproach * 3; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachCenter; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachCenter; } self.isPushedBack = true; tween(self, { x: pushBackX, y: targetY }, { duration: 300, easing: tween.easeOut, onFinish: function() { self.speed = self.originalSpeed; self.isPushedBack = false; } }); console.log("Fish auto-progressed to station", self.lane, "after missing station", self.lane - 1); }; self.handleTap = function() { self.hasPassedCenter = false; // Reset since fish was hit self.currentTaps++; self.processedStages++; // Count this as a processed stage var remainingTaps = self.maxTaps - self.currentTaps; if (remainingTaps <= 0) { // Fish is fully processed return true; } // Push fish back and continue to next station self.pushBack(); return false; }; self.pushBack = function() { self.isPushedBack = true; // Move to next cooking lane var laneToMoveToForThisPushback = self.nextPlannedMoveLane; var laneFishWasInBeforeThisMove = self.lane; if (laneToMoveToForThisPushback !== -1) { self.lane = laneToMoveToForThisPushback; // Update the cooking stage (visual change for successful processing) if (self.lane === 1) { self.stage = 'chopped'; } else if (self.lane === 2) { self.stage = 'battered'; } // Update graphics if (self.fishGraphics && !self.fishGraphics.destroyed) { self.fishGraphics.destroy(); } var newStageConfig = COOKING_STAGES[self.stage]; self.fishGraphics = self.attachAsset(newStageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (self.originalSpeed > 0) { self.fishGraphics.scaleX = -1; } } var targetY = COOKING_LANES[self.lane].y; self.baseY = targetY; // Determine next planned move var tapsRemainingIncludingThisOne = self.maxTaps - self.currentTaps; if (tapsRemainingIncludingThisOne > 1) { self.nextPlannedMoveLane = self.determineSubsequentPlannedLane(self.lane, laneFishWasInBeforeThisMove); } else { self.nextPlannedMoveLane = -1; } // Copy exact timing calculation from Fish class var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var timeToNextTap = beatInterval; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = timeToNextTap / (1000 / 60); var pushbackBeatMultiplier = 3; var distanceNeededToReachHook = fishSpeed * framesForNextApproach * pushbackBeatMultiplier; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachHook; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachHook; } // Reset hasPassedCenter for next station self.hasPassedCenter = false; tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function() { self.speed = self.originalSpeed; self.isPushedBack = false; } }); }; self.completeCooking = function() { self.caught = true; // Calculate final score based on processed vs missed stages var totalStages = 3; var successRate = self.processedStages / totalStages; var missedPenalty = self.missedStages * 0.2; // 20% penalty per missed stage var finalMultiplier = Math.max(0.1, successRate - missedPenalty); // Minimum 10% var finalValue = Math.floor(self.value * finalMultiplier); CookingState.money += finalValue; GameState.money += finalValue; // Show score popup with feedback var scoreText = '+$' + finalValue; var popupColor = 0xFFFFFF; // Default white if (self.missedStages === 0) { scoreText += ' PERFECT!'; popupColor = 0xFFD700; // Gold } else if (self.missedStages === 1) { scoreText += ' GOOD'; popupColor = 0x4CAF50; // Green } else if (self.missedStages === 2) { scoreText += ' OK'; popupColor = 0xFF9800; // Orange } else { scoreText += ' RAW'; popupColor = 0xFF5722; // Red } console.log("Fish completed:", self.processedStages, "processed,", self.missedStages, "missed, earned $" + finalValue); var moneyPopup = new Text2(scoreText, { size: 80, fill: popupColor, stroke: 0x000000, strokeThickness: 3 }); moneyPopup.anchor.set(0.5, 0.5); moneyPopup.x = self.x; moneyPopup.y = self.y - 50; if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(moneyPopup); } tween(moneyPopup, { y: moneyPopup.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Animate fish disappearing 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; tween(self, { x: peakArcX, y: peakArcY, scaleX: 0.75, scaleY: 0.75, alpha: 0.8 }, { duration: 350, easing: tween.easeOut, onFinish: function() { tween(self, { x: boatCenterX, y: boatLandingY, scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: 250, easing: tween.easeIn, onFinish: function() { if (self && !self.destroyed) { self.destroy(); } } }); } }); }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Update as needed with: // Add cooking tools configuration var COOKING_TOOLS = [ { asset: 'hook', name: 'knife', scale: 1.0 }, // Use hook asset as knife for now { asset: 'hook', name: 'bowl', scale: 1.0 }, // We can change these assets later { asset: 'hook', name: 'basket', scale: 1.0 } ]; // Update the cooking elements structure var cookingElements = null; var cookingTools = []; // Array to hold the tool graphics // Add swipe state for cooking (copy from fishing) var cookingSwipeState = { startX: 0, startY: 0, currentLane: 1, // Start in middle lane (bowl) isSwipe: false, swipeThreshold: 50, tapThreshold: 30 }; // Update createCookingScreen to include tools function createCookingScreen() { cookingScreen.removeChildren(); // Keep existing background elements var sky = cookingScreen.addChild(LK.getAsset('skybackground', { x: 0, y: -500 })); var sand = cookingScreen.addChild(LK.getAsset('sand', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y })); var fishShack = cookingScreen.addChild(LK.getAsset('fishShack', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.BOAT_Y - 150 })); // Money display 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); // Create lane overlays (initially hidden) var laneOverlaysContainer = cookingScreen.addChild(new Container()); var laneOverlays = []; for (var i = 0; i < COOKING_LANES.length; i++) { var lane = COOKING_LANES[i]; // Semi-transparent lane background var laneOverlay = laneOverlaysContainer.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: lane.y, width: 1800, height: 200, alpha: 0.3, color: 0x424242 })); // Lane label var laneLabel = laneOverlaysContainer.addChild(new Text2(lane.label, { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 })); laneLabel.anchor.set(0, 0.5); laneLabel.x = 50; laneLabel.y = lane.y; laneOverlays.push({ overlay: laneOverlay, label: laneLabel }); } // Create cooking tools (one for each lane) cookingTools = []; for (var i = 0; i < COOKING_LANES.length; i++) { var toolConfig = COOKING_TOOLS[i]; var tool = cookingScreen.addChild(LK.getAsset(toolConfig.asset, { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: COOKING_LANES[i].y, scaleX: toolConfig.scale, scaleY: toolConfig.scale, alpha: 0.5 // Start dimmed })); tool.originalScale = toolConfig.scale; tool.toolName = toolConfig.name; tool.laneIndex = i; cookingTools.push(tool); } // Set initial active tool (middle lane) updateCookingToolSelection(); // Hide overlays and tools initially (will slide in during startCookingSession) laneOverlaysContainer.x = -2048; cookingTools.forEach(function(tool) { tool.x = -2048; }); return { moneyDisplay: moneyDisplay, laneOverlaysContainer: laneOverlaysContainer, laneOverlays: laneOverlays, cookingTools: cookingTools }; } // Function to update tool selection visual feedback function updateCookingToolSelection() { for (var i = 0; i < cookingTools.length; i++) { var tool = cookingTools[i]; var isSelected = i === cookingSwipeState.currentLane; // Stop any existing tweens tween.stop(tool); if (isSelected) { // Selected tool: bigger and brighter tween(tool, { scaleX: tool.originalScale * 1.3, scaleY: tool.originalScale * 1.3, alpha: 1.0 }, { duration: 200, easing: tween.easeOut }); } else { // Unselected tools: smaller and dimmer tween(tool, { scaleX: tool.originalScale * 0.8, scaleY: tool.originalScale * 0.8, alpha: 0.5 }, { duration: 200, easing: tween.easeOut }); } } } // Add cooking input handling (copy from fishing but adapted for cooking) function handleCookingInput(x, y, isDown) { if (isDown) { cookingSwipeState.startX = x; cookingSwipeState.startY = y; // No action on 'down' other than recording start position } else { // This is a release (tap or swipe end) var deltaX = x - cookingSwipeState.startX; var deltaY = y - cookingSwipeState.startY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var isTap = distance < cookingSwipeState.tapThreshold; var isVerticalSwipe = !isTap && Math.abs(deltaY) > cookingSwipeState.swipeThreshold && Math.abs(deltaY) > Math.abs(deltaX); if (CookingState.gameActive) { if (isTap) { checkCookingToss(); } else if (isVerticalSwipe) { if (deltaY < 0) { // Swipe up cookingSwipeState.currentLane = Math.max(0, cookingSwipeState.currentLane - 1); } else { // Swipe down cookingSwipeState.currentLane = Math.min(COOKING_LANES.length - 1, cookingSwipeState.currentLane + 1); } // Update tool selection visual feedback updateCookingToolSelection(); // Play a subtle selection sound LK.getSound('buttonClick').play(); } } } } // Update startCookingSession to include tool animations function startCookingSession() { CookingState.gameActive = true; CookingState.money = 0; CookingState.cookingFish.forEach(function(f) { if (f && !f.destroyed) { f.destroy(); } }); CookingState.cookingFish = []; CookingState.songStartTime = LK.ticks * (1000 / 60); CookingState.nextFishSpawnTime = 0; // Reset tool selection to middle cookingSwipeState.currentLane = 1; // Start music LK.playMusic('rhythmTrack'); // Animate lane overlays sliding in if (cookingElements && cookingElements.laneOverlaysContainer) { tween(cookingElements.laneOverlaysContainer, { x: 0 }, { duration: 800, easing: tween.easeOut }); } // Animate tools sliding in (with slight delay for nice effect) cookingTools.forEach(function(tool, index) { LK.setTimeout(function() { tween(tool, { x: GAME_CONFIG.SCREEN_CENTER_X }, { duration: 600, easing: tween.easeOut, onFinish: function() { if (index === cookingTools.length - 1) { // After all tools are in position, update selection updateCookingToolSelection(); } } }); }, index * 100); // Stagger the tool animations }); } // Update checkCookingToss to use the current tool lane function checkCookingToss() { if (!CookingState.gameActive) { return; } var currentTool = cookingTools[cookingSwipeState.currentLane]; var hookX = currentTool ? currentTool.x : GAME_CONFIG.SCREEN_CENTER_X; var currentLaneY = COOKING_LANES[cookingSwipeState.currentLane].y; var closestFish = null; var closestDistance = Infinity; // Only check fish in the current tool's lane for (var i = 0; i < CookingState.cookingFish.length; i++) { var fish = CookingState.cookingFish[i]; if (!fish.caught && !fish.missed && !fish.isPushedBack && fish.lane === cookingSwipeState.currentLane) { var distance = Math.abs(fish.x - hookX); var maxCatchDistance = GAME_CONFIG.MISS_WINDOW * 2; if (distance < maxCatchDistance && distance < closestDistance) { closestDistance = distance; closestFish = fish; } } } if (!closestFish) { LK.getSound('miss').play(); return; } // Add tool animation on successful hit if (currentTool) { tween(currentTool, { scaleX: currentTool.originalScale * 1.5, scaleY: currentTool.originalScale * 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function() { tween(currentTool, { scaleX: currentTool.originalScale * 1.3, scaleY: currentTool.originalScale * 1.3 }, { duration: 100, easing: tween.easeIn }); } }); } // Rest of the hit detection logic stays the same var catchType = ''; if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { catchType = 'perfect'; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { catchType = 'good'; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { catchType = 'good'; } else { LK.getSound('miss').play(); return; } var isFullyCaught = closestFish.handleTap(); if (isFullyCaught) { closestFish.catchFish(); var fishIndex = CookingState.cookingFish.indexOf(closestFish); if (fishIndex > -1) { CookingState.cookingFish.splice(fishIndex, 1); } } var catchSounds = ['catch', 'catch2', 'catch3', 'catch4']; var randomCatchSound = catchSounds[Math.floor(Math.random() * catchSounds.length)]; LK.getSound(randomCatchSound).play(); } // Update the cooking game.down and game.up handlers // Modify the existing game.down for cooking: var originalGameDown = game.down; game.down = function(x, y, obj) { if (GameState.currentScreen === 'cooking') { handleCookingInput(x, y, true); // isDown = true return; } // Call original logic for other screens if (typeof originalGameDown === 'function') { originalGameDown.call(this, x, y, obj); } }; // Modify the existing game.up for cooking: var originalGameUp = game.up; game.up = function(x, y, obj) { if (GameState.currentScreen === 'cooking') { handleCookingInput(x, y, false); // isDown = false return; } // Call original logic for other screens if (typeof originalGameUp === 'function') { originalGameUp.call(this, x, y, obj); } }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Update as needed with: // Copy the exact pushback mechanism from the Fish class var CookingFish = Container.expand(function(stage, speed, lane) { var self = Container.call(this); self.stage = stage; self.speed = speed; self.originalSpeed = speed; self.lane = lane; self.caught = false; self.missed = false; self.value = 10; self.processedStages = 0; self.swimTime = 0; // Copy the multi-tap properties from Fish class self.maxTaps = 3; // Always 3 stages in cooking self.currentTaps = 0; self.isMultiTapFish = true; self.currentPatternIndex = 0; self.isPushedBack = false; // Copy this exact property name self.isInBattle = false; self.nextPlannedMoveLane = -1; // Determine next lane logic (copied from Fish class) self.determineFirstPlannedLane = function() { if (self.lane === 0) return 1; // chop -> batter if (self.lane === 1) return 2; // batter -> fry return self.lane; // fry stays in fry }; self.determineSubsequentPlannedLane = function(currentLane, laneJustMovedFrom) { if (currentLane === 0) return 1; // chop -> batter if (currentLane === 1) return 2; // batter -> fry return currentLane; // fry stays in fry }; // Set initial planned lane self.nextPlannedMoveLane = self.determineFirstPlannedLane(); var stageConfig = COOKING_STAGES[stage]; self.fishGraphics = self.attachAsset(stageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { self.fishGraphics.scaleX = -1; } // Copy the exact update function logic from Fish class self.update = function() { if (!self.caught && !self.isPushedBack) { // Use same property name self.x += self.speed; self.swimTime += 0.08; var swimAmplitude = 15; self.y = self.baseY + Math.sin(self.swimTime) * swimAmplitude; } }; // Copy the exact handleTap function from Fish class self.handleTap = function() { self.currentTaps++; var remainingTaps = self.maxTaps - self.currentTaps; if (remainingTaps <= 0) { // Fish is fully caught/cooked return true; } // Push fish back and continue battle (copy exact logic) self.pushBack(); return false; }; // Copy the exact pushBack function from Fish class self.pushBack = function() { self.isPushedBack = true; // Move to next cooking lane var laneToMoveToForThisPushback = self.nextPlannedMoveLane; var laneFishWasInBeforeThisMove = self.lane; if (laneToMoveToForThisPushback !== -1) { self.lane = laneToMoveToForThisPushback; // Update the cooking stage if (self.lane === 1) { self.stage = 'chopped'; } else if (self.lane === 2) { self.stage = 'battered'; } // Update graphics if (self.fishGraphics && !self.fishGraphics.destroyed) { self.fishGraphics.destroy(); } var newStageConfig = COOKING_STAGES[self.stage]; self.fishGraphics = self.attachAsset(newStageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (self.originalSpeed > 0) { self.fishGraphics.scaleX = -1; } } var targetY = COOKING_LANES[self.lane].y; self.baseY = targetY; // Determine next planned move for subsequent pushback var tapsRemainingIncludingThisOne = self.maxTaps - self.currentTaps; if (tapsRemainingIncludingThisOne > 1) { self.nextPlannedMoveLane = self.determineSubsequentPlannedLane(self.lane, laneFishWasInBeforeThisMove); } else { self.nextPlannedMoveLane = -1; } // Copy exact timing calculation from Fish class var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var timeToNextTap = beatInterval; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = timeToNextTap / (1000 / 60); // Use same pushback multiplier system as fishing var pushbackBeatMultiplier = 3; // Use easy difficulty default var distanceNeededToReachHook = fishSpeed * framesForNextApproach * pushbackBeatMultiplier; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachHook; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachHook; } // Copy exact tween from Fish class tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function() { // Resume original steady speed self.speed = self.originalSpeed; self.isPushedBack = false; } }); }; // Copy the catchFish function for final completion self.catchFish = function() { self.caught = true; self.stage = 'cooked'; // Final stage // Calculate final score var maxStages = 3; var scoreMultiplier = self.currentTaps / maxStages; var finalValue = Math.floor(self.value * scoreMultiplier); CookingState.money += finalValue; GameState.money += finalValue; // Show score popup var scoreText = '+$' + finalValue; if (self.currentTaps === maxStages) { scoreText += ' PERFECT!'; } var moneyPopup = new Text2(scoreText, { size: 80, fill: self.currentTaps === maxStages ? 0xFFD700 : 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); moneyPopup.anchor.set(0.5, 0.5); moneyPopup.x = self.x; moneyPopup.y = self.y - 50; if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(moneyPopup); } tween(moneyPopup, { y: moneyPopup.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Copy exact fish removal animation from Fish class 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() { tween(self, { x: boatCenterX, y: boatLandingY, scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: durationPhase2, easing: tween.easeIn, onFinish: function() { if (self && !self.destroyed) { self.destroy(); } } }); } }); }; return self; }); // Update checkCookingToss to use the exact same logic as checkCatch function checkCookingToss() { if (!CookingState.gameActive) { return; } var hookX = GAME_CONFIG.SCREEN_CENTER_X; var closestFish = null; var closestDistance = Infinity; // Copy exact fish detection logic from checkCatch for (var i = 0; i < CookingState.cookingFish.length; i++) { var fish = CookingState.cookingFish[i]; if (!fish.caught && !fish.missed && !fish.isPushedBack) { var distance = Math.abs(fish.x - hookX); var maxCatchDistance = GAME_CONFIG.MISS_WINDOW * 2; if (distance < maxCatchDistance && distance < closestDistance) { closestDistance = distance; closestFish = fish; } } } if (!closestFish) { LK.getSound('miss').play(); return; } // Copy exact feedback logic from checkCatch var catchType = ''; if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { catchType = 'perfect'; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { catchType = 'good'; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { catchType = 'good'; } else { LK.getSound('miss').play(); return; } // Use the exact same handleTap logic as fishing var isFullyCaught = closestFish.handleTap(); if (isFullyCaught) { closestFish.catchFish(); var fishIndex = CookingState.cookingFish.indexOf(closestFish); if (fishIndex > -1) { CookingState.cookingFish.splice(fishIndex, 1); } } // Copy exact sound logic from checkCatch var catchSounds = ['catch', 'catch2', 'catch3', 'catch4']; var randomCatchSound = catchSounds[Math.floor(Math.random() * catchSounds.length)]; LK.getSound(randomCatchSound).play(); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Update as needed with: // Copy the exact pushback mechanism from the Fish class var CookingFish = Container.expand(function(stage, speed, lane) { var self = Container.call(this); self.stage = stage; self.speed = speed; self.originalSpeed = speed; self.lane = lane; self.caught = false; self.missed = false; self.value = 10; self.processedStages = 0; self.swimTime = 0; // Copy the multi-tap properties from Fish class self.maxTaps = 3; // Always 3 stages in cooking self.currentTaps = 0; self.isMultiTapFish = true; self.currentPatternIndex = 0; self.isPushedBack = false; // Copy this exact property name self.isInBattle = false; self.nextPlannedMoveLane = -1; // Determine next lane logic (copied from Fish class) self.determineFirstPlannedLane = function() { if (self.lane === 0) return 1; // chop -> batter if (self.lane === 1) return 2; // batter -> fry return self.lane; // fry stays in fry }; self.determineSubsequentPlannedLane = function(currentLane, laneJustMovedFrom) { if (currentLane === 0) return 1; // chop -> batter if (currentLane === 1) return 2; // batter -> fry return currentLane; // fry stays in fry }; // Set initial planned lane self.nextPlannedMoveLane = self.determineFirstPlannedLane(); var stageConfig = COOKING_STAGES[stage]; self.fishGraphics = self.attachAsset(stageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { self.fishGraphics.scaleX = -1; } // Copy the exact update function logic from Fish class self.update = function() { if (!self.caught && !self.isPushedBack) { // Use same property name self.x += self.speed; self.swimTime += 0.08; var swimAmplitude = 15; self.y = self.baseY + Math.sin(self.swimTime) * swimAmplitude; } }; // Copy the exact handleTap function from Fish class self.handleTap = function() { self.currentTaps++; var remainingTaps = self.maxTaps - self.currentTaps; if (remainingTaps <= 0) { // Fish is fully caught/cooked return true; } // Push fish back and continue battle (copy exact logic) self.pushBack(); return false; }; // Copy the exact pushBack function from Fish class self.pushBack = function() { self.isPushedBack = true; // Move to next cooking lane var laneToMoveToForThisPushback = self.nextPlannedMoveLane; var laneFishWasInBeforeThisMove = self.lane; if (laneToMoveToForThisPushback !== -1) { self.lane = laneToMoveToForThisPushback; // Update the cooking stage if (self.lane === 1) { self.stage = 'chopped'; } else if (self.lane === 2) { self.stage = 'battered'; } // Update graphics if (self.fishGraphics && !self.fishGraphics.destroyed) { self.fishGraphics.destroy(); } var newStageConfig = COOKING_STAGES[self.stage]; self.fishGraphics = self.attachAsset(newStageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (self.originalSpeed > 0) { self.fishGraphics.scaleX = -1; } } var targetY = COOKING_LANES[self.lane].y; self.baseY = targetY; // Determine next planned move for subsequent pushback var tapsRemainingIncludingThisOne = self.maxTaps - self.currentTaps; if (tapsRemainingIncludingThisOne > 1) { self.nextPlannedMoveLane = self.determineSubsequentPlannedLane(self.lane, laneFishWasInBeforeThisMove); } else { self.nextPlannedMoveLane = -1; } // Copy exact timing calculation from Fish class var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var timeToNextTap = beatInterval; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = timeToNextTap / (1000 / 60); // Use same pushback multiplier system as fishing var pushbackBeatMultiplier = 3; // Use easy difficulty default var distanceNeededToReachHook = fishSpeed * framesForNextApproach * pushbackBeatMultiplier; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachHook; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachHook; } // Copy exact tween from Fish class tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function() { // Resume original steady speed self.speed = self.originalSpeed; self.isPushedBack = false; } }); }; // Copy the catchFish function for final completion self.catchFish = function() { self.caught = true; self.stage = 'cooked'; // Final stage // Calculate final score var maxStages = 3; var scoreMultiplier = self.currentTaps / maxStages; var finalValue = Math.floor(self.value * scoreMultiplier); CookingState.money += finalValue; GameState.money += finalValue; // Show score popup var scoreText = '+$' + finalValue; if (self.currentTaps === maxStages) { scoreText += ' PERFECT!'; } var moneyPopup = new Text2(scoreText, { size: 80, fill: self.currentTaps === maxStages ? 0xFFD700 : 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); moneyPopup.anchor.set(0.5, 0.5); moneyPopup.x = self.x; moneyPopup.y = self.y - 50; if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(moneyPopup); } tween(moneyPopup, { y: moneyPopup.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Copy exact fish removal animation from Fish class 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() { tween(self, { x: boatCenterX, y: boatLandingY, scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: durationPhase2, easing: tween.easeIn, onFinish: function() { if (self && !self.destroyed) { self.destroy(); } } }); } }); }; return self; }); // Update checkCookingToss to use the exact same logic as checkCatch function checkCookingToss() { if (!CookingState.gameActive) { return; } var hookX = GAME_CONFIG.SCREEN_CENTER_X; var closestFish = null; var closestDistance = Infinity; // Copy exact fish detection logic from checkCatch for (var i = 0; i < CookingState.cookingFish.length; i++) { var fish = CookingState.cookingFish[i]; if (!fish.caught && !fish.missed && !fish.isPushedBack) { var distance = Math.abs(fish.x - hookX); var maxCatchDistance = GAME_CONFIG.MISS_WINDOW * 2; if (distance < maxCatchDistance && distance < closestDistance) { closestDistance = distance; closestFish = fish; } } } if (!closestFish) { LK.getSound('miss').play(); return; } // Copy exact feedback logic from checkCatch var catchType = ''; if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { catchType = 'perfect'; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { catchType = 'good'; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { catchType = 'good'; } else { LK.getSound('miss').play(); return; } // Use the exact same handleTap logic as fishing var isFullyCaught = closestFish.handleTap(); if (isFullyCaught) { closestFish.catchFish(); var fishIndex = CookingState.cookingFish.indexOf(closestFish); if (fishIndex > -1) { CookingState.cookingFish.splice(fishIndex, 1); } } // Copy exact sound logic from checkCatch var catchSounds = ['catch', 'catch2', 'catch3', 'catch4']; var randomCatchSound = catchSounds[Math.floor(Math.random() * catchSounds.length)]; LK.getSound(randomCatchSound).play(); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Update as needed with: // First, let's properly define the cooking stages and lanes at the top level // (Move this outside of any function to make it globally accessible) var COOKING_STAGES = { raw: { asset: 'sardine', nextStage: 'chopped', lane: 0 }, chopped: { asset: 'anchovy', nextStage: 'battered', lane: 1 }, battered: { asset: 'mackerel', nextStage: 'cooked', lane: 2 }, cooked: { asset: 'rareFish', nextStage: null, lane: 2 } }; var COOKING_LANES = [ { y: 1200, name: "chop", label: "CHOP" }, { y: 1600, name: "batter", label: "BATTER" }, { y: 2000, name: "fry", label: "FRY" } ]; // Update the CookingState to use cookingFish instead of couriers var CookingState = { gameActive: false, money: 0, cookingFish: [], // Replace couriers array songStartTime: 0, nextFishSpawnTime: 0, laneOverlays: null }; // Fix the CookingFish class - add swimTime initialization var CookingFish = Container.expand(function(stage, speed, lane) { var self = Container.call(this); self.stage = stage; self.speed = speed; self.lane = lane; self.caught = false; self.missed = false; self.value = 10; self.processedStages = 0; self.swimTime = 0; // Initialize swimTime // Use appropriate asset for current stage var stageConfig = COOKING_STAGES[stage]; if (!stageConfig) { console.error("Invalid cooking stage:", stage); stageConfig = COOKING_STAGES.raw; // Fallback } self.fishGraphics = self.attachAsset(stageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { self.fishGraphics.scaleX = -1; } self.update = function() { if (!self.caught) { self.x += self.speed; // Add swimming animation self.swimTime += 0.08; var swimAmplitude = 10; self.y = self.baseY + Math.sin(self.swimTime) * swimAmplitude; } }; self.advanceStage = function() { var currentStageConfig = COOKING_STAGES[self.stage]; if (!currentStageConfig) { console.error("Invalid current stage:", self.stage); return false; } if (currentStageConfig.nextStage) { self.processedStages++; self.stage = currentStageConfig.nextStage; var newStageConfig = COOKING_STAGES[self.stage]; // Update graphics if (self.fishGraphics && !self.fishGraphics.destroyed) { self.fishGraphics.destroy(); } self.fishGraphics = self.attachAsset(newStageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (self.speed > 0) { self.fishGraphics.scaleX = -1; } // Push to next lane self.pushToNextLane(); return true; } else { // Final stage - fish is complete self.processedStages++; self.completeCooking(); return false; } }; self.pushToNextLane = function() { var newStageConfig = COOKING_STAGES[self.stage]; var targetY = COOKING_LANES[newStageConfig.lane].y; self.lane = newStageConfig.lane; self.baseY = targetY; // Calculate pushback distance and timing var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var fishSpeed = Math.abs(self.speed); var framesForNextApproach = beatInterval / (1000 / 60); var distanceNeededToReachCenter = fishSpeed * framesForNextApproach * 2; var pushBackX; if (self.speed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachCenter; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachCenter; } // Animate pushback and lane change tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut }); }; self.completeCooking = function() { self.caught = true; // Calculate final score based on processing stages var maxStages = 3; var scoreMultiplier = self.processedStages / maxStages; var finalValue = Math.floor(self.value * scoreMultiplier * 100) / 100; CookingState.money += finalValue; GameState.money += finalValue; // Show score popup var scoreText = '+$' + finalValue.toFixed(0); if (self.processedStages === maxStages) { scoreText += ' PERFECT!'; } var moneyPopup = new Text2(scoreText, { size: 80, fill: self.processedStages === maxStages ? 0xFFD700 : 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); moneyPopup.anchor.set(0.5, 0.5); moneyPopup.x = self.x; moneyPopup.y = self.y - 50; if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(moneyPopup); } tween(moneyPopup, { y: moneyPopup.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Animate fish disappearing tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeIn, onFinish: function() { if (self && !self.destroyed) { self.destroy(); } } }); }; return self; }); // Remove the handleCookingSwipe function since we're not using swipes anymore // And update the game.up function to remove the swipe handling for cooking: game.up = function(x, y, obj) { if (GameState.currentScreen === 'cooking') { // Handle only taps for cooking - no swipe detection needed checkCookingToss(); return; } // Call the original game.up logic for other screens if (typeof game.originalGameUp === 'function' && game.originalGameUp !== game.up) { game.originalGameUp.call(this, x, y, obj); } else { if (GameState.currentScreen === 'fishing') { handleFishingInput(x, y, false); } } }; // Update checkToss to checkCookingToss to avoid confusion function checkCookingToss() { if (!CookingState.gameActive) { return; } var hookX = GAME_CONFIG.SCREEN_CENTER_X; // Find closest fish in any lane var closestFish = null; var closestDistance = Infinity; for (var i = 0; i < CookingState.cookingFish.length; i++) { var fish = CookingState.cookingFish[i]; if (!fish.caught && !fish.missed) { var distance = Math.abs(fish.x - hookX); if (distance < GAME_CONFIG.GOOD_WINDOW && distance < closestDistance) { closestDistance = distance; closestFish = fish; } } } if (!closestFish) { // Miss LK.getSound('miss').play(); return; } // Hit! Process the fish var isComplete = !closestFish.advanceStage(); if (isComplete) { // Fish completed cooking, remove from array var fishIndex = CookingState.cookingFish.indexOf(closestFish); if (fishIndex > -1) { CookingState.cookingFish.splice(fishIndex, 1); } } // Play success sound LK.getSound('catch').play(); } // Update the CookingFishSpawner var CookingFishSpawner = { scheduleNextFish: function() { var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var currentTime = LK.ticks * (1000 / 60); CookingState.nextFishSpawnTime = currentTime + beatInterval * 2; }, update: function(currentTime) { if (!CookingState.gameActive || CookingState.songStartTime === 0) { return; } if (CookingState.nextFishSpawnTime === 0) { this.scheduleNextFish(); } if (CookingState.nextFishSpawnTime > 0 && currentTime >= CookingState.nextFishSpawnTime) { this.spawnFish(); this.scheduleNextFish(); } }, spawnFish: function() { if (!CookingState.gameActive) { return; } var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var framesPerBeat = beatInterval / (1000 / 60); var travelTimeInFrames = framesPerBeat * 4; var distanceToCenter = GAME_CONFIG.SCREEN_CENTER_X + 150; var requiredSpeed = distanceToCenter / travelTimeInFrames; var spawnSide = Math.random() < 0.5 ? -1 : 1; var actualSpeed = requiredSpeed * spawnSide; // Always start with raw fish in top lane var cookingFish = new CookingFish('raw', actualSpeed, 0); cookingFish.x = actualSpeed > 0 ? -150 : 2048 + 150; cookingFish.y = COOKING_LANES[0].y; cookingFish.baseY = COOKING_LANES[0].y; cookingFish.swimTime = Math.random() * Math.PI * 2; CookingState.cookingFish.push(cookingFish); if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(cookingFish); } } }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Script error.' in or related to this line: 'if (currentStageConfig.nextStage) {' Line Number: 218
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Please fix the bug: 'Script error.' in or related to this line: 'handleCookingSwipe('right');' Line Number: 1615
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Please fix the bug: 'ReferenceError: Can't find variable: CourierSpawner' in or related to this line: 'CourierSpawner.update(currentTime_cooking);' Line Number: 6326 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Replace the courier system on the cooking screen as needed with this: // Update CookingState to track fish instead of couriers var CookingState = { gameActive: false, money: 0, cookingFish: [], // Replace couriers array songStartTime: 0, nextFishSpawnTime: 0, laneOverlays: null // Will hold the lane overlay elements }; // Fish stages and their corresponding assets var COOKING_STAGES = { raw: { asset: 'sardine', nextStage: 'chopped', lane: 0 }, chopped: { asset: 'anchovy', nextStage: 'battered', lane: 1 }, battered: { asset: 'mackerel', nextStage: 'cooked', lane: 2 }, cooked: { asset: 'rareFish', nextStage: null, lane: 2 } }; // Cooking lane configuration var COOKING_LANES = [ { y: 1200, name: "chop", label: "CHOP" }, { y: 1600, name: "batter", label: "BATTER" }, { y: 2000, name: "fry", label: "FRY" } ]; // Update the CookingFish class (based on Fish class) var CookingFish = Container.expand(function(stage, speed, lane) { var self = Container.call(this); self.stage = stage; // raw, chopped, battered, cooked self.speed = speed; self.lane = lane; self.caught = false; self.missed = false; self.value = 10; // Base value self.processedStages = 0; // Track how many stages completed // Use appropriate asset for current stage var stageConfig = COOKING_STAGES[stage]; self.fishGraphics = self.attachAsset(stageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (speed > 0) { self.fishGraphics.scaleX = -1; } self.update = function() { if (!self.caught) { self.x += self.speed; // Add swimming animation self.swimTime += 0.08; var swimAmplitude = 10; self.y = self.baseY + Math.sin(self.swimTime) * swimAmplitude; } }; self.advanceStage = function() { var currentStageConfig = COOKING_STAGES[self.stage]; if (currentStageConfig.nextStage) { self.processedStages++; self.stage = currentStageConfig.nextStage; var newStageConfig = COOKING_STAGES[self.stage]; // Update graphics if (self.fishGraphics && !self.fishGraphics.destroyed) { self.fishGraphics.destroy(); } self.fishGraphics = self.attachAsset(newStageConfig.asset, { anchorX: 0.5, anchorY: 0.5 }); if (self.speed > 0) { self.fishGraphics.scaleX = -1; } // Push to next lane self.pushToNextLane(); return true; } else { // Final stage - fish is complete self.processedStages++; self.completeCooking(); return false; } }; self.pushToNextLane = function() { var newStageConfig = COOKING_STAGES[self.stage]; var targetY = COOKING_LANES[newStageConfig.lane].y; self.lane = newStageConfig.lane; self.baseY = targetY; // Calculate pushback distance and timing var songConfig = { bpm: 93 }; // Use cooking BPM var beatInterval = 60000 / songConfig.bpm; var fishSpeed = Math.abs(self.speed); var framesForNextApproach = beatInterval / (1000 / 60); var distanceNeededToReachCenter = fishSpeed * framesForNextApproach * 2; var pushBackX; if (self.speed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachCenter; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachCenter; } // Animate pushback and lane change tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function() { // Resume movement self.speed = self.speed; // Keep same speed and direction } }); }; self.completeCooking = function() { self.caught = true; // Calculate final score based on processing stages var maxStages = 3; var scoreMultiplier = self.processedStages / maxStages; var finalValue = Math.floor(self.value * scoreMultiplier * 100) / 100; CookingState.money += finalValue; GameState.money += finalValue; // Show score popup var scoreText = '+$' + finalValue.toFixed(0); if (self.processedStages === maxStages) { scoreText += ' PERFECT!'; } var moneyPopup = new Text2(scoreText, { size: 80, fill: self.processedStages === maxStages ? 0xFFD700 : 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); moneyPopup.anchor.set(0.5, 0.5); moneyPopup.x = self.x; moneyPopup.y = self.y - 50; if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(moneyPopup); } tween(moneyPopup, { y: moneyPopup.y - 100, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Animate fish disappearing tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeIn, onFinish: function() { if (self && !self.destroyed) { self.destroy(); } } }); }; return self; }); // Update CookingFishSpawner (replace CourierSpawner) var CookingFishSpawner = { scheduleNextFish: function() { var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var currentTime = LK.ticks * (1000 / 60); // Schedule next fish spawn for 2 beats later CookingState.nextFishSpawnTime = currentTime + beatInterval * 2; }, update: function(currentTime) { if (!CookingState.gameActive || CookingState.songStartTime === 0) { return; } if (CookingState.nextFishSpawnTime === 0) { this.scheduleNextFish(); } if (CookingState.nextFishSpawnTime > 0 && currentTime >= CookingState.nextFishSpawnTime) { this.spawnFish(); this.scheduleNextFish(); } }, spawnFish: function() { if (!CookingState.gameActive) { return; } // Calculate timing for fish to reach center on beat var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var framesPerBeat = beatInterval / (1000 / 60); var travelTimeInFrames = framesPerBeat * 4; var distanceToCenter = GAME_CONFIG.SCREEN_CENTER_X + 150; var requiredSpeed = distanceToCenter / travelTimeInFrames; var spawnSide = Math.random() < 0.5 ? -1 : 1; var actualSpeed = requiredSpeed * spawnSide; // Always start with raw fish in top lane var cookingFish = new CookingFish('raw', actualSpeed, 0); cookingFish.x = actualSpeed > 0 ? -150 : 2048 + 150; cookingFish.y = COOKING_LANES[0].y; cookingFish.baseY = COOKING_LANES[0].y; cookingFish.swimTime = Math.random() * Math.PI * 2; CookingState.cookingFish.push(cookingFish); if (cookingScreen && !cookingScreen.destroyed) { cookingScreen.addChild(cookingFish); } } }; // Update createCookingScreen function to add lane overlays function createCookingScreen() { cookingScreen.removeChildren(); // Keep existing background elements var sky = cookingScreen.addChild(LK.getAsset('skybackground', { x: 0, y: -500 })); var sand = cookingScreen.addChild(LK.getAsset('sand', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y })); var fishShack = cookingScreen.addChild(LK.getAsset('fishShack', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.BOAT_Y - 150 })); // Money display 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); // Create lane overlays (initially hidden) var laneOverlaysContainer = cookingScreen.addChild(new Container()); var laneOverlays = []; for (var i = 0; i < COOKING_LANES.length; i++) { var lane = COOKING_LANES[i]; // Semi-transparent lane background var laneOverlay = laneOverlaysContainer.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: lane.y, width: 1800, height: 200, alpha: 0.3, color: 0x424242 })); // Lane label var laneLabel = laneOverlaysContainer.addChild(new Text2(lane.label, { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 })); laneLabel.anchor.set(0, 0.5); laneLabel.x = 50; laneLabel.y = lane.y; laneOverlays.push({ overlay: laneOverlay, label: laneLabel }); } // Hide overlays initially (will slide in during startCookingSession) laneOverlaysContainer.x = -2048; return { moneyDisplay: moneyDisplay, laneOverlaysContainer: laneOverlaysContainer, laneOverlays: laneOverlays }; } // Update startCookingSession to include lane slide-in animation function startCookingSession() { CookingState.gameActive = true; CookingState.money = 0; CookingState.cookingFish.forEach(function(f) { if (f && !f.destroyed) { f.destroy(); } }); CookingState.cookingFish = []; CookingState.songStartTime = LK.ticks * (1000 / 60); CookingState.nextFishSpawnTime = 0; // Start music LK.playMusic('rhythmTrack'); // Animate lane overlays sliding in if (cookingElements && cookingElements.laneOverlaysContainer) { tween(cookingElements.laneOverlaysContainer, { x: 0 }, { duration: 800, easing: tween.easeOut }); } } // Update cooking input handling for new fish system function checkCookingToss() { if (!CookingState.gameActive) { return; } var hookX = GAME_CONFIG.SCREEN_CENTER_X; // Find closest fish in any lane var closestFish = null; var closestDistance = Infinity; for (var i = 0; i < CookingState.cookingFish.length; i++) { var fish = CookingState.cookingFish[i]; if (!fish.caught && !fish.missed) { var distance = Math.abs(fish.x - hookX); if (distance < GAME_CONFIG.GOOD_WINDOW && distance < closestDistance) { closestDistance = distance; closestFish = fish; } } } if (!closestFish) { // Miss LK.getSound('miss').play(); return; } // Hit! Process the fish var isComplete = !closestFish.advanceStage(); if (isComplete) { // Fish completed cooking, remove from array var fishIndex = CookingState.cookingFish.indexOf(closestFish); if (fishIndex > -1) { CookingState.cookingFish.splice(fishIndex, 1); } } // Play success sound LK.getSound('catch').play(); } // Update the main cooking game update loop // In game.update(), replace the existing cooking section with: if (GameState.currentScreen === 'cooking' && CookingState.gameActive) { var currentTime_cooking = LK.ticks * (1000 / 60); if (CookingState.songStartTime === 0) { CookingState.songStartTime = currentTime_cooking; } // Use fish spawner system CookingFishSpawner.update(currentTime_cooking); // Update cooking fish for (var i = CookingState.cookingFish.length - 1; i >= 0; i--) { var fish = CookingState.cookingFish[i]; if (fish && !fish.destroyed) { fish.update(); // Remove off-screen fish (with reduced payment for incomplete cooking) if (fish.x < -300 || fish.x > 2048 + 300) { if (!fish.caught) { // Give partial payment for incomplete fish var partialValue = Math.floor(fish.value * (fish.processedStages / 3) * 0.1); if (partialValue > 0) { CookingState.money += partialValue; GameState.money += partialValue; } } fish.destroy(); CookingState.cookingFish.splice(i, 1); } } else { CookingState.cookingFish.splice(i, 1); } } // Update money display if (cookingElements && cookingElements.moneyDisplay && !cookingElements.moneyDisplay.destroyed) { cookingElements.moneyDisplay.setText('$' + CookingState.money); } } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Slow down couriers. They should still arrive at the center on the beat, but they should move at same speed as fish.
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Analyze the courier spawning system and compare to the fish spawning system. Currently the couriers are not spawning at all. Fix.
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There are still no couriers spawning at all. Analyze and provide fix.
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No couriers are spawning at all. Analyze and fix the courier spawning system.
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Replace courier spawning with this new system: var CookingState = { gameActive: false, money: 0, availableFish: ['anchovy', 'sardine', 'mackerel'], selectedFishIndex: 0, couriers: [], songStartTime: 0, nextCourierSpawnTime: 0 // Add this like fish system }; // Create a simple courier spawner (like ImprovedRhythmSpawner) var CourierSpawner = { scheduleNextCourier: function() { var songConfig = {bpm: 93}; var beatInterval = 60000 / songConfig.bpm; var currentTime = LK.ticks * (1000 / 60); // Schedule next courier spawn for 2 beats later CookingState.nextCourierSpawnTime = currentTime + beatInterval * 2; }, update: function(currentTime) { if (!CookingState.gameActive || CookingState.songStartTime === 0) { return; } // Check if it's time to spawn next courier if (CookingState.nextCourierSpawnTime > 0 && currentTime >= CookingState.nextCourierSpawnTime) { spawnCourier(); this.scheduleNextCourier(); // Schedule the next one } } }; // Update startCookingSession function startCookingSession() { CookingState.gameActive = true; CookingState.money = 0; CookingState.selectedFishIndex = 0; CookingState.couriers = []; CookingState.songStartTime = 0; CookingState.nextCourierSpawnTime = 0; // Start gentle waves music LK.playMusic('rhythmTrack'); updateCurrentFishDisplay(); updateMenuDisplay(); // Schedule first courier CourierSpawner.scheduleNextCourier(); } // Simplify the game.update courier section if (GameState.currentScreen === 'cooking' && CookingState.gameActive) { var currentTime = LK.ticks * (1000 / 60); // Initialize cooking timer if (CookingState.songStartTime === 0) { CookingState.songStartTime = currentTime; } // Use the spawner system CourierSpawner.update(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 < -300 || courier.x > 2048 + 300) { courier.destroy(); CookingState.couriers.splice(i, 1); } } // Update money display if (cookingElements && cookingElements.moneyDisplay) { cookingElements.moneyDisplay.setText('$' + CookingState.money); } }
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Update as needed with: // Update the spawning logic in game.update if (GameState.currentScreen === 'cooking' && CookingState.gameActive) { var currentTime = LK.ticks * (1000 / 60); // Initialize cooking timer if (CookingState.songStartTime === 0) { CookingState.songStartTime = currentTime; } // Update couriers for (var i = CookingState.couriers.length - 1; i >= 0; i--) { var courier = CookingState.couriers[i]; courier.update(); // Remove off-screen couriers if (courier.x < -300 || courier.x > 2048 + 300) { courier.destroy(); CookingState.couriers.splice(i, 1); } } // Beat-based spawning that actually works var songConfig = {bpm: 93}; var beatInterval = 60000 / songConfig.bpm; var timeSinceStart = currentTime - CookingState.songStartTime; // Calculate which beat we're on var currentBeat = Math.floor(timeSinceStart / beatInterval); var previousBeat = Math.floor((timeSinceStart - (1000/60)) / beatInterval); // Spawn on every 2nd beat (0, 2, 4, 6...) if (currentBeat > previousBeat && currentBeat % 2 === 0) { spawnCourier(); } // Update money display if (cookingElements && cookingElements.moneyDisplay) { cookingElements.moneyDisplay.setText('$' + CookingState.money); } } ``` And fix the `spawnCourier` function to calculate the correct speed so they reach center on the beat: ```javascript function spawnCourier() { if (!CookingState.gameActive) return; var songConfig = {bpm: 93}; var beatInterval = 60000 / songConfig.bpm; // ~645ms per beat var framesPerBeat = beatInterval / (1000/60); // ~38.7 frames per beat // Courier should take exactly 2 beats to reach center from spawn var travelTimeInFrames = framesPerBeat * 2; var distanceToCenter = GAME_CONFIG.SCREEN_CENTER_X + 150; // Distance from spawn edge to center var requiredSpeed = distanceToCenter / travelTimeInFrames; // Random fish type var fishTypes = ['anchovy', 'sardine', 'mackerel']; var wantedFish = fishTypes[Math.floor(Math.random() * fishTypes.length)]; var fishValues = { 'anchovy': 5, 'sardine': 8, 'mackerel': 12 }; 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); console.log("Spawned courier, speed:", actualSpeed, "should reach center in", travelTimeInFrames, "frames"); }
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Update as needed with: 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 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 && !courier.served) { 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 - courier gets angry but continues moving LK.getSound('miss').play(); closestCourier.missed = true; // Hide speech bubble since order was attempted if (closestCourier.speechBubble) closestCourier.speechBubble.visible = false; if (closestCourier.fishIcon) closestCourier.fishIcon.visible = false; // Maybe tint the courier red briefly to show anger tween(closestCourier.courierGraphics, { tint: 0xFF0000 }, { duration: 200, easing: tween.easeOut, onFinish: function() { tween(closestCourier.courierGraphics, { tint: 0xFFFFFF }, { duration: 300, easing: tween.easeOut }); } }); 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; closestCourier.served = true; // Mark as served but let them continue // Hide speech bubble since order is fulfilled if (closestCourier.speechBubble) closestCourier.speechBubble.visible = false; if (closestCourier.fishIcon) closestCourier.fishIcon.visible = false; // 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(); } } }); // Maybe make courier happy (green tint briefly) tween(closestCourier.courierGraphics, { tint: 0x00FF00 }, { duration: 200, easing: tween.easeOut, onFinish: function() { tween(closestCourier.courierGraphics, { tint: 0xFFFFFF }, { duration: 300, easing: tween.easeOut }); } }); } ``` And update the Courier class to include the `served` property: ```javascript var Courier = Container.expand(function(fishType, value, speed, lane) { var self = Container.call(this); // ... existing code ... self.caught = false; self.missed = false; self.served = false; // Add this new property self.lastX = 0; // ... rest of existing code ... self.update = function() { // Continue moving regardless of interaction status self.x += self.speed; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Update with: 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]; // Only update if not caught/missed if (!courier.caught && !courier.missed) { courier.update(); } // Remove off-screen couriers if (courier.x < -300 || courier.x > 2048 + 300) { courier.destroy(); CookingState.couriers.splice(i, 1); } } // Spawn courier every 3 beats for better spacing var songConfig = {bpm: 93}; var beatInterval = 60000 / songConfig.bpm; var timeSinceStart = currentTime - CookingState.songStartTime; var beatsElapsed = Math.floor(timeSinceStart / beatInterval); var prevBeatsElapsed = Math.floor((timeSinceStart - (1000/60)) / beatInterval); // Spawn on every 3rd beat, but only if we don't have too many couriers if (beatsElapsed > prevBeatsElapsed && beatsElapsed % 3 === 0 && CookingState.couriers.length < 3) { spawnCourier(); } // Update money display if (cookingElements && cookingElements.moneyDisplay) { cookingElements.moneyDisplay.setText('$' + CookingState.money); } }
User prompt
Update with: 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]; // Only update if not caught/missed if (!courier.caught && !courier.missed) { courier.update(); } // Remove off-screen couriers if (courier.x < -300 || courier.x > 2048 + 300) { courier.destroy(); CookingState.couriers.splice(i, 1); } } // Spawn courier every 3 beats for better spacing var songConfig = {bpm: 93}; var beatInterval = 60000 / songConfig.bpm; var timeSinceStart = currentTime - CookingState.songStartTime; var beatsElapsed = Math.floor(timeSinceStart / beatInterval); var prevBeatsElapsed = Math.floor((timeSinceStart - (1000/60)) / beatInterval); // Spawn on every 3rd beat, but only if we don't have too many couriers if (beatsElapsed > prevBeatsElapsed && beatsElapsed % 3 === 0 && CookingState.couriers.length < 3) { spawnCourier(); } // Update money display if (cookingElements && cookingElements.moneyDisplay) { cookingElements.moneyDisplay.setText('$' + CookingState.money); } }
User prompt
Update as needed with: // Replace the spawning logic in the game.update function if (GameState.currentScreen === 'cooking' && CookingState.gameActive) { var currentTime = LK.ticks * (1000 / 60); // Initialize cooking timer if (CookingState.songStartTime === 0) { CookingState.songStartTime = currentTime; } // Update couriers for (var i = CookingState.couriers.length - 1; i >= 0; i--) { var courier = CookingState.couriers[i]; courier.update(); // Remove off-screen couriers if (courier.x < -250 || courier.x > 2048 + 250) { courier.destroy(); CookingState.couriers.splice(i, 1); } } // Better courier spawning - use similar logic to fish spawning var songConfig = {bpm: 93, duration: 135250}; // Gentle waves config var beatInterval = 60000 / songConfig.bpm; var timeSinceStart = currentTime - CookingState.songStartTime; // Spawn courier every 2 beats (similar to fish spacing) var beatsElapsed = Math.floor(timeSinceStart / beatInterval); var prevBeatsElapsed = Math.floor((timeSinceStart - (1000/60)) / beatInterval); if (beatsElapsed > prevBeatsElapsed && beatsElapsed % 2 === 0) { spawnCourier(); } // Update money display if (cookingElements && cookingElements.moneyDisplay) { cookingElements.moneyDisplay.setText('$' + 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); }
/**** * 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 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) { // Assuming positive speed means moving right, so flip if moving left-to-right from player's perspective. // The original code has this: if (speed > 0) { self.courierGraphics.scaleX = -1; // Flip for right-to-left movement } // This seems to imply courier asset faces right by default. // If courier moves right (positive speed), and it's coming from left, it should face right (no flip). // If courier moves left (negative speed), and it's coming from right, it should face left (flip). // Let's stick to the prompt's logic: flip if speed > 0 (meaning it's moving from left to right, and should be flipped if it's default facing left) // OR the prompt's comment is "Flip for right-to-left movement" which means if speed < 0 (moving left), it should be flipped. // The prompt code: if (speed > 0) { self.courierGraphics.scaleX = -1; // Flip for right-to-left movement } // This indicates if speed is positive (moving right), it's considered right-to-left *from courier's perspective* if asset faces left. // Let's assume the asset faces right by default. Then for right-to-left movement (speed < 0), we need to flip it. // Let's reinterpret the prompt: "if speed > 0 then flip for right-to-left movement" means "if courier travels rightwards on screen, flip it to appear as if it's coming towards center from right and then moving left" // This is confusing. Standard: asset faces right. If moving left (speed < 0), scaleX = -1. If moving right (speed > 0), scaleX = 1. // The prompt says: "if (speed > 0) { self.courierGraphics.scaleX = -1; // Flip for right-to-left movement }" // This means: if speed is positive (e.g., courier moving from x=0 to x=2048), flip it. // This implies the courier asset itself is facing left. So if it moves right, we flip it to face right. // Let's follow the prompt's code. self.courierGraphics.scaleX = -1; } 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, // Position above courier width: 120, height: 80, alpha: 0.8 })); self.fishIcon = self.attachAsset(fishType, { // Corrected: removed self.addChild anchorX: 0.5, anchorY: 0.5, x: 0, // Centered with speech bubble y: -80, // Centered with speech bubble scaleX: 0.4, scaleY: 0.4 }); self.update = function () { if (!self.caught && !self.missed) { self.x += self.speed; } }; 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 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 } }; // Store original game.up if it exists and hasn't been stored yet if (typeof game.originalGameUp === 'undefined') { game.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; } // Call the original game.up logic for other screens (e.g., fishing) // This assumes game.originalGameUp correctly captures the fishing screen's up logic. if (typeof game.originalGameUp === 'function' && game.originalGameUp !== game.up) { game.originalGameUp.call(this, x, y, obj); } else { // Fallback: This is the logic from the original game.up if not captured or if it's the first definition if (GameState.currentScreen === 'fishing') { handleFishingInput(x, y, false); // false for isDown (release/up) } //{bY} // Retain original line ID if it applies here } }; /**** * 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 cookingScreen = game.addChild(new Container()); // Now that cookingScreen is a valid Container object, we can set its visibility. // The original line '{jg}' was problematic because cookingScreen was not yet an object. cookingScreen.visible = false; // Cooking game state var CookingState = { gameActive: false, money: 0, availableFish: ['anchovy', 'sardine', 'mackerel'], // Available fish types selectedFishIndex: 0, couriers: [], songStartTime: 0 }; var cookingElements = null; 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 ****/ function createCookingScreen() { cookingScreen.removeChildren(); // Clear previous elements if any // 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 // Assuming fish shack is roughly where the boat is in fishing screen })); // Money display var moneyBackground = cookingScreen.addChild(LK.getAsset('songCard', { // Using songCard as a generic panel anchorX: 1, // Anchor to right anchorY: 0, // Anchor to top x: 1900 + 20, // Positioned near top-right y: 80 - 10, width: 300, height: 100, color: 0x000000, // Make it dark for contrast alpha: 0.5 })); var moneyDisplay = new Text2('$0', { size: 70, fill: 0xFFD700, // Gold color for money stroke: 0x000000, strokeThickness: 3 }); moneyDisplay.anchor.set(1, 0); // Align text to its top-right moneyDisplay.x = 1900; // Match background positioning 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, // Below the shack 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; // Align with orderCounter // Sandwich board menu (right side) var menuBoard = cookingScreen.addChild(LK.getAsset('songCard', { // Using songCard as a generic panel anchorX: 0, // Anchor to its left anchorY: 0.5, // Anchor to its vertical center x: 1600, // Position on the right side of the screen y: GAME_CONFIG.SCREEN_CENTER_Y, // Vertically centered width: 300, height: 600, alpha: 0.9 })); var menuTitle = new Text2('MENU', { size: 60, fill: 0xFFFFFF, align: 'center' }); menuTitle.anchor.set(0.5, 0); // Center text at its top menuTitle.x = 1750; // Centered on the menuBoard (1600 + 300/2) menuTitle.y = GAME_CONFIG.SCREEN_CENTER_Y - 280; // Positioned at the top of the menuBoard cookingScreen.addChild(menuTitle); // Create menu items container var menuItems = cookingScreen.addChild(new Container()); // Positioning for menuItems will be done in updateMenuDisplay // 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) - visually represents the hookX area var tossZone = cookingScreen.addChild(LK.getAsset('dottedLine', { // Assuming dottedLine is a suitable asset anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.SCREEN_CENTER_Y + 200, // Arbitrary Y, should cover courier paths width: 10, // A vertical line height: 800, // Tall enough to span lanes alpha: 0.3, tint: 0x00FF00 // Greenish tint })); 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, { // Uses attachAsset 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; // Center of the menu board (1600 + 300/2) 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', { // Using button as a base for menu item anchorX: 0.5, anchorY: 0.5, x: 0, // Relative to menuItems container y: i * 120, // Spaced out vertically width: 250, height: 100, tint: isSelected ? 0x2e7d32 : 0x666666 // Green if selected, grey otherwise })); var fishIcon = cookingElements.menuItems.attachAsset(fishType, { // Corrected: removed redundant addChild anchorX: 0.5, anchorY: 0.5, x: -60, // Position icon to the left within the button y: i * 120, // Align with button 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; // Position text to the right of the icon fishName.y = i * 120; // Align with button } } function spawnCourier() { if (!CookingState.gameActive || !cookingElements || !cookingElements.courierLanes) return; // Calculate speed so courier reaches center on beat var songConfig = { bpm: 93 }; // This should ideally come from a shared config or CookingState var beatIntervalMs = 60000 / songConfig.bpm; var timeToReachCenterMs = beatIntervalMs * 2; // Target: 2 beats to travel from spawn to center var framesToReachCenter = timeToReachCenterMs / (1000 / 60); // Convert milliseconds to frames (assuming 60FPS) // Distance from typical spawn point (e.g., -150) to the center (GAME_CONFIG.SCREEN_CENTER_X) // If spawning from left (-150), distance = SCREEN_CENTER_X - (-150) = SCREEN_CENTER_X + 150 // If spawning from right (2048+150), distance = (2048+150) - SCREEN_CENTER_X // The prompt used GAME_CONFIG.SCREEN_CENTER_X + 150 as a general distance from edge to center. var distanceToCenter = GAME_CONFIG.SCREEN_CENTER_X + 150; // Approximate distance from off-screen edge to center line var requiredSpeedPerFrame = distanceToCenter / framesToReachCenter; if (framesToReachCenter <= 0) { // Safety check for very fast BPMs or short travel times requiredSpeedPerFrame = 5; // Fallback speed } // 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: 1 for left-to-right (positive speed), -1 for right-to-left (negative speed) var spawnDirection = Math.random() < 0.5 ? 1 : -1; var actualSpeed = requiredSpeedPerFrame * spawnDirection; var courier = new Courier(wantedFish, value, actualSpeed, laneIndex); // If actualSpeed > 0, moving left-to-right, starts from left. // If actualSpeed < 0, moving right-to-left, starts from right. courier.x = actualSpeed > 0 ? -150 : 2048 + 150; courier.y = targetLane.y; courier.lastX = courier.x; CookingState.couriers.push(courier); cookingScreen.addChild(courier); } function checkToss() { if (!CookingState.gameActive) return; var hookX = GAME_CONFIG.SCREEN_CENTER_X; // Toss zone center (where player aims) 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); // Using GOOD_WINDOW as the range for a successful toss 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; // Mark as missed so it can animate away or be ignored // Optionally, animate the courier away or show a "wrong order" feedback return; } // Success! var points = closestCourier.value; var bonus = 0; // Check for perfect timing bonus if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { bonus = Math.floor(points * 0.5); // 50% bonus for perfect timing points += bonus; // Optionally, show "Perfect!" feedback } CookingState.money += points; GameState.money += points; // Also add to global money, or decide if cooking money is separate closestCourier.caught = true; // Play success sound LK.getSound('catch').play(); // Use existing catch sound // 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; // Or near the courier cookingScreen.addChild(moneyPopup); tween(moneyPopup, { y: moneyPopup.y - 150, // Floats up alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { if (moneyPopup && !moneyPopup.destroyed) { moneyPopup.destroy(); } } }); // Remove courier after success animation (fade out) var courierIndex = CookingState.couriers.indexOf(closestCourier); // Splicing is handled in game.update when destroying couriers generally. // Here we just animate it. tween(closestCourier, { alpha: 0, scaleX: 0.5, // Shrink and fade scaleY: 0.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Destruction and removal from array will be handled in main update loop // to avoid modifying array while iterating. // if (closestCourier && !closestCourier.destroyed) { // closestCourier.destroy(); // } // if (courierIndex > -1) { // CookingState.couriers.splice(courierIndex, 1); // } } }); } function startCookingSession() { CookingState.gameActive = true; CookingState.money = 0; // Reset session money CookingState.selectedFishIndex = 0; CookingState.couriers.forEach(function (c) { if (c && !c.destroyed) c.destroy(); }); CookingState.couriers = []; CookingState.songStartTime = LK.ticks * (1000 / 60); // Start appropriate music - prompt uses 'rhythmTrack' LK.playMusic('rhythmTrack'); updateCurrentFishDisplay(); updateMenuDisplay(); // Spawn first courier with a slight delay LK.setTimeout(spawnCourier, 500); } function handleCookingInput(x, y) { if (!CookingState.gameActive) return; // Check menu item clicks (fish selection) // Menu is on the right, x >= 1600 and x <= 1900 (based on menuBoard definition) if (x >= 1600 && x <= 1900) { var menuItemsContainer = cookingElements.menuItems; if (menuItemsContainer) { var localPos = menuItemsContainer.toLocal({ x: x, y: y }); // Convert to menuItems container local space for (var i = 0; i < CookingState.availableFish.length; i++) { // Menu items are y: i * 120, height: 100, anchorY: 0.5 // So clickable area is (i * 120 - 50) to (i * 120 + 50) var itemCenterY = i * 120; if (localPos.y >= itemCenterY - 50 && localPos.y <= itemCenterY + 50) { // Check x within the button width (250), centered at 0 in local coords if (localPos.x >= -125 && localPos.x <= 125) { CookingState.selectedFishIndex = i; updateCurrentFishDisplay(); updateMenuDisplay(); LK.getSound('buttonClick').play(); return; // Exit after processing menu click } } } } } // If not a menu click, consider it a tap for tossing order checkToss(); } // Swipe handling for fish selection (optional, can be added if desired) function handleCookingSwipe(direction) { if (!CookingState.gameActive) return; if (direction === 'left') { // Swipe left on the main area to select previous fish CookingState.selectedFishIndex = Math.max(0, CookingState.selectedFishIndex - 1); } else if (direction === 'right') { // Swipe right to select next fish CookingState.selectedFishIndex = Math.min(CookingState.availableFish.length - 1, CookingState.selectedFishIndex + 1); } updateCurrentFishDisplay(); updateMenuDisplay(); // LK.getSound('buttonClick').play(); // Optional sound for swipe selection } /**** * Title Screen ****/ function createTitleScreen() { var titleBg = titleScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 1, height: 2732, color: 0x87CEEB })); var titleAnimationGroup = titleScreen.addChild(new Container()); var titleSky = titleAnimationGroup.addChild(LK.getAsset('skybackground', { x: 0, y: -500 })); var titleWater = titleAnimationGroup.addChild(LK.getAsset('water', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y })); titleScreenOceanBubbleContainer = titleAnimationGroup.addChild(new Container()); titleScreenSeaweedContainer = titleAnimationGroup.addChild(new Container()); titleScreenCloudContainer = titleAnimationGroup.addChild(new Container()); var titleBoatGroup = titleAnimationGroup.addChild(new Container()); var titleBoat = titleBoatGroup.addChild(LK.getAsset('boat', { anchorX: 0.5, anchorY: 0.74, x: 0, y: 0 })); var titleFisherman = titleBoatGroup.addChild(LK.getAsset('fisherman', { anchorX: 0.5, anchorY: 1, x: -100, y: -70 })); var rodTipX = -100 + 85; var rodTipY = -70 - 200; var initialHookYInGroup = GAME_CONFIG.LANES[1].y - GAME_CONFIG.WATER_SURFACE_Y; var titleLine = titleBoatGroup.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, x: rodTipX, y: rodTipY, width: 6, height: initialHookYInGroup - rodTipY })); var titleHook = titleBoatGroup.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: rodTipX, y: initialHookYInGroup })); titleBoatGroup.x = GAME_CONFIG.SCREEN_CENTER_X; titleBoatGroup.y = GAME_CONFIG.WATER_SURFACE_Y; var boatGroupBaseY = titleBoatGroup.y; var boatWaveAmplitude = 10; var boatWaveHalfCycleDuration = 2000; var boatRotationAmplitude = 0.03; var boatRotationDuration = 3000; var lineWaveAmplitude = 12; var lineWaveSpeed = 0.03; var linePhaseOffset = 0; var titleWaterSurfaceSegments = []; var NUM_WAVE_SEGMENTS_TITLE = 32; var SEGMENT_WIDTH_TITLE = 2048 / NUM_WAVE_SEGMENTS_TITLE; var SEGMENT_HEIGHT_TITLE = 24; var WAVE_AMPLITUDE_TITLE = 12; var WAVE_HALF_PERIOD_MS_TITLE = 2500; var PHASE_DELAY_MS_PER_SEGMENT_TITLE = WAVE_HALF_PERIOD_MS_TITLE * 2 / NUM_WAVE_SEGMENTS_TITLE; for (var i = 0; i < NUM_WAVE_SEGMENTS_TITLE; i++) { var segment = LK.getAsset('waterSurface', { x: i * SEGMENT_WIDTH_TITLE, y: GAME_CONFIG.WATER_SURFACE_Y, width: SEGMENT_WIDTH_TITLE + 1, height: SEGMENT_HEIGHT_TITLE, anchorX: 0, anchorY: 0.5, alpha: 0.8, tint: 0x4fc3f7 }); segment.baseY = GAME_CONFIG.WATER_SURFACE_Y; titleAnimationGroup.addChild(segment); titleWaterSurfaceSegments.push(segment); } for (var i = 0; i < NUM_WAVE_SEGMENTS_TITLE; i++) { var whiteSegment = LK.getAsset('waterSurface', { x: i * SEGMENT_WIDTH_TITLE, y: GAME_CONFIG.WATER_SURFACE_Y - SEGMENT_HEIGHT_TITLE / 2, width: SEGMENT_WIDTH_TITLE + 1, height: SEGMENT_HEIGHT_TITLE / 2, anchorX: 0, anchorY: 0.5, alpha: 0.6, tint: 0xffffff }); whiteSegment.baseY = GAME_CONFIG.WATER_SURFACE_Y - SEGMENT_HEIGHT_TITLE / 2; titleAnimationGroup.addChild(whiteSegment); titleWaterSurfaceSegments.push(whiteSegment); } var boatCenterX = GAME_CONFIG.SCREEN_CENTER_X; var targetBoatScreenY = GAME_CONFIG.SCREEN_CENTER_Y + 300; var boatWorldY = GAME_CONFIG.WATER_SURFACE_Y; var pivotY = boatWorldY - (targetBoatScreenY - boatWorldY); titleAnimationGroup.pivot.set(boatCenterX, pivotY); titleAnimationGroup.x = GAME_CONFIG.SCREEN_CENTER_X; titleAnimationGroup.y = GAME_CONFIG.SCREEN_CENTER_Y; var INITIAL_ZOOM_FACTOR = 3.0; var FINAL_ZOOM_FACTOR = 1.8; titleAnimationGroup.scale.set(INITIAL_ZOOM_FACTOR); titleAnimationGroup.alpha = 1; var targetUpY = boatGroupBaseY - boatWaveAmplitude; var targetDownY = boatGroupBaseY + boatWaveAmplitude; function moveTitleBoatGroupUp() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { y: targetUpY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut, onFinish: moveTitleBoatGroupDown }); } function moveTitleBoatGroupDown() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { y: targetDownY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut, onFinish: moveTitleBoatGroupUp }); } function rockTitleBoatGroupLeft() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { rotation: -boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut, onFinish: rockTitleBoatGroupRight }); } function rockTitleBoatGroupRight() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { rotation: boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut, onFinish: rockTitleBoatGroupLeft }); } function updateTitleFishingLineWave() { if (!titleLine || titleLine.destroyed || !titleHook || titleHook.destroyed) { return; } linePhaseOffset += lineWaveSpeed; var waveOffset = Math.sin(linePhaseOffset) * lineWaveAmplitude; titleLine.x = rodTipX + waveOffset * 0.3; titleHook.x = rodTipX + waveOffset; var deltaX = titleHook.x - titleLine.x; var deltaY = titleHook.y - titleLine.y; var actualLineLength = Math.sqrt(deltaX * deltaX + deltaY * deltaY); titleLine.height = actualLineLength; if (actualLineLength > 0.001) { titleLine.rotation = Math.atan2(deltaY, deltaX) - Math.PI / 2; } else { titleLine.rotation = 0; } titleHook.rotation = titleLine.rotation; } function startTitleWaterSurfaceAnimationFunc() { for (var k = 0; k < titleWaterSurfaceSegments.length; k++) { var segment = titleWaterSurfaceSegments[k]; if (!segment || segment.destroyed) { continue; } var segmentIndexForDelay = k % NUM_WAVE_SEGMENTS_TITLE; (function (currentLocalSegment, currentLocalSegmentIndexForDelay) { var waveAnim = createWaveAnimation(currentLocalSegment, WAVE_AMPLITUDE_TITLE, WAVE_HALF_PERIOD_MS_TITLE); LK.setTimeout(function () { if (!currentLocalSegment || currentLocalSegment.destroyed) { return; } tween(currentLocalSegment, { y: currentLocalSegment.baseY + WAVE_AMPLITUDE_TITLE }, { duration: WAVE_HALF_PERIOD_MS_TITLE, easing: tween.easeInOut, onFinish: waveAnim.up }); }, currentLocalSegmentIndexForDelay * PHASE_DELAY_MS_PER_SEGMENT_TITLE); })(segment, segmentIndexForDelay); } } var blackOverlay = titleScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, width: 2048, height: 2732, color: 0x000000, alpha: 1 })); var titleImage = titleScreen.addChild(LK.getAsset('titleimage', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 700, alpha: 0, scaleX: 0.8, scaleY: 0.8 })); var startButtonY = 2732 - 2732 / 3.5; var tutorialButtonY = startButtonY + 600; var startButton = titleScreen.addChild(LK.getAsset('startbutton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: startButtonY, alpha: 0 })); var tutorialButton = titleScreen.addChild(LK.getAsset('tutorialbutton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: tutorialButtonY, alpha: 0 })); return { startButton: startButton, tutorialButton: tutorialButton, titleImage: titleImage, titleAnimationGroup: titleAnimationGroup, blackOverlay: blackOverlay, titleBoatGroup: titleBoatGroup, moveTitleBoatGroupUp: moveTitleBoatGroupUp, rockTitleBoatGroupLeft: rockTitleBoatGroupLeft, titleSky: titleSky, titleWater: titleWater, titleWaterSurfaceSegments: titleWaterSurfaceSegments, titleLine: titleLine, titleHook: titleHook, startTitleWaterSurfaceAnimation: startTitleWaterSurfaceAnimationFunc, updateTitleFishingLineWave: updateTitleFishingLineWave }; } /**** * Level Select Screen ****/ var MAP_CONFIG = { NODES: { dock: { x: 1200, y: 860, unlocked: true, type: 'dock' }, shallows: { x: 524, y: 1400, unlocked: true, type: 'fishing', depthIndex: 0 }, medium: { x: 1324, y: 1700, unlocked: false, type: 'fishing', depthIndex: 1 }, deep: { x: 524, y: 2000, unlocked: false, type: 'fishing', depthIndex: 2 }, abyss: { x: 1524, y: 2300, unlocked: false, type: 'fishing', depthIndex: 3 }, shop: { x: 724, y: 500, unlocked: false, type: 'shop' }, restaurant: { x: 1324, y: 500, unlocked: true, // Unlocked as per prompt type: 'cooking' // Changed to 'cooking' as per prompt } }, 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 = true; // Always unlocked for testing } 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 }); if (MAP_CONFIG.NODES[targetNodeKey].type === 'fishing') { showSongSelection(MAP_CONFIG.NODES[targetNodeKey].depthIndex); } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'cooking') { _showScreen('cooking'); // Use _showScreen for consistency } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'shop') { console.log("Arrived at Shop"); } } }); } 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) { 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); } } } } } }); } } 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 ****/ var originalShowScreen = _showScreen; // Preserve original if it's already defined this way, otherwise define it. // If originalShowScreen is not defined yet, this will cause an error. // Assuming showScreen is already a defined function we are wrapping. // If this is the first definition of showScreen, then originalShowScreen won't exist. // The prompt implies originalShowScreen is how we should proceed. _showScreen = function showScreen(screenName) { // Re-assign showScreen var previousScreen = GameState.currentScreen; // Keep this logic // Handle cooking screen specific cleanup or setup if coming from it if (previousScreen === 'cooking') { CookingState.gameActive = false; LK.stopMusic(); // Stop cooking music if any if (CookingState.couriers) { CookingState.couriers.forEach(function (c) { if (c && !c.destroyed) c.destroy(); }); CookingState.couriers = []; } if (cookingScreen && cookingElements && cookingElements.currentFishDisplay) { cookingElements.currentFishDisplay.removeChildren(); } if (cookingScreen && cookingElements && cookingElements.menuItems) { cookingElements.menuItems.removeChildren(); } } if (screenName === 'cooking') { // Stop sounds from previous screen if it was levelSelect if (previousScreen === 'levelSelect' && levelSelectElements && typeof levelSelectElements.stopLevelSelectAmbientSounds === 'function') { levelSelectElements.stopLevelSelectAmbientSounds(); } if (previousScreen === 'levelSelect' && levelSelectElements && typeof levelSelectElements.cleanupRipples === 'function') { levelSelectElements.cleanupRipples(); // Clear particles from level select } titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; cookingScreen.visible = true; // Show cooking screen GameState.currentScreen = 'cooking'; cookingElements = createCookingScreen(); // Re-create elements each time startCookingSession(); // Start the cooking game logic // Ensure cookingScreen is on top of globalFadeOverlay if it's used if (globalFadeOverlay && globalFadeOverlay.parent) { globalFadeOverlay.parent.setChildIndex(cookingScreen, globalFadeOverlay.parent.children.length - 1); if (globalFadeOverlay.visible) { // If fade overlay was active, ensure cooking screen is above it. globalFadeOverlay.parent.setChildIndex(globalFadeOverlay, globalFadeOverlay.parent.children.indexOf(cookingScreen) - 1); } } else if (game.children.indexOf(globalFadeOverlay) !== -1) { game.setChildIndex(cookingScreen, game.children.length - 1); if (globalFadeOverlay.visible) { game.setChildIndex(globalFadeOverlay, game.children.indexOf(cookingScreen) - 1); } } return; // Exit after handling cooking screen } // If not showing cooking screen, make sure it's hidden if (cookingScreen) { // Ensure cookingScreen is defined cookingScreen.visible = false; } // Call the original showScreen logic for other screens // This assumes originalShowScreen was captured correctly. // The prompt structure for originalShowScreen might be tricky if it's the first time defining showScreen. // For now, following the pattern: if (typeof originalShowScreen === 'function' && originalShowScreen !== _showScreen) { // Avoid infinite recursion originalShowScreen.call(this, screenName); // Call the original } else { // This is effectively the original logic if originalShowScreen wasn't captured or is this function itself. // The original showScreen logic from gamecode.js starts here: // var previousScreen = GameState.currentScreen; // Already done above 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; } // Global fade logic (from original showScreen) 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'; // Set currentScreen here 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; } // End of specific global fade logic from original titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; // cookingScreen.visible = false; // Already handled GameState.currentScreen = screenName; // Set current screen 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 not coming from title (already handled by fade) or results 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; } } }; // Capture original showScreen if it exists, otherwise this is the first definition. // This is tricky. Let's assume the provided code means `showScreen` is being defined for the first time // but needs to be extensible. The prompt's "var originalShowScreen = showScreen;" implies `showScreen` // already exists. If it's the first time, `originalShowScreen` would be undefined. // The safest way is to define the full function once, ensuring it handles all cases. // For this iterative process, I'm following the prompt's implied structure. if (typeof originalShowScreen === 'undefined') { // If showScreen wasn't defined before this block originalShowScreen = function originalShowScreen(screenNameInternal) { // This would be the fallback to the game's original showScreen logic before this modification. // For this exercise, we assume the wrapped version contains all necessary logic. // If this game were real, originalShowScreen would point to the previous state of showScreen. // Since we are replacing it entirely with the new comprehensive version, // the "originalShowScreen.call" part inside the new showScreen might need to be // the "else" block's content if we were truly "wrapping" an existing function piece by piece. // However, the prompt gives a full new showScreen. console.warn("Original showScreen was not captured or this is the initial definition. Screen: " + screenNameInternal); // Minimal original logic based on the provided gamecode.js: var previousScreenOriginal = GameState.currentScreen; // ... (rest of original visibility toggles and specific screen setups) // This part is now integrated into the main `showScreen` above. }; } function _showScreen(screenName) { var previousScreen = GameState.currentScreen; if (previousScreen === 'title' && titleElements) { stopTweens([titleElements.titleAnimationGroup, titleElements.blackOverlay, titleElements.titleImage, titleElements.startButton, titleElements.tutorialButton]); if (titleElements.titleWaterSurfaceSegments) { stopTweens(titleElements.titleWaterSurfaceSegments); } titleSeagullSoundTimer = clearTimer(titleSeagullSoundTimer, false); titleBoatSoundTimer = clearTimer(titleBoatSoundTimer, false); cleanupParticleArray(titleScreenOceanBubblesArray, titleScreenOceanBubbleContainer); cleanupParticleArray(titleScreenSeaweedArray, titleScreenSeaweedContainer); cleanupParticleArray(titleScreenCloudArray, titleScreenCloudContainer); } else if (previousScreen === 'levelSelect' && screenName !== 'levelSelect') { if (levelSelectElements && typeof levelSelectElements.cleanupRipples === 'function') { levelSelectElements.cleanupRipples(); } if (levelSelectElements && typeof levelSelectElements.stopLevelSelectAmbientSounds === 'function') { levelSelectElements.stopLevelSelectAmbientSounds(); } } if (previousScreen === 'fishing' && GameState.tutorialMode && screenName !== 'fishing') { tutorialOverlayContainer.visible = false; if (GameState.tutorialFish && !GameState.tutorialFish.destroyed) { GameState.tutorialFish.destroy(); var idx = fishArray.indexOf(GameState.tutorialFish); if (idx > -1) { fishArray.splice(idx, 1); } GameState.tutorialFish = null; } if (tutorialLaneHighlights.length > 0) { tutorialLaneHighlights.forEach(function (overlay) { if (overlay && !overlay.destroyed) { overlay.destroy(); } }); tutorialLaneHighlights = []; } GameState.tutorialMode = false; } if (previousScreen === 'title' && screenName === 'levelSelect') { globalFadeOverlay.alpha = 0; globalFadeOverlay.visible = true; if (game.children.indexOf(globalFadeOverlay) !== -1) { game.setChildIndex(globalFadeOverlay, game.children.length - 1); } tween(globalFadeOverlay, { alpha: 1 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { titleScreen.visible = false; if (levelSelectElements) { if (typeof levelSelectElements.cleanupRipples === 'function') { levelSelectElements.cleanupRipples(); } if (typeof levelSelectElements.stopLevelSelectAmbientSounds === 'function') { levelSelectElements.stopLevelSelectAmbientSounds(); } } levelSelectElements = createLevelSelectScreen(); levelSelectScreen.visible = true; GameState.currentScreen = 'levelSelect'; if (levelSelectElements && typeof levelSelectElements.updateMapDisplay === 'function') { levelSelectElements.updateMapDisplay(); } if (levelSelectElements && typeof levelSelectElements.startLevelSelectAmbientSounds === 'function') { levelSelectElements.startLevelSelectAmbientSounds(); } tween(globalFadeOverlay, { alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { globalFadeOverlay.visible = false; } }); } }); return; } titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; 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 ****/ // This new masterOriginalGameDown encapsulates all non-cooking input logic. var masterOriginalGameDown = function masterOriginalGameDown(x_orig, y_orig, obj_orig) { // General sound for non-cooking interactions. Cooking sounds are handled in its specific functions. LK.getSound('buttonClick').play(); //{Og} (retained from original context) var currentScreen_orig = GameState.currentScreen; //{Oh} (retained) if (GameState.tutorialMode && currentScreen_orig === 'fishing') { //{Oi} (retained) if (tutorialOverlayContainer.visible && tutorialContinueButton && tutorialContinueButton.visible && x_orig >= tutorialContinueButton.x - tutorialContinueButton.width / 2 && x_orig <= tutorialContinueButton.x + tutorialContinueButton.width / 2 && y_orig >= tutorialContinueButton.y - tutorialContinueButton.height / 2 && y_orig <= tutorialContinueButton.y + tutorialContinueButton.height / 2) { //{Ok} (retained) LK.getSound('buttonClick').play(); //{Ol} (retained) if ((GameState.tutorialStep === 3 || GameState.tutorialStep === 4) && GameState.tutorialPaused) { //{Om} (retained) var advanceToNextLogicalStep = false; if (GameState.tutorialFish && GameState.tutorialFish.wasCaughtThisInteraction) { //{On} (retained) advanceToNextLogicalStep = true; //{Oo} (retained) } //{Op} (retained) if (GameState.tutorialFish && (GameState.tutorialFish.wasCaughtThisInteraction || GameState.tutorialFish.wasMissedThisInteraction)) { //{Oq} (retained) if (!GameState.tutorialFish.destroyed) { //{Or} (retained) var idx = fishArray.indexOf(GameState.tutorialFish); //{Os} (retained) if (idx > -1) { //{Ot} (retained) fishArray.splice(idx, 1); //{Ou} (retained) } //{Ov} (retained) GameState.tutorialFish.destroy(); //{Ow} (retained) } //{Ox} (retained) GameState.tutorialFish = null; } //{Oy} (retained) if (advanceToNextLogicalStep) { //{Oz} (retained) GameState.tutorialStep++; } //{OA} (retained) runTutorialStep(); //{OB} (retained) } else { //{OC} (retained) GameState.tutorialStep++; //{OD} (retained) runTutorialStep(); //{OE} (retained) } //{OF} (retained) return; } //{OG} (retained) // For tutorial fishing, down event primarily records swipe start; actual action on up. // So, pass to handleFishingInput with isDown = true. handleFishingInput(x_orig, y_orig, true); return; } //{OH} (retained) // Non-tutorial input handling switch (currentScreen_orig) { //{OI} (retained) case 'title': //{OJ} (retained) var startButton = titleElements.startButton; //{OK} (retained) if (x_orig >= startButton.x - startButton.width / 2 && x_orig <= startButton.x + startButton.width / 2 && y_orig >= startButton.y - startButton.height / 2 && y_orig <= startButton.y + startButton.height / 2) { //{OL} (retained) _showScreen('levelSelect'); //{OM} (retained) } //{ON} (retained) var tutorialButtonGfx = titleElements.tutorialButtonGfx || titleElements.tutorialButton; //{OO} (retained) if (x_orig >= tutorialButtonGfx.x - tutorialButtonGfx.width / 2 && x_orig <= tutorialButtonGfx.x + tutorialButtonGfx.width / 2 && y_orig >= tutorialButtonGfx.y - tutorialButtonGfx.height / 2 && y_orig <= tutorialButtonGfx.y + tutorialButtonGfx.height / 2) { //{OP} (retained) if (typeof startTutorial === "function") { //{OQ} (retained) startTutorial(); //{OR} (retained) } //{OS} (retained) } //{OT} (retained) break; //{OU} (retained) case 'levelSelect': //{OV} (retained) handleLevelSelectInput(x_orig, y_orig); //{OW} (retained) break; //{OX} (retained) case 'fishing': //{OY} (retained) // Non-tutorial fishing presses also record swipe start. handleFishingInput(x_orig, y_orig, true); //{OZ} (retained) break; //{P0} (retained) case 'results': //{P1} (retained) _showScreen('levelSelect'); //{P2} (retained) break; //{P3} (retained) } //{P4} (retained) }; game.down = function (x, y, obj) { if (GameState.currentScreen === 'cooking') { swipeState.startX = x; swipeState.startY = y; // handleCookingInput is for menu clicks, which should have sound. // Taps for tossing are handled in game.up. handleCookingInput(x, y); return; } // Call the encapsulated master original logic for other screens masterOriginalGameDown.call(this, x, y, obj); }; function handleLevelSelectInput(x, y) { if (levelSelectElements && levelSelectElements.handleMapInput) { levelSelectElements.handleMapInput(x, y); } } /**** * Main Game Loop ****/ var originalGameUpdate = game.update; game.update = function () { // Call original update first, if it exists and is not this function itself if (typeof originalGameUpdate === 'function' && originalGameUpdate !== game.update) { originalGameUpdate.call(this); } // Cooking game updates 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]; // Only update if not caught/missed if (!courier.caught && !courier.missed) { courier.update(); } // Remove off-screen couriers // Also ensure courier isn't already destroyed to prevent errors if destroy() was called elsewhere // and it's still in the array for this tick. if (courier && !courier.destroyed && (courier.x < -300 || courier.x > 2048 + 300)) { courier.destroy(); CookingState.couriers.splice(i, 1); } else if (courier && courier.destroyed) { // Cleanup for already destroyed couriers if missed by other checks CookingState.couriers.splice(i, 1); } } // Spawn courier every 3 beats for better spacing var songConfig = { bpm: 93 }; var beatInterval = 60000 / songConfig.bpm; var timeSinceStart = currentTime - CookingState.songStartTime; var beatsElapsed = Math.floor(timeSinceStart / beatInterval); var prevBeatsElapsed = Math.floor((timeSinceStart - 1000 / 60) / beatInterval); // Spawn on every 3rd beat, but only if we don't have too many couriers if (beatsElapsed > prevBeatsElapsed && beatsElapsed % 3 === 0 && CookingState.couriers.length < 3) { spawnCourier(); } // Update money display if (cookingElements && cookingElements.moneyDisplay && !cookingElements.moneyDisplay.destroyed) { cookingElements.moneyDisplay.setText('$' + CookingState.money); } } // --- End of Cooking Game Updates --- // The rest of this function will be the original game.update logic // if originalGameUpdate was not captured or if we're not truly "wrapping". // For this iterative process, the original logic is now below: if (typeof originalGameUpdate !== 'function' || originalGameUpdate === game.update) { // This is the original game.update content from the provided gamecode.js if (GameState.currentScreen === 'fishing' && fishingElements && fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } if (GameState.currentScreen === 'title') { if (titleElements && titleElements.updateTitleFishingLineWave) { titleElements.updateTitleFishingLineWave(); } // Title Screen Ocean Bubbles 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); } } } 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); } } if (GameState.currentScreen === 'fishing' && globalCloudContainer) { handleParticleSpawning({ counter: globalCloudSpawnCounter, interval: CLOUD_SPAWN_INTERVAL_TICKS, maxCount: MAX_CLOUD_COUNT, array: globalCloudArray, container: globalCloudContainer, constructor: CloudParticle }); globalCloudSpawnCounter++; // This was missing in the prompt's provided game.update, might be an oversight there or handled by handleParticleSpawning updateParticleArray(globalCloudArray); } 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(); } } updateLaneBracketsVisuals(); return; } if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTimeIngameUpdate = LK.ticks * (1000 / 60); if (GameState.songStartTime === 0) { GameState.songStartTime = currentTimeIngameUpdate; } var songConfigIngameUpdate = GameState.getCurrentSongConfig(); if (currentTimeIngameUpdate - GameState.songStartTime >= songConfigIngameUpdate.duration) { endFishingSession(); return; } ImprovedRhythmSpawner.update(currentTimeIngameUpdate); for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; var previousFrameX = fish.lastX; fish.update(); var currentFrameX = fish.x; 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; if (!fish.caught && (fish.x < -250 || fish.x > 2048 + 250)) { if (GameState.currentBattleFish === fish) { GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; GameState.nextFishSpawnTime = 0; } fish.destroy(); fishArray.splice(i, 1); } } updateFishingUI(); 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); 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 }); } } }); } } } if (GameState.battleState === BATTLE_STATES.ACTIVE && !GameState.currentBattleFish) { GameState.battleState = BATTLE_STATES.NONE; GameState.nextFishSpawnTime = 0; } updateParticleArray(musicNotesArray); if (bubbleContainer) { for (var f = 0; f < fishArray.length; f++) { var fish_bubble = fishArray[f]; // Renamed to avoid conflict if (fish_bubble && !fish_bubble.caught && !fish_bubble.isHeld && fish_bubble.fishGraphics) { if (currentTimeIngameUpdate - fish_bubble.lastBubbleSpawnTime > fish_bubble.bubbleSpawnInterval) { fish_bubble.lastBubbleSpawnTime = currentTimeIngameUpdate; var tailOffsetDirection = Math.sign(fish_bubble.speed) * -1; var bubbleX = fish_bubble.x + tailOffsetDirection * (fish_bubble.fishGraphics.width * Math.abs(fish_bubble.fishGraphics.scaleX) / 2) * 0.8; var bubbleY = fish_bubble.y + (Math.random() - 0.5) * (fish_bubble.fishGraphics.height * Math.abs(fish_bubble.fishGraphics.scaleY) / 4); var newBubble = new BubbleParticle(bubbleX, bubbleY); bubbleContainer.addChild(newBubble); bubblesArray.push(newBubble); } } } } updateParticleArray(bubblesArray); } // End of the "originalGameUpdate" block }; // Similar capture logic for originalGameUpdate if (typeof originalGameUpdate === 'undefined') { originalGameUpdate = function originalGameUpdate() { console.warn("Original game.update was not captured or this is the initial definition."); // Minimal or non-existent game.update before this block. }; } game.update = function () { if (GameState.currentScreen === 'fishing' && fishingElements && fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } if (GameState.currentScreen === 'title') { if (titleElements && titleElements.updateTitleFishingLineWave) { titleElements.updateTitleFishingLineWave(); } if (titleScreenOceanBubbleContainer) { titleScreenOceanBubbleSpawnCounter++; if (titleScreenOceanBubbleSpawnCounter >= OCEAN_BUBBLE_SPAWN_INTERVAL_TICKS) { titleScreenOceanBubbleSpawnCounter = 0; var newOceanBubble = new OceanBubbleParticle(); titleScreenOceanBubbleContainer.addChild(newOceanBubble); titleScreenOceanBubblesArray.push(newOceanBubble); } updateParticleArray(titleScreenOceanBubblesArray); } // Title Screen Seaweed if (titleScreenSeaweedContainer) { titleScreenSeaweedSpawnCounter++; if (titleScreenSeaweedSpawnCounter >= SEAWEED_SPAWN_INTERVAL_TICKS && titleScreenSeaweedArray.length < MAX_SEAWEED_COUNT) { titleScreenSeaweedSpawnCounter = 0; var newSeaweed = new SeaweedParticle(); titleScreenSeaweedContainer.addChild(newSeaweed); titleScreenSeaweedArray.push(newSeaweed); } updateParticleArray(titleScreenSeaweedArray); } // Title Screen Clouds if (titleScreenCloudContainer) { titleScreenCloudSpawnCounter++; if (titleScreenCloudSpawnCounter >= CLOUD_SPAWN_INTERVAL_TICKS && titleScreenCloudArray.length < MAX_CLOUD_COUNT) { titleScreenCloudSpawnCounter = 0; var newCloud = new CloudParticle(); titleScreenCloudContainer.addChild(newCloud); titleScreenCloudArray.push(newCloud); } updateParticleArray(titleScreenCloudArray); } } if (GameState.currentScreen === 'levelSelect' && levelSelectElements) { if (levelSelectElements.updateBoatAnimation && typeof levelSelectElements.updateBoatAnimation === 'function') { levelSelectElements.updateBoatAnimation(); } if (levelSelectElements.updateRipples && typeof levelSelectElements.updateRipples === 'function') { levelSelectElements.updateRipples(); } if (levelSelectElements.updateHomeIslandRipples && typeof levelSelectElements.updateHomeIslandRipples === 'function') { levelSelectElements.updateHomeIslandRipples(); } if (levelSelectElements.updateScreenWaves && typeof levelSelectElements.updateScreenWaves === 'function') { levelSelectElements.updateScreenWaves(); } if (levelSelectElements.updateShallowWatersNodeBubbles && typeof levelSelectElements.updateShallowWatersNodeBubbles === 'function') { levelSelectElements.updateShallowWatersNodeBubbles(); } if (levelSelectElements.updateSeagulls && typeof levelSelectElements.updateSeagulls === 'function') { levelSelectElements.updateSeagulls(); } if (levelSelectElements.updateLevelSelectClouds && typeof levelSelectElements.updateLevelSelectClouds === 'function') { levelSelectElements.updateLevelSelectClouds(); } if (levelSelectElements.updateWaterfallParticles && typeof levelSelectElements.updateWaterfallParticles === 'function') { levelSelectElements.updateWaterfallParticles(); } if (levelSelectElements.updateShadowFish && typeof levelSelectElements.updateShadowFish === 'function') { levelSelectElements.updateShadowFish(); } } // Spawn and update ambient particles during fishing screen if (GameState.currentScreen === 'fishing' && globalOceanBubbleContainer) { globalOceanBubbleSpawnCounter++; if (globalOceanBubbleSpawnCounter >= OCEAN_BUBBLE_SPAWN_INTERVAL_TICKS) { globalOceanBubbleSpawnCounter = 0; var numToSpawn = 1; for (var i = 0; i < numToSpawn; i++) { var newOceanBubble = new OceanBubbleParticle(); globalOceanBubbleContainer.addChild(newOceanBubble); globalOceanBubblesArray.push(newOceanBubble); } } // Keep the existing fish physics update logic here... } // Spawn and update seaweed particles during fishing if (GameState.currentScreen === 'fishing' && globalSeaweedContainer) { globalSeaweedSpawnCounter++; if (globalSeaweedSpawnCounter >= SEAWEED_SPAWN_INTERVAL_TICKS && globalSeaweedArray.length < MAX_SEAWEED_COUNT) { globalSeaweedSpawnCounter = 0; var newSeaweed = new SeaweedParticle(); globalSeaweedContainer.addChild(newSeaweed); globalSeaweedArray.push(newSeaweed); } // Keep the existing fish physics update logic here... } // Spawn and update cloud particles during fishing if (GameState.currentScreen === 'fishing' && globalCloudContainer) { handleParticleSpawning({ counter: globalCloudSpawnCounter, interval: CLOUD_SPAWN_INTERVAL_TICKS, maxCount: MAX_CLOUD_COUNT, array: globalCloudArray, container: globalCloudContainer, constructor: CloudParticle }); globalCloudSpawnCounter++; updateParticleArray(globalCloudArray); } // Tutorial mode logic if (GameState.currentScreen === 'fishing' && GameState.tutorialMode) { if (fishingElements && fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } if (!GameState.tutorialPaused) { if (GameState.tutorialFish && !GameState.tutorialFish.destroyed && !GameState.tutorialFish.caught) { GameState.tutorialFish.update(); checkTutorialFishState(); } // Automatic hook movement removed; player swipe input (via handleFishingInput) // and initial setup in runTutorialStep now control the hook position. } updateLaneBracketsVisuals(); return; } if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); // Initialize game timer if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } // Check song end var songConfig = GameState.getCurrentSongConfig(); if (currentTime - GameState.songStartTime >= songConfig.duration) { endFishingSession(); return; } // Use RhythmSpawner to handle fish spawning ImprovedRhythmSpawner.update(currentTime); // (Automatic hook following logic removed as player now controls lane position via swipe) // updateLaneBracketsVisuals() is now called within handleFishingInput after a swipe. // Update fish for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; var previousFrameX = fish.lastX; fish.update(); var currentFrameX = fish.x; // Check for miss only if fish is active if (!fish.caught && !fish.missed) { var hookCenterX = fishingElements.hook.x; var missCheckBoundary = GAME_CONFIG.MISS_WINDOW; if (fish.speed > 0) { if (previousFrameX <= hookCenterX + missCheckBoundary && currentFrameX > hookCenterX + missCheckBoundary) { showFeedback('miss', fish.lane); LK.getSound('miss').play(); GameState.combo = 0; fish.missed = true; } } else if (fish.speed < 0) { if (previousFrameX >= hookCenterX - missCheckBoundary && currentFrameX < hookCenterX - missCheckBoundary) { showFeedback('miss', fish.lane); LK.getSound('miss').play(); GameState.combo = 0; fish.missed = true; } } } fish.lastX = currentFrameX; // Remove off-screen fish if (!fish.caught && (fish.x < -250 || fish.x > 2048 + 250)) { // If this was the battle fish, reset battle state if (GameState.currentBattleFish === fish) { GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; GameState.nextFishSpawnTime = 0; } fish.destroy(); fishArray.splice(i, 1); } } // Update UI updateFishingUI(); // Spawn and update music notes if active if (GameState.musicNotesActive && fishingElements && fishingElements.hook && !fishingElements.hook.destroyed && musicNotesContainer) { musicNoteSpawnCounter++; if (musicNoteSpawnCounter >= MUSIC_NOTE_SPAWN_INTERVAL_TICKS) { musicNoteSpawnCounter = 0; var spawnX = fishingElements.hook.x; var spawnY = fishingElements.hook.y - 30; var newNote = new MusicNoteParticle(spawnX, spawnY); musicNotesContainer.addChild(newNote); musicNotesArray.push(newNote); // Add scale pulse to the hook if (fishingElements.hook && !fishingElements.hook.destroyed && fishingElements.hook.scale) { var currentSongConfig = GameState.getCurrentSongConfig(); var bpm = currentSongConfig && currentSongConfig.bpm ? currentSongConfig.bpm : 90; var beatDurationMs = 60000 / bpm; var pulsePhaseDuration = Math.max(50, beatDurationMs / 2); var pulseScaleFactor = 1.2; var originalScaleX = fishingElements.hook.scale.x !== undefined ? fishingElements.hook.scale.x : 1; var originalScaleY = fishingElements.hook.scale.y !== undefined ? fishingElements.hook.scale.y : 1; stopTween(fishingElements.hook.scale); tween(fishingElements.hook.scale, { x: originalScaleX * pulseScaleFactor, y: originalScaleY * pulseScaleFactor }, { duration: pulsePhaseDuration, easing: tween.easeOut, onFinish: function onFinish() { if (fishingElements.hook && !fishingElements.hook.destroyed && fishingElements.hook.scale) { tween(fishingElements.hook.scale, { x: originalScaleX, y: originalScaleY }, { duration: pulsePhaseDuration, easing: tween.easeIn }); } } }); } } } // In game.update(), add this after updating fish: if (GameState.battleState === BATTLE_STATES.ACTIVE && !GameState.currentBattleFish) { // Reset battle state if no active battle fish exists GameState.battleState = BATTLE_STATES.NONE; GameState.nextFishSpawnTime = 0; } // Update existing music notes updateParticleArray(musicNotesArray); // Spawn bubbles for active fish if (bubbleContainer) { for (var f = 0; f < fishArray.length; f++) { var fish = fishArray[f]; if (fish && !fish.caught && !fish.isHeld && fish.fishGraphics) { if (currentTime - fish.lastBubbleSpawnTime > fish.bubbleSpawnInterval) { fish.lastBubbleSpawnTime = currentTime; var tailOffsetDirection = Math.sign(fish.speed) * -1; var bubbleX = fish.x + tailOffsetDirection * (fish.fishGraphics.width * Math.abs(fish.fishGraphics.scaleX) / 2) * 0.8; var bubbleY = fish.y + (Math.random() - 0.5) * (fish.fishGraphics.height * Math.abs(fish.fishGraphics.scaleY) / 4); var newBubble = new BubbleParticle(bubbleX, bubbleY); bubbleContainer.addChild(newBubble); bubblesArray.push(newBubble); } } } } // Update and remove bubbles updateParticleArray(bubblesArray); }; /**** * Initialize game ****/ _showScreen('title'); // Add to the top of the game code, after the existing variables var swipeState = { startX: 0, startY: 0, currentLane: 1, // Start in middle lane isSwipe: false, swipeThreshold: 50, // Minimum distance for swipe tapThreshold: 30 // Maximum distance for tap };
===================================================================
--- original.js
+++ change.js
@@ -5950,11 +5950,16 @@
if (!courier.caught && !courier.missed) {
courier.update();
}
// Remove off-screen couriers
- if (courier.x < -300 || courier.x > 2048 + 300) {
+ // Also ensure courier isn't already destroyed to prevent errors if destroy() was called elsewhere
+ // and it's still in the array for this tick.
+ if (courier && !courier.destroyed && (courier.x < -300 || courier.x > 2048 + 300)) {
courier.destroy();
CookingState.couriers.splice(i, 1);
+ } else if (courier && courier.destroyed) {
+ // Cleanup for already destroyed couriers if missed by other checks
+ CookingState.couriers.splice(i, 1);
}
}
// Spawn courier every 3 beats for better spacing
var songConfig = {
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