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Add arrow indicator icons next to the numbers in the fish countdown that shows which lane they will switch to next if their count is higher than one.
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Add arrow indicators to the fish countdown that shows which lane they will switch to next if their count is higher than one.
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Add three buttons under the play button on the song select tabs. Easy, medium and hard. This changes the pushback distance for fishes. Easy is how it is right now, 3 beats pushback distance, medium is 2 beats and hard is 1 beat.
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Increase the pushback for the fish enough to not have to increase their speed but keep the fishes getting there on the beat.
Code edit (1 edits merged)
Please save this source code
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In the tutorial the hook is automatically positioning itself and not accepting swipe input to change lanes as it should. Please fix.
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Adjust the tutorial to properly explain and demonstrate the new swipe and tap control system
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Only allow fish to switch to lanes adjacent to their current one when switching lanes and double the pushback distance
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Update as needed to a new swipe and tap system: // 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: 10 // Maximum distance for tap }; // Replace the existing handleFishingInput function function handleFishingInput(x, y, isDown) { if (GameState.tutorialMode && isDown && (GameState.tutorialStep === 3 || GameState.tutorialStep === 4) && !GameState.tutorialPaused) { // Keep existing tutorial logic if (GameState.tutorialFish && !GameState.tutorialFish.caught && !GameState.tutorialFish.missed) { checkCatch(GameState.tutorialFish.lane); } return; } if (!GameState.gameActive) { return; } if (isDown) { // Touch start - record position swipeState.startX = x; swipeState.startY = y; swipeState.isSwipe = false; } else { // Touch end - determine if swipe or tap var deltaX = x - swipeState.startX; var deltaY = y - swipeState.startY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance < swipeState.tapThreshold) { // This is a tap - try to catch fish checkCatch(swipeState.currentLane); } else if (Math.abs(deltaY) > swipeState.swipeThreshold && Math.abs(deltaY) > Math.abs(deltaX)) { // This is a vertical swipe - change lanes if (deltaY < 0) { // Swipe up - move to shallower lane (lower index) swipeState.currentLane = Math.max(0, swipeState.currentLane - 1); } else { // Swipe down - move to deeper lane (higher index) swipeState.currentLane = Math.min(2, swipeState.currentLane + 1); } // Move hook to new lane 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; // Visual feedback for lane change updateLaneBracketsVisuals(); } } } // 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) { // Keep existing tutorial logic unchanged var tutorialFish = GameState.tutorialFish; if (!tutorialFish || tutorialFish.lane !== playerLane || tutorialFish.caught || tutorialFish.missed) { if (GameState.tutorialStep === 3 || GameState.tutorialStep === 4) { setTutorialText("Oops! Make sure to be in the correct lane when the fish is over the hook. Tap 'CONTINUE' to try again."); GameState.tutorialPaused = true; } LK.getSound('miss').play(); return; } 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) { caughtType = 'good'; } else { caughtType = 'miss'; } showFeedback(caughtType, playerLane); if (caughtType === 'perfect' || caughtType === 'good') { tutorialFish.catchFish(); var fishIndex = fishArray.indexOf(tutorialFish); if (fishIndex > -1) { fishArray.splice(fishIndex, 1); } LK.getSound('catch').play(); animateHookCatch(); GameState.tutorialPaused = true; if (GameState.tutorialStep === 3) { setTutorialText("Great catch! You tapped when positioned in the correct lane. Tap 'CONTINUE'."); } else if (GameState.tutorialStep === 4) { setTutorialText("Perfect! You're mastering the swipe-and-tap system. Tap 'CONTINUE'."); } } else { LK.getSound('miss').play(); tutorialFish.missed = true; GameState.tutorialPaused = true; setTutorialText("Almost! Make sure you're in the right lane and tap when the fish is closer. Tap 'CONTINUE' to try again."); } return; } // Rest of the function remains the same, but use playerLane instead of fishLane 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() { 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() { 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() { 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(); } // Modify the main game loop to remove automatic hook movement // In the game.update function, replace the "Dynamic Hook Movement Logic" section with: // (Remove the automatic hook following logic since player now controls lane position)
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Please fix the bug: 'ReferenceError: Can't find variable: ImprovedRhythmSpawner' in or related to this line: 'ImprovedRhythmSpawner.reset();' Line Number: 4703
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Do not schedule another fish on a Miss, remove that because the previous fish already scheduled one.
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Update as needed with: var BeatTimedSpawner = { spawnFishForBeat: function(targetBeatTime) { if (GameState.stoppedSpawning) return; var depthConfig = GameState.getCurrentDepthConfig(); var laneIndex = PatternGenerator.getNextLane(); var spawnSide = Math.random() < 0.5 ? -1 : 1; var fishSpeed = depthConfig.fishSpeed * spawnSide; // Calculate spawn time so fish arrives exactly on target beat var distanceToHook = spawnSide > 0 ? (GAME_CONFIG.SCREEN_CENTER_X - (-150)) : ((2048 + 150) - GAME_CONFIG.SCREEN_CENTER_X); var travelTimeMs = (distanceToHook / Math.abs(fishSpeed)) * (1000/60); var spawnTime = targetBeatTime - travelTimeMs; var currentTime = LK.ticks * (1000 / 60); if (spawnTime <= currentTime) { var timeRemaining = targetBeatTime - currentTime; if (timeRemaining > 0) { var requiredSpeed = distanceToHook / (timeRemaining / (1000/60)); fishSpeed = spawnSide > 0 ? requiredSpeed : -requiredSpeed; } spawnTime = currentTime; } LK.setTimeout(function() { if (GameState.gameActive && !GameState.stoppedSpawning) { var newFish = BeatTimedSpawner.createFish(fishSpeed, laneIndex, spawnSide, targetBeatTime); // ONLY schedule next fish if this is the first/only fish if (newFish && fishArray.length === 1) { BeatTimedSpawner.scheduleNextFishAfter(newFish, targetBeatTime); } } }, Math.max(0, spawnTime - currentTime)); }, createFish: function(fishSpeed, laneIndex, spawnSide, arrivalBeatTime) { // ... existing createFish code unchanged ... }, scheduleNextFishAfter: function(currentFish, currentFishArrivalBeat) { if (GameState.stoppedSpawning) return; var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var battleBeats = currentFish.maxTaps || 1; var nextFishArrivalTime = currentFishArrivalBeat + (battleBeats * beatInterval); this.spawnFishForBeat(nextFishArrivalTime); }, scheduleNextFish: function() { // Only for misses if (GameState.stoppedSpawning || fishArray.length > 0) return; var currentTime = LK.ticks * (1000 / 60); var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var timeSinceSongStart = currentTime - GameState.songStartTime; var beatsElapsed = Math.floor(timeSinceSongStart / beatInterval); var nextBeatTime = GameState.songStartTime + ((beatsElapsed + 1) * beatInterval); this.spawnFishForBeat(nextBeatTime); } }; // When fish dies, check if we need to spawn the next one manually (in case chain broke) self.catchFish = function () { // ... existing catchFish code ... // After all the cleanup, if no more fish are left, restart the chain LK.setTimeout(function() { if (fishArray.length === 0 && GameState.gameActive && !GameState.stoppedSpawning) { BeatTimedSpawner.scheduleNextFish(); } }, 100); };
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Update as needed with: var BeatTimedSpawner = { getCurrentBeatTime: function(currentTime) { if (GameState.songStartTime === 0) return currentTime; var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var timeSinceSongStart = currentTime - GameState.songStartTime; var currentBeat = Math.floor(timeSinceSongStart / beatInterval); return GameState.songStartTime + (currentBeat * beatInterval); }, spawnFishForBeat: function(targetBeatTime) { if (GameState.stoppedSpawning) return; var depthConfig = GameState.getCurrentDepthConfig(); var laneIndex = PatternGenerator.getNextLane(); var spawnSide = Math.random() < 0.5 ? -1 : 1; var fishSpeed = depthConfig.fishSpeed * spawnSide; // Calculate spawn time so fish arrives exactly on target beat var distanceToHook = spawnSide > 0 ? (GAME_CONFIG.SCREEN_CENTER_X - (-150)) : ((2048 + 150) - GAME_CONFIG.SCREEN_CENTER_X); var travelTimeMs = (distanceToHook / Math.abs(fishSpeed)) * (1000/60); var spawnTime = targetBeatTime - travelTimeMs; var currentTime = LK.ticks * (1000 / 60); // If spawn time is in the past, adjust speed to arrive on beat if (spawnTime <= currentTime) { var timeRemaining = targetBeatTime - currentTime; if (timeRemaining > 0) { var requiredSpeed = distanceToHook / (timeRemaining / (1000/60)); fishSpeed = spawnSide > 0 ? requiredSpeed : -requiredSpeed; } spawnTime = currentTime; } // Schedule the spawn LK.setTimeout(function() { if (GameState.gameActive && !GameState.stoppedSpawning) { var newFish = BeatTimedSpawner.createFish(fishSpeed, laneIndex, spawnSide, targetBeatTime); // Immediately schedule the next fish based on this fish's battle length if (newFish) { BeatTimedSpawner.scheduleNextFishAfter(newFish, targetBeatTime); } } }, Math.max(0, spawnTime - currentTime)); }, createFish: function(fishSpeed, laneIndex, spawnSide, arrivalBeatTime) { var depthConfig = GameState.getCurrentDepthConfig(); var targetLane = GAME_CONFIG.LANES[laneIndex]; // Determine fish type 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, fishSpeed, laneIndex); newFish.x = fishSpeed > 0 ? -150 : 2048 + 150; newFish.y = targetLane.y; newFish.baseY = targetLane.y; newFish.lastX = newFish.x; newFish.arrivalBeatTime = arrivalBeatTime; // Store when this fish arrives fishArray.push(newFish); if (fishingScreen && !fishingScreen.destroyed) { fishingScreen.addChild(newFish); } GameState.sessionFishSpawned++; return newFish; }, scheduleNextFishAfter: function(currentFish, currentFishArrivalBeat) { if (GameState.stoppedSpawning) return; var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; // Get the number of beats this fish battle will take var battleBeats = currentFish.maxTaps || 1; // Default to 1 for single-tap fish // Schedule next fish to arrive exactly after this battle ends var nextFishArrivalTime = currentFishArrivalBeat + (battleBeats * beatInterval); this.spawnFishForBeat(nextFishArrivalTime); }, // Only call this for misses - spawn immediately for next beat scheduleNextFish: function() { if (GameState.stoppedSpawning) return; var currentTime = LK.ticks * (1000 / 60); var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var timeSinceSongStart = currentTime - GameState.songStartTime; var beatsElapsed = Math.floor(timeSinceSongStart / beatInterval); var nextBeatTime = GameState.songStartTime + ((beatsElapsed + 1) * beatInterval); this.spawnFishForBeat(nextBeatTime); }, reset: function() { // Clear any pending spawns if needed } }; // Remove endBattle scheduling - it's already scheduled! self.endBattle = function () { self.isInBattle = false; GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; // Don't schedule here - next fish was already scheduled when this fish spawned! }; // Keep miss case scheduling function checkCatch(fishLane) { // ... existing code until miss case ... if (!closestFishInLane) { // Miss - play sound and break combo LK.getSound('miss').play(); GameState.combo = 0; // Only schedule on miss since the normal flow was interrupted BeatTimedSpawner.scheduleNextFish(); // ... rest of existing miss handling return; } // ... rest of existing checkCatch function unchanged }; // Start the first fish function startFishingSession() { // ... existing startFishingSession code ... BeatTimedSpawner.reset(); // Start the first fish LK.setTimeout(function() { if (GameState.gameActive) { var currentTime = LK.ticks * (1000 / 60); var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var firstBeatTime = GameState.songStartTime + beatInterval; // First beat after song starts BeatTimedSpawner.spawnFishForBeat(firstBeatTime); } }, 1000); // ... rest of function unchanged };
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Replace fish spawning timing with new system. Update as needed: var GAME_CONFIG = { // ... existing config ... HOOK_X: 1024, // SCREEN_CENTER_X, but let's be explicit // ... rest of config }; // Replace the ImprovedRhythmSpawner with this new approach var BeatTimedSpawner = { getNextBeatTime: function(currentTime) { if (GameState.songStartTime === 0) return currentTime + 1000; // fallback var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var timeSinceSongStart = currentTime - GameState.songStartTime; var beatsElapsed = Math.floor(timeSinceSongStart / beatInterval); var nextBeatTime = GameState.songStartTime + ((beatsElapsed + 1) * beatInterval); return nextBeatTime; }, calculateSpawnTimeForBeat: function(targetBeatTime, fishSpeed, spawnSide) { // Calculate how long fish needs to travel to reach hook var distanceToHook; if (spawnSide > 0) { // Moving left to right distanceToHook = GAME_CONFIG.HOOK_X - (-150); // From left spawn to hook } else { // Moving right to left distanceToHook = (2048 + 150) - GAME_CONFIG.HOOK_X; // From right spawn to hook } var travelTime = distanceToHook / Math.abs(fishSpeed) * (1000/60); // Convert to milliseconds return targetBeatTime - travelTime; }, scheduleNextFishForBeat: function(currentTime) { if (GameState.stoppedSpawning) return; var nextBeatTime = this.getNextBeatTime(currentTime); var depthConfig = GameState.getCurrentDepthConfig(); // Determine fish properties var laneIndex = PatternGenerator.getNextLane(); var spawnSide = Math.random() < 0.5 ? -1 : 1; var fishSpeed = depthConfig.fishSpeed * spawnSide; // Calculate when to spawn so fish arrives at hook on beat var spawnTime = this.calculateSpawnTimeForBeat(nextBeatTime, fishSpeed, spawnSide); // If spawn time is in the past or too soon, use next beat if (spawnTime <= currentTime + 100) { var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; nextBeatTime += beatInterval; spawnTime = this.calculateSpawnTimeForBeat(nextBeatTime, fishSpeed, spawnSide); } // Schedule the spawn GameState.nextFishSpawnTime = spawnTime; GameState.nextFishConfig = { laneIndex: laneIndex, spawnSide: spawnSide, fishSpeed: fishSpeed, targetBeatTime: nextBeatTime }; }, update: function(currentTime) { if (!GameState.gameActive || GameState.songStartTime === 0 || GameState.stoppedSpawning) { return; } // Only spawn if no battle is active and no fish are on screen if (GameState.battleState !== BATTLE_STATES.NONE || fishArray.length > 0) { return; } // Check if it's time to spawn the scheduled fish if (GameState.nextFishSpawnTime > 0 && currentTime >= GameState.nextFishSpawnTime) { this.spawnScheduledFish(currentTime); GameState.nextFishSpawnTime = 0; GameState.nextFishConfig = null; } // If no fish scheduled, schedule one if (GameState.nextFishSpawnTime === 0) { this.scheduleNextFishForBeat(currentTime); } }, spawnScheduledFish: function(currentTime) { var config = GameState.nextFishConfig; if (!config) return; var depthConfig = GameState.getCurrentDepthConfig(); var targetLane = GAME_CONFIG.LANES[config.laneIndex]; // Determine fish type 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, config.fishSpeed, config.laneIndex); newFish.x = config.fishSpeed > 0 ? -150 : 2048 + 150; newFish.y = targetLane.y; newFish.baseY = targetLane.y; newFish.lastX = newFish.x; fishArray.push(newFish); if (fishingScreen && !fishingScreen.destroyed) { fishingScreen.addChild(newFish); } GameState.sessionFishSpawned++; }, // Call this immediately when there's a miss to spawn next fish right away spawnImmediatelyAfterMiss: function(currentTime) { if (GameState.stoppedSpawning) return; // Cancel any scheduled spawn GameState.nextFishSpawnTime = 0; GameState.nextFishConfig = null; // Schedule for the very next beat this.scheduleNextFishForBeat(currentTime); }, reset: function() { GameState.nextFishSpawnTime = 0; GameState.nextFishConfig = null; } }; // Add new properties to GameState var GameState = { // ... existing properties ... nextFishSpawnTime: 0, nextFishConfig: null, // ... rest of existing GameState }; // Update the main game loop to use new spawner game.update = function () { // ... existing code until fishing logic ... // Replace ImprovedRhythmSpawner.update(currentTime) with: if (!GameState.stoppedSpawning) { BeatTimedSpawner.update(currentTime); } // ... rest of existing update function }; // Update checkCatch to immediately spawn after miss function checkCatch(fishLane) { // ... existing checkCatch logic until the miss case ... if (!closestFishInLane) { // Miss - play sound and break combo LK.getSound('miss').play(); GameState.combo = 0; // Spawn next fish immediately after miss var currentTime = LK.ticks * (1000 / 60); BeatTimedSpawner.spawnImmediatelyAfterMiss(currentTime); // ... rest of existing miss handling (bracket flashing etc.) return; } // ... rest of existing checkCatch function unchanged }; // Update Fish endBattle method self.endBattle = function () { self.isInBattle = false; GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; // Schedule next fish for the next beat (will be calculated in update loop) if (GameState.gameActive && !GameState.stoppedSpawning) { var currentTime = LK.ticks * (1000 / 60); BeatTimedSpawner.scheduleNextFishForBeat(currentTime); } }; // Update startFishingSession to use new spawner function startFishingSession() { // ... existing code ... BeatTimedSpawner.reset(); // Replace ImprovedRhythmSpawner.reset() // ... rest of function unchanged };
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Time out fish spawn by calculating how long each battle will take based on the amount of beats in their pattern so that the next fish is at the hook right on the next beat. Call sooner if a miss happens.
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End fishing sessions at 2:00 regardless of song length by fading out the music. Do not spawn any more fish, but any ongoing battle to conclude.
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Update only as needed with: var GAME_CONFIG = { // ... existing config ... SONG_FADE_OUT_TIME: 120000, // 2 minutes in milliseconds FADE_OUT_DURATION: 5000, // 5 second fade out BATTLE_GRACE_PERIOD: 3000, // 3 seconds to complete ongoing battles // ... rest of existing config }; // Add fade-out functionality var AudioFader = { fadeOutMusic: function(duration, onComplete) { if (!GameState.currentPlayingMusicId) { if (onComplete) onComplete(); return; } var music = LK.getMusic ? LK.getMusic(GameState.currentPlayingMusicId) : null; if (!music) { if (onComplete) onComplete(); return; } var startVolume = GameState.currentPlayingMusicInitialVolume; var fadeSteps = 20; var fadeInterval = duration / fadeSteps; var volumeStep = startVolume / fadeSteps; var currentStep = 0; var fadeTimer = LK.setInterval(function() { currentStep++; var newVolume = Math.max(0, startVolume - (volumeStep * currentStep)); // Try different methods to set volume based on LK framework capabilities if (music.volume !== undefined) { music.volume = newVolume; } else if (LK.setMusicVolume) { LK.setMusicVolume(GameState.currentPlayingMusicId, newVolume); } else if (music.setVolume) { music.setVolume(newVolume); } if (currentStep >= fadeSteps || newVolume <= 0) { LK.clearInterval(fadeTimer); LK.stopMusic(); if (onComplete) onComplete(); } }, fadeInterval); } }; // Modify the endFishingSession function function endFishingSession() { // Don't end immediately if there's an active battle if (GameState.battleState === BATTLE_STATES.ACTIVE && GameState.currentBattleFish) { // Give the battle some time to complete GameState.gameActive = false; // Stop spawning new fish LK.setTimeout(function() { forceEndSession(); }, GAME_CONFIG.BATTLE_GRACE_PERIOD); return; } forceEndSession(); } function forceEndSession() { GameState.gameActive = false; GameState.tutorialMode = false; // Reset battle state GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; GameState.nextFishSpawnTime = 0; stopTweens([fishingElements.boat, fishingElements.fishermanContainer, fishingElements.fisherman]); if (fishingElements && fishingElements.waterSurfaceSegments) { stopTweens(fishingElements.waterSurfaceSegments); } LK.stopMusic(); ImprovedRhythmSpawner.reset(); // Clean up all game elements 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'); } // Modify the main game update loop to handle the 2-minute fade out game.update = function () { // ... existing update code until the fishing game logic section ... if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); // Initialize game timer if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } var elapsedTime = currentTime - GameState.songStartTime; // Check for fade out time (2 minutes) if (elapsedTime >= GAME_CONFIG.SONG_FADE_OUT_TIME) { if (!GameState.fadingOut) { GameState.fadingOut = true; // Start the music fade out AudioFader.fadeOutMusic(GAME_CONFIG.FADE_OUT_DURATION, function() { // After fade completes, end the session endFishingSession(); }); } return; // Don't continue game logic during fade out } // Continue with existing game logic... // ... rest of the existing update function }; // Add the fadingOut state to GameState var GameState = { // ... existing properties ... fadingOut: false, // ... rest of existing GameState }; // Reset fadingOut state when starting a new session function startFishingSession() { // ... existing startFishingSession code ... GameState.fadingOut = false; // Add this line // ... rest of existing function } // Modify the Fish.missedTap method to handle battle ending more gracefully // Add this to the Fish class definition: self.missedTap = function () { // Fish escapes due to miss self.missed = true; // End battle self.endBattle(); // 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 if (self.isMultiTapFish) { if (self.counterBg && !self.counterBg.destroyed) { self.counterBg.destroy(); } if (self.tapCounter && !self.tapCounter.destroyed) { self.tapCounter.destroy(); } } LK.setTimeout(function () { if (!self.destroyed) { self.destroy(); } }, 2000); }; // Update the endBattle method to properly schedule next fish self.endBattle = function () { self.isInBattle = false; GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; // Only schedule next fish if game is still active if (GameState.gameActive && !GameState.fadingOut) { ImprovedRhythmSpawner.scheduleNextFish(); } };
Code edit (1 edits merged)
Please save this source code
User prompt
Update as needed with: var FISH_RHYTHM_PATTERNS = { sardine: ['beat', 'move', 'doubletap'], // tap, move to new lane, tap-tap quickly in same lane anchovy: ['beat', 'move', 'tripletap', 'move', 'beat'], // tap, move, tap-tap-tap, move, tap mackerel: ['beat', 'move', 'doubletap', 'move', 'doubletap'], // more complex rareFish: ['beat', 'move', 'tripletap', 'move', 'tripletap'] // very challenging }; ``` ### 2. Updated pushBack Method - Same Lane for Multi-Taps ```javascript self.pushBack = function() { self.isPushedBack = true; var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var isCurrentStepMultiTap = self.isMultiTapStep(self.rhythmPattern[self.currentPatternIndex]); var newLane, targetY, timeToNextTap, pushBackDistance; if (isCurrentStepMultiTap) { // SAME LANE pushback for multi-tap sequences newLane = self.lane; // Stay in same lane! targetY = GAME_CONFIG.LANES[newLane].y; // Much shorter timing - like 1/3 or 1/4 of a beat timeToNextTap = beatInterval / 3; // Quick return for rapid taps // Shorter pushback distance too pushBackDistance = 0.3; // 30% of normal distance } else { // DIFFERENT LANE for single taps (normal behavior) var availableLanes = []; for (var i = 0; i < GAME_CONFIG.LANES.length; i++) { if (i !== self.lane) { availableLanes.push(i); } } if (availableLanes.length > 0) { newLane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; } else { newLane = self.lane; } targetY = GAME_CONFIG.LANES[newLane].y; timeToNextTap = beatInterval; // Full beat timing pushBackDistance = 1.0; // Full distance } self.lane = newLane; self.baseY = targetY; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = timeToNextTap / (1000 / 60); var distanceNeededToReachHook = fishSpeed * framesForNextApproach * pushBackDistance; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachHook; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachHook; } // Faster animation for multi-tap sequences var animationDuration = isCurrentStepMultiTap ? 100 : 200; tween(self, { x: pushBackX, y: targetY }, { duration: animationDuration, easing: tween.easeOut, onFinish: function() { self.speed = self.originalSpeed; self.isPushedBack = false; } }); }; ``` ### 3. Updated handleTap Method ```javascript self.handleTap = function() { if (!self.isMultiTapFish) { return true; } var currentStep = self.rhythmPattern[self.currentPatternIndex]; if (currentStep === 'move') { return false; } if (self.isMultiTapStep(currentStep)) { // Multi-tap in same lane self.currentMultiTapCount++; var remaining = self.requiredMultiTaps - self.currentMultiTapCount; if (self.tapCounter) { self.tapCounter.setText(remaining.toString()); } // Push back in SAME LANE with shorter distance/timing self.pushBack(); if (self.currentMultiTapCount >= self.requiredMultiTaps) { // Multi-tap sequence complete self.completeCurrentStep(); return self.advanceToNextStep(); } return false; // Continue multi-tap sequence } else { // Single tap - normal behavior (moves to different lane) self.completeCurrentStep(); return self.advanceToNextStep(); } }; ``` ### 4. Visual Feedback for Multi-Tap Sequences ```javascript self.createTapCounter = function() { if (self.counterBg) { self.counterBg.destroy(); } if (self.tapCounter) { self.tapCounter.destroy(); } // Different visual style for multi-tap self.counterBg = self.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, width: 90, height: 90, tint: 0xff9800, // Orange for rapid multi-tap alpha: 0.9 })); self.tapCounter = self.addChild(new Text2(self.requiredMultiTaps.toString(), { size: 65, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 })); self.tapCounter.anchor.set(0.5, 0.5); self.tapCounter.x = 0; self.tapCounter.y = -80; // Rapid pulsing for multi-tap urgency self.rapidPulseCounter(); }; self.rapidPulseCounter = function() { if (!self.counterBg || self.counterBg.destroyed) return; tween(self.counterBg.scale, { x: 1.15, y: 1.15 }, { duration: 150, // Faster pulse easing: tween.easeOut, onFinish: function() { if (self.counterBg && !self.counterBg.destroyed) { tween(self.counterBg.scale, { x: 1.0, y: 1.0 }, { duration: 150, easing: tween.easeIn, onFinish: function() { if (self.currentMultiTapCount < self.requiredMultiTaps) { self.rapidPulseCounter(); } } }); } } }); }; ``` ### 5. Enhanced advanceToNextStep for Move Handling ```javascript self.advanceToNextStep = function() { self.currentPatternIndex++; if (self.currentPatternIndex >= self.rhythmPattern.length) { return true; // Pattern complete } var nextStep = self.rhythmPattern[self.currentPatternIndex]; if (nextStep === 'move') { // Move to different lane (normal pushback) self.pushBack(); self.currentPatternIndex++; if (self.currentPatternIndex >= self.rhythmPattern.length) { return true; } nextStep = self.rhythmPattern[self.currentPatternIndex]; } // Set up next step self.currentPatternStep = nextStep; self.requiredMultiTaps = self.getRequiredTapsForStep(nextStep); self.shouldShowCounter = self.isMultiTapStep(nextStep); if (self.shouldShowCounter) { self.createTapCounter(); } return false; };
User prompt
Update with: self.handleTap = function() { if (!self.isMultiTapFish) { // Regular single-tap fish return true; } var currentStep = self.rhythmPattern[self.currentPatternIndex]; if (currentStep === 'move') { // This shouldn't happen - moves are automatic return false; } if (self.isMultiTapStep(currentStep)) { // Handle multi-tap step - EACH tap pushes back self.currentMultiTapCount++; var remaining = self.requiredMultiTaps - self.currentMultiTapCount; if (self.tapCounter) { self.tapCounter.setText(remaining.toString()); } // Push back after EVERY tap in multi-tap sequence self.pushBack(); if (self.currentMultiTapCount >= self.requiredMultiTaps) { // Multi-tap sequence complete self.completeCurrentStep(); return self.advanceToNextStep(); } return false; // Continue multi-tap sequence } else { // Single tap step self.completeCurrentStep(); return self.advanceToNextStep(); } }; ``` ### 3. Improved Visual Feedback ```javascript self.createTapCounter = function() { if (self.counterBg) { self.counterBg.destroy(); } if (self.tapCounter) { self.tapCounter.destroy(); } // Make counter more prominent for multi-tap sequences self.counterBg = self.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, width: 100, height: 100, tint: 0xff6b35, // Orange for multi-tap alpha: 0.9 })); self.tapCounter = self.addChild(new Text2(self.requiredMultiTaps.toString(), { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 })); self.tapCounter.anchor.set(0.5, 0.5); self.tapCounter.x = 0; self.tapCounter.y = -80; // Add pulsing animation to make it more noticeable self.pulseCounter(); }; self.pulseCounter = function() { if (!self.counterBg || self.counterBg.destroyed) return; tween(self.counterBg.scale, { x: 1.2, y: 1.2 }, { duration: 300, easing: tween.easeOut, onFinish: function() { if (self.counterBg && !self.counterBg.destroyed) { tween(self.counterBg.scale, { x: 1.0, y: 1.0 }, { duration: 300, easing: tween.easeIn, onFinish: function() { if (self.currentMultiTapCount < self.requiredMultiTaps) { self.pulseCounter(); // Continue pulsing } } }); } } }); };
User prompt
Update as needed with: var FISH_RHYTHM_PATTERNS = { sardine: ['beat', 'move', 'doubletap'], // tap, move, tap-tap anchovy: ['beat', 'move', 'doubletap', 'move', 'beat', 'move', 'beat'], // tap, move, tap-tap, move, tap, move, tap mackerel: ['beat', 'move', 'tripletap', 'move', 'beat'], // tap, move, tap-tap-tap, move, tap rareFish: ['beat', 'move', 'doubletap', 'move', 'doubletap', 'move', 'beat'] // complex pattern }; ``` ### 2. Update Fish Class Constructor ```javascript // In Fish constructor, replace the multi-tap properties section: var fishTypeName = assetName; self.rhythmPattern = FISH_RHYTHM_PATTERNS[fishTypeName] || ['beat']; 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; // NEW: Current pattern step info self.currentPatternStep = self.rhythmPattern[0]; self.currentMultiTapCount = 0; self.requiredMultiTaps = self.getRequiredTapsForStep(self.currentPatternStep); // Only show counter if current step is multi-tap self.shouldShowCounter = self.isMultiTapStep(self.currentPatternStep); // Create tap counter display only for multi-tap steps if (self.shouldShowCounter) { self.createTapCounter(); } ``` ### 3. Add Helper Methods to Fish Class ```javascript // Add these methods to the Fish class: self.isMultiTapStep = function(step) { return step === 'doubletap' || step === 'tripletap' || step === 'quadtap'; }; self.getRequiredTapsForStep = function(step) { switch(step) { case 'doubletap': return 2; case 'tripletap': return 3; case 'quadtap': return 4; case 'beat': return 1; case 'move': return 0; default: return 1; } }; self.createTapCounter = function() { if (self.counterBg) { self.counterBg.destroy(); } if (self.tapCounter) { self.tapCounter.destroy(); } self.counterBg = self.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, width: 80, height: 80, tint: 0x1976d2, alpha: 0.8 })); self.tapCounter = self.addChild(new Text2(self.requiredMultiTaps.toString(), { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 })); self.tapCounter.anchor.set(0.5, 0.5); self.tapCounter.x = 0; self.tapCounter.y = -80; }; self.hideTapCounter = function() { if (self.counterBg && !self.counterBg.destroyed) { self.counterBg.destroy(); self.counterBg = null; } if (self.tapCounter && !self.tapCounter.destroyed) { self.tapCounter.destroy(); self.tapCounter = null; } }; ``` ### 4. Update handleTap Method ```javascript self.handleTap = function() { if (!self.isMultiTapFish) { // Regular single-tap fish return true; } var currentStep = self.rhythmPattern[self.currentPatternIndex]; if (currentStep === 'move') { // This shouldn't happen - moves are automatic return false; } if (self.isMultiTapStep(currentStep)) { // Handle multi-tap step self.currentMultiTapCount++; var remaining = self.requiredMultiTaps - self.currentMultiTapCount; if (self.tapCounter) { self.tapCounter.setText(remaining.toString()); } if (self.currentMultiTapCount >= self.requiredMultiTaps) { // Multi-tap sequence complete self.completeCurrentStep(); return self.advanceToNextStep(); } return false; // Continue multi-tap sequence } else { // Single tap step self.completeCurrentStep(); return self.advanceToNextStep(); } }; self.completeCurrentStep = function() { self.currentMultiTapCount = 0; self.hideTapCounter(); }; self.advanceToNextStep = function() { self.currentPatternIndex++; if (self.currentPatternIndex >= self.rhythmPattern.length) { // Pattern complete - fish is caught return true; } var nextStep = self.rhythmPattern[self.currentPatternIndex]; if (nextStep === 'move') { // Automatically advance through move steps self.pushBack(); self.currentPatternIndex++; if (self.currentPatternIndex >= self.rhythmPattern.length) { return true; // Pattern complete } // Set up for the step after the move nextStep = self.rhythmPattern[self.currentPatternIndex]; } // Set up next step self.currentPatternStep = nextStep; self.requiredMultiTaps = self.getRequiredTapsForStep(nextStep); self.shouldShowCounter = self.isMultiTapStep(nextStep); if (self.shouldShowCounter) { self.createTapCounter(); } return false; // Continue battle }; ``` ### 5. Update pushBack Method ```javascript self.pushBack = function() { self.isPushedBack = true; // Move to random different lane var newLane = self.lane; var availableLanes = []; for (var i = 0; i < GAME_CONFIG.LANES.length; i++) { if (i !== self.lane) { availableLanes.push(i); } } if (availableLanes.length > 0) { newLane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; } self.lane = newLane; var targetY = GAME_CONFIG.LANES[newLane].y; self.baseY = targetY; // Calculate timing for next approach var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var timeToNextTap = beatInterval; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = timeToNextTap / (1000 / 60); var distanceNeededToReachHook = fishSpeed * framesForNextApproach; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeededToReachHook; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeededToReachHook; } tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function() { self.speed = self.originalSpeed; self.isPushedBack = false; } }); };
User prompt
update with: // 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); }
User prompt
update with: // 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; }
User prompt
Update as needed with: self.moveToNextStep = function() { var nextStep = self.rhythmPattern[self.currentPatternIndex]; if (!nextStep) return; // Calculate new lane based on direction var newLane = self.lane; if (nextStep.direction === 'up') { newLane = Math.max(0, self.lane - 1); } else if (nextStep.direction === 'down') { newLane = Math.min(GAME_CONFIG.LANES.length - 1, self.lane + 1); } // 'same' direction keeps current lane // DEBUG: Log the lane movement console.log('Moving from lane', self.lane, 'to lane', newLane, 'direction:', nextStep.direction); self.lane = newLane; var targetY = GAME_CONFIG.LANES[newLane].y; self.baseY = targetY; // Always push back, even for same lane (to give timing) var songConfig = GameState.getCurrentSongConfig(); var beatInterval = 60000 / songConfig.bpm; var fishSpeed = Math.abs(self.originalSpeed); var framesForNextApproach = beatInterval / (1000/60); var distanceNeeded = fishSpeed * framesForNextApproach; var pushBackX; if (self.originalSpeed > 0) { pushBackX = GAME_CONFIG.SCREEN_CENTER_X - distanceNeeded; } else { pushBackX = GAME_CONFIG.SCREEN_CENTER_X + distanceNeeded; } self.isPushedBack = true; // Always animate both X and Y, even if Y doesn't change tween(self, { x: pushBackX, y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function() { self.speed = self.originalSpeed; self.isPushedBack = false; self.currentStepTapsRemaining = nextStep.taps; self.updateCounterDisplay(); } }); };
User prompt
Please fix the bug: 'TypeError: self.updateCounterDisplay is not a function. (In 'self.updateCounterDisplay()', 'self.updateCounterDisplay' is undefined)' in or related to this line: 'self.updateCounterDisplay();' Line Number: 312
/**** * 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; }); 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); // 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; 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; // 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; // Create tap counter display for multi-tap fish if (self.isMultiTapFish) { self.counterBg = self.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, // Position above the fish width: 80, height: 80, tint: 0x1976d2, // A nice blue color alpha: 0.8 })); self.tapCounter = self.addChild(new Text2(self.maxTaps.toString(), { size: 60, 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 self.arrowUpIndicatorGfx = self.addChild(LK.getAsset('arrowUpIndicator', { anchorX: 0.5, anchorY: 0.5, x: 70, // Positioned to the right of the counter y: -80, // Aligned vertically with the counter visible: false })); self.arrowDownIndicatorGfx = self.addChild(LK.getAsset('arrowDownIndicator', { anchorX: 0.5, anchorY: 0.5, x: 70, // Positioned to the right of the counter y: -80, // Aligned vertically with the counter visible: false })); } 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; var originalLaneOfFish = self.lane; // Fish's current lane before this pushback changes it // Move to an adjacent lane if possible var newLane = self.lane; var availableLanes = []; if (self.lane > 0) { availableLanes.push(self.lane - 1); } if (self.lane < GAME_CONFIG.LANES.length - 1) { availableLanes.push(self.lane + 1); } if (availableLanes.length > 0) { newLane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; } // If no adjacent lanes are available (e.g., in a single-lane setup, though not current config), it stays in the same lane. if (self.isMultiTapFish) { // Always reset visibility if (self.arrowUpIndicatorGfx && !self.arrowUpIndicatorGfx.destroyed) self.arrowUpIndicatorGfx.visible = false; if (self.arrowDownIndicatorGfx && !self.arrowDownIndicatorGfx.destroyed) self.arrowDownIndicatorGfx.visible = false; // self.currentTaps is the number of taps already made (updated in handleTap before calling pushBack) var tapsStillNeededInTotalAfterThisPushback = self.maxTaps - self.currentTaps; // Show arrow if this pushback is NOT for the final tap (i.e., more than 1 tap still needed for a catch) if (tapsStillNeededInTotalAfterThisPushback > 1) { if (newLane < originalLaneOfFish) { // Moving up if (self.arrowUpIndicatorGfx && !self.arrowUpIndicatorGfx.destroyed) self.arrowUpIndicatorGfx.visible = true; } else if (newLane > originalLaneOfFish) { // Moving down if (self.arrowDownIndicatorGfx && !self.arrowDownIndicatorGfx.destroyed) self.arrowDownIndicatorGfx.visible = true; } // If newLane === originalLaneOfFish, both remain hidden (no change) } } self.lane = newLane; // Update the fish's lane property var targetY = GAME_CONFIG.LANES[self.lane].y; // Use self.lane here for targetY 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(); } if (self.arrowUpIndicatorGfx && !self.arrowUpIndicatorGfx.destroyed) self.arrowUpIndicatorGfx.destroy(); if (self.arrowDownIndicatorGfx && !self.arrowDownIndicatorGfx.destroyed) self.arrowDownIndicatorGfx.destroy(); } 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(); } if (self.isMultiTapFish) { if (self.arrowUpIndicatorGfx && !self.arrowUpIndicatorGfx.destroyed) self.arrowUpIndicatorGfx.destroy(); if (self.arrowDownIndicatorGfx && !self.arrowDownIndicatorGfx.destroyed) self.arrowDownIndicatorGfx.destroy(); } 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 } }; game.up = function (x, y, obj) { switch (GameState.currentScreen) { case 'title': break; case 'levelSelect': break; case 'fishing': handleFishingInput(x, y, false); break; case 'results': break; } }; /**** * 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]; 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); 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; fishArray.push(newFish); fishingScreen.addChild(newFish); return newFish; } function runTutorialStep() { GameState.tutorialPaused = false; GameState.tutorialAwaitingTap = false; if (tutorialLaneHighlights.length > 0) { tutorialLaneHighlights.forEach(function (overlay) { if (overlay && !overlay.destroyed) { overlay.destroy(); } }); tutorialLaneHighlights = []; } if (tutorialContinueButton) { tutorialContinueButton.visible = true; } if (tutorialContinueText) { tutorialContinueText.visible = true; } if (GameState.tutorialFish && GameState.tutorialStep !== 3 && GameState.tutorialStep !== 4) { if (!GameState.tutorialFish.destroyed) { GameState.tutorialFish.destroy(); } var idx = fishArray.indexOf(GameState.tutorialFish); if (idx > -1) { fishArray.splice(idx, 1); } GameState.tutorialFish = null; } if (fishingElements) { if (typeof fishingElements.startWaterSurfaceAnimation === 'function' && GameState.tutorialStep < 8) { fishingElements.startWaterSurfaceAnimation(); } if (typeof fishingElements.startBoatAndFishermanAnimation === 'function' && GameState.tutorialStep < 8) { fishingElements.startBoatAndFishermanAnimation(); } if (fishingElements.hook && GameState.tutorialStep < 8) { // Ensure hook starts in the middle lane for the tutorial, aligning with swipeState default swipeState.currentLane = 1; fishingElements.hook.y = GAME_CONFIG.LANES[swipeState.currentLane].y; GameState.hookTargetLaneIndex = swipeState.currentLane; updateLaneBracketsVisuals(); // Update bracket visuals for the starting lane } } 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. You control which lane it's in. SWIPE UP or DOWN on the screen to move the hook between lanes. 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; break; case 2: setTutorialText("Fish swim in three lanes. First, SWIPE to move your hook to the fish's lane. Then, when the fish is over the hook, TAP ANYWHERE on the screen to catch it. 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; break; case 3: // Ensure hook is in middle lane for this step. swipeState.currentLane should be 1. swipeState.currentLane = 1; fishingElements.hook.y = GAME_CONFIG.LANES[swipeState.currentLane].y; GameState.hookTargetLaneIndex = swipeState.currentLane; updateLaneBracketsVisuals(); setTutorialText("A fish will approach in the middle lane. Your hook is already there. TAP ANYWHERE when it's under the hook!"); tutorialContinueButton.visible = false; tutorialContinueText.visible = false; GameState.tutorialPaused = false; if (GameState.tutorialFish && !GameState.tutorialFish.destroyed) { GameState.tutorialFish.destroy(); } GameState.tutorialFish = spawnTutorialFishHelper({ type: 'shallow', speedMultiplier: 0.35, lane: 1 // Fish in middle lane }); break; case 4: // Hook should be in middle lane initially if player hasn't swiped after step 3. // swipeState.currentLane might have changed if player swiped during the "Great catch!" message pause. // Forcing it back or relying on player's current swipeState. // Let's assume player might have swiped, so text should be generic or hook resets. // For tutorial consistency, let's reset hook to middle if it's not already. if (swipeState.currentLane !== 1) { swipeState.currentLane = 1; fishingElements.hook.y = GAME_CONFIG.LANES[swipeState.currentLane].y; GameState.hookTargetLaneIndex = swipeState.currentLane; updateLaneBracketsVisuals(); } setTutorialText("Perfect! Now, a fish will approach in the TOP lane. SWIPE UP to move your hook to its lane, then TAP to catch it!"); tutorialContinueButton.visible = false; tutorialContinueText.visible = false; GameState.tutorialPaused = false; 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) }); break; case 5: setTutorialText("Nice one! Catch fish consecutively to build a COMBO for bonus points! Tap 'CONTINUE'."); GameState.tutorialPaused = true; break; case 6: 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 7: setTutorialText("You're all set! Tap 'CONTINUE' to go to the fishing spots!"); GameState.tutorialPaused = true; break; default: GameState.tutorialMode = false; tutorialOverlayContainer.visible = false; if (GameState.tutorialFish && !GameState.tutorialFish.destroyed) { GameState.tutorialFish.destroy(); var idxDefault = fishArray.indexOf(GameState.tutorialFish); if (idxDefault > -1) { fishArray.splice(idxDefault, 1); } GameState.tutorialFish = null; } if (tutorialLaneHighlights.length > 0) { tutorialLaneHighlights.forEach(function (overlay) { if (overlay && !overlay.destroyed) { overlay.destroy(); } }); tutorialLaneHighlights = []; } 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, lastBeatTime: 0, beatCount: 0, introPlaying: false, musicNotesActive: false, currentPlayingMusicId: 'rhythmTrack', currentPlayingMusicInitialVolume: 0.8, lastLevelSelectNodeKey: 'dock', hookTargetLaneIndex: 1, tutorialMode: false, tutorialStep: 0, tutorialPaused: false, tutorialAwaitingTap: false, tutorialFish: null, battleState: BATTLE_STATES.NONE, currentBattleFish: null, nextFishSpawnTime: 0, initOwnedSongs: function initOwnedSongs() { this.ownedSongs = []; for (var i = 0; i <= this.currentDepth; i++) { this.ownedSongs.push({ depth: i, songIndex: 0 }); } }, hasSong: function hasSong(depth, songIndex) { return this.ownedSongs.some(function (song) { return song.depth === depth && song.songIndex === songIndex; }); }, buySong: function buySong(depth, songIndex) { var song = GAME_CONFIG.DEPTHS[depth].songs[songIndex]; if (this.money >= song.cost && !this.hasSong(depth, songIndex)) { this.money -= song.cost; this.ownedSongs.push({ depth: depth, songIndex: songIndex }); return true; } return false; }, getCurrentDepthConfig: function getCurrentDepthConfig() { return GAME_CONFIG.DEPTHS[this.selectedDepth]; }, getCurrentSongConfig: function getCurrentSongConfig() { return GAME_CONFIG.DEPTHS[this.selectedDepth].songs[this.selectedSong]; }, canUpgrade: function canUpgrade() { var nextDepth = GAME_CONFIG.DEPTHS[this.currentDepth + 1]; return nextDepth && this.money >= nextDepth.upgradeCost; }, upgrade: function upgrade() { if (this.canUpgrade()) { var nextDepth = GAME_CONFIG.DEPTHS[this.currentDepth + 1]; this.money -= nextDepth.upgradeCost; this.currentDepth++; this.ownedSongs.push({ depth: this.currentDepth, songIndex: 0 }); return true; } return false; } }; var titleScreen = game.addChild(new Container()); var levelSelectScreen = game.addChild(new Container()); var fishingScreen = game.addChild(new Container()); var resultsScreen = game.addChild(new Container()); var globalFadeOverlay = game.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, width: 2048, height: 2732, color: 0x000000, alpha: 0 })); globalFadeOverlay.visible = false; if (game.children.indexOf(globalFadeOverlay) !== -1) { game.setChildIndex(globalFadeOverlay, game.children.length - 1); } GameState.initOwnedSongs(); /**** * Title Screen ****/ function createTitleScreen() { var titleBg = titleScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 1, height: 2732, color: 0x87CEEB })); var titleAnimationGroup = titleScreen.addChild(new Container()); var titleSky = titleAnimationGroup.addChild(LK.getAsset('skybackground', { x: 0, y: -500 })); var titleWater = titleAnimationGroup.addChild(LK.getAsset('water', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y })); titleScreenOceanBubbleContainer = titleAnimationGroup.addChild(new Container()); titleScreenSeaweedContainer = titleAnimationGroup.addChild(new Container()); titleScreenCloudContainer = titleAnimationGroup.addChild(new Container()); var titleBoatGroup = titleAnimationGroup.addChild(new Container()); var titleBoat = titleBoatGroup.addChild(LK.getAsset('boat', { anchorX: 0.5, anchorY: 0.74, x: 0, y: 0 })); var titleFisherman = titleBoatGroup.addChild(LK.getAsset('fisherman', { anchorX: 0.5, anchorY: 1, x: -100, y: -70 })); var rodTipX = -100 + 85; var rodTipY = -70 - 200; var initialHookYInGroup = GAME_CONFIG.LANES[1].y - GAME_CONFIG.WATER_SURFACE_Y; var titleLine = titleBoatGroup.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, x: rodTipX, y: rodTipY, width: 6, height: initialHookYInGroup - rodTipY })); var titleHook = titleBoatGroup.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: rodTipX, y: initialHookYInGroup })); titleBoatGroup.x = GAME_CONFIG.SCREEN_CENTER_X; titleBoatGroup.y = GAME_CONFIG.WATER_SURFACE_Y; var boatGroupBaseY = titleBoatGroup.y; var boatWaveAmplitude = 10; var boatWaveHalfCycleDuration = 2000; var boatRotationAmplitude = 0.03; var boatRotationDuration = 3000; var lineWaveAmplitude = 12; var lineWaveSpeed = 0.03; var linePhaseOffset = 0; var titleWaterSurfaceSegments = []; var NUM_WAVE_SEGMENTS_TITLE = 32; var SEGMENT_WIDTH_TITLE = 2048 / NUM_WAVE_SEGMENTS_TITLE; var SEGMENT_HEIGHT_TITLE = 24; var WAVE_AMPLITUDE_TITLE = 12; var WAVE_HALF_PERIOD_MS_TITLE = 2500; var PHASE_DELAY_MS_PER_SEGMENT_TITLE = WAVE_HALF_PERIOD_MS_TITLE * 2 / NUM_WAVE_SEGMENTS_TITLE; for (var i = 0; i < NUM_WAVE_SEGMENTS_TITLE; i++) { var segment = LK.getAsset('waterSurface', { x: i * SEGMENT_WIDTH_TITLE, y: GAME_CONFIG.WATER_SURFACE_Y, width: SEGMENT_WIDTH_TITLE + 1, height: SEGMENT_HEIGHT_TITLE, anchorX: 0, anchorY: 0.5, alpha: 0.8, tint: 0x4fc3f7 }); segment.baseY = GAME_CONFIG.WATER_SURFACE_Y; titleAnimationGroup.addChild(segment); titleWaterSurfaceSegments.push(segment); } for (var i = 0; i < NUM_WAVE_SEGMENTS_TITLE; i++) { var whiteSegment = LK.getAsset('waterSurface', { x: i * SEGMENT_WIDTH_TITLE, y: GAME_CONFIG.WATER_SURFACE_Y - SEGMENT_HEIGHT_TITLE / 2, width: SEGMENT_WIDTH_TITLE + 1, height: SEGMENT_HEIGHT_TITLE / 2, anchorX: 0, anchorY: 0.5, alpha: 0.6, tint: 0xffffff }); whiteSegment.baseY = GAME_CONFIG.WATER_SURFACE_Y - SEGMENT_HEIGHT_TITLE / 2; titleAnimationGroup.addChild(whiteSegment); titleWaterSurfaceSegments.push(whiteSegment); } var boatCenterX = GAME_CONFIG.SCREEN_CENTER_X; var targetBoatScreenY = GAME_CONFIG.SCREEN_CENTER_Y + 300; var boatWorldY = GAME_CONFIG.WATER_SURFACE_Y; var pivotY = boatWorldY - (targetBoatScreenY - boatWorldY); titleAnimationGroup.pivot.set(boatCenterX, pivotY); titleAnimationGroup.x = GAME_CONFIG.SCREEN_CENTER_X; titleAnimationGroup.y = GAME_CONFIG.SCREEN_CENTER_Y; var INITIAL_ZOOM_FACTOR = 3.0; var FINAL_ZOOM_FACTOR = 1.8; titleAnimationGroup.scale.set(INITIAL_ZOOM_FACTOR); titleAnimationGroup.alpha = 1; var targetUpY = boatGroupBaseY - boatWaveAmplitude; var targetDownY = boatGroupBaseY + boatWaveAmplitude; function moveTitleBoatGroupUp() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { y: targetUpY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut, onFinish: moveTitleBoatGroupDown }); } function moveTitleBoatGroupDown() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { y: targetDownY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut, onFinish: moveTitleBoatGroupUp }); } function rockTitleBoatGroupLeft() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { rotation: -boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut, onFinish: rockTitleBoatGroupRight }); } function rockTitleBoatGroupRight() { if (!titleBoatGroup || titleBoatGroup.destroyed) { return; } tween(titleBoatGroup, { rotation: boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut, onFinish: rockTitleBoatGroupLeft }); } function updateTitleFishingLineWave() { if (!titleLine || titleLine.destroyed || !titleHook || titleHook.destroyed) { return; } linePhaseOffset += lineWaveSpeed; var waveOffset = Math.sin(linePhaseOffset) * lineWaveAmplitude; titleLine.x = rodTipX + waveOffset * 0.3; titleHook.x = rodTipX + waveOffset; var deltaX = titleHook.x - titleLine.x; var deltaY = titleHook.y - titleLine.y; var actualLineLength = Math.sqrt(deltaX * deltaX + deltaY * deltaY); titleLine.height = actualLineLength; if (actualLineLength > 0.001) { titleLine.rotation = Math.atan2(deltaY, deltaX) - Math.PI / 2; } else { titleLine.rotation = 0; } titleHook.rotation = titleLine.rotation; } function startTitleWaterSurfaceAnimationFunc() { for (var k = 0; k < titleWaterSurfaceSegments.length; k++) { var segment = titleWaterSurfaceSegments[k]; if (!segment || segment.destroyed) { continue; } var segmentIndexForDelay = k % NUM_WAVE_SEGMENTS_TITLE; (function (currentLocalSegment, currentLocalSegmentIndexForDelay) { var waveAnim = createWaveAnimation(currentLocalSegment, WAVE_AMPLITUDE_TITLE, WAVE_HALF_PERIOD_MS_TITLE); LK.setTimeout(function () { if (!currentLocalSegment || currentLocalSegment.destroyed) { return; } tween(currentLocalSegment, { y: currentLocalSegment.baseY + WAVE_AMPLITUDE_TITLE }, { duration: WAVE_HALF_PERIOD_MS_TITLE, easing: tween.easeInOut, onFinish: waveAnim.up }); }, currentLocalSegmentIndexForDelay * PHASE_DELAY_MS_PER_SEGMENT_TITLE); })(segment, segmentIndexForDelay); } } var blackOverlay = titleScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, width: 2048, height: 2732, color: 0x000000, alpha: 1 })); var titleImage = titleScreen.addChild(LK.getAsset('titleimage', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 700, alpha: 0, scaleX: 0.8, scaleY: 0.8 })); var startButtonY = 2732 - 2732 / 3.5; var tutorialButtonY = startButtonY + 600; var startButton = titleScreen.addChild(LK.getAsset('startbutton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: startButtonY, alpha: 0 })); var tutorialButton = titleScreen.addChild(LK.getAsset('tutorialbutton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: tutorialButtonY, alpha: 0 })); return { startButton: startButton, tutorialButton: tutorialButton, titleImage: titleImage, titleAnimationGroup: titleAnimationGroup, blackOverlay: blackOverlay, titleBoatGroup: titleBoatGroup, moveTitleBoatGroupUp: moveTitleBoatGroupUp, rockTitleBoatGroupLeft: rockTitleBoatGroupLeft, titleSky: titleSky, titleWater: titleWater, titleWaterSurfaceSegments: titleWaterSurfaceSegments, titleLine: titleLine, titleHook: titleHook, startTitleWaterSurfaceAnimation: startTitleWaterSurfaceAnimationFunc, updateTitleFishingLineWave: updateTitleFishingLineWave }; } /**** * Level Select Screen ****/ var MAP_CONFIG = { NODES: { dock: { x: 1200, y: 860, unlocked: true, type: 'dock' }, shallows: { x: 524, y: 1400, unlocked: true, type: 'fishing', depthIndex: 0 }, medium: { x: 1324, y: 1700, unlocked: false, type: 'fishing', depthIndex: 1 }, deep: { x: 524, y: 2000, unlocked: false, type: 'fishing', depthIndex: 2 }, abyss: { x: 1524, y: 2300, unlocked: false, type: 'fishing', depthIndex: 3 }, shop: { x: 724, y: 500, unlocked: false, type: 'shop' }, restaurant: { x: 1324, y: 500, unlocked: false, type: 'restaurant' } }, CONNECTIONS: [['dock', 'shallows'], ['shallows', 'medium'], ['medium', 'deep'], ['deep', 'abyss'], ['dock', 'shop'], ['dock', 'restaurant']], BOAT_BOB_AMPLITUDE: 8, BOAT_BOB_DURATION: 2000, BOAT_ROTATION_AMPLITUDE: 0.02, BOAT_ROTATION_DURATION: 3000, BOAT_TRAVEL_SPEED: 300 }; function createLevelSelectScreen() { levelSelectScreen.removeChildren(); var nodeNameTexts = {}; function getNodeDisplayName(nodeKey) { var nodeNames = { dock: 'Dock', shallows: 'Shallow Waters', medium: 'Mid Waters', deep: 'Deep Waters', abyss: 'The Abyss', shop: 'Fishing Shop', restaurant: 'Ocean Restaurant' }; return nodeNames[nodeKey] || 'Unknown'; } var mapBg = levelSelectScreen.addChild(LK.getAsset('mapBackground', { x: 0, y: 0 })); var moneyDisplayBackground = levelSelectScreen.addChild(LK.getAsset('songCard', { anchorX: 1, anchorY: 0, x: 1900 + 20, y: 80 - 10, width: 450, height: 100, color: 0x000000, alpha: 0.5 })); var ripplesContainer = levelSelectScreen.addChild(new Container()); var activeRipples = []; var rippleSpawnTimerId = null; var RIPPLE_SPAWN_INTERVAL_MS = 350; var RIPPLE_INITIAL_SCALE = 0.1; var RIPPLE_FINAL_SCALE = 1.8; var RIPPLE_INITIAL_OFFSET = 40; var RIPPLE_TRAVEL_DISTANCE = 140; var RIPPLE_DURATION_MS = 1800; var homeIslandRipplesContainer = levelSelectScreen.addChild(new Container()); var activeHomeIslandRipples = []; var homeIslandRippleSpawnTimerId = null; var HOME_ISLAND_RIPPLE_SPAWN_INTERVAL_MS = 225; var HOME_ISLAND_RIPPLE_INITIAL_SCALE = 0.1; var HOME_ISLAND_RIPPLE_FINAL_SCALE = 1.875; var HOME_ISLAND_RIPPLE_INITIAL_OFFSET_FROM_EDGE = 10; var HOME_ISLAND_RIPPLE_TRAVEL_DISTANCE = 220; var HOME_ISLAND_RIPPLE_DURATION_MS = 2000; var homeIsland = levelSelectScreen.addChild(LK.getAsset('homeisland', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 500 })); var shallowWatersNodeBubblesContainer = levelSelectScreen.addChild(new Container()); shadowFishContainer = levelSelectScreen.addChild(new Container()); var activeShallowWatersNodeBubbles = []; var shallowWatersNodeBubbleSpawnTimerId = null; var SHALLOW_NODE_BUBBLE_SPAWN_INTERVAL_MS = 350 + Math.random() * 250; var levelSelectCloudContainer; var activeLevelSelectClouds = []; var levelSelectCloudSpawnTimerId = null; var LEVEL_SELECT_CLOUD_SPAWN_INTERVAL_MS = 4000 + Math.random() * 3000; var MAX_LEVEL_SELECT_CLOUDS = 6; var shadowFishContainer; var activeShadowFish = []; var shadowFishSpawnTimerId = null; var SHADOW_FISH_SPAWN_INTERVAL_MS = 9000 + Math.random() * 5000; var moneyDisplay = new Text2('$0', { size: 70, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 3 }); moneyDisplay.anchor.set(1, 0); moneyDisplay.x = 1900; moneyDisplay.y = 80; levelSelectScreen.addChild(moneyDisplay); var backButtonBg = levelSelectScreen.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2600, width: 400, height: 130, alpha: 0.92 })); var backButton = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2600, tint: 0x757575, width: 700, height: 170, alpha: 0 })); var backButtonText = new Text2('BACK TO TITLE', { size: 50, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; levelSelectScreen.addChild(backButtonText); var dottedLinesContainer = levelSelectScreen.addChild(new Container()); var nodesContainer = levelSelectScreen.addChild(new Container()); var boatContainer = levelSelectScreen.addChild(new Container()); var songOverlayContainer = levelSelectScreen.addChild(new Container()); songOverlayContainer.visible = false; var overlayBg = songOverlayContainer.addChild(LK.getAsset('songCard', { x: 1024, y: 1366, width: 1700, height: 900, color: 0x424242, anchorX: 0.5, anchorY: 0.5, alpha: 0.95 })); var closeButton = songOverlayContainer.addChild(LK.getAsset('closeButton', { anchorX: 0.5, anchorY: 0.5, x: 1700, y: 1026, width: 100, height: 100, tint: 0xff4444 })); var closeButtonText = new Text2('X', { size: 60, fill: 0xFFFFFF }); closeButtonText.anchor.set(0.5, 0.5); closeButtonText.x = closeButton.x; closeButtonText.y = closeButton.y; songOverlayContainer.addChild(closeButtonText); var songElements = { leftArrow: null, rightArrow: null, songTitle: null, songInfo: null, songEarnings: null, playButton: null, playButtonText: null, leftArrowText: null, rightArrowText: null, difficultyEasyButton: null, difficultyEasyButtonText: null, difficultyMediumButton: null, difficultyMediumButtonText: null, difficultyHardButton: null, difficultyHardButtonText: null }; var currentNode = GameState.lastLevelSelectNodeKey; var initialBoatNodeConfig = MAP_CONFIG.NODES[currentNode]; var playerBoat = boatContainer.addChild(LK.getAsset('playerBoat', { anchorX: 0.5, anchorY: 0.5, x: initialBoatNodeConfig.x, y: initialBoatNodeConfig.y })); var boatMoving = false; var _songOverlayOpen = false; var selectedDepth = 0; var selectedSong = 0; var boatBaseY = playerBoat.y; var boatBobPhase = 0; var boatRotationPhase = 0; var levelSelectSeagullSoundTimer = null; var levelSelectBoatSoundTimer = null; var levelSelectScreenWavesArray = []; var levelSelectScreenWaveSpawnTimerId = null; var SCREEN_WAVE_SPAWN_INTERVAL_MS = (200 + Math.random() * 300) * 4 / 3; var seagullsContainer = levelSelectScreen.addChild(new Container()); var activeSeagulls = []; var seagullSpawnTimerId = null; var SEAGULL_SPAWN_INTERVAL_MS = 3500 + Math.random() * 2500; levelSelectCloudContainer = levelSelectScreen.addChild(new Container()); // Create ambient sound schedulers var seagullScheduler = createAmbientSoundScheduler({ screenName: 'levelSelect', sounds: ['seagull1', 'seagull2', 'seagull3'], baseDelay: 5000, variance: 10000 }); var boatScheduler = createAmbientSoundScheduler({ screenName: 'levelSelect', sounds: 'boatsounds', baseDelay: 6000, variance: 0 }); function startLevelSelectAmbientSounds() { var initialSeagullSounds = ['seagull1', 'seagull2', 'seagull3']; var initialRandomSoundId = initialSeagullSounds[Math.floor(Math.random() * initialSeagullSounds.length)]; LK.getSound(initialRandomSoundId).play(); LK.getSound('boatsounds').play(); seagullScheduler.start(); boatScheduler.start(); } function stopLevelSelectAmbientSounds() { seagullScheduler.stop(); boatScheduler.stop(); } // Initialize clouds at screen load for (var i = 0; i < 3; i++) { var initialCloud = new MapScreenCloudParticle(); initialCloud.x = 400 + Math.random() * 1248; initialCloud.y = 300 + Math.random() * 1700; initialCloud.vx = (Math.random() < 0.5 ? 1 : -1) * (0.15 + Math.random() * 0.2) * 1.15; if (initialCloud.gfx && typeof initialCloud.gfx.alpha === "number") { initialCloud.gfx.alpha = 0.4 + Math.random() * 0.3; } levelSelectCloudContainer.addChild(initialCloud); activeLevelSelectClouds.push(initialCloud); } function spawnRippleEffect() { if (!playerBoat || playerBoat.destroyed || GameState.currentScreen !== 'levelSelect') { return; } var boatX = playerBoat.x; var boatY = playerBoat.y; var spawnAngle = Math.random() * Math.PI * 2; var ripple = new RippleParticle(boatX, boatY, spawnAngle, RIPPLE_INITIAL_OFFSET, RIPPLE_TRAVEL_DISTANCE, RIPPLE_INITIAL_SCALE, RIPPLE_FINAL_SCALE, RIPPLE_DURATION_MS, 1.0); ripplesContainer.addChild(ripple); activeRipples.push(ripple); } function spawnHomeIslandRippleEffect() { if (!homeIsland || homeIsland.destroyed || GameState.currentScreen !== 'levelSelect') { return; } var islandCenterX = homeIsland.x; var islandCenterY = homeIsland.y; var islandRadius = homeIsland.width / 2 * 0.75; var spawnEdgeAngle = Math.random() * Math.PI; var edgeX = islandCenterX + islandRadius * Math.cos(spawnEdgeAngle); var edgeY = islandCenterY + islandRadius * Math.sin(spawnEdgeAngle); var ripple = new RippleParticle(edgeX, edgeY, spawnEdgeAngle, HOME_ISLAND_RIPPLE_INITIAL_OFFSET_FROM_EDGE, HOME_ISLAND_RIPPLE_TRAVEL_DISTANCE, HOME_ISLAND_RIPPLE_INITIAL_SCALE, HOME_ISLAND_RIPPLE_FINAL_SCALE, HOME_ISLAND_RIPPLE_DURATION_MS, 0.5); homeIslandRipplesContainer.addChild(ripple); activeHomeIslandRipples.push(ripple); } function spawnLevelSelectScreenWaveEffect() { if (GameState.currentScreen !== 'levelSelect' || !ripplesContainer || ripplesContainer.destroyed) { return; } var movesRight = Math.random() < 0.5; var wave = new WaveParticle(movesRight); ripplesContainer.addChild(wave); levelSelectScreenWavesArray.push(wave); } function spawnShallowWatersNodeBubbleEffect() { if (GameState.currentScreen !== 'levelSelect' || !shallowWatersNodeBubblesContainer || shallowWatersNodeBubblesContainer.destroyed) { return; } var shallowNodePos = MAP_CONFIG.NODES.shallows; if (!shallowNodePos || !shallowNodePos.unlocked) { return; } var spawnX = shallowNodePos.x; var spawnY = shallowNodePos.y + 250 + (Math.random() - 0.5) * 200; var bubble = new MapBubbleParticle(spawnX, spawnY); shallowWatersNodeBubblesContainer.addChild(bubble); activeShallowWatersNodeBubbles.push(bubble); } function spawnSeagullEffect() { if (GameState.currentScreen !== 'levelSelect' || !seagullsContainer || seagullsContainer.destroyed) { return; } var seagull = new SeagullParticle(); seagullsContainer.addChild(seagull); activeSeagulls.push(seagull); } function spawnLevelSelectCloudEffect() { if (GameState.currentScreen !== 'levelSelect' || !levelSelectCloudContainer || levelSelectCloudContainer.destroyed || activeLevelSelectClouds.length >= MAX_LEVEL_SELECT_CLOUDS) { return; } var cloud = new MapScreenCloudParticle(); levelSelectCloudContainer.addChild(cloud); activeLevelSelectClouds.push(cloud); } function spawnShadowFishEffect() { if (GameState.currentScreen !== 'levelSelect' || !shadowFishContainer || shadowFishContainer.destroyed) { return; } var shallowNodePos = MAP_CONFIG.NODES.shallows; if (!shallowNodePos || !shallowNodePos.unlocked) { return; } var fish = new ShadowFishParticle(shallowNodePos.x, shallowNodePos.y); shadowFishContainer.addChild(fish); activeShadowFish.push(fish); } var waterfallParticlesContainer = levelSelectScreen.addChild(new Container()); var activeWaterfallParticles = []; var waterfallSpawnTimerId = null; var WATERFALL_SPAWN_INTERVAL_MS = 80; var waterfallSpawnX = homeIsland.x + 20; var waterfallSpawnY = homeIsland.y - homeIsland.height / 2 + 350; function spawnWaterfallParticleEffect() { if (GameState.currentScreen !== 'levelSelect' || !waterfallParticlesContainer || waterfallParticlesContainer.destroyed) { return; } var particle = new WaterfallParticle(waterfallSpawnX, waterfallSpawnY); waterfallParticlesContainer.addChild(particle); activeWaterfallParticles.push(particle); } // Start timers rippleSpawnTimerId = LK.setInterval(spawnRippleEffect, RIPPLE_SPAWN_INTERVAL_MS); homeIslandRippleSpawnTimerId = LK.setInterval(spawnHomeIslandRippleEffect, HOME_ISLAND_RIPPLE_SPAWN_INTERVAL_MS); levelSelectScreenWaveSpawnTimerId = LK.setInterval(spawnLevelSelectScreenWaveEffect, SCREEN_WAVE_SPAWN_INTERVAL_MS); waterfallSpawnTimerId = LK.setInterval(spawnWaterfallParticleEffect, WATERFALL_SPAWN_INTERVAL_MS); shallowWatersNodeBubbleSpawnTimerId = LK.setInterval(spawnShallowWatersNodeBubbleEffect, SHALLOW_NODE_BUBBLE_SPAWN_INTERVAL_MS); seagullSpawnTimerId = LK.setInterval(spawnSeagullEffect, SEAGULL_SPAWN_INTERVAL_MS); levelSelectCloudSpawnTimerId = LK.setInterval(spawnLevelSelectCloudEffect, LEVEL_SELECT_CLOUD_SPAWN_INTERVAL_MS); shadowFishSpawnTimerId = LK.setInterval(spawnShadowFishEffect, SHADOW_FISH_SPAWN_INTERVAL_MS); function cleanupAllParticles() { rippleSpawnTimerId = clearTimer(rippleSpawnTimerId, true); homeIslandRippleSpawnTimerId = clearTimer(homeIslandRippleSpawnTimerId, true); levelSelectScreenWaveSpawnTimerId = clearTimer(levelSelectScreenWaveSpawnTimerId, true); waterfallSpawnTimerId = clearTimer(waterfallSpawnTimerId, true); shallowWatersNodeBubbleSpawnTimerId = clearTimer(shallowWatersNodeBubbleSpawnTimerId, true); seagullSpawnTimerId = clearTimer(seagullSpawnTimerId, true); levelSelectCloudSpawnTimerId = clearTimer(levelSelectCloudSpawnTimerId, true); shadowFishSpawnTimerId = clearTimer(shadowFishSpawnTimerId, true); cleanupParticleArray(activeRipples, ripplesContainer); cleanupParticleArray(activeHomeIslandRipples, homeIslandRipplesContainer); cleanupParticleArray(levelSelectScreenWavesArray, ripplesContainer); cleanupParticleArray(activeWaterfallParticles, waterfallParticlesContainer); cleanupParticleArray(activeShallowWatersNodeBubbles, shallowWatersNodeBubblesContainer); cleanupParticleArray(activeSeagulls, seagullsContainer); cleanupParticleArray(activeLevelSelectClouds, levelSelectCloudContainer); cleanupParticleArray(activeShadowFish, shadowFishContainer); } function updateNodeUnlocks() { var nodes = MAP_CONFIG.NODES; nodes.medium.unlocked = GameState.currentDepth >= 1; nodes.deep.unlocked = GameState.currentDepth >= 2; nodes.abyss.unlocked = GameState.currentDepth >= 3; nodes.shop.unlocked = GameState.currentDepth >= 1; nodes.restaurant.unlocked = GameState.currentDepth >= 2; } function createDottedLines() { dottedLinesContainer.removeChildren(); MAP_CONFIG.CONNECTIONS.forEach(function (connection) { var node1 = MAP_CONFIG.NODES[connection[0]]; var node2 = MAP_CONFIG.NODES[connection[1]]; if (node1.unlocked && node2.unlocked) { var dx = node2.x - node1.x; var dy = node2.y - node1.y; var distance = Math.sqrt(dx * dx + dy * dy); var dotCount = Math.floor(distance / 20); for (var i = 0; i < dotCount; i++) { if (i % 2 === 0) { var dotX = node1.x + dx * i / dotCount; var dotY = node1.y + dy * i / dotCount; dottedLinesContainer.addChild(LK.getAsset('dottedLine', { anchorX: 0.5, anchorY: 0.5, x: dotX, y: dotY, width: 8, height: 8, tint: 0xFFFFFF, alpha: 0.7 })); } } } }); } function createNodes() { nodesContainer.removeChildren(); Object.keys(MAP_CONFIG.NODES).forEach(function (nodeKey) { var node = MAP_CONFIG.NODES[nodeKey]; var nodeContainer = nodesContainer.addChild(new Container()); var nodeAsset = node.unlocked ? 'nodeUnlocked' : 'nodeLocked'; var nodeGfx = nodeContainer.addChild(LK.getAsset(nodeAsset, { anchorX: 0.5, anchorY: 0.5, x: node.x, y: node.y })); if (!node.unlocked) { nodeContainer.addChild(LK.getAsset('nodeLocked', { anchorX: 0.5, anchorY: 0.5, x: node.x, y: node.y - 5 })); } nodeGfx.nodeKey = nodeKey; var displayName = getNodeDisplayName(nodeKey); var nameTextFill = 0xFFFFFF; if (nodeKey === 'restaurant' || nodeKey === 'shop') { nameTextFill = 0xFFD700; } var labelY = node.y + nodeGfx.height / 2 + 15; var labelHeight = 80; var labelBg = null; var nameText = nodeContainer.addChild(new Text2(displayName, { size: 70, fill: nameTextFill, stroke: 0x000000, strokeThickness: 2, align: 'center' })); nameText.anchor.set(0.5, 0); nameText.x = node.x; nameText.y = labelY; nameText.visible = true; if (nodeKey === 'restaurant' || nodeKey === 'shop') { var labelWidth = nameText.width + 60; labelBg = nodeContainer.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0, x: node.x, y: labelY, width: labelWidth, height: labelHeight, color: 0x222222, alpha: 0.85 })); if (labelBg && nameText) { nodeContainer.setChildIndex(labelBg, nodeContainer.children.indexOf(nameText)); } } nodeNameTexts[nodeKey] = nameText; }); } function moveBoatToNode(targetNodeKey) { if (boatMoving || !MAP_CONFIG.NODES[targetNodeKey].unlocked) { return; } var targetNode = MAP_CONFIG.NODES[targetNodeKey]; var currentPos = { x: playerBoat.x, y: playerBoat.y }; var distance = Math.sqrt(Math.pow(targetNode.x - currentPos.x, 2) + Math.pow(targetNode.y - currentPos.y, 2)); var travelTime = distance / MAP_CONFIG.BOAT_TRAVEL_SPEED * 1000; boatMoving = true; currentNode = targetNodeKey; tween(playerBoat, { x: targetNode.x, y: targetNode.y }, { duration: travelTime, easing: tween.easeInOut, onFinish: function onFinish() { boatMoving = false; boatBaseY = playerBoat.y; tween(playerBoat, { rotation: 0 }, { duration: 500, easing: tween.easeOut }); if (MAP_CONFIG.NODES[targetNodeKey].type === 'fishing') { showSongSelection(MAP_CONFIG.NODES[targetNodeKey].depthIndex); } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'shop') { console.log("Arrived at Shop"); } else if (MAP_CONFIG.NODES[targetNodeKey].type === 'restaurant') { console.log("Arrived at Restaurant"); } } }); } function showSongSelection(depthIndex) { selectedDepth = depthIndex; selectedSong = 0; _songOverlayOpen = true; songOverlayContainer.visible = true; createSongSelectionElements(); updateSongDisplay(); songOverlayContainer.alpha = 0; tween(songOverlayContainer, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); } function hideSongSelection() { _songOverlayOpen = false; tween(songOverlayContainer, { alpha: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { songOverlayContainer.visible = false; clearSongSelectionElements(); } }); } function createSongSelectionElements() { clearSongSelectionElements(); var overlayCenterX = 1024; var overlayCenterY = 1366; songElements.leftArrow = songOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX - 650, y: overlayCenterY, width: 120, height: 120, tint: 0x666666 })); songElements.leftArrowText = songOverlayContainer.addChild(new Text2('<', { size: 80, fill: 0xFFFFFF })); songElements.leftArrowText.anchor.set(0.5, 0.5); songElements.leftArrowText.x = songElements.leftArrow.x; songElements.leftArrowText.y = songElements.leftArrow.y; songElements.rightArrow = songOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX + 650, y: overlayCenterY, width: 120, height: 120, tint: 0x666666 })); songElements.rightArrowText = songOverlayContainer.addChild(new Text2('>', { size: 80, fill: 0xFFFFFF })); songElements.rightArrowText.anchor.set(0.5, 0.5); songElements.rightArrowText.x = songElements.rightArrow.x; songElements.rightArrowText.y = songElements.rightArrow.y; songElements.songTitle = songOverlayContainer.addChild(new Text2('Song Title', { size: 110, fill: 0xFFFFFF })); songElements.songTitle.anchor.set(0.5, 0.5); songElements.songTitle.x = overlayCenterX; songElements.songTitle.y = overlayCenterY - 300; songElements.songInfo = songOverlayContainer.addChild(new Text2('BPM: 120 | Duration: 2:00', { size: 70, fill: 0xCCCCCC })); songElements.songInfo.anchor.set(0.5, 0.5); songElements.songInfo.x = overlayCenterX; songElements.songInfo.y = overlayCenterY - 200; songElements.fishDisplayContainer = songOverlayContainer.addChild(new Container()); songElements.fishDisplayContainer.x = overlayCenterX; songElements.fishDisplayContainer.y = songElements.songInfo.y + 35 + 30; var fishDisplayBottomY = songElements.fishDisplayContainer.y + 260; songElements.playButton = songOverlayContainer.addChild(LK.getAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX, y: fishDisplayBottomY + 25 + 50, width: 400, height: 100 })); songElements.playButtonText = songOverlayContainer.addChild(new Text2('PLAY', { size: 100, fill: 0xFFFFFF })); songElements.playButtonText.anchor.set(0.5, 0.5); songElements.playButtonText.x = songElements.playButton.x; songElements.playButtonText.y = songElements.playButton.y; // Add Difficulty Buttons var difficultyButtonY = songElements.playButton.y + songElements.playButton.height / 2 + 30 + 40; // playButton bottom + 30px spacing + half height of new button (80/2=40) var difficultyButtonWidth = 250; var difficultyButtonHeight = 80; var difficultyButtonSpacing = 30; // Easy Button songElements.difficultyEasyButton = songOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX - difficultyButtonWidth - difficultyButtonSpacing, y: difficultyButtonY, width: difficultyButtonWidth, height: difficultyButtonHeight })); songElements.difficultyEasyButtonText = songOverlayContainer.addChild(new Text2('EASY', { size: 40, fill: 0xFFFFFF })); songElements.difficultyEasyButtonText.anchor.set(0.5, 0.5); songElements.difficultyEasyButtonText.x = songElements.difficultyEasyButton.x; songElements.difficultyEasyButtonText.y = songElements.difficultyEasyButton.y; // Medium Button songElements.difficultyMediumButton = songOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX, y: difficultyButtonY, width: difficultyButtonWidth, height: difficultyButtonHeight })); songElements.difficultyMediumButtonText = songOverlayContainer.addChild(new Text2('MEDIUM', { size: 40, fill: 0xFFFFFF })); songElements.difficultyMediumButtonText.anchor.set(0.5, 0.5); songElements.difficultyMediumButtonText.x = songElements.difficultyMediumButton.x; songElements.difficultyMediumButtonText.y = songElements.difficultyMediumButton.y; // Hard Button songElements.difficultyHardButton = songOverlayContainer.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: overlayCenterX + difficultyButtonWidth + difficultyButtonSpacing, y: difficultyButtonY, width: difficultyButtonWidth, height: difficultyButtonHeight })); songElements.difficultyHardButtonText = songOverlayContainer.addChild(new Text2('HARD', { size: 40, fill: 0xFFFFFF })); songElements.difficultyHardButtonText.anchor.set(0.5, 0.5); songElements.difficultyHardButtonText.x = songElements.difficultyHardButton.x; songElements.difficultyHardButtonText.y = songElements.difficultyHardButton.y; } function clearSongSelectionElements() { Object.keys(songElements).forEach(function (key) { if (songElements[key] && songElements[key].destroy && !songElements[key].destroyed) { songElements[key].destroy(); } songElements[key] = null; }); } function updateSongDisplay() { if (!songElements.songTitle || !songElements.fishDisplayContainer) { return; } songElements.fishDisplayContainer.removeChildren(); var depthConfig = GAME_CONFIG.DEPTHS[selectedDepth]; if (!depthConfig || !depthConfig.songs || !depthConfig.songs[selectedSong]) { console.error("Invalid depth or song index:", selectedDepth, selectedSong); return; } var songConfig = depthConfig.songs[selectedSong]; var patternConfig = GAME_CONFIG.PATTERNS[songConfig.pattern]; var owned = GameState.hasSong(selectedDepth, selectedSong); var overlayCenterX = 1024; var overlayCenterY = 1366; if (songElements.songTitle) { songElements.songTitle.destroy(); } songElements.songTitle = songOverlayContainer.addChild(new Text2(songConfig.name, { size: 110, fill: 0xFFFFFF, wordWrap: false, align: 'center' })); songElements.songTitle.anchor.set(0.5, 0.5); songElements.songTitle.x = overlayCenterX; songElements.songTitle.y = overlayCenterY - 300; if (songElements.songInfo) { songElements.songInfo.destroy(); } songElements.songInfo = songOverlayContainer.addChild(new Text2('BPM: ' + songConfig.bpm + ' | Duration: ' + formatTime(songConfig.duration), { size: 70, fill: 0xCCCCCC, wordWrap: false, align: 'center' })); songElements.songInfo.anchor.set(0.5, 0.5); songElements.songInfo.x = overlayCenterX; songElements.songInfo.y = overlayCenterY - 200; function getFishDistributionForSong(songCfg, depthCfg, patternCfg, currentSelectedDepth) { var distribution = []; var fishNames = { anchovy: "Anchovy", sardine: "Sardine", mackerel: "Mackerel", mediumFish: "Mid-Size", deepFish: "Deep Lurker", rareFish: "Rare Catch" }; if (songCfg.name === "Gentle Waves") { distribution = [{ asset: 'anchovy', name: fishNames.anchovy, percentage: 60 }, { asset: 'sardine', name: fishNames.sardine, percentage: 30 }, { asset: 'mackerel', name: fishNames.mackerel, percentage: 10 }]; } else if (songCfg.name === "Morning Tide") { distribution = [{ asset: 'anchovy', name: fishNames.anchovy, percentage: 40 }, { asset: 'sardine', name: fishNames.sardine, percentage: 40 }, { asset: 'mackerel', name: fishNames.mackerel, percentage: 20 }]; } else if (songCfg.name === "Sunny Afternoon") { distribution = [{ asset: 'anchovy', name: fishNames.anchovy, percentage: 30 }, { asset: 'sardine', name: fishNames.sardine, percentage: 30 }, { asset: 'mackerel', name: fishNames.mackerel, percentage: 40 }]; } else { var p_rare = patternCfg.rareSpawnChance || 0; if (p_rare > 0) { distribution.push({ asset: 'rareFish', name: fishNames.rareFish, percentage: p_rare * 100 }); } var p_deep = 0; if (currentSelectedDepth >= 2) { p_deep = Math.max(0, 0.3 - p_rare); } if (p_deep > 0) { distribution.push({ asset: 'deepFish', name: fishNames.deepFish, percentage: p_deep * 100 }); } var p_medium = 0; if (currentSelectedDepth >= 1) { var lower_bound_for_medium = p_rare + p_deep; p_medium = Math.max(0, 0.6 - lower_bound_for_medium); } if (p_medium > 0) { distribution.push({ asset: 'mediumFish', name: fishNames.mediumFish, percentage: p_medium * 100 }); } var p_shallow_total = Math.max(0, 1.0 - (p_rare + p_deep + p_medium)); if (p_shallow_total > 0) { var shallowFishAssets = [{ asset: 'anchovy', name: fishNames.anchovy }, { asset: 'sardine', name: fishNames.sardine }, { asset: 'mackerel', name: fishNames.mackerel }]; if (currentSelectedDepth === 0 || p_rare + p_deep + p_medium < 0.8) { var per_shallow_percentage = p_shallow_total / shallowFishAssets.length * 100; if (per_shallow_percentage > 0.1) { shallowFishAssets.forEach(function (sf) { distribution.push(_objectSpread(_objectSpread({}, sf), { percentage: per_shallow_percentage })); }); } } else if (distribution.length === 0 && p_shallow_total > 0) { var per_shallow_percentage2 = p_shallow_total / shallowFishAssets.length * 100; if (per_shallow_percentage2 > 0.1) { shallowFishAssets.forEach(function (sf) { distribution.push(_objectSpread(_objectSpread({}, sf), { percentage: per_shallow_percentage2 })); }); } } } } return distribution.filter(function (f) { return f.percentage >= 1; }).sort(function (a, b) { return b.percentage - a.percentage; }); } var fishToDisplay = getFishDistributionForSong(songConfig, depthConfig, patternConfig, selectedDepth); var itemWidth = 180; var itemHeight = 130; var horizontalSpacing = 40; var verticalSpacing = 50; var itemsPerRow = 3; var startX = -((itemsPerRow - 1) * (itemWidth + horizontalSpacing)) / 2; for (var i = 0; i < fishToDisplay.length; i++) { var fishData = fishToDisplay[i]; var fishItemContainer = songElements.fishDisplayContainer.addChild(new Container()); var rowIndex = Math.floor(i / itemsPerRow); var colIndex = i % itemsPerRow; fishItemContainer.x = startX + colIndex * (itemWidth + horizontalSpacing) - 60; fishItemContainer.y = rowIndex * (itemHeight + verticalSpacing) + 60; var icon = fishItemContainer.attachAsset(fishData.asset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); icon.x = itemWidth / 2; icon.y = 5; var nameText = fishItemContainer.addChild(new Text2(fishData.name, { size: 48, fill: 0xFFFFFF, align: 'center', wordWrap: true, wordWrapWidth: itemWidth - 10 })); nameText.anchor.set(0.5, 0); nameText.x = itemWidth / 2; nameText.y = icon.y + icon.height * 0.35 + 5; var percentText = fishItemContainer.addChild(new Text2(fishData.percentage.toFixed(1) + '%', { size: 40, fill: 0xCCCCCC, align: 'center' })); percentText.anchor.set(0.5, 0); percentText.x = itemWidth / 2; percentText.y = nameText.y + nameText.height + 3; } if (owned) { songElements.playButtonText.setText('PLAY'); songElements.playButton.tint = 0x1976d2; } else { songElements.playButtonText.setText('BUY ($' + songConfig.cost + ')'); songElements.playButton.tint = GameState.money >= songConfig.cost ? 0x2e7d32 : 0x666666; } songElements.leftArrow.tint = selectedSong > 0 ? 0x1976d2 : 0x666666; songElements.rightArrow.tint = selectedSong < depthConfig.songs.length - 1 ? 0x1976d2 : 0x666666; // Update difficulty button tints var easyColor = GAME_DIFFICULTY.current === 'easy' ? 0x2e7d32 : 0x666666; // Green if selected, grey otherwise var mediumColor = GAME_DIFFICULTY.current === 'medium' ? 0x2e7d32 : 0x666666; var hardColor = GAME_DIFFICULTY.current === 'hard' ? 0x2e7d32 : 0x666666; if (songElements.difficultyEasyButton && !songElements.difficultyEasyButton.destroyed) { songElements.difficultyEasyButton.tint = easyColor; } if (songElements.difficultyMediumButton && !songElements.difficultyMediumButton.destroyed) { songElements.difficultyMediumButton.tint = mediumColor; } if (songElements.difficultyHardButton && !songElements.difficultyHardButton.destroyed) { songElements.difficultyHardButton.tint = hardColor; } } function updateBoatAnimation() { if (boatMoving) { return; } boatBobPhase += 0.03; var bobOffset = Math.sin(boatBobPhase) * MAP_CONFIG.BOAT_BOB_AMPLITUDE; playerBoat.y = boatBaseY + bobOffset; boatRotationPhase += 0.02; var rotationOffset = Math.sin(boatRotationPhase) * MAP_CONFIG.BOAT_ROTATION_AMPLITUDE; playerBoat.rotation = rotationOffset; } function handleMapInput(x, y) { if (_songOverlayOpen) { if (x >= closeButton.x - closeButton.width / 2 && x <= closeButton.x + closeButton.width / 2 && y >= closeButton.y - closeButton.height / 2 && y <= closeButton.y + closeButton.height / 2) { hideSongSelection(); return; } if (songElements.leftArrow && x >= songElements.leftArrow.x - songElements.leftArrow.width / 2 && x <= songElements.leftArrow.x + songElements.leftArrow.width / 2 && y >= songElements.leftArrow.y - songElements.leftArrow.height / 2 && y <= songElements.leftArrow.y + songElements.leftArrow.height / 2 && selectedSong > 0) { selectedSong--; updateSongDisplay(); return; } // Handle Difficulty Button Clicks if (songElements.difficultyEasyButton && x >= songElements.difficultyEasyButton.x - songElements.difficultyEasyButton.width / 2 && x <= songElements.difficultyEasyButton.x + songElements.difficultyEasyButton.width / 2 && y >= songElements.difficultyEasyButton.y - songElements.difficultyEasyButton.height / 2 && y <= songElements.difficultyEasyButton.y + songElements.difficultyEasyButton.height / 2) { GAME_DIFFICULTY.current = 'easy'; updateSongDisplay(); LK.getSound('buttonClick').play(); return; } if (songElements.difficultyMediumButton && x >= songElements.difficultyMediumButton.x - songElements.difficultyMediumButton.width / 2 && x <= songElements.difficultyMediumButton.x + songElements.difficultyMediumButton.width / 2 && y >= songElements.difficultyMediumButton.y - songElements.difficultyMediumButton.height / 2 && y <= songElements.difficultyMediumButton.y + songElements.difficultyMediumButton.height / 2) { GAME_DIFFICULTY.current = 'medium'; updateSongDisplay(); LK.getSound('buttonClick').play(); return; } if (songElements.difficultyHardButton && x >= songElements.difficultyHardButton.x - songElements.difficultyHardButton.width / 2 && x <= songElements.difficultyHardButton.x + songElements.difficultyHardButton.width / 2 && y >= songElements.difficultyHardButton.y - songElements.difficultyHardButton.height / 2 && y <= songElements.difficultyHardButton.y + songElements.difficultyHardButton.height / 2) { GAME_DIFFICULTY.current = 'hard'; updateSongDisplay(); LK.getSound('buttonClick').play(); return; } if (songElements.rightArrow && x >= songElements.rightArrow.x - songElements.rightArrow.width / 2 && x <= songElements.rightArrow.x + songElements.rightArrow.width / 2 && y >= songElements.rightArrow.y - songElements.rightArrow.height / 2 && y <= songElements.rightArrow.y + songElements.rightArrow.height / 2) { var depth = GAME_CONFIG.DEPTHS[selectedDepth]; if (depth && depth.songs && selectedSong < depth.songs.length - 1) { selectedSong++; updateSongDisplay(); } return; } if (songElements.playButton && x >= songElements.playButton.x - songElements.playButton.width / 2 && x <= songElements.playButton.x + songElements.playButton.width / 2 && y >= songElements.playButton.y - songElements.playButton.height / 2 && y <= songElements.playButton.y + songElements.playButton.height / 2) { var owned = GameState.hasSong(selectedDepth, selectedSong); if (owned) { GameState.selectedDepth = selectedDepth; GameState.selectedSong = selectedSong; GameState.lastLevelSelectNodeKey = currentNode; showScreen('fishing'); } else { if (GameState.buySong(selectedDepth, selectedSong)) { updateSongDisplay(); updateMapDisplay(); } } return; } return; } if (x >= backButton.x - backButton.width / 2 && x <= backButton.x + backButton.width / 2 && y >= backButton.y - backButton.height / 2 && y <= backButton.y + backButton.height / 2) { showScreen('title'); return; } if (nodesContainer && nodesContainer.children) { nodesContainer.children.forEach(function (nodeContainerInstance) { if (nodeContainerInstance && nodeContainerInstance.children && nodeContainerInstance.children.length > 0) { var nodeGfx = nodeContainerInstance.children[0]; if (nodeGfx && nodeGfx.nodeKey) { var nodeData = MAP_CONFIG.NODES[nodeGfx.nodeKey]; if (nodeData.unlocked && !boatMoving) { var distance = Math.sqrt(Math.pow(x - nodeData.x, 2) + Math.pow(y - nodeData.y, 2)); if (distance < 60) { moveBoatToNode(nodeGfx.nodeKey); } } } } }); } } function updateMapDisplay() { updateNodeUnlocks(); createDottedLines(); createNodes(); moneyDisplay.setText('$' + GameState.money); } updateMapDisplay(); if (songOverlayContainer && levelSelectScreen.children.indexOf(songOverlayContainer) !== -1) { levelSelectScreen.setChildIndex(songOverlayContainer, levelSelectScreen.children.length - 1); } return { updateMapDisplay: updateMapDisplay, handleMapInput: handleMapInput, updateBoatAnimation: updateBoatAnimation, moneyDisplay: moneyDisplay, songOverlayOpen: function songOverlayOpen() { return _songOverlayOpen; }, updateRipples: function updateRipples() { updateParticleArray(activeRipples); }, cleanupRipples: cleanupAllParticles, ripplesContainer: ripplesContainer, activeRipples: activeRipples, rippleSpawnTimerId: rippleSpawnTimerId, updateHomeIslandRipples: function updateHomeIslandRipples() { updateParticleArray(activeHomeIslandRipples); }, cleanupHomeIslandRipples: cleanupAllParticles, homeIslandRipplesContainer: homeIslandRipplesContainer, activeHomeIslandRipples: activeHomeIslandRipples, homeIslandRippleSpawnTimerId: homeIslandRippleSpawnTimerId, updateScreenWaves: function updateScreenWaves() { updateParticleArray(levelSelectScreenWavesArray); }, cleanupScreenWaves: cleanupAllParticles, screenWaveSpawnTimerId: levelSelectScreenWaveSpawnTimerId, updateShallowWatersNodeBubbles: function updateShallowWatersNodeBubbles() { updateParticleArray(activeShallowWatersNodeBubbles); }, cleanupShallowWatersNodeBubbles: cleanupAllParticles, shallowWatersNodeBubbleSpawnTimerId: shallowWatersNodeBubbleSpawnTimerId, updateSeagulls: function updateSeagulls() { updateParticleArray(activeSeagulls); }, cleanupSeagulls: cleanupAllParticles, seagullSpawnTimerId: seagullSpawnTimerId, levelSelectCloudContainer: levelSelectCloudContainer, updateLevelSelectClouds: function updateLevelSelectClouds() { updateParticleArray(activeLevelSelectClouds); }, cleanupLevelSelectClouds: cleanupAllParticles, levelSelectCloudSpawnTimerId: levelSelectCloudSpawnTimerId, updateWaterfallParticles: function updateWaterfallParticles() { updateParticleArray(activeWaterfallParticles); }, cleanupWaterfallParticles: cleanupAllParticles, waterfallSpawnTimerId: waterfallSpawnTimerId, updateShadowFish: function updateShadowFish() { updateParticleArray(activeShadowFish); }, cleanupLevelSelectShadowFish: cleanupAllParticles, shadowFishSpawnTimerId: shadowFishSpawnTimerId, startLevelSelectAmbientSounds: startLevelSelectAmbientSounds, stopLevelSelectAmbientSounds: stopLevelSelectAmbientSounds, restartParticleTimers: function restartParticleTimers() { cleanupAllParticles(); rippleSpawnTimerId = LK.setInterval(spawnRippleEffect, RIPPLE_SPAWN_INTERVAL_MS); homeIslandRippleSpawnTimerId = LK.setInterval(spawnHomeIslandRippleEffect, HOME_ISLAND_RIPPLE_SPAWN_INTERVAL_MS); levelSelectScreenWaveSpawnTimerId = LK.setInterval(spawnLevelSelectScreenWaveEffect, SCREEN_WAVE_SPAWN_INTERVAL_MS); waterfallSpawnTimerId = LK.setInterval(spawnWaterfallParticleEffect, WATERFALL_SPAWN_INTERVAL_MS); shallowWatersNodeBubbleSpawnTimerId = LK.setInterval(spawnShallowWatersNodeBubbleEffect, SHALLOW_NODE_BUBBLE_SPAWN_INTERVAL_MS); seagullSpawnTimerId = LK.setInterval(spawnSeagullEffect, SEAGULL_SPAWN_INTERVAL_MS); levelSelectCloudSpawnTimerId = LK.setInterval(spawnLevelSelectCloudEffect, LEVEL_SELECT_CLOUD_SPAWN_INTERVAL_MS); shadowFishSpawnTimerId = LK.setInterval(spawnShadowFishEffect, SHADOW_FISH_SPAWN_INTERVAL_MS); } }; } /**** * Fishing Screen ****/ function createFishingScreen() { var sky = fishingScreen.addChild(LK.getAsset('skybackground', { x: 0, y: -500 })); var water = fishingScreen.addChild(LK.getAsset('water', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, height: 2732 - GAME_CONFIG.WATER_SURFACE_Y })); globalOceanBubbleContainer = fishingScreen.addChild(new Container()); globalSeaweedContainer = fishingScreen.addChild(new Container()); globalCloudContainer = fishingScreen.addChild(new Container()); bubbleContainer = fishingScreen.addChild(new Container()); musicNotesContainer = fishingScreen.addChild(new Container()); var waterSurfaceSegments = []; var waterSurfaceSegmentsBlueTemp = []; var waterSurfaceSegmentsWhiteTemp = []; var NUM_WAVE_SEGMENTS = 32; var SEGMENT_WIDTH = 2048 / NUM_WAVE_SEGMENTS; var SEGMENT_HEIGHT = 24; var WAVE_AMPLITUDE = 12; var WAVE_HALF_PERIOD_MS = 2500; var PHASE_DELAY_MS_PER_SEGMENT = WAVE_HALF_PERIOD_MS * 2 / NUM_WAVE_SEGMENTS; for (var i = 0; i < NUM_WAVE_SEGMENTS; i++) { var segment = LK.getAsset('waterSurface', { x: i * SEGMENT_WIDTH, y: GAME_CONFIG.WATER_SURFACE_Y, width: SEGMENT_WIDTH + 1, height: SEGMENT_HEIGHT, anchorX: 0, anchorY: 0.5, alpha: 0.8, tint: 0x4fc3f7 }); segment.baseY = GAME_CONFIG.WATER_SURFACE_Y; waterSurfaceSegmentsBlueTemp.push(segment); } for (var i = 0; i < NUM_WAVE_SEGMENTS; i++) { var whiteSegment = LK.getAsset('waterSurface', { x: i * SEGMENT_WIDTH, y: GAME_CONFIG.WATER_SURFACE_Y - SEGMENT_HEIGHT / 2, width: SEGMENT_WIDTH + 1, height: SEGMENT_HEIGHT / 2, anchorX: 0, anchorY: 0.5, alpha: 0.6, tint: 0xffffff }); whiteSegment.baseY = GAME_CONFIG.WATER_SURFACE_Y - SEGMENT_HEIGHT / 2; waterSurfaceSegmentsWhiteTemp.push(whiteSegment); } var boat = fishingScreen.addChild(LK.getAsset('boat', { anchorX: 0.5, anchorY: 0.74, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y })); for (var i = 0; i < waterSurfaceSegmentsBlueTemp.length; i++) { fishingScreen.addChild(waterSurfaceSegmentsBlueTemp[i]); waterSurfaceSegments.push(waterSurfaceSegmentsBlueTemp[i]); } for (var i = 0; i < waterSurfaceSegmentsWhiteTemp.length; i++) { fishingScreen.addChild(waterSurfaceSegmentsWhiteTemp[i]); waterSurfaceSegments.push(waterSurfaceSegmentsWhiteTemp[i]); } var fishermanContainer = fishingScreen.addChild(new Container()); var fisherman = fishermanContainer.addChild(LK.getAsset('fisherman', { anchorX: 0.5, anchorY: 1, x: GAME_CONFIG.SCREEN_CENTER_X - 100, y: GAME_CONFIG.WATER_SURFACE_Y - 70 })); var boatBaseY = boat.y; var fishermanBaseY = fishermanContainer.y; var boatWaveAmplitude = 10; var boatWaveHalfCycleDuration = 2000; var initialHookY = GAME_CONFIG.LANES[1].y; var fishingLineStartY = -100; var line = fishingScreen.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y + fishingLineStartY, width: 6, height: initialHookY - (GAME_CONFIG.WATER_SURFACE_Y + fishingLineStartY) })); var hook = fishingScreen.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: initialHookY })); hook.originalY = initialHookY; var lineWaveAmplitude = 12; var lineWaveSpeed = 0.03; var linePhaseOffset = 0; function updateFishingLineWave() { linePhaseOffset += lineWaveSpeed; var rodTipX = fishermanContainer.x + fisherman.x + 85; var rodTipY = fishermanContainer.y + fisherman.y - fisherman.height; var waveOffset = Math.sin(linePhaseOffset) * lineWaveAmplitude; line.x = rodTipX + waveOffset * 0.3; line.y = rodTipY; hook.x = rodTipX + waveOffset; var hookAttachX = hook.x; var hookAttachY = hook.y - hook.height / 2; var deltaX = hookAttachX - line.x; var deltaY = hookAttachY - line.y; var actualLineLength = Math.sqrt(deltaX * deltaX + deltaY * deltaY); line.height = actualLineLength; if (actualLineLength > 0.001) { line.rotation = Math.atan2(deltaY, deltaX) - Math.PI / 2; } else { line.rotation = 0; } hook.rotation = line.rotation; } var targetUpY = boatBaseY - boatWaveAmplitude; var targetDownY = boatBaseY + boatWaveAmplitude; var fishermanTargetUpY = fishermanBaseY - boatWaveAmplitude; var fishermanTargetDownY = fishermanBaseY + boatWaveAmplitude; function moveBoatAndFishermanUp() { if (!boat || boat.destroyed || !fishermanContainer || fishermanContainer.destroyed) { return; } tween(boat, { y: targetUpY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut, onFinish: moveBoatAndFishermanDown }); tween(fishermanContainer, { y: fishermanTargetUpY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut }); } function moveBoatAndFishermanDown() { if (!boat || boat.destroyed || !fishermanContainer || fishermanContainer.destroyed) { return; } tween(boat, { y: targetDownY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut, onFinish: moveBoatAndFishermanUp }); tween(fishermanContainer, { y: fishermanTargetDownY }, { duration: boatWaveHalfCycleDuration, easing: tween.easeInOut }); } var boatRotationAmplitude = 0.03; var boatRotationDuration = 3000; function rockBoatLeft() { if (!boat || boat.destroyed || !fisherman || fisherman.destroyed) { return; } tween(boat, { rotation: -boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut, onFinish: rockBoatRight }); tween(fisherman, { rotation: boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut }); } function rockBoatRight() { if (!boat || boat.destroyed || !fisherman || fisherman.destroyed) { return; } tween(boat, { rotation: boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut, onFinish: rockBoatLeft }); tween(fisherman, { rotation: -boatRotationAmplitude }, { duration: boatRotationDuration, easing: tween.easeInOut }); } function startWaterSurfaceAnimationFunc() { var allSegments = waterSurfaceSegments; for (var k = 0; k < allSegments.length; k++) { var segment = allSegments[k]; if (!segment || segment.destroyed) { continue; } var segmentIndexForDelay = k % NUM_WAVE_SEGMENTS; (function (currentLocalSegment, currentLocalSegmentIndexForDelay) { var waveAnim = createWaveAnimation(currentLocalSegment, WAVE_AMPLITUDE, WAVE_HALF_PERIOD_MS); LK.setTimeout(function () { if (!currentLocalSegment || currentLocalSegment.destroyed) { return; } tween(currentLocalSegment, { y: currentLocalSegment.baseY - WAVE_AMPLITUDE }, { duration: WAVE_HALF_PERIOD_MS, easing: tween.easeInOut, onFinish: waveAnim.down }); }, currentLocalSegmentIndexForDelay * PHASE_DELAY_MS_PER_SEGMENT); })(segment, segmentIndexForDelay); } } function startBoatAndFishermanAnimationFunc() { if (boat && !boat.destroyed && fishermanContainer && !fishermanContainer.destroyed) { tween(boat, { y: targetUpY }, { duration: boatWaveHalfCycleDuration / 2, easing: tween.easeOut, onFinish: moveBoatAndFishermanDown }); tween(fishermanContainer, { y: fishermanTargetUpY }, { duration: boatWaveHalfCycleDuration / 2, easing: tween.easeOut }); rockBoatLeft(); } } var scoreText = new Text2('Score: 0', { size: 70, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); scoreText.x = 2048 - 50; scoreText.y = 50; fishingScreen.addChild(scoreText); var fishText = new Text2('Fish: 0/0', { size: 55, fill: 0xFFFFFF }); fishText.anchor.set(1, 0); fishText.x = 2048 - 50; fishText.y = 140; fishingScreen.addChild(fishText); var comboText = new Text2('Combo: 0', { size: 55, fill: 0xFF9800 }); comboText.anchor.set(1, 0); comboText.x = 2048 - 50; comboText.y = 210; fishingScreen.addChild(comboText); var progressText = new Text2('0:00 / 0:00', { size: 50, fill: 0x4FC3F7 }); progressText.anchor.set(1, 0); progressText.x = 2048 - 50; progressText.y = 280; fishingScreen.addChild(progressText); return { boat: boat, fishermanContainer: fishermanContainer, fisherman: fisherman, hook: hook, line: line, updateFishingLineWave: updateFishingLineWave, scoreText: scoreText, fishText: fishText, comboText: comboText, progressText: progressText, waterSurfaceSegments: waterSurfaceSegments, bubbleContainer: bubbleContainer, musicNotesContainer: musicNotesContainer, startWaterSurfaceAnimation: startWaterSurfaceAnimationFunc, startBoatAndFishermanAnimation: startBoatAndFishermanAnimationFunc }; } /**** * Initialize Screen Elements ****/ var titleElements = createTitleScreen(); titleElements.tutorialButtonGfx = titleElements.tutorialButton; var levelSelectElements = createLevelSelectScreen(); var fishingElements = createFishingScreen(); var tutorialOverlayContainer = game.addChild(new Container()); tutorialOverlayContainer.visible = false; var tutorialTextBackground; var tutorialTextDisplay; var tutorialContinueButton; var tutorialContinueText; var tutorialLaneHighlights = []; var fishArray = []; var bubblesArray = []; var bubbleContainer; var musicNotesArray = []; var musicNotesContainer; var laneBrackets = []; var musicNoteSpawnCounter = 0; var MUSIC_NOTE_SPAWN_INTERVAL_TICKS = 45; var globalOceanBubblesArray = []; var globalOceanBubbleContainer; var globalOceanBubbleSpawnCounter = 0; var OCEAN_BUBBLE_SPAWN_INTERVAL_TICKS = 40; var globalSeaweedArray = []; var globalSeaweedContainer; var globalSeaweedSpawnCounter = 0; var SEAWEED_SPAWN_INTERVAL_TICKS = 120; var MAX_SEAWEED_COUNT = 8; var globalCloudArray = []; var globalCloudContainer; var globalCloudSpawnCounter = 0; var CLOUD_SPAWN_INTERVAL_TICKS = 180; var MAX_CLOUD_COUNT = 5; var titleScreenOceanBubblesArray = []; var titleScreenOceanBubbleContainer; var titleScreenOceanBubbleSpawnCounter = 0; var titleScreenSeaweedArray = []; var titleScreenSeaweedContainer; var titleScreenSeaweedSpawnCounter = 0; var titleScreenCloudArray = []; var titleScreenCloudContainer; var titleScreenCloudSpawnCounter = 0; var titleSeagullSoundTimer = null; var titleBoatSoundTimer = null; /**** * Input State and Helpers for Fishing ****/ var inputState = { touching: false, touchLane: -1, touchStartTime: 0 }; function getTouchLane(y) { var boundary_lane0_lane1 = (GAME_CONFIG.LANES[0].y + GAME_CONFIG.LANES[1].y) / 2; var boundary_lane1_lane2 = (GAME_CONFIG.LANES[1].y + GAME_CONFIG.LANES[2].y) / 2; if (y < boundary_lane0_lane1) { return 0; } else if (y < boundary_lane1_lane2) { return 1; } else { return 2; } } function showFeedback(type, laneIndex) { var feedbackY = GAME_CONFIG.LANES[laneIndex].y; var indicator = new FeedbackIndicator(type); indicator.x = fishingElements.hook.x; indicator.y = feedbackY; fishingScreen.addChild(indicator); indicator.show(); } function animateHookCatch() { var hook = fishingElements.hook; var restingY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; tween(hook, { y: restingY - 30 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(hook, { y: restingY }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { hook.originalY = restingY; } }); } }); } // Replace the existing handleFishingInput function function handleFishingInput(x, y, isDown) { if (GameState.tutorialMode && isDown && (GameState.tutorialStep === 3 || GameState.tutorialStep === 4) && !GameState.tutorialPaused) { // Keep existing tutorial logic if (GameState.tutorialFish && !GameState.tutorialFish.caught && !GameState.tutorialFish.missed) { checkCatch(swipeState.currentLane); // Tutorial tap uses current swipe lane } // This input was consumed by tutorial tap logic for steps 3 & 4. return; } // General input processing (swipe or tap) // Allowed if: // 1. Game is active (normal gameplay) // 2. Tutorial mode is on, and it's a step where player interaction (like swipe) is expected. var canProcessInput = GameState.gameActive || GameState.tutorialMode && (GameState.tutorialStep === 1 || GameState.tutorialStep === 2 || // Learning to swipe GameState.tutorialStep === 4 && !GameState.tutorialPaused // Actively swiping for fish in step 4 ); if (!canProcessInput) { return; } if (isDown) { // Touch start - record position swipeState.startX = x; swipeState.startY = y; swipeState.isSwipe = false; } else { // Touch end - determine if swipe or tap var deltaX = x - swipeState.startX; var deltaY = y - swipeState.startY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance < swipeState.tapThreshold) { // This is a tap - try to catch fish checkCatch(swipeState.currentLane); } else if (Math.abs(deltaY) > swipeState.swipeThreshold && Math.abs(deltaY) > Math.abs(deltaX)) { // This is a vertical swipe - change lanes if (deltaY < 0) { // Swipe up - move to shallower lane (lower index) swipeState.currentLane = Math.max(0, swipeState.currentLane - 1); } else { // Swipe down - move to deeper lane (higher index) swipeState.currentLane = Math.min(GAME_CONFIG.LANES.length - 1, swipeState.currentLane + 1); } // Move hook to new lane 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; // Visual feedback for lane change updateLaneBracketsVisuals(); } } } /**** * Screen Management ****/ function showScreen(screenName) { var previousScreen = GameState.currentScreen; if (previousScreen === 'title' && titleElements) { stopTweens([titleElements.titleAnimationGroup, titleElements.blackOverlay, titleElements.titleImage, titleElements.startButton, titleElements.tutorialButton]); if (titleElements.titleWaterSurfaceSegments) { stopTweens(titleElements.titleWaterSurfaceSegments); } titleSeagullSoundTimer = clearTimer(titleSeagullSoundTimer, false); titleBoatSoundTimer = clearTimer(titleBoatSoundTimer, false); cleanupParticleArray(titleScreenOceanBubblesArray, titleScreenOceanBubbleContainer); cleanupParticleArray(titleScreenSeaweedArray, titleScreenSeaweedContainer); cleanupParticleArray(titleScreenCloudArray, titleScreenCloudContainer); } else if (previousScreen === 'levelSelect' && screenName !== 'levelSelect') { if (levelSelectElements && typeof levelSelectElements.cleanupRipples === 'function') { levelSelectElements.cleanupRipples(); } if (levelSelectElements && typeof levelSelectElements.stopLevelSelectAmbientSounds === 'function') { levelSelectElements.stopLevelSelectAmbientSounds(); } } if (previousScreen === 'fishing' && GameState.tutorialMode && screenName !== 'fishing') { tutorialOverlayContainer.visible = false; if (GameState.tutorialFish && !GameState.tutorialFish.destroyed) { GameState.tutorialFish.destroy(); var idx = fishArray.indexOf(GameState.tutorialFish); if (idx > -1) { fishArray.splice(idx, 1); } GameState.tutorialFish = null; } if (tutorialLaneHighlights.length > 0) { tutorialLaneHighlights.forEach(function (overlay) { if (overlay && !overlay.destroyed) { overlay.destroy(); } }); tutorialLaneHighlights = []; } GameState.tutorialMode = false; } if (previousScreen === 'title' && screenName === 'levelSelect') { globalFadeOverlay.alpha = 0; globalFadeOverlay.visible = true; if (game.children.indexOf(globalFadeOverlay) !== -1) { game.setChildIndex(globalFadeOverlay, game.children.length - 1); } tween(globalFadeOverlay, { alpha: 1 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { titleScreen.visible = false; if (levelSelectElements) { if (typeof levelSelectElements.cleanupRipples === 'function') { levelSelectElements.cleanupRipples(); } if (typeof levelSelectElements.stopLevelSelectAmbientSounds === 'function') { levelSelectElements.stopLevelSelectAmbientSounds(); } } levelSelectElements = createLevelSelectScreen(); levelSelectScreen.visible = true; GameState.currentScreen = 'levelSelect'; if (levelSelectElements && typeof levelSelectElements.updateMapDisplay === 'function') { levelSelectElements.updateMapDisplay(); } if (levelSelectElements && typeof levelSelectElements.startLevelSelectAmbientSounds === 'function') { levelSelectElements.startLevelSelectAmbientSounds(); } tween(globalFadeOverlay, { alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { globalFadeOverlay.visible = false; } }); } }); return; } titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; 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 }); 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; if (GameState.tutorialMode) { 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.lastBeatTime = 0; GameState.beatCount = 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) { // Keep existing tutorial logic unchanged var tutorialFish = GameState.tutorialFish; if (!tutorialFish || tutorialFish.lane !== playerLane || tutorialFish.caught || tutorialFish.missed) { if (GameState.tutorialStep === 3 || GameState.tutorialStep === 4) { setTutorialText("Oops! Make sure to be in the correct lane when the fish is over the hook. Tap 'CONTINUE' to try again."); GameState.tutorialPaused = true; } LK.getSound('miss').play(); return; } 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) { caughtType = 'good'; } else { caughtType = 'miss'; } showFeedback(caughtType, playerLane); if (caughtType === 'perfect' || caughtType === 'good') { tutorialFish.catchFish(); var fishIndex = fishArray.indexOf(tutorialFish); if (fishIndex > -1) { fishArray.splice(fishIndex, 1); } LK.getSound('catch').play(); animateHookCatch(); GameState.tutorialPaused = true; if (GameState.tutorialStep === 3) { setTutorialText("Great catch! You tapped when positioned in the correct lane. Tap 'CONTINUE'."); } else if (GameState.tutorialStep === 4) { setTutorialText("Perfect! You're mastering the swipe-and-tap system. Tap 'CONTINUE'."); } } else { LK.getSound('miss').play(); tutorialFish.missed = true; GameState.tutorialPaused = true; setTutorialText("Almost! Make sure you're in the right lane and tap when the fish is closer. Tap 'CONTINUE' to try again."); } return; } // Rest of the function remains the same, but use playerLane instead of fishLane var closestFishInLane = null; var closestDistance = Infinity; for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (!fish.caught && !fish.missed && fish.lane === playerLane && !fish.isPushedBack) { var distance = Math.abs(fish.x - hookX); var maxCatchDistance = GAME_CONFIG.MISS_WINDOW * 2; if (distance < maxCatchDistance && distance < closestDistance) { closestDistance = distance; closestFishInLane = fish; } } } if (!closestFishInLane) { // Miss - play sound and break combo LK.getSound('miss').play(); GameState.combo = 0; // Check if we missed during a battle if (GameState.battleState === BATTLE_STATES.ACTIVE && GameState.currentBattleFish) { GameState.currentBattleFish.missedTap(); } // Flash lane brackets red if (laneBrackets && laneBrackets[playerLane]) { var leftBracket = laneBrackets[playerLane].left; var rightBracket = laneBrackets[playerLane].right; var tintToRedDuration = 50; var holdRedDuration = 100; var tintToWhiteDuration = 150; if (leftBracket && !leftBracket.destroyed) { tween(leftBracket, { tint: 0xFF0000 }, { duration: tintToRedDuration, easing: tween.linear, onFinish: function onFinish() { LK.setTimeout(function () { if (leftBracket && !leftBracket.destroyed) { tween(leftBracket, { tint: 0xFFFFFF }, { duration: tintToWhiteDuration, easing: tween.linear }); } }, holdRedDuration); } }); } if (rightBracket && !rightBracket.destroyed) { tween(rightBracket, { tint: 0xFF0000 }, { duration: tintToRedDuration, easing: tween.linear, onFinish: function onFinish() { LK.setTimeout(function () { if (rightBracket && !rightBracket.destroyed) { tween(rightBracket, { tint: 0xFFFFFF }, { duration: tintToWhiteDuration, easing: tween.linear }); } }, holdRedDuration); } }); } } return; } // Rest of catch logic remains the same... var points = 0; var multiplier = Math.max(1, Math.floor(GameState.combo / 10) + 1); var catchType = ''; if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { points = closestFishInLane.value * 2 * multiplier; catchType = 'perfect'; GameState.combo++; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { points = closestFishInLane.value * multiplier; catchType = 'good'; GameState.combo++; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { points = Math.max(1, Math.floor(closestFishInLane.value * 0.5 * multiplier)); catchType = 'good'; GameState.combo++; } else { showFeedback('miss', playerLane); LK.getSound('miss').play(); GameState.combo = 0; if (closestFishInLane) { closestFishInLane.missed = true; } return; } showFeedback(catchType, playerLane); var isFullyCaught = closestFishInLane.handleTap(); if (isFullyCaught) { closestFishInLane.catchFish(); var fishIndex = fishArray.indexOf(closestFishInLane); if (fishIndex > -1) { fishArray.splice(fishIndex, 1); } GameState.sessionScore += points; GameState.money += points; GameState.sessionFishCaught++; GameState.totalFishCaught++; GameState.maxCombo = Math.max(GameState.maxCombo, GameState.combo); // Show score popup if (points > 0) { var scorePopupText = new Text2('+' + points, { size: 140, fill: 0xFFD700, align: 'center', stroke: 0x000000, strokeThickness: 6 }); scorePopupText.anchor.set(0.5, 0.5); scorePopupText.x = GAME_CONFIG.SCREEN_CENTER_X; scorePopupText.y = GAME_CONFIG.BOAT_Y - 70; if (fishingScreen && !fishingScreen.destroyed) { fishingScreen.addChild(scorePopupText); } tween(scorePopupText, { y: scorePopupText.y - 200, alpha: 0 }, { duration: 1800, easing: tween.easeOut, onFinish: function onFinish() { if (scorePopupText && !scorePopupText.destroyed) { scorePopupText.destroy(); } } }); } } else { if (!closestFishInLane.isInBattle) { closestFishInLane.startBattle(); } } var catchSounds = ['catch', 'catch2', 'catch3', 'catch4']; var randomCatchSound = catchSounds[Math.floor(Math.random() * catchSounds.length)]; LK.getSound(randomCatchSound).play(); animateHookCatch(); } function updateFishingUI() { var elements = fishingElements; elements.scoreText.setText('Score: ' + GameState.sessionScore); elements.fishText.setText('Fish: ' + GameState.sessionFishCaught + '/' + GameState.sessionFishSpawned); elements.comboText.setText('Combo: ' + GameState.combo); if (GameState.songStartTime > 0) { var currentTime = LK.ticks * (1000 / 60); var elapsed = currentTime - GameState.songStartTime; var songConfig = GameState.getCurrentSongConfig(); elements.progressText.setText(formatTime(elapsed) + ' / ' + formatTime(songConfig.duration)); } } function endFishingSession() { GameState.gameActive = false; GameState.tutorialMode = false; stopTweens([fishingElements.boat, fishingElements.fishermanContainer, fishingElements.fisherman]); if (fishingElements && fishingElements.waterSurfaceSegments) { stopTweens(fishingElements.waterSurfaceSegments); } LK.stopMusic(); ImprovedRhythmSpawner.reset(); if (laneBrackets && laneBrackets.length > 0) { laneBrackets.forEach(function (bracketPair) { if (bracketPair.left && !bracketPair.left.destroyed) { bracketPair.left.destroy(); } if (bracketPair.right && !bracketPair.right.destroyed) { bracketPair.right.destroy(); } }); laneBrackets = []; } fishArray.forEach(function (fish) { fish.destroy(); }); fishArray = []; GameState.musicNotesActive = false; if (fishingElements && fishingElements.musicNotesContainer) { fishingElements.musicNotesContainer.removeChildren(); } musicNotesArray = []; cleanupParticleArray(globalOceanBubblesArray, globalOceanBubbleContainer); cleanupParticleArray(globalSeaweedArray, globalSeaweedContainer); cleanupParticleArray(globalCloudArray, globalCloudContainer); createResultsScreen(); showScreen('results'); } function createResultsScreen() { resultsScreen.removeChildren(); var resultsBg = resultsScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 0.9, height: 2732 })); var title = new Text2('Fishing Complete!', { size: 100, fill: 0xFFFFFF }); title.anchor.set(0.5, 0.5); title.x = GAME_CONFIG.SCREEN_CENTER_X; title.y = 400; resultsScreen.addChild(title); var scoreResult = new Text2('Score: ' + GameState.sessionScore, { size: 70, fill: 0xFFD700 }); scoreResult.anchor.set(0.5, 0.5); scoreResult.x = GAME_CONFIG.SCREEN_CENTER_X; scoreResult.y = 550; resultsScreen.addChild(scoreResult); var fishResult = new Text2('Fish Caught: ' + GameState.sessionFishCaught + '/' + GameState.sessionFishSpawned, { size: 50, fill: 0xFFFFFF }); fishResult.anchor.set(0.5, 0.5); fishResult.x = GAME_CONFIG.SCREEN_CENTER_X; fishResult.y = 650; resultsScreen.addChild(fishResult); var comboResult = new Text2('Max Combo: ' + GameState.maxCombo, { size: 50, fill: 0xFF9800 }); comboResult.anchor.set(0.5, 0.5); comboResult.x = GAME_CONFIG.SCREEN_CENTER_X; comboResult.y = 750; resultsScreen.addChild(comboResult); var moneyEarned = new Text2('Money Earned: $' + GameState.sessionScore, { size: 50, fill: 0x4CAF50 }); moneyEarned.anchor.set(0.5, 0.5); moneyEarned.x = GAME_CONFIG.SCREEN_CENTER_X; moneyEarned.y = 850; resultsScreen.addChild(moneyEarned); var accuracy = GameState.sessionFishSpawned > 0 ? Math.round(GameState.sessionFishCaught / GameState.sessionFishSpawned * 100) : 0; var accuracyResult = new Text2('Accuracy: ' + accuracy + '%', { size: 50, fill: 0x2196F3 }); accuracyResult.anchor.set(0.5, 0.5); accuracyResult.x = GAME_CONFIG.SCREEN_CENTER_X; accuracyResult.y = 950; resultsScreen.addChild(accuracyResult); var continueButton = resultsScreen.addChild(LK.getAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 1200 })); var continueText = new Text2('CONTINUE', { size: 50, fill: 0xFFFFFF }); continueText.anchor.set(0.5, 0.5); continueText.x = GAME_CONFIG.SCREEN_CENTER_X; continueText.y = 1200; resultsScreen.addChild(continueText); resultsScreen.alpha = 0; tween(resultsScreen, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); } /**** * Input Handling ****/ game.down = function (x, y, obj) { LK.getSound('buttonClick').play(); var currentScreen = GameState.currentScreen; if (GameState.tutorialMode && (currentScreen === 'fishing' || currentScreen === 'tutorial')) { if (tutorialOverlayContainer.visible && tutorialContinueButton && tutorialContinueButton.visible && x >= tutorialContinueButton.x - tutorialContinueButton.width / 2 && x <= tutorialContinueButton.x + tutorialContinueButton.width / 2 && y >= tutorialContinueButton.y - tutorialContinueButton.height / 2 && y <= tutorialContinueButton.y + tutorialContinueButton.height / 2) { LK.getSound('buttonClick').play(); if (GameState.tutorialPaused && (GameState.tutorialStep === 3 || GameState.tutorialStep === 4)) { var advanceAfterCatch = false; if (GameState.tutorialFish && GameState.tutorialFish.caught) { advanceAfterCatch = true; } if (GameState.tutorialFish && !GameState.tutorialFish.destroyed) { var idx = fishArray.indexOf(GameState.tutorialFish); if (idx > -1) { fishArray.splice(idx, 1); } GameState.tutorialFish.destroy(); } GameState.tutorialFish = null; if (advanceAfterCatch) { GameState.tutorialStep++; runTutorialStep(); } else { runTutorialStep(); } } else { GameState.tutorialStep++; runTutorialStep(); } } else if ((GameState.tutorialStep === 3 || GameState.tutorialStep === 4) && !GameState.tutorialPaused) { handleFishingInput(x, y, true); } return; } switch (currentScreen) { case 'title': var startButton = titleElements.startButton; if (x >= startButton.x - startButton.width / 2 && x <= startButton.x + startButton.width / 2 && y >= startButton.y - startButton.height / 2 && y <= startButton.y + startButton.height / 2) { showScreen('levelSelect'); } var tutorialButtonGfx = titleElements.tutorialButtonGfx || titleElements.tutorialButton; if (x >= tutorialButtonGfx.x - tutorialButtonGfx.width / 2 && x <= tutorialButtonGfx.x + tutorialButtonGfx.width / 2 && y >= tutorialButtonGfx.y - tutorialButtonGfx.height / 2 && y <= tutorialButtonGfx.y + tutorialButtonGfx.height / 2) { if (typeof startTutorial === "function") { startTutorial(); } } break; case 'levelSelect': handleLevelSelectInput(x, y); break; case 'fishing': handleFishingInput(x, y, true); break; case 'results': showScreen('levelSelect'); break; } }; function handleLevelSelectInput(x, y) { if (levelSelectElements && levelSelectElements.handleMapInput) { levelSelectElements.handleMapInput(x, y); } } /**** * Main Game Loop ****/ game.update = function () { if (GameState.currentScreen === 'fishing' && fishingElements && fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } if (GameState.currentScreen === 'title') { if (titleElements && titleElements.updateTitleFishingLineWave) { titleElements.updateTitleFishingLineWave(); } if (titleScreenOceanBubbleContainer) { titleScreenOceanBubbleSpawnCounter++; if (titleScreenOceanBubbleSpawnCounter >= OCEAN_BUBBLE_SPAWN_INTERVAL_TICKS) { titleScreenOceanBubbleSpawnCounter = 0; var newOceanBubble = new OceanBubbleParticle(); titleScreenOceanBubbleContainer.addChild(newOceanBubble); titleScreenOceanBubblesArray.push(newOceanBubble); } updateParticleArray(titleScreenOceanBubblesArray); } // Title Screen Seaweed if (titleScreenSeaweedContainer) { titleScreenSeaweedSpawnCounter++; if (titleScreenSeaweedSpawnCounter >= SEAWEED_SPAWN_INTERVAL_TICKS && titleScreenSeaweedArray.length < MAX_SEAWEED_COUNT) { titleScreenSeaweedSpawnCounter = 0; var newSeaweed = new SeaweedParticle(); titleScreenSeaweedContainer.addChild(newSeaweed); titleScreenSeaweedArray.push(newSeaweed); } updateParticleArray(titleScreenSeaweedArray); } // Title Screen Clouds if (titleScreenCloudContainer) { titleScreenCloudSpawnCounter++; if (titleScreenCloudSpawnCounter >= CLOUD_SPAWN_INTERVAL_TICKS && titleScreenCloudArray.length < MAX_CLOUD_COUNT) { titleScreenCloudSpawnCounter = 0; var newCloud = new CloudParticle(); titleScreenCloudContainer.addChild(newCloud); titleScreenCloudArray.push(newCloud); } updateParticleArray(titleScreenCloudArray); } } if (GameState.currentScreen === 'levelSelect' && levelSelectElements) { if (levelSelectElements.updateBoatAnimation && typeof levelSelectElements.updateBoatAnimation === 'function') { levelSelectElements.updateBoatAnimation(); } if (levelSelectElements.updateRipples && typeof levelSelectElements.updateRipples === 'function') { levelSelectElements.updateRipples(); } if (levelSelectElements.updateHomeIslandRipples && typeof levelSelectElements.updateHomeIslandRipples === 'function') { levelSelectElements.updateHomeIslandRipples(); } if (levelSelectElements.updateScreenWaves && typeof levelSelectElements.updateScreenWaves === 'function') { levelSelectElements.updateScreenWaves(); } if (levelSelectElements.updateShallowWatersNodeBubbles && typeof levelSelectElements.updateShallowWatersNodeBubbles === 'function') { levelSelectElements.updateShallowWatersNodeBubbles(); } if (levelSelectElements.updateSeagulls && typeof levelSelectElements.updateSeagulls === 'function') { levelSelectElements.updateSeagulls(); } if (levelSelectElements.updateLevelSelectClouds && typeof levelSelectElements.updateLevelSelectClouds === 'function') { levelSelectElements.updateLevelSelectClouds(); } if (levelSelectElements.updateWaterfallParticles && typeof levelSelectElements.updateWaterfallParticles === 'function') { levelSelectElements.updateWaterfallParticles(); } if (levelSelectElements.updateShadowFish && typeof levelSelectElements.updateShadowFish === 'function') { levelSelectElements.updateShadowFish(); } } // Spawn and update ambient particles during fishing screen if (GameState.currentScreen === 'fishing' && globalOceanBubbleContainer) { globalOceanBubbleSpawnCounter++; if (globalOceanBubbleSpawnCounter >= OCEAN_BUBBLE_SPAWN_INTERVAL_TICKS) { globalOceanBubbleSpawnCounter = 0; var numToSpawn = 1; for (var i = 0; i < numToSpawn; i++) { var newOceanBubble = new OceanBubbleParticle(); globalOceanBubbleContainer.addChild(newOceanBubble); globalOceanBubblesArray.push(newOceanBubble); } } // Keep the existing fish physics update logic here... } // Spawn and update seaweed particles during fishing if (GameState.currentScreen === 'fishing' && globalSeaweedContainer) { globalSeaweedSpawnCounter++; if (globalSeaweedSpawnCounter >= SEAWEED_SPAWN_INTERVAL_TICKS && globalSeaweedArray.length < MAX_SEAWEED_COUNT) { globalSeaweedSpawnCounter = 0; var newSeaweed = new SeaweedParticle(); globalSeaweedContainer.addChild(newSeaweed); globalSeaweedArray.push(newSeaweed); } // Keep the existing fish physics update logic here... } // Spawn and update cloud particles during fishing if (GameState.currentScreen === 'fishing' && globalCloudContainer) { handleParticleSpawning({ counter: globalCloudSpawnCounter, interval: CLOUD_SPAWN_INTERVAL_TICKS, maxCount: MAX_CLOUD_COUNT, array: globalCloudArray, container: globalCloudContainer, constructor: CloudParticle }); globalCloudSpawnCounter++; updateParticleArray(globalCloudArray); } // Tutorial mode logic if (GameState.currentScreen === 'fishing' && GameState.tutorialMode) { if (fishingElements && fishingElements.updateFishingLineWave) { fishingElements.updateFishingLineWave(); } if (!GameState.tutorialPaused) { if (GameState.tutorialFish && !GameState.tutorialFish.destroyed && !GameState.tutorialFish.caught) { GameState.tutorialFish.update(); checkTutorialFishState(); } // Automatic hook movement removed; player swipe input (via handleFishingInput) // and initial setup in runTutorialStep now control the hook position. } updateLaneBracketsVisuals(); return; } if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); // Initialize game timer if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } // Check song end var songConfig = GameState.getCurrentSongConfig(); if (currentTime - GameState.songStartTime >= songConfig.duration) { endFishingSession(); return; } // Use RhythmSpawner to handle fish spawning ImprovedRhythmSpawner.update(currentTime); // (Automatic hook following logic removed as player now controls lane position via swipe) // updateLaneBracketsVisuals() is now called within handleFishingInput after a swipe. // Update fish for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; var previousFrameX = fish.lastX; fish.update(); var currentFrameX = fish.x; // Check for miss only if fish is active if (!fish.caught && !fish.missed) { var hookCenterX = fishingElements.hook.x; var missCheckBoundary = GAME_CONFIG.MISS_WINDOW; if (fish.speed > 0) { if (previousFrameX <= hookCenterX + missCheckBoundary && currentFrameX > hookCenterX + missCheckBoundary) { showFeedback('miss', fish.lane); LK.getSound('miss').play(); GameState.combo = 0; fish.missed = true; } } else if (fish.speed < 0) { if (previousFrameX >= hookCenterX - missCheckBoundary && currentFrameX < hookCenterX - missCheckBoundary) { showFeedback('miss', fish.lane); LK.getSound('miss').play(); GameState.combo = 0; fish.missed = true; } } } fish.lastX = currentFrameX; // Remove off-screen fish if (!fish.caught && (fish.x < -250 || fish.x > 2048 + 250)) { // If this was the battle fish, reset battle state if (GameState.currentBattleFish === fish) { GameState.battleState = BATTLE_STATES.NONE; GameState.currentBattleFish = null; GameState.nextFishSpawnTime = 0; } fish.destroy(); fishArray.splice(i, 1); } } // Update UI updateFishingUI(); // Spawn and update music notes if active if (GameState.musicNotesActive && fishingElements && fishingElements.hook && !fishingElements.hook.destroyed && musicNotesContainer) { musicNoteSpawnCounter++; if (musicNoteSpawnCounter >= MUSIC_NOTE_SPAWN_INTERVAL_TICKS) { musicNoteSpawnCounter = 0; var spawnX = fishingElements.hook.x; var spawnY = fishingElements.hook.y - 30; var newNote = new MusicNoteParticle(spawnX, spawnY); musicNotesContainer.addChild(newNote); musicNotesArray.push(newNote); // Add scale pulse to the hook if (fishingElements.hook && !fishingElements.hook.destroyed && fishingElements.hook.scale) { var currentSongConfig = GameState.getCurrentSongConfig(); var bpm = currentSongConfig && currentSongConfig.bpm ? currentSongConfig.bpm : 90; var beatDurationMs = 60000 / bpm; var pulsePhaseDuration = Math.max(50, beatDurationMs / 2); var pulseScaleFactor = 1.2; var originalScaleX = fishingElements.hook.scale.x !== undefined ? fishingElements.hook.scale.x : 1; var originalScaleY = fishingElements.hook.scale.y !== undefined ? fishingElements.hook.scale.y : 1; stopTween(fishingElements.hook.scale); tween(fishingElements.hook.scale, { x: originalScaleX * pulseScaleFactor, y: originalScaleY * pulseScaleFactor }, { duration: pulsePhaseDuration, easing: tween.easeOut, onFinish: function onFinish() { if (fishingElements.hook && !fishingElements.hook.destroyed && fishingElements.hook.scale) { tween(fishingElements.hook.scale, { x: originalScaleX, y: originalScaleY }, { duration: pulsePhaseDuration, easing: tween.easeIn }); } } }); } } } // In game.update(), add this after updating fish: if (GameState.battleState === BATTLE_STATES.ACTIVE && !GameState.currentBattleFish) { // Reset battle state if no active battle fish exists GameState.battleState = BATTLE_STATES.NONE; GameState.nextFishSpawnTime = 0; } // Update existing music notes updateParticleArray(musicNotesArray); // Spawn bubbles for active fish if (bubbleContainer) { for (var f = 0; f < fishArray.length; f++) { var fish = fishArray[f]; if (fish && !fish.caught && !fish.isHeld && fish.fishGraphics) { if (currentTime - fish.lastBubbleSpawnTime > fish.bubbleSpawnInterval) { fish.lastBubbleSpawnTime = currentTime; var tailOffsetDirection = Math.sign(fish.speed) * -1; var bubbleX = fish.x + tailOffsetDirection * (fish.fishGraphics.width * Math.abs(fish.fishGraphics.scaleX) / 2) * 0.8; var bubbleY = fish.y + (Math.random() - 0.5) * (fish.fishGraphics.height * Math.abs(fish.fishGraphics.scaleY) / 4); var newBubble = new BubbleParticle(bubbleX, bubbleY); bubbleContainer.addChild(newBubble); bubblesArray.push(newBubble); } } } } // Update and remove bubbles updateParticleArray(bubblesArray); }; /**** * 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: 20 // Maximum distance for tap };
===================================================================
--- original.js
+++ change.js
@@ -212,9 +212,8 @@
self.currentPatternIndex = 0;
self.isPushedBack = false;
self.originalSpeed = speed;
self.isInBattle = false;
- self.laneChangeIndicator = null;
// Create tap counter display for multi-tap fish
if (self.isMultiTapFish) {
self.counterBg = self.addChild(LK.getAsset('button', {
anchorX: 0.5,
@@ -238,8 +237,26 @@
}));
self.tapCounter.anchor.set(0.5, 0.5);
self.tapCounter.x = 0;
self.tapCounter.y = -80; // Align with background
+ self.arrowUpIndicatorGfx = self.addChild(LK.getAsset('arrowUpIndicator', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 70,
+ // Positioned to the right of the counter
+ y: -80,
+ // Aligned vertically with the counter
+ visible: false
+ }));
+ self.arrowDownIndicatorGfx = self.addChild(LK.getAsset('arrowDownIndicator', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 70,
+ // Positioned to the right of the counter
+ y: -80,
+ // Aligned vertically with the counter
+ visible: false
+ }));
}
self.update = function () {
if (!self.caught && !self.isPushedBack) {
// Check isPushedBack
@@ -286,20 +303,17 @@
}
if (self.tapCounter && !self.tapCounter.destroyed) {
self.tapCounter.destroy();
}
- if (self.laneChangeIndicator && !self.laneChangeIndicator.destroyed) {
- self.laneChangeIndicator.destroy();
- self.laneChangeIndicator = null;
- }
return true;
}
// Push fish back and continue battle
self.pushBack();
return false;
};
self.pushBack = function () {
self.isPushedBack = true;
+ var originalLaneOfFish = self.lane; // Fish's current lane before this pushback changes it
// Move to an adjacent lane if possible
var newLane = self.lane;
var availableLanes = [];
if (self.lane > 0) {
@@ -311,47 +325,31 @@
if (availableLanes.length > 0) {
newLane = availableLanes[Math.floor(Math.random() * availableLanes.length)];
}
// If no adjacent lanes are available (e.g., in a single-lane setup, though not current config), it stays in the same lane.
- self.lane = newLane;
- var targetY = GAME_CONFIG.LANES[newLane].y;
+ if (self.isMultiTapFish) {
+ // Always reset visibility
+ if (self.arrowUpIndicatorGfx && !self.arrowUpIndicatorGfx.destroyed) self.arrowUpIndicatorGfx.visible = false;
+ if (self.arrowDownIndicatorGfx && !self.arrowDownIndicatorGfx.destroyed) self.arrowDownIndicatorGfx.visible = false;
+ // self.currentTaps is the number of taps already made (updated in handleTap before calling pushBack)
+ var tapsStillNeededInTotalAfterThisPushback = self.maxTaps - self.currentTaps;
+ // Show arrow if this pushback is NOT for the final tap (i.e., more than 1 tap still needed for a catch)
+ if (tapsStillNeededInTotalAfterThisPushback > 1) {
+ if (newLane < originalLaneOfFish) {
+ // Moving up
+ if (self.arrowUpIndicatorGfx && !self.arrowUpIndicatorGfx.destroyed) self.arrowUpIndicatorGfx.visible = true;
+ } else if (newLane > originalLaneOfFish) {
+ // Moving down
+ if (self.arrowDownIndicatorGfx && !self.arrowDownIndicatorGfx.destroyed) self.arrowDownIndicatorGfx.visible = true;
+ }
+ // If newLane === originalLaneOfFish, both remain hidden (no change)
+ }
+ }
+ self.lane = newLane; // Update the fish's lane property
+ var targetY = GAME_CONFIG.LANES[self.lane].y; // Use self.lane here for targetY
self.baseY = targetY;
// Calculate timing for next approach
self.currentPatternIndex++;
- // Destroy existing arrow if any
- if (self.laneChangeIndicator && !self.laneChangeIndicator.destroyed) {
- self.laneChangeIndicator.destroy();
- self.laneChangeIndicator = null;
- }
- // Show arrow if more than one tap remains after this pushback
- var tapsStillNeeded = self.maxTaps - self.currentTaps;
- if (self.isMultiTapFish && tapsStillNeeded > 1) {
- self.laneChangeIndicator = self.addChild(LK.getAsset('musicnote', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.4,
- scaleY: 0.4
- }));
- // Position below the tap counter
- if (self.counterBg && !self.counterBg.destroyed) {
- self.laneChangeIndicator.x = self.counterBg.x;
- self.laneChangeIndicator.y = self.counterBg.y + self.counterBg.height / 2 + self.laneChangeIndicator.height * self.laneChangeIndicator.scale.y / 2 + 10; // 10px spacing
- } else {
- // Fallback if counterBg is not available (should not happen for multi-tap fish)
- self.laneChangeIndicator.x = 0;
- self.laneChangeIndicator.y = -30;
- }
- if (newLane < self.lane) {
- // Moving to a shallower lane (visually up)
- self.laneChangeIndicator.rotation = 0; // Assuming musicnote points up by default
- } else if (newLane > self.lane) {
- // Moving to a deeper lane (visually down)
- self.laneChangeIndicator.rotation = Math.PI; // Rotate 180 degrees to point down
- } else {
- // No lane change (should ideally not happen if other lanes are available)
- self.laneChangeIndicator.visible = false;
- }
- }
var songConfig = GameState.getCurrentSongConfig();
var beatInterval = 60000 / songConfig.bpm;
var timeToNextTap = beatInterval; // Always full beat
// Use original fish speed (keep it steady)
@@ -399,12 +397,8 @@
};
self.missedTap = function () {
// Fish escapes due to miss
self.missed = true;
- if (self.laneChangeIndicator && !self.laneChangeIndicator.destroyed) {
- self.laneChangeIndicator.destroy();
- self.laneChangeIndicator = null;
- }
self.endBattle(false); // wasSuccessful is false
// Remove fish from array
var fishIndex = fishArray.indexOf(self);
if (fishIndex > -1) {
@@ -425,8 +419,10 @@
}
if (self.tapCounter && !self.tapCounter.destroyed) {
self.tapCounter.destroy();
}
+ if (self.arrowUpIndicatorGfx && !self.arrowUpIndicatorGfx.destroyed) self.arrowUpIndicatorGfx.destroy();
+ if (self.arrowDownIndicatorGfx && !self.arrowDownIndicatorGfx.destroyed) self.arrowDownIndicatorGfx.destroy();
}
LK.setTimeout(function () {
if (!self.destroyed) {
self.destroy();
@@ -434,18 +430,18 @@
}, 2000); // Give 2 seconds for fish to swim off screen
};
self.catchFish = function () {
self.caught = true;
- if (self.laneChangeIndicator && !self.laneChangeIndicator.destroyed) {
- self.laneChangeIndicator.destroy();
- self.laneChangeIndicator = null;
- }
if (self.isMultiTapFish && self.counterBg && !self.counterBg.destroyed) {
self.counterBg.destroy();
}
if (self.isMultiTapFish && self.tapCounter && !self.tapCounter.destroyed) {
self.tapCounter.destroy();
}
+ if (self.isMultiTapFish) {
+ if (self.arrowUpIndicatorGfx && !self.arrowUpIndicatorGfx.destroyed) self.arrowUpIndicatorGfx.destroy();
+ if (self.arrowDownIndicatorGfx && !self.arrowDownIndicatorGfx.destroyed) self.arrowDownIndicatorGfx.destroy();
+ }
if (self.isInBattle) {
self.endBattle(true); // wasSuccessful is true
} else {
// Single-tap fish - still schedule next
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