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Move it down another 5%
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Move the top lane down 10% and the other lanes to accommodate. Keep boat where it is.
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That is too much post hold fish spawn buffer, reduce.
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There has be enough space between held fish and the next fish to allow time to get to the next fish. Currently they’re too close together. Keep track of beat timing while fish are being held.
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Space out fish on beat to accommodate necessary hold lengths.
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The hold catch currently doesn’t work because the input is checking on the touch up handler instead of touch down. The hold fish also needs to stop moving when held on and provide metered feedback for when the hold is successful. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Players still need to tap in corresponding lanes to catch the fish.
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Instead of three fishing lines have one line from the center of the boat that dynamically changes heights to be in position for the level of each fish as it comes.
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The fish have to come in pattern that are achievable by the player. No notes in different lanes in the same position. Prefer lanes next to the current lane when switching lanes in the pattern. Lower the number of fish.
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Now spread the lanes and hooks/lines out vertically so that the second lowest hook is at the center of the screen. Adjust lane touch detection to match.
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Okay, now instead of 3 hooks on the same line, split them into three different lines of different lengths that are spaced out equally along the boats length on the X axis.
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Bring the top of the water 10% lower and adjust the rest to match.
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Update with: var GAME_CONFIG = { SCREEN_CENTER_X: 1024, SCREEN_CENTER_Y: 900, BOAT_Y: 300, WATER_SURFACE_Y: 350, // 3 Lane System LANES: [ { y: 700, name: "shallow" }, // Top lane { y: 900, name: "medium" }, // Middle lane { y: 1100, name: "deep" } // Bottom lane ], // Timing windows PERFECT_WINDOW: 40, GOOD_WINDOW: 80, MISS_WINDOW: 120, // Rest of config stays the same... DEPTHS: [ { level: 1, name: "Shallow Waters", fishSpeed: 6, fishValue: 1, upgradeCost: 0, songs: [ { name: "Gentle Waves", bpm: 100, duration: 60000, pattern: "simple", cost: 0 }, { name: "Morning Tide", bpm: 110, duration: 75000, pattern: "simple", cost: 50 } ] }, // ... other depths ], // Updated patterns with hold fish PATTERNS: { simple: { beatsPerFish: 1, doubleSpawnChance: 0.05, rareSpawnChance: 0.02, holdFishChance: 0.1 }, medium: { beatsPerFish: 0.75, doubleSpawnChance: 0.1, rareSpawnChance: 0.05, holdFishChance: 0.2 }, complex: { beatsPerFish: 0.5, doubleSpawnChance: 0.15, rareSpawnChance: 0.08, holdFishChance: 0.3 }, expert: { beatsPerFish: 0.25, doubleSpawnChance: 0.2, rareSpawnChance: 0.12, holdFishChance: 0.4 } } }; /**** * Updated Fish Class with Hold Mechanics ****/ var Fish = Container.expand(function(type, value, speed, lane, isHoldFish) { var self = Container.call(this); var assetName = type + 'Fish'; var fishGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.value = value; self.speed = speed; self.lane = lane; self.isHoldFish = isHoldFish || false; self.caught = false; self.isSpecial = type === 'rare'; self.shimmerTime = 0; // Hold fish visual indicator if (self.isHoldFish) { fishGraphics.tint = 0xFFD700; // Golden tint for hold fish self.holdStarted = false; self.holdDuration = 0; self.requiredHoldTime = 800; // 800ms hold required } self.update = function() { if (!self.caught) { self.x += self.speed; if (self.isSpecial) { self.shimmerTime += 0.1; fishGraphics.alpha = 0.8 + Math.sin(self.shimmerTime) * 0.2; } } }; self.catchFish = function() { self.caught = true; tween(self, { y: GAME_CONFIG.BOAT_Y, x: GAME_CONFIG.SCREEN_CENTER_X, scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function() { self.destroy(); } }); }; return self; }); /**** * Updated Fishing Screen Creation with 3 Hooks ****/ function createFishingScreen() { // Water background var water = fishingScreen.addChild(LK.getAsset('water', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, alpha: 0.7 })); // Water surface var waterSurface = fishingScreen.addChild(LK.getAsset('waterSurface', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, alpha: 0.8 })); // Boat var boat = fishingScreen.addChild(LK.getAsset('boat', { anchorX: 0.5, anchorY: 1, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y })); // Create 3 fishing lines and hooks var hooks = []; var lines = []; for (var i = 0; i < 3; i++) { var lane = GAME_CONFIG.LANES[i]; // Fishing line var line = fishingScreen.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y, height: lane.y - GAME_CONFIG.WATER_SURFACE_Y })); lines.push(line); // Hook var hook = fishingScreen.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: lane.y })); hook.originalY = lane.y; hook.lane = i; hooks.push(hook); } // Lane indicators var laneLabels = []; var laneNames = ['SHALLOW', 'MEDIUM', 'DEEP']; for (var i = 0; i < 3; i++) { var label = new Text2(laneNames[i], { size: 30, fill: 0xFFFFFF, alpha: 0.7 }); label.anchor.set(0, 0.5); label.x = 50; label.y = GAME_CONFIG.LANES[i].y; fishingScreen.addChild(label); laneLabels.push(label); } // UI elements var scoreText = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 50; scoreText.y = 50; fishingScreen.addChild(scoreText); var fishText = new Text2('Fish: 0/0', { size: 40, fill: 0xFFFFFF }); fishText.anchor.set(0, 0); fishText.x = 50; fishText.y = 120; fishingScreen.addChild(fishText); var comboText = new Text2('Combo: 0', { size: 40, fill: 0xFF9800 }); comboText.anchor.set(0, 0); comboText.x = 50; comboText.y: 180; fishingScreen.addChild(comboText); // Hold instruction var holdText = new Text2('TAP: Normal Fish | HOLD: Golden Fish', { size: 35, fill: 0xFFD700, alpha: 0.8 }); holdText.anchor.set(0.5, 0); holdText.x = GAME_CONFIG.SCREEN_CENTER_X; holdText.y = 1400; fishingScreen.addChild(holdText); return { boat: boat, hooks: hooks, lines: lines, laneLabels: laneLabels, scoreText: scoreText, fishText: fishText, comboText: comboText }; } /**** * Updated Fish Spawning with Lane System ****/ function spawnFish() { var depthConfig = GameState.getCurrentDepthConfig(); var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; // Choose random lane var laneIndex = Math.floor(Math.random() * 3); var lane = GAME_CONFIG.LANES[laneIndex]; // Determine if this is a hold fish var isHoldFish = Math.random() < pattern.holdFishChance; // Determine fish type and value var fishType, fishValue; var rand = Math.random(); if (rand < pattern.rareSpawnChance) { fishType = 'rare'; fishValue = 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 = depthConfig.fishValue; } // Bonus value for hold fish if (isHoldFish) { fishValue = Math.floor(fishValue * 1.5); } // Create fish var fish = new Fish( fishType, fishValue, Math.random() < 0.5 ? depthConfig.fishSpeed : -depthConfig.fishSpeed, laneIndex, isHoldFish ); fish.x = fish.speed > 0 ? -100 : 2148; fish.y = lane.y; fishArray.push(fish); fishingScreen.addChild(fish); GameState.sessionFishSpawned++; } /**** * Updated Input Handling with Lane Detection and Hold Logic ****/ var inputState = { touching: false, touchLane: -1, touchStartTime: 0, holdFish: null }; function getTouchLane(y) { // Determine which lane the touch is in if (y < 800) return 0; // Shallow lane else if (y < 1000) return 1; // Medium lane else return 2; // Deep lane } function checkCatch(touchLane, isHold, holdDuration) { var hookX = GAME_CONFIG.SCREEN_CENTER_X; var targetY = GAME_CONFIG.LANES[touchLane].y; var closestFish = null; var closestDistance = Infinity; // Find closest fish in the touched lane for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (!fish.caught && fish.lane === touchLane) { var distance = Math.abs(fish.x - hookX); if (distance < closestDistance) { closestDistance = distance; closestFish = fish; } } } if (!closestFish) { showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // Check if input type matches fish type if (closestFish.isHoldFish && !isHold) { // Hold fish tapped instead of held showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } else if (!closestFish.isHoldFish && isHold) { // Normal fish held instead of tapped showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // For hold fish, check if held long enough if (closestFish.isHoldFish && holdDuration < closestFish.requiredHoldTime) { showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } var points = 0; var multiplier = Math.max(1, Math.floor(GameState.combo / 10) + 1); if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { points = closestFish.value * 2 * multiplier; showFeedback('perfect', touchLane); GameState.combo++; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { points = closestFish.value * multiplier; showFeedback('good', touchLane); GameState.combo++; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { points = Math.max(1, Math.floor(closestFish.value * 0.5 * multiplier)); showFeedback('good', touchLane); GameState.combo++; } else { showFeedback('miss', touchLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // Successfully caught fish closestFish.catchFish(); fishArray.splice(fishArray.indexOf(closestFish), 1); GameState.sessionScore += points; GameState.money += points; GameState.sessionFishCaught++; GameState.totalFishCaught++; GameState.maxCombo = Math.max(GameState.maxCombo, GameState.combo); LK.getSound('catch').play(); // Hook animation for the specific lane animateHookCatch(touchLane); } function showFeedback(type, lane) { // Create feedback indicator at the specific lane var indicator = new FeedbackIndicator(type); indicator.x = GAME_CONFIG.SCREEN_CENTER_X; indicator.y = GAME_CONFIG.LANES[lane].y; fishingScreen.addChild(indicator); indicator.show(); } function animateHookCatch(laneIndex) { var hook = fishingElements.hooks[laneIndex]; var originalY = hook.originalY; tween(hook, { y: originalY - 30 }, { duration: 150, easing: tween.easeOut, onFinish: function() { tween(hook, { y: originalY }, { duration: 150, easing: tween.easeIn }); } }); } /**** * Updated Input System for Fishing Screen ****/ function handleFishingInput(x, y, isDown) { if (!GameState.gameActive) return; var touchLane = getTouchLane(y); var currentTime = LK.ticks * (1000 / 60); if (isDown) { // Touch started inputState.touching = true; inputState.touchLane = touchLane; inputState.touchStartTime = currentTime; inputState.holdFish = null; // Check for hold fish in this lane for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (fish.lane === touchLane && fish.isHoldFish && !fish.caught) { var distance = Math.abs(fish.x - GAME_CONFIG.SCREEN_CENTER_X); if (distance < GAME_CONFIG.MISS_WINDOW) { inputState.holdFish = fish; break; } } } } else { // Touch ended if (inputState.touching && inputState.touchLane === touchLane) { var holdDuration = currentTime - inputState.touchStartTime; var isHold = holdDuration > 200; // 200ms minimum for hold checkCatch(touchLane, isHold, holdDuration); } inputState.touching = false; inputState.holdFish = null; } } /**** * Updated Main Input Handler ****/ game.down = function(x, y, obj) { switch(GameState.currentScreen) { case 'fishing': handleFishingInput(x, y, true); break; // ... other screen handling stays the same } }; game.up = function(x, y, obj) { switch(GameState.currentScreen) { case 'fishing': handleFishingInput(x, y, false); break; } }; /**** * Updated Game Loop with Hold Fish Logic ****/ game.update = function() { if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); // Initialize game timer if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; var beatInterval = 60000 / songConfig.bpm; var spawnInterval = beatInterval * pattern.beatsPerFish; // Check song end if (currentTime - GameState.songStartTime >= songConfig.duration) { endFishingSession(); return; } // Spawn fish on beat if (currentTime - GameState.lastBeatTime >= spawnInterval) { GameState.lastBeatTime = currentTime; GameState.beatCount++; spawnFish(); } // Update fish for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; fish.update(); // Update hold fish progress if (fish.isHoldFish && inputState.holdFish === fish && inputState.touching) { var holdDuration = currentTime - inputState.touchStartTime; // Visual feedback for holding progress could go here if (holdDuration >= fish.requiredHoldTime && !fish.holdStarted) { fish.holdStarted = true; // Could show visual indication that hold is successful } } // Remove off-screen fish if (fish.x < -150 || fish.x > 2198) { fish.destroy(); fishArray.splice(i, 1); } } // Update UI updateFishingUI(); }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix the touch handler for the start button.
Code edit (2 edits merged)
Please save this source code
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 456
Code edit (1 edits merged)
Please save this source code
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Rhythm Reel: Beat Fishing
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Create a single-screen rhythm fishing game with these specifications: **Visual Layout:** Side-view with boat at top of screen, fishing line with hook at fixed depth, water background below. **Core Gameplay:** Fish swim horizontally (left-to-right or right-to-left) at hook level, arriving on musical beats. Player taps anywhere on screen when fish aligns with hook to catch it. Missed fish swim away. **Mechanics:** - Fish movement synced to 4/4 beat of background music - Perfect timing = catch fish (visual feedback: fish quickly pulled up to boat) - Hook returns to position immediately for next beat - Track caught fish count and display score **Basic Features:** - One fish type, simple alternating spawn directions - Basic tap detection when fish crosses hook position - Catch/miss visual and audio feedback - End-of-song results screen showing fish caught
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ 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: 600, easing: tween.easeOut }); }; return self; }); /**** * Title Screen ****/ var Fish = Container.expand(function (type, value, speed, lane, isHoldFish) { var self = Container.call(this); var assetName = type + 'Fish'; var fishGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.type = type; self.value = value; self.speed = speed; self.lane = lane; // Index of the lane (0, 1, or 2) self.isHoldFish = isHoldFish || false; self.caught = false; self.isSpecial = type === 'rare'; // For shimmer effect self.shimmerTime = 0; self.isHeld = false; // True if player is currently pressing down on this fish // Hold fish specific properties if (self.isHoldFish) { fishGraphics.tint = 0xFFD700; // Golden tint for hold fish self.holdStarted = false; // True if current hold duration meets requiredHoldTime self.requiredHoldTime = 800; // 800ms hold required to "prime" the catch for a hold fish } self.update = function () { if (self.isHeld) { // If being actively held by player input if (self.isHoldFish) { // Only hold fish show metered feedback via tint if (self.holdStarted) { // Primed (duration met) fishGraphics.tint = 0x00FF00; // Green tint for "primed" state } else { // Holding, but not yet primed fishGraphics.tint = 0xFFD700; // Original hold fish golden tint } } // Fish does not move while held return; } else { // Not being held by player input (e.g., released or never held) if (self.isHoldFish) { fishGraphics.tint = 0xFFD700; // Revert to default golden tint for hold fish } // For non-hold fish, tint is not managed here. // If fish was holdStarted and then isHeld becomes false, tint reverts here. } if (!self.caught) { self.x += self.speed; if (self.isSpecial) { // Shimmer effect for rare fish self.shimmerTime += 0.1; fishGraphics.alpha = 0.8 + Math.sin(self.shimmerTime) * 0.2; } else if (!self.isHoldFish) { // Reset alpha if not special and not a hold fish (hold fish manage their appearance) fishGraphics.alpha = 1.0; } // Ensure hold fish alpha is managed if needed, e.g. if they can also be special // For now, hold fish alpha is implicitly 1.0 unless also special. } }; self.catchFish = function () { self.caught = true; // Animation to boat tween(self, { y: GAME_CONFIG.BOAT_Y, // Target Y: boat position x: GAME_CONFIG.SCREEN_CENTER_X, //{r} // Target X: center of screen (boat position) scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ /**** * Screen Containers ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ /**** * Pattern Generation System ****/ // If game.up already exists, integrate the 'fishing' case. Otherwise, this defines game.up. var PatternGenerator = { lastLane: -1, minDistanceBetweenFish: 300, // Used by spawnFish internal check // Minimum X distance between fish for visual clarity on hook lastActualSpawnTime: -100000, // Time of the last actual fish spawn lastSpawnWasHold: false, // Was the last spawned fish a hold fish? getNextLane: function getNextLane() { if (this.lastLane === -1) { // First fish, start in middle lane this.lastLane = 1; return 1; } // Prefer staying in same lane or moving to adjacent lane var possibleLanes = [this.lastLane]; // Add adjacent lanes if (this.lastLane > 0) possibleLanes.push(this.lastLane - 1); if (this.lastLane < 2) possibleLanes.push(this.lastLane + 1); // 70% chance to stay in same/adjacent lane if (Math.random() < 0.7) { this.lastLane = possibleLanes[Math.floor(Math.random() * possibleLanes.length)]; } else { // 30% chance for any lane this.lastLane = Math.floor(Math.random() * 3); } return this.lastLane; }, // New method: Checks if enough time has passed since the last spawn, // considering if it was a hold fish. canSpawnFishOnBeat: function canSpawnFishOnBeat(currentTime, configuredSpawnInterval) { var timeSinceLast = currentTime - this.lastActualSpawnTime; var minRequiredGap = configuredSpawnInterval; // Default gap is the song's beat interval for fish if (this.lastSpawnWasHold) { // If the last fish was a hold fish, ensure its hold time + buffer has passed. // Fish.requiredHoldTime is 800ms. Reduced buffer to 250ms. // 250ms = 100ms (hook travel) + 100ms (player reaction) + 50ms (padding) minRequiredGap = Math.max(minRequiredGap, 800 + 250); } return timeSinceLast >= minRequiredGap; }, // New method: Registers details of the fish that was just spawned. registerFishSpawn: function registerFishSpawn(spawnTime, wasHoldFish) { this.lastActualSpawnTime = spawnTime; this.lastSpawnWasHold = wasHoldFish; }, reset: function reset() { this.lastLane = -1; this.lastActualSpawnTime = -100000; // Set far in the past to allow first spawn this.lastSpawnWasHold = false; } }; /**** * Game Configuration ****/ game.up = function (x, y, obj) { // Note: We don't play buttonClick sound on 'up' typically, only on 'down'. switch (GameState.currentScreen) { case 'title': // title screen up actions (if any) break; case 'levelSelect': // level select screen up actions (if any, usually 'down' is enough for buttons) break; case 'fishing': handleFishingInput(x, y, false); // false for isUp break; case 'results': // results screen up actions (if any) break; } }; var GAME_CONFIG = { SCREEN_CENTER_X: 1024, SCREEN_CENTER_Y: 900, // Adjusted, though less critical with lanes BOAT_Y: 710, // Original 300 + 273 (10%) + 137 (5%) = 710 WATER_SURFACE_Y: 760, // Original 350 + 273 (10%) + 137 (5%) = 760 // 3 Lane System // Y-positions for each lane, adjusted downwards further LANES: [{ y: 1133, // Top lane Y: (723 + 273) + 137 = 996 + 137 = 1133 name: "shallow" }, { y: 1776, // Middle lane Y: (996 + 643) + 137 = 1639 + 137 = 1776 name: "medium" }, { y: 2419, // Bottom lane Y: (1639 + 643) + 137 = 2282 + 137 = 2419 name: "deep" }], // Timing windows PERFECT_WINDOW: 40, GOOD_WINDOW: 80, MISS_WINDOW: 120, // Depth levels - much lower money values! (Upgrade costs and song costs might need re-balancing with new mechanics) DEPTHS: [{ level: 1, name: "Shallow Waters", fishSpeed: 6, fishValue: 1, upgradeCost: 0, // Starting depth songs: [{ name: "Gentle Waves", bpm: 100, duration: 60000, pattern: "simple", cost: 0 }, { name: "Morning Tide", bpm: 110, duration: 75000, pattern: "simple", cost: 50 }] }, { level: 2, name: "Mid Waters", fishSpeed: 7, fishValue: 3, 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: 6, 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: 12, upgradeCost: 1000, songs: [{ name: "Leviathan", bpm: 160, duration: 150000, pattern: "expert", cost: 0 }, { name: "Deep Trench", bpm: 170, duration: 180000, pattern: "expert", cost: 600 }] }], // Updated patterns with hold fish - reduced frequency for playability PATTERNS: { simple: { beatsPerFish: 2, // Increased from 1 - fish every 2 beats doubleSpawnChance: 0, // No double spawns in simple rareSpawnChance: 0.02, holdFishChance: 0.05 // Reduced from 0.1 }, medium: { beatsPerFish: 1.5, // Increased from 0.75 doubleSpawnChance: 0, // No double spawns rareSpawnChance: 0.05, holdFishChance: 0.1 // Reduced from 0.2 }, complex: { beatsPerFish: 1, // Increased from 0.5 doubleSpawnChance: 0, // No double spawns rareSpawnChance: 0.08, holdFishChance: 0.15 // Reduced from 0.3 }, expert: { beatsPerFish: 0.75, // Increased from 0.25 doubleSpawnChance: 0, // No double spawns rareSpawnChance: 0.12, holdFishChance: 0.2 // Reduced from 0.4 } } }; /**** * Game State Management ****/ var GameState = { // Game flow currentScreen: 'title', // 'title', 'levelSelect', 'fishing', 'results' // Player progression currentDepth: 0, money: 0, totalFishCaught: 0, ownedSongs: [], // Array of {depth, songIndex} objects // Level selection selectedDepth: 0, selectedSong: 0, // Current session sessionScore: 0, sessionFishCaught: 0, sessionFishSpawned: 0, combo: 0, maxCombo: 0, // Game state gameActive: false, songStartTime: 0, lastBeatTime: 0, beatCount: 0, hookTargetLaneIndex: 1, // Start with hook targeting the middle lane (index 1) // Initialize owned songs (first song of each unlocked depth is free) 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++; // Give free first song of new depth 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()); // Initialize GameState.initOwnedSongs(); /**** * Title Screen ****/ function createTitleScreen() { var titleBg = titleScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 0.3 })); // Logo var logo = new Text2('BEAT FISHER', { size: 150, fill: 0xFFFFFF }); logo.anchor.set(0.5, 0.5); logo.x = GAME_CONFIG.SCREEN_CENTER_X; logo.y = 600; titleScreen.addChild(logo); var subtitle = new Text2('Rhythm Fishing Adventure', { size: 60, fill: 0x4FC3F7 }); subtitle.anchor.set(0.5, 0.5); subtitle.x = GAME_CONFIG.SCREEN_CENTER_X; subtitle.y = 700; titleScreen.addChild(subtitle); // Start button var startButton = titleScreen.addChild(LK.getAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 1000 })); var startText = new Text2('START', { size: 50, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startText.x = GAME_CONFIG.SCREEN_CENTER_X; startText.y = 1000; titleScreen.addChild(startText); // Tutorial button var tutorialButton = titleScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 1150, tint: 0x757575 })); var tutorialText = new Text2('TUTORIAL', { size: 40, fill: 0xFFFFFF }); tutorialText.anchor.set(0.5, 0.5); tutorialText.x = GAME_CONFIG.SCREEN_CENTER_X; tutorialText.y = 1150; titleScreen.addChild(tutorialText); return { startButton: startButton, tutorialButton: tutorialButton }; } /**** * Level Select Screen ****/ function createLevelSelectScreen() { var selectBg = levelSelectScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 0.8 })); // Title var title = new Text2('SELECT FISHING SPOT', { size: 80, fill: 0xFFFFFF }); title.anchor.set(0.5, 0.5); title.x = GAME_CONFIG.SCREEN_CENTER_X; title.y = 200; levelSelectScreen.addChild(title); // Money display var moneyDisplay = new Text2('Money: $0', { size: 60, fill: 0xFFD700 }); moneyDisplay.anchor.set(1, 0); moneyDisplay.x = 1900; moneyDisplay.y = 100; levelSelectScreen.addChild(moneyDisplay); // Depth tabs (will be created dynamically) var depthTabs = []; // Song display area var songCard = levelSelectScreen.addChild(LK.getAsset('songCard', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 700 })); // Song navigation arrows var leftArrow = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 700, tint: 0x666666 })); var leftArrowText = new Text2('<', { size: 60, fill: 0xFFFFFF }); leftArrowText.anchor.set(0.5, 0.5); leftArrowText.x = 400; leftArrowText.y = 700; levelSelectScreen.addChild(leftArrowText); var rightArrow = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 1648, y: 700, tint: 0x666666 })); var rightArrowText = new Text2('>', { size: 60, fill: 0xFFFFFF }); rightArrowText.anchor.set(0.5, 0.5); rightArrowText.x = 1648; rightArrowText.y = 700; levelSelectScreen.addChild(rightArrowText); // Song info (will be updated dynamically) var songTitle = new Text2('Song Title', { size: 50, fill: 0xFFFFFF }); songTitle.anchor.set(0.5, 0.5); songTitle.x = GAME_CONFIG.SCREEN_CENTER_X; songTitle.y = 650; levelSelectScreen.addChild(songTitle); var songInfo = new Text2('BPM: 120 | Duration: 2:00', { size: 30, fill: 0xCCCCCC }); songInfo.anchor.set(0.5, 0.5); songInfo.x = GAME_CONFIG.SCREEN_CENTER_X; songInfo.y = 700; levelSelectScreen.addChild(songInfo); var songEarnings = new Text2('Potential Earnings: $50-100', { size: 30, fill: 0x4CAF50 }); songEarnings.anchor.set(0.5, 0.5); songEarnings.x = GAME_CONFIG.SCREEN_CENTER_X; songEarnings.y = 730; levelSelectScreen.addChild(songEarnings); // Play/Buy button var playButton = levelSelectScreen.addChild(LK.getAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 900 })); var playButtonText = new Text2('PLAY', { size: 50, fill: 0xFFFFFF }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = GAME_CONFIG.SCREEN_CENTER_X; playButtonText.y = 900; levelSelectScreen.addChild(playButtonText); // Shop button var shopButton = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: 1100, tint: 0x2e7d32 })); var shopButtonText = new Text2('UPGRADE ROD', { size: 40, fill: 0xFFFFFF }); shopButtonText.anchor.set(0.5, 0.5); shopButtonText.x = GAME_CONFIG.SCREEN_CENTER_X; shopButtonText.y = 1100; levelSelectScreen.addChild(shopButtonText); // Back button var backButton = levelSelectScreen.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 200, tint: 0x757575 })); var backButtonText = new Text2('BACK', { size: 40, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = 200; backButtonText.y = 200; levelSelectScreen.addChild(backButtonText); return { moneyDisplay: moneyDisplay, depthTabs: depthTabs, leftArrow: leftArrow, rightArrow: rightArrow, songTitle: songTitle, songInfo: songInfo, songEarnings: songEarnings, playButton: playButton, playButtonText: playButtonText, shopButton: shopButton, shopButtonText: shopButtonText, backButton: backButton }; } /**** * Fishing Screen ****/ function createFishingScreen() { // Water background var water = fishingScreen.addChild(LK.getAsset('water', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, //{3l} // Adjusted to new config if different width: 2048, // Ensure it covers screen width height: 2732 - GAME_CONFIG.WATER_SURFACE_Y, // Ensure it covers below surface alpha: 0.7 })); // Water surface var waterSurface = fishingScreen.addChild(LK.getAsset('waterSurface', { x: 0, y: GAME_CONFIG.WATER_SURFACE_Y, width: 2048, alpha: 0.8 })); // Boat var boat = fishingScreen.addChild(LK.getAsset('boat', { anchorX: 0.5, anchorY: 1, // Anchor at bottom-middle of boat asset x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y // Boat sits on water surface })); // Single, centered hook and line var initialHookY = GAME_CONFIG.LANES[1].y; // Start hook in the middle lane // Fishing line var line = fishingScreen.addChild(LK.getAsset('fishingLine', { anchorX: 0.5, anchorY: 0, x: GAME_CONFIG.SCREEN_CENTER_X, y: GAME_CONFIG.WATER_SURFACE_Y, height: initialHookY - GAME_CONFIG.WATER_SURFACE_Y })); // Hook var hook = fishingScreen.addChild(LK.getAsset('hook', { anchorX: 0.5, anchorY: 0.5, x: GAME_CONFIG.SCREEN_CENTER_X, y: initialHookY })); hook.originalY = initialHookY; // Store original Y for animation and reference // Lane labels are removed as the hook is dynamic. // UI elements var scoreText = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 50; scoreText.y = 50; fishingScreen.addChild(scoreText); var fishText = new Text2('Fish: 0/0', { size: 40, fill: 0xFFFFFF }); fishText.anchor.set(0, 0); fishText.x = 50; fishText.y = 120; fishingScreen.addChild(fishText); var comboText = new Text2('Combo: 0', { size: 40, fill: 0xFF9800 }); comboText.anchor.set(0, 0); comboText.x = 50; comboText.y = 180; // Corrected typo from y: 180 fishingScreen.addChild(comboText); // Song progress - Re-added as it's used by updateFishingUI var progressText = new Text2('0:00 / 0:00', { size: 40, fill: 0x4FC3F7 }); progressText.anchor.set(1, 0); // Anchor top-right progressText.x = 2048 - 50; // Position on the top-right side progressText.y = 50; fishingScreen.addChild(progressText); // Hold instruction Text var holdText = new Text2('TAP: Normal Fish | HOLD: Golden Fish', { size: 35, fill: 0xFFD700, // Golden color for emphasis alpha: 0.8 }); holdText.anchor.set(0.5, 0); // Anchor top-center holdText.x = GAME_CONFIG.SCREEN_CENTER_X; holdText.y = GAME_CONFIG.LANES[GAME_CONFIG.LANES.length - 1].y + 100; // Below the last lane (now matches new vertical spread) fishingScreen.addChild(holdText); return { boat: boat, hook: hook, // Single hook line: line, // Single line scoreText: scoreText, fishText: fishText, comboText: comboText, progressText: progressText }; } /**** * Initialize Screen Elements ****/ var titleElements = createTitleScreen(); var levelSelectElements = createLevelSelectScreen(); var fishingElements = createFishingScreen(); // Feedback indicators are now created on-demand by the showFeedback function. // The global feedbackIndicators object is no longer needed. // Game variables var fishArray = []; /**** * Input State and Helpers for Fishing ****/ var inputState = { touching: false, // Is the screen currently being touched? touchLane: -1, // Which lane was the touch initiated in? (0, 1, 2) touchStartTime: 0, // Timestamp of when the touch started (LK.ticks based) holdFish: null // Reference to a fish if a hold action is being performed on it }; // Helper function to determine which lane a Y coordinate falls into function getTouchLane(y) { // Define boundaries based on the midpoints between lane Y coordinates // These are calculated from GAME_CONFIG.LANES[i].y values // Lane 0: y = 723 // Lane 1: y = 1366 // Lane 2: y = 2009 var boundary_lane0_lane1 = (GAME_CONFIG.LANES[0].y + GAME_CONFIG.LANES[1].y) / 2; // Approx 1044.5 var boundary_lane1_lane2 = (GAME_CONFIG.LANES[1].y + GAME_CONFIG.LANES[2].y) / 2; // Approx 1687.5 if (y < boundary_lane0_lane1) { return 0; // Top lane (e.g., shallow) } else if (y < boundary_lane1_lane2) { return 1; // Middle lane (e.g., medium) } else { return 2; // Bottom lane (e.g., deep) } } // Shows feedback (perfect, good, miss) at the specified lane // Shows feedback (perfect, good, miss) at the specified lane function showFeedback(type, laneIndex) { var feedbackY = GAME_CONFIG.LANES[laneIndex].y; var indicator = new FeedbackIndicator(type); // Creates a new indicator e.g. FeedbackIndicator('perfect') // Position feedback at the single hook's X coordinate and the fish's lane Y indicator.x = fishingElements.hook.x; // Use the single hook's X indicator.y = feedbackY; // Feedback appears at the fish's lane Y fishingScreen.addChild(indicator); indicator.show(); // Triggers the animation and self-destruction } // Animates the hook in a specific lane after a catch attempt // Animates the single hook after a catch attempt function animateHookCatch() { var hook = fishingElements.hook; // We need a stable originalY. The hook.originalY might change if we re-assign it during tweens. // Let's use the target Y of the current fish lane for the "resting" position after animation. var restingY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; // Quick bobbing animation for the single hook 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() { // Ensure originalY reflects the current target lane after animation. hook.originalY = restingY; } }); } }); } // Handles input specifically for the fishing screen (down and up events) function handleFishingInput(x, y, isDown) { if (!GameState.gameActive) return; var currentTime = LK.ticks * (1000 / 60); // Current time in ms if (isDown) { // Touch started inputState.touching = true; inputState.touchLane = getTouchLane(y); inputState.touchStartTime = currentTime; inputState.holdFish = null; // Reset any previous hold target var hookX = fishingElements.hook.x; for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (fish.lane === inputState.touchLane && fish.isHoldFish && !fish.caught && !fish.isHeld) { var distanceToHook = Math.abs(fish.x - hookX); if (distanceToHook < GAME_CONFIG.MISS_WINDOW + 20) { // Proximity check inputState.holdFish = fish; fish.isHeld = true; // Fish stops moving via its update() fish.holdStarted = false; // Reset primed state, game.update will set it break; } } } // If not a hold fish, or no hold fish in range, inputState.holdFish remains null. // A normal tap action will be processed on 'up' if inputState.holdFish is null. } else { // Touch ended (isUp) if (inputState.touching) { var holdDuration = currentTime - inputState.touchStartTime; if (inputState.holdFish) { // A hold was active on a specific fish var fishBeingHeld = inputState.holdFish; fishBeingHeld.isHeld = false; // Allow fish to move again if not caught // checkCatch will determine if hold was successful (duration, proximity) checkCatch(fishBeingHeld.lane, true, holdDuration, fishBeingHeld); } else { // This was a normal tap (inputState.holdFish is null) // Or a tap that didn't successfully initiate a hold on a hold fish checkCatch(inputState.touchLane, false, holdDuration, null); } } inputState.touching = false; inputState.holdFish = null; // Reset hold target } } /**** * Screen Management ****/ function showScreen(screenName) { titleScreen.visible = false; levelSelectScreen.visible = false; fishingScreen.visible = false; resultsScreen.visible = false; GameState.currentScreen = screenName; switch (screenName) { case 'title': titleScreen.visible = true; break; case 'levelSelect': levelSelectScreen.visible = true; updateLevelSelectScreen(); break; case 'fishing': fishingScreen.visible = true; startFishingSession(); break; case 'results': resultsScreen.visible = true; break; } } /**** * Level Select Logic ****/ function updateLevelSelectScreen() { var elements = levelSelectElements; // Update money display elements.moneyDisplay.setText('Money: $' + GameState.money); // Create depth tabs createDepthTabs(); // Update song display updateSongDisplay(); // Update shop button updateShopButton(); } function createDepthTabs() { // Clear existing tabs levelSelectElements.depthTabs.forEach(function (tab) { if (tab.container) tab.container.destroy(); }); levelSelectElements.depthTabs = []; // Create tabs for unlocked depths 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: 300 + i * 220, y: 400, tint: isSelected ? 0x1976d2 : 0x455a64 })); var tabText = new Text2(depth.name.split(' ')[0], { size: 30, fill: 0xFFFFFF }); tabText.anchor.set(0.5, 0.5); tabText.x = 300 + i * 220; tabText.y = 400; 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); // Update song info elements.songTitle.setText(song.name); elements.songInfo.setText('BPM: ' + song.bpm + ' | Duration: ' + formatTime(song.duration)); // Calculate potential earnings var minEarnings = Math.floor(depth.fishValue * 20); // Conservative estimate var maxEarnings = Math.floor(depth.fishValue * 60); // With combos and rare fish elements.songEarnings.setText('Potential Earnings: $' + minEarnings + '-$' + maxEarnings); // Update play/buy button if (owned) { elements.playButtonText.setText('PLAY'); elements.playButton.tint = 0x1976d2; } else { elements.playButtonText.setText('BUY ($' + song.cost + ')'); elements.playButton.tint = GameState.money >= song.cost ? 0x2e7d32 : 0x666666; } // Update arrow states elements.leftArrow.tint = GameState.selectedSong > 0 ? 0x1976d2 : 0x666666; elements.rightArrow.tint = GameState.selectedSong < depth.songs.length - 1 ? 0x1976d2 : 0x666666; } function updateShopButton() { var elements = levelSelectElements; var canUpgrade = GameState.canUpgrade(); var nextDepth = GAME_CONFIG.DEPTHS[GameState.currentDepth + 1]; if (nextDepth) { elements.shopButtonText.setText('UPGRADE ROD ($' + nextDepth.upgradeCost + ')'); elements.shopButton.tint = canUpgrade ? 0x2e7d32 : 0x666666; } else { elements.shopButtonText.setText('MAX DEPTH REACHED'); 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() { // Reset session state 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; // Clear any existing fish fishArray.forEach(function (fish) { fish.destroy(); }); fishArray = []; // Reset pattern generator for new session PatternGenerator.reset(); // Start music LK.playMusic('rhythmTrack'); } function spawnFish() { var depthConfig = GameState.getCurrentDepthConfig(); var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; // Skip spawn if pattern says no double spawns if (pattern.doubleSpawnChance === 0) { // Check if any fish are too close to spawn position for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (Math.abs(fish.x - GAME_CONFIG.SCREEN_CENTER_X) < PatternGenerator.minDistanceBetweenFish) { return; // Skip this spawn } } } // Use pattern generator to choose lane var laneIndex = PatternGenerator.getNextLane(); var targetLane = GAME_CONFIG.LANES[laneIndex]; // Determine if this is a hold fish var isHoldFish = Math.random() < (pattern.holdFishChance || 0); // Determine fish type and value var fishType, fishValue; var rand = Math.random(); if (rand < pattern.rareSpawnChance) { fishType = 'rare'; fishValue = depthConfig.fishValue * 4; // Rare fish are more valuable } else if (GameState.selectedDepth >= 2 && rand < 0.3) { // Example: deep fish appear more in deeper levels fishType = 'deep'; fishValue = Math.floor(depthConfig.fishValue * 2); } else if (GameState.selectedDepth >= 1 && rand < 0.6) { // Example: medium fish fishType = 'medium'; fishValue = Math.floor(depthConfig.fishValue * 1.5); } else { fishType = 'shallow'; // Common fish fishValue = depthConfig.fishValue; } // Bonus value for hold fish if (isHoldFish) { fishValue = Math.floor(fishValue * 1.5); // Hold fish are worth more } var fishSpeed = Math.random() < 0.5 ? depthConfig.fishSpeed : -depthConfig.fishSpeed; // Create fish var fish = new Fish(fishType, fishValue, fishSpeed, laneIndex, // Pass lane index isHoldFish // Pass hold status ); fish.x = fish.speed > 0 ? -150 : 2048 + 150; // Start off-screen fish.y = targetLane.y; // Set Y to the chosen lane's Y fishArray.push(fish); fishingScreen.addChild(fish); GameState.sessionFishSpawned++; // PatternGenerator.registerSpawn(GAME_CONFIG.SCREEN_CENTER_X); // This line is removed as the method was removed. return fish; // Ensure spawnFish returns the created fish object } function checkCatch(fishLane, isHoldAction, holdDurationMs, specificHeldFish) { var hookX = fishingElements.hook.x; var closestFishInLane = null; var closestDistance = Infinity; if (specificHeldFish) { // This is the release of a hold action on a specific fish. closestFishInLane = specificHeldFish; // Distance check is still important for scoring. // The fish should be at hookX because it was held, but check anyway. closestDistance = Math.abs(closestFishInLane.x - hookX); if (closestFishInLane.lane !== fishLane) { // Should not happen if isHeld worked showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } } else { // This is a tap action, find the closest fish in the tapped lane. // Do not consider fish that are currently being held by an active input. for (var i = 0; i < fishArray.length; i++) { var fish = fishArray[i]; if (!fish.caught && fish.lane === fishLane && !fish.isHeld) { var distance = Math.abs(fish.x - hookX); if (distance < closestDistance) { closestDistance = distance; closestFishInLane = fish; } } } } if (!closestFishInLane) { // No fish found for tap, or specificHeldFish was somehow null (shouldn't be if called correctly) showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // --- Hold Fish Logic --- if (closestFishInLane.isHoldFish) { if (!isHoldAction) { // Tapped a hold fish (expected a hold, not a tap). showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // It is a hold action, check if duration was sufficient. // fish.holdStarted (primed state) is a visual cue; actual duration check is here. if (holdDurationMs < closestFishInLane.requiredHoldTime) { // Held, but not long enough. showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // If we reach here, hold duration was sufficient. Proximity check below will determine score. } else { // Normal Fish Logic if (isHoldAction) { // Held a normal fish (counts as a miss/mistake). showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } } // --- End Hold Fish Logic --- var points = 0; var multiplier = Math.max(1, Math.floor(GameState.combo / 10) + 1); if (closestDistance < GAME_CONFIG.PERFECT_WINDOW) { points = closestFishInLane.value * 2 * multiplier; showFeedback('perfect', fishLane); GameState.combo++; } else if (closestDistance < GAME_CONFIG.GOOD_WINDOW) { points = closestFishInLane.value * multiplier; showFeedback('good', fishLane); GameState.combo++; } else if (closestDistance < GAME_CONFIG.MISS_WINDOW) { points = Math.max(1, Math.floor(closestFishInLane.value * 0.5 * multiplier)); showFeedback('good', fishLane); GameState.combo++; } else { showFeedback('miss', fishLane); LK.getSound('miss').play(); GameState.combo = 0; return; } // Successfully caught fish 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); LK.getSound('catch').play(); animateHookCatch(); // Call parameterless animateHookCatch for the single hook } // Note: The old animateHookCatch function that was defined right after checkCatch // is now a global helper: animateHookCatch(laneIndex), defined earlier. // We remove the old local one if it existed here by not re-inserting it. 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); // Update progress 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; // Clear fish fishArray.forEach(function (fish) { fish.destroy(); }); fishArray = []; // Create results screen createResultsScreen(); showScreen('results'); } function createResultsScreen() { // Clear previous results resultsScreen.removeChildren(); var resultsBg = resultsScreen.addChild(LK.getAsset('screenBackground', { x: 0, y: 0, alpha: 0.9 })); 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); // Accuracy 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); // Continue button 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); // Fade in resultsScreen.alpha = 0; tween(resultsScreen, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); } /**** * Input Handling ****/ game.down = function (x, y, obj) { LK.getSound('buttonClick').play(); switch (GameState.currentScreen) { case 'title': // Check if click is within start button bounds 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'); } // Check if click is within tutorial button bounds var tutorialButton = titleElements.tutorialButton; if (x >= tutorialButton.x - tutorialButton.width / 2 && x <= tutorialButton.x + tutorialButton.width / 2 && y >= tutorialButton.y - tutorialButton.height / 2 && y <= tutorialButton.y + tutorialButton.height / 2) { // TODO: Show tutorial } break; case 'levelSelect': handleLevelSelectInput(x, y); break; case 'fishing': handleFishingInput(x, y, true); // true for isDown break; case 'results': showScreen('levelSelect'); break; } }; function handleLevelSelectInput(x, y) { var elements = levelSelectElements; // Check depth tabs elements.depthTabs.forEach(function (tab) { var tabAsset = tab.tab; if (x >= tabAsset.x - tabAsset.width / 2 && x <= tabAsset.x + tabAsset.width / 2 && y >= tabAsset.y - tabAsset.height / 2 && y <= tabAsset.y + tabAsset.height / 2) { GameState.selectedDepth = tab.depthIndex; GameState.selectedSong = 0; // Reset to first song updateLevelSelectScreen(); } }); // Check song navigation var leftArrow = elements.leftArrow; if (x >= leftArrow.x - leftArrow.width / 2 && x <= leftArrow.x + leftArrow.width / 2 && y >= leftArrow.y - leftArrow.height / 2 && y <= leftArrow.y + leftArrow.height / 2 && GameState.selectedSong > 0) { GameState.selectedSong--; updateSongDisplay(); } var rightArrow = elements.rightArrow; if (x >= rightArrow.x - rightArrow.width / 2 && x <= rightArrow.x + rightArrow.width / 2 && y >= rightArrow.y - rightArrow.height / 2 && y <= rightArrow.y + rightArrow.height / 2) { var depth = GAME_CONFIG.DEPTHS[GameState.selectedDepth]; if (GameState.selectedSong < depth.songs.length - 1) { GameState.selectedSong++; updateSongDisplay(); } } // Check play/buy button var playButton = elements.playButton; if (x >= playButton.x - playButton.width / 2 && x <= playButton.x + playButton.width / 2 && y >= playButton.y - playButton.height / 2 && y <= playButton.y + playButton.height / 2) { var owned = GameState.hasSong(GameState.selectedDepth, GameState.selectedSong); if (owned) { showScreen('fishing'); } else { // Try to buy song if (GameState.buySong(GameState.selectedDepth, GameState.selectedSong)) { updateLevelSelectScreen(); } } } // Check shop button var shopButton = elements.shopButton; if (x >= shopButton.x - shopButton.width / 2 && x <= shopButton.x + shopButton.width / 2 && y >= shopButton.y - shopButton.height / 2 && y <= shopButton.y + shopButton.height / 2) { if (GameState.upgrade()) { LK.getSound('upgrade').play(); updateLevelSelectScreen(); } } // Check back button var backButton = elements.backButton; 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'); } } /**** * Main Game Loop ****/ game.update = function () { if (GameState.currentScreen !== 'fishing' || !GameState.gameActive) { return; } var currentTime = LK.ticks * (1000 / 60); // Initialize game timer if (GameState.songStartTime === 0) { GameState.songStartTime = currentTime; } var songConfig = GameState.getCurrentSongConfig(); var pattern = GAME_CONFIG.PATTERNS[songConfig.pattern]; var beatInterval = 60000 / songConfig.bpm; var spawnInterval = beatInterval * pattern.beatsPerFish; // Check song end if (currentTime - GameState.songStartTime >= songConfig.duration) { endFishingSession(); return; } // Spawn fish on beat if (currentTime - GameState.lastBeatTime >= spawnInterval) { GameState.lastBeatTime = currentTime; // A beat interval has passed GameState.beatCount++; // Count this song beat interval // Check with PatternGenerator if it's okay to spawn based on time since last actual spawn // and if that last spawn was a hold fish. if (PatternGenerator.canSpawnFishOnBeat(currentTime, spawnInterval)) { var spawnedFish = spawnFish(); // spawnFish() might return undefined if its internal checks fail (e.g. proximity to existing fish) if (spawnedFish) { // If a fish was successfully created and returned by spawnFish(), // register its details for the next time-check. PatternGenerator.registerFishSpawn(currentTime, spawnedFish.isHoldFish); } } // If PatternGenerator.canSpawnFishOnBeat is false, a beat occurred, // but no fish is spawned due to required time spacing (e.g., after a hold fish). } // Dynamic Hook Movement Logic var approachingFish = null; var minDistanceToCenter = Infinity; for (var i = 0; i < fishArray.length; i++) { var f = fishArray[i]; if (!f.caught) { var distanceToHookX = Math.abs(f.x - fishingElements.hook.x); // Consider fish that are moving towards the hook OR are very close to it already var isApproachingOrAtHook = f.speed > 0 && f.x < fishingElements.hook.x || f.speed < 0 && f.x > fishingElements.hook.x || distanceToHookX < GAME_CONFIG.MISS_WINDOW * 2; if (isApproachingOrAtHook && distanceToHookX < minDistanceToCenter) { minDistanceToCenter = distanceToHookX; approachingFish = f; } } } var targetLaneY; if (approachingFish) { if (GameState.hookTargetLaneIndex !== approachingFish.lane) { GameState.hookTargetLaneIndex = approachingFish.lane; } targetLaneY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; } else { // No fish approaching, hook returns/stays at middle lane (or last known target) // For simplicity, let's use the last known/default target index. targetLaneY = GAME_CONFIG.LANES[GameState.hookTargetLaneIndex].y; } // Tween hook and line to the target Y if not already there or already tweening // A more robust solution would check if a tween is active on the hook. // For now, we'll just update if the current Y is different. if (fishingElements.hook.y !== targetLaneY) { tween(fishingElements.hook, { y: targetLaneY }, { duration: 150, easing: tween.easeOut }); tween(fishingElements.line, { height: targetLaneY - GAME_CONFIG.WATER_SURFACE_Y }, { duration: 150, easing: tween.easeOut }); fishingElements.hook.originalY = targetLaneY; // Update reference for animations } // Update fish for (var i = fishArray.length - 1; i >= 0; i--) { var fish = fishArray[i]; fish.update(); // Fish updates its own movement and appearance based on isHeld, holdStarted // Remove off-screen fish (if not caught and not currently held) // A held fish should not be removed for being off-screen as its X is static. if (!fish.caught && !fish.isHeld && (fish.x < -250 || fish.x > 2048 + 250)) { // Increased buffer slightly fish.destroy(); fishArray.splice(i, 1); } } // Update holdStarted state for the currently active hold fish if (inputState.holdFish && inputState.holdFish.isHeld && inputState.touching) { var currentActiveHoldFish = inputState.holdFish; var currentHoldDuration = currentTime - inputState.touchStartTime; if (currentHoldDuration >= currentActiveHoldFish.requiredHoldTime) { if (!currentActiveHoldFish.holdStarted) { currentActiveHoldFish.holdStarted = true; // Fish is now "primed" } } else { // If, for some reason, duration is no longer met (e.g. timer issue, though unlikely) // or to ensure it's false before being primed. if (currentActiveHoldFish.holdStarted) { currentActiveHoldFish.holdStarted = false; } } } // Update UI updateFishingUI(); }; // Initialize game showScreen('title');
===================================================================
--- original.js
+++ change.js
@@ -205,25 +205,25 @@
var GAME_CONFIG = {
SCREEN_CENTER_X: 1024,
SCREEN_CENTER_Y: 900,
// Adjusted, though less critical with lanes
- BOAT_Y: 573,
- // Original 300 + 273 (maintains original offset from water surface)
- WATER_SURFACE_Y: 623,
- // Original 350 + 273 (273 is 10% of 2732 screen height, rounded down)
+ BOAT_Y: 710,
+ // Original 300 + 273 (10%) + 137 (5%) = 710
+ WATER_SURFACE_Y: 760,
+ // Original 350 + 273 (10%) + 137 (5%) = 760
// 3 Lane System
- // Y-positions for each lane, adjusted downwards
+ // Y-positions for each lane, adjusted downwards further
LANES: [{
- y: 996,
- // Top lane Y-position (723 + 273)
+ y: 1133,
+ // Top lane Y: (723 + 273) + 137 = 996 + 137 = 1133
name: "shallow"
}, {
- y: 1639,
- // Middle lane Y-position (996 + 643)
+ y: 1776,
+ // Middle lane Y: (996 + 643) + 137 = 1639 + 137 = 1776
name: "medium"
}, {
- y: 2282,
- // Bottom lane Y-position (1639 + 643)
+ y: 2419,
+ // Bottom lane Y: (1639 + 643) + 137 = 2282 + 137 = 2419
name: "deep"
}],
// Timing windows
PERFECT_WINDOW: 40,
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