User prompt
Please reorganize the main collision detection code to properly handle all states. Specifically: 1. Restructure the if-else chain priority: - Check isShielded first, call handleShieldHit() - Check isInvincible second, do nothing - Handle normal collision last (lives decrease) 2. Remove the duplicate shield removal code 3. Keep normal hit behavior unchanged: - Lives decrease - Character flashing - Heart icon dimming 4. Ensure clean state transitions between all conditions
User prompt
Please create a dedicated shield hit function that handles shield removal and invincibility. Specifically: 1. Create a new function handleShieldHit(): - Remove shield asset cleanly - Set isShielded to false - Grant temporary invincibility - Ensure states change in correct order 2. Keep only character flashing visual feedback: - Character alpha toggling between 1 and 0.5 - 1.5 second duration - Clean interval clearing 3. Don't decrease lives
User prompt
Fix the code for when the Coot gets hit by collision block when shielded. Do not remove the shield until after the Coot is set as invincible. Also make sure the code does not remove a life if the coot was shielded when hit
User prompt
Make sure the shield power up works properly. Maybe make a isShielded state to use that stays true when shielded and have the Coot not lose a life and enter invincible for 1.5 seconds when it gets knocked off. Then set is shielded to false.
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'var powerUpGraphics = self.attachAsset(type, {' Line Number: 732
Code edit (2 edits merged)
Please save this source code
User prompt
Analyze and optimize coin class without losing function
User prompt
Analyze and optimize game.update without losing any function
User prompt
If Coot is hit by a collision box and has a shield, do not lose a life and instead remove shield asset.
User prompt
When Shield is collected, expand Shield asset to cover Coot and set shield asset opacity to 50%
User prompt
Attach asset Shield to shield power up. When collected it sets a shield State to true for the Coot.
User prompt
Add a PowerUp class. Powerups include CoinMagnet, Shield, PhoenixFeather, PowerDash and Warning
User prompt
Aim slightly lower on Coot with Eagle swoop
User prompt
Increase gravity on coot fall
User prompt
Analyze and optimize Coin class while keeping all functionality.
User prompt
Analyze and optimize butterfly class while retaining all function.
User prompt
Remove butterfly spawning code block from Moon class
User prompt
Analyze Coot class code and suggest optimizations
User prompt
Adjust the timing in the Moon of the fade from night back to day to match the fade of day into night in the Sun class.
Code edit (1 edits merged)
Please save this source code
User prompt
First condition to make day counter visible is 3 seconds passed of game time. Then make it visible for three seconds and set back to invisible. Every time the day count increases, do the same action.
User prompt
Remove the part of the code that destroys the day counter. Instead set its alpha to 0 as default and only make it visible when certain conditions are met.
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: coinGraphics' in or related to this line: 'child.targetX = 2048 + coinGraphics.width; // Target off-screen to the right' Line Number: 1094
User prompt
Change the coin collecting target so it just flies off the screen in the top right corner, guaranteeing its destruction.
User prompt
Please modify the coin collection code to ensure reliable coin destruction. Specifically: 1. Separate and clarify the destruction conditions: ```javascript const reachedTarget = Math.abs(self.x - self.targetX) < 5 && Math.abs(self.y - self.targetY) < 5; const shrunkEnough = coinGraphics.scale.x < 0.1 && coinGraphics.scale.y < 0.1; if (reachedTarget || shrunkEnough) { // destruction code }
/**** * Classes ****/ var Butterfly = Container.expand(function () { var self = Container.call(this); var butterflyTypes = ['GreenButterfly', 'PinkButterfly', 'YellowButterfly']; var selectedType = butterflyTypes[Math.floor(Math.random() * butterflyTypes.length)]; var butterflyGraphics = self.attachAsset(selectedType, { anchorX: 0.5, anchorY: 0.5 }); // Initialize butterfly properties self.speedX = -2; // Speed of the butterfly moving left self.flitAmplitude = 20; // Amplitude of the flitting motion self.flitFrequency = 0.1; // Frequency of the flitting motion self.startY = Math.random() * (2732 * 0.6) + 2732 * 0.2; // Random Y position within midground tree layer self.update = function () { // Move the butterfly left self.x += self.speedX * gameSpeed; // Apply flitting motion self.y = self.startY + Math.sin(self.x * self.flitFrequency) * self.flitAmplitude; // Simulate wing flapping by adjusting scale var flapScale = 0.2 * Math.sin(LK.ticks * 0.3) + 1; butterflyGraphics.scale.x = flapScale; butterflyGraphics.scale.y = flapScale; // Destroy the butterfly if it goes off screen if (self.x < -butterflyGraphics.width / 2) { self.destroy(); } }; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('Coin', { anchorX: 0.5, anchorY: 0.5 }); // Initialize coin properties self.rotationSpeed = 0.05; // Rotation speed for the coin self.speedX = -5; // Speed of the coin moving left self.collecting = false; // Flag to check if the coin is being collected self.targetX = 0; // Target X position for collection animation self.targetY = 0; // Target Y position for collection animation self.update = function () { // Generate GoldSparkle particles if (Math.random() < 0.0525) { // Reduced chance by 25% // 10% chance to generate a sparkle each update var sparkle = new GoldSparkle(); sparkle.x = self.x + (Math.random() * coinGraphics.width - coinGraphics.width / 2); sparkle.y = self.y + (Math.random() * coinGraphics.height - coinGraphics.height / 2); game.addChild(sparkle); } // Removed rotation effect from the coin // Move the coin left self.x += self.speedX * gameSpeed; // Apply spin effect over Y axis coinGraphics.scale.x = Math.sin(self.x * 0.015); // If the coin is being collected, animate it if (self.collecting) { self.x += (self.targetX - self.x) * 0.1; self.y += (self.targetY - self.y) * 0.1; coinGraphics.scale.x *= 0.90; coinGraphics.scale.y *= 0.90; // Check if the coin has reached the target position or is small enough var reachedTarget = Math.abs(self.x - self.targetX) < 5 && Math.abs(self.y - self.targetY) < 5; var shrunkEnough = coinGraphics.scale.x < 0.1 && coinGraphics.scale.y < 0.1; if (reachedTarget || shrunkEnough) { // Destroy all sparkles attached to the coin game.children.forEach(function (child) { if (child instanceof GoldSparkle && Math.abs(child.x - self.x) < coinGraphics.width / 2 && Math.abs(child.y - self.y) < coinGraphics.height / 2) { child.destroy(); } }); self.destroy(); coinCount++; coinCounter.setText(Math.min(coinCount, 999).toString()); coinIcon.x = -coinCounter.width - 10; // Update coin icon position to hug the coin counter return; } } // Destroy the coin if it goes off screen if (self.x < -coinGraphics.width / 2 && !self.collecting) { self.destroy(); return; // Ensure no further updates after destruction } }; }); var CollisionBlock = Container.expand(function () { var self = Container.call(this); var collisionBlockGraphics = self.attachAsset('Collisionblock', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Example assets: 'coot', 'obstacle', 'background' // Class for the main character, the American coot var Coot = Container.expand(function () { var self = Container.call(this); var cootGraphics = self.attachAsset('coot', { anchorX: 0.5, anchorY: 0.5 }); self.originalX = self.x; // Store original X position self.speed = 6.5; self.dashSpeed = 15; self.lives = 3; // Initialize Coot with three lives self.dashDelay = 30; self.isFalling = false; self.isDashing = false; self.fallRotation = 0; // Initialize fall rotation self.dashTimer = 0; self.jumpVelocity = 40; // Increased initial upward velocity for jump self.gravity = 1.0; // Gravity to apply during jump self.jumpHeight = 105; self.isJumping = false; self.isReturning = false; // New state to handle returning to top after diving self.isInvincible = false; // Initialize invincible state self.update = function () { if (self.isJumping) { // Removed forward X movement during jump self.y -= self.jumpVelocity; // Move upwards with initial velocity self.jumpVelocity -= self.gravity; // Apply gravity to slow down ascent if (self.jumpVelocity <= 0) { self.isJumping = false; // Stop jumping when upward velocity is zero self.isFalling = true; self.fallStartY = self.y; // Initialize fall start Y position self.fallRotation = 0; // Initialize fall rotation self.fallSpeed = 5; // Initialize fall speed } } else if (self.isFalling) { if (self.lives <= 0) { self.y -= self.fallSpeed; // Hop up a little self.fallRotation += 0.05; // Rotate backwards cootGraphics.rotation = -self.fallRotation; // Apply rotation if (self.y <= self.fallStartY - 50) { self.fallSpeed = -10; // Start falling down } if (self.y > 2732) { LK.showGameOver(); // Trigger game over when off screen } } else { self.y += self.gravity * 7; // Apply even more increased gravity to fall down faster if (self.y >= self.originalY) { self.y = self.originalY; // Ensure Coot doesn't go below original position self.isFalling = false; // Stop falling // Removed redundant X position reset during falling self.jumpVelocity = 40; // Reset jump velocity for next jump self.isJumping = false; // Ensure jumping state is reset // Removed unnecessary isReturning reset in the falling state } // Remove wobble and water particles during falling cootGraphics.rotation = 0; // Reset rotation to remove wobble } } else if (self.isDiving) { self.y += self.speed * 1.5; cootGraphics.alpha = Math.max(0.5, cootGraphics.alpha - 0.05); // Gradually decrease opacity cootGraphics.tint = 0x0000ff; // Change tint to blue if (self.y >= 2732 * 0.90) { self.y = 2732 * 0.90; // Ensure Coot doesn't go below this point self.isDiving = false; // Stop diving self.returnDelay = Date.now() + 1000; // 1 second delay using time } } else if (self.returnDelay > 0) { if (Date.now() >= self.returnDelay) { self.returnDelay = 0; // Reset returnDelay after it is used if (self.y >= 2732 * 0.90) { self.isReturning = true; // Start returning after delay } } } else if (self.isReturning) { self.y -= self.speed * 1.5; // Match surfacing speed with descent speed var transitionFactor = 1 - (self.y - self.originalY) / (2732 * 0.90 - self.originalY); cootGraphics.alpha = 0.5 + 0.5 * transitionFactor; // Smoothly increase opacity // Convert tint colors to RGB and interpolate var startTint = self.underwaterTint; var endTint = 0xffffff; var r = (startTint >> 16 & 0xff) + ((endTint >> 16 & 0xff) - (startTint >> 16 & 0xff)) * transitionFactor; var g = (startTint >> 8 & 0xff) + ((endTint >> 8 & 0xff) - (startTint >> 8 & 0xff)) * transitionFactor; var b = (startTint & 0xff) + ((endTint & 0xff) - (startTint & 0xff)) * transitionFactor; cootGraphics.tint = (r << 16) + (g << 8) + b; // Apply interpolated tint if (self.y <= self.originalY) { self.y = self.originalY; self.isReturning = false; // Reset returning state cootGraphics.alpha = 1.0; // Ensure opacity is fully reset cootGraphics.tint = 0xffffff; // Reset tint to normal color when fully surfaced } // Removed redundant isReturning block to ensure visual effects are not reset prematurely if (self.isReturning) { self.x += (self.originalX - self.x) * 0.1; // Gradually slide back to original X position } } // Add wobble effect to the coot while running if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isFalling) { cootGraphics.rotation = Math.sin(LK.ticks / 5) * 0.1; // Increase wobble speed by reducing the divisor // Generate 1-2 water splash particles every 60 ticks (1 second) only when not jumping, diving, or falling if (!self.isJumping && !self.isDiving && !self.isFalling && LK.ticks % 60 == 0) { var numParticles = Math.floor(Math.random() * 2) + 1; for (var i = 0; i < numParticles; i++) { var splashLeft = new Splash(); splashLeft.x = self.x - cootGraphics.width / 2; splashLeft.y = self.y + cootGraphics.height / 2; game.addChildAt(splashLeft, game.getChildIndex(foreground1) - 1); var splashRight = new Splash(); splashRight.x = self.x + cootGraphics.width / 2; splashRight.y = self.y + cootGraphics.height / 2; game.addChildAt(splashRight, game.getChildIndex(foreground1) - 1); } } } // Handle dash state if (self.isDashing) { if (self.dashTimer < self.dashDelay) { // Dash forward if (self.x < 2048 * 0.75) { // Stop at 3/4 of screen width self.x += self.dashSpeed * 1.1; } self.dashTimer++; } else { var returnSpeed = 10; // Fixed return speed self.x += Math.sign(self.originalX - self.x) * Math.min(returnSpeed, Math.abs(self.originalX - self.x)); if (Math.abs(self.x - self.originalX) < returnSpeed) { self.x = self.originalX; self.isDashing = false; self.dashTimer = 0; } } } // Ensure smooth return to original position if falling and returning from a dash if (self.isFalling && self.isReturning) { var returnSpeed = 10; // Fixed return speed self.x += Math.sign(self.originalX - self.x) * Math.min(returnSpeed, Math.abs(self.originalX - self.x)); if (Math.abs(self.x - self.originalX) < returnSpeed) { self.x = self.originalX; self.isReturning = false; } } }; self.isDiving = false; self.isDashing = false; self.dashSpeed = 15; self.dashDelay = 60; // frames before return (1 second at 60fps) self.dashTimer = 0; self.originalX = self.x; // Store original position self.jump = function () { if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isDashing) { self.isJumping = true; self.originalX = self.x; // Removed X position update from jump function self.isReturning = false; // Ensure returning state is reset when jumping self.originalY = self.y; } }; self.dash = function () { if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isDashing) { self.isDashing = true; self.originalX = self.x; self.dashTimer = 0; } }; self.dive = function () { if (!self.isJumping && !self.isDiving && !self.isDashing) { self.isDiving = true; self.returnDelay = Date.now() + 5000; // Set return delay to 5 seconds using time self.isReturning = false; // Ensure returning state is reset when diving self.underwaterTint = 0x4444ff; // Set initial underwater tint color // Removed duplicate isReturning = false line self.originalX = self.x; self.originalY = self.y; self.y += self.speed * 2; // Start diving downwards immediately with increased speed // Generate water splash particles var numParticles = Math.floor(Math.random() * 3) + 2; // Generate 2-4 particles for (var i = 0; i < numParticles; i++) { var splash = new Splash(); splash.x = self.x; splash.y = self.y + cootGraphics.height / 2; game.addChildAt(splash, game.getChildIndex(foreground1) - 1); } } }; }); var DayCountDisplay = Container.expand(function () { var self = Container.call(this); var dayText = new Text2('Day ' + DayCount, { size: 100, fill: "#ffffff" }); dayText.anchor.set(0.5, 0.5); self.addChild(dayText); self.show = function () { dayText.setText('Day ' + DayCount); dayText.alpha = 1; LK.setTimeout(function () { self.destroy(); }, 3000); }; }); var DuckWarningIcon = Container.expand(function () { var self = Container.call(this); var iconGraphics = self.attachAsset('DuckIcon', { anchorX: 0.5, anchorY: 0.5, alpha: 0.75 }); self.flashInterval = 0; self.update = function () { self.flashInterval++; if (self.flashInterval % 30 < 15) { iconGraphics.alpha = 0.75; } else { iconGraphics.alpha = 0.5; } }; }); var EagleFeather = Container.expand(function () { var self = Container.call(this); var featherGraphics = self.attachAsset('Eaglefeather', { anchorX: 0.5, anchorY: 0.5 }); // Initialize feather properties self.rotationSpeed = Math.random() * 0.02 - 0.01; // Random rotation speed self.driftX = Math.random() * 2 - 1; // Random sideways drift self.driftY = Math.random() * -1 - 0.5; // Upward drift self.fadeRate = 0.005; // Fade out rate self.update = function () { self.x += self.driftX * gameSpeed; self.y += self.driftY * gameSpeed; featherGraphics.rotation += self.rotationSpeed; featherGraphics.alpha -= self.fadeRate; // Destroy feather when fully faded if (featherGraphics.alpha <= 0) { self.destroy(); } }; }); var EagleWarningIcon = Container.expand(function () { var self = Container.call(this); var iconGraphics = self.attachAsset('EagleIcon', { anchorX: 0.5, anchorY: 0.5, alpha: 0.75 }); self.flashInterval = 0; self.update = function () { self.flashInterval++; if (self.flashInterval % 30 < 15) { iconGraphics.alpha = 0.75; } else { iconGraphics.alpha = 0.5; } }; }); var Firefly = Container.expand(function () { var self = Container.call(this); var fireflyGraphics = self.attachAsset('Firefly', { anchorX: 0.5, anchorY: 0.5 }); // Initialize firefly properties self.speedX = Math.random() * 8 - 4; // Further increased random horizontal speed self.speedY = Math.random() * 8 - 4; // Further increased random vertical speed self.fadeRate = 0.005; // Much slower fade rate for slow pulsing self.flickerTimer = Math.random() * 240 + 120; // Random flicker timer between 2 to 4 seconds self.alphaDirection = 1; // Direction of alpha change (1 for fade in, -1 for fade out) self.lifetime = Math.random() * 180 + 180; // Random lifetime between 3 to 5 seconds self.update = function () { // Move the firefly self.x += self.speedX; self.y += self.speedY; // Loop around the screen if (self.x < 0) { self.x = 2048; } if (self.x > 2048) { self.x = 0; } if (self.y < 0) { self.y = 2732; } if (self.y > 2732) { self.y = 0; } // Flicker effect self.flickerTimer--; if (self.flickerTimer <= 0) { fireflyGraphics.alpha = Math.random(); // Random alpha for flicker self.flickerTimer = Math.random() * 60 + 30; // Reset flicker timer } // Fade in and out fireflyGraphics.alpha += self.fadeRate * self.alphaDirection; if (fireflyGraphics.alpha <= 0 || fireflyGraphics.alpha >= 1) { self.alphaDirection *= -1; // Reverse fade direction } // Destroy firefly after its lifetime self.lifetime--; if (self.lifetime <= 0) { self.destroy(); } }; }); var FishWarningIcon = Container.expand(function () { var self = Container.call(this); var iconGraphics = self.attachAsset('FishIcon', { anchorX: 0.5, anchorY: 0.5, alpha: 0.75 }); self.flashInterval = 0; self.update = function () { self.flashInterval++; if (self.flashInterval % 30 < 15) { iconGraphics.alpha = 0.75; } else { iconGraphics.alpha = 0.5; } }; }); // Define a single obstacleTypes array as a constant // Class for the foreground var Foreground = Container.expand(function () { var self = Container.call(this); var foregroundGraphics = self.attachAsset('Foreground', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.isFirst = false; // Will be set during initialization self.update = function () { // Only move the first piece if (self.isFirst) { self.x -= self.speed * gameSpeed; // Apply gameSpeed to movement // Move second piece to maintain fixed distance self.other.x = self.x + self.width; // Reset both pieces when first goes off screen if (self.x < -self.width / 1.5) { // Reset earlier - when piece is mostly off screen self.x += self.width; self.other.x = self.x + self.width; } } }; }); var GoldSparkle = Container.expand(function () { var self = Container.call(this); var sparkleGraphics = self.attachAsset('GoldSparkle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = (Math.random() * 2 - 1) * 0.75; // Reduced horizontal speed by 25% self.speedY = (Math.random() * 2 - 1) * 0.75; // Reduced vertical speed by 25% self.fadeRate = 0.02; // Rate at which the sparkle fades self.update = function () { self.x += self.speedX; self.y += self.speedY; sparkleGraphics.alpha -= self.fadeRate; if (sparkleGraphics.alpha <= 0) { self.destroy(); } }; }); // Class for the midgroundtrees var Midgroundtrees = Container.expand(function () { var self = Container.call(this); var midgroundtreesGraphics = self.attachAsset('Midgroundtrees', { anchorX: 0.5, anchorY: 0.7 }); self.speed = 3; self.update = function () { self.x -= self.speed * gameSpeed; // self.y = coot.y; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); var Moon = Container.expand(function () { var self = Container.call(this); var moonGraphics = self.attachAsset('Moon', { anchorX: 0.5, anchorY: 0.5 }); // Initialize moon properties self.startX = -moonGraphics.width / 2; // Start off-screen to the left self.startY = 2732 * 0.25; // 25% from the top self.endX = 2048 + moonGraphics.width / 2; // End off-screen to the right self.arcHeight = 2732 * 0.1; // Arc height self.duration = 3.75 * 60 * 60; // 3.75 minutes in ticks (assuming 60 FPS) self.ticks = 0; self.update = function () { self.ticks++; var progress = self.ticks / self.duration; self.x = self.startX + (self.endX - self.startX) * progress; self.y = self.startY - Math.sin(progress * Math.PI) * self.arcHeight; // Start fading the night background into day a few seconds before the moon is destroyed if (self.x >= 2048 - moonGraphics.width) { nightBackground.alpha = 1 - (self.x - (2048 - moonGraphics.width)) / moonGraphics.width; } // Destroy the moon when it goes off-screen to the right if (self.x > self.endX) { self.destroy(); // Switch to day state isDay = true; isNight = false; DayCount += 1; // Increase day count by 1 dayCountDisplay.show(); // Show day count display // Start spawning butterflies butterflySpawnInterval = LK.setInterval(function () { var newButterfly = new Butterfly(); newButterfly.x = Math.random() * 2048; newButterfly.y = Math.random() * 2732; game.addChild(newButterfly); }, 1000); // Spawn a butterfly every second // Stop spawning fireflies if (fireflySpawnInterval) { LK.clearInterval(fireflySpawnInterval); fireflySpawnInterval = null; } game.addChild(new Sun()); } }; }); // Class for the Obstacle (Duck, Eagle, and Fish combined) var Obstacle = Container.expand(function (type) { var self = Container.call(this); var graphics; var collisionBlock = self.addChild(new CollisionBlock()); collisionBlock.x = 0; collisionBlock.y = 0; graphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); // Add a Ripple instance to the Duck obstacle if (type === 'Duck') { self.lastRippleTime = Date.now(); var ripple = new Ripple(); ripple.x = 0; // Center the ripple on the Duck ripple.y = graphics.height / 2; // Position the ripple at the bottom of the Duck self.addChildAt(ripple, 0); // Add ripple below the Duck but above the water layer } self.speedX = -6; if (type === 'Fish') { self.isJumping = false; self.pauseTime = 0; graphics.tint = 0x4444ff; graphics.alpha = 0.7; } if (type === 'Fish') { self.speedX = -6; // Back to original fast swimming speed self.jumpSpeed = 0.05; // Slow jump speed control self.isJumping = false; self.isPausing = false; self.pauseTime = 0; self.lastSplashTime = Date.now(); // Add splash timer graphics.tint = 0x4444ff; // Set underwater blue tint initially graphics.alpha = 0.7; // Set underwater opacity initially self.isFalling = false; self.jumpVelocity = 0; self.jumpStartY = self.y; // Store original position self.jumpTime = 0; // Initialize jump time counter self.y = 2732 * 0.90; // Set Fish Y position to the bottom of the Coot's dive } if (type === 'Eagle') { self.lastFeatherTime = Date.now(); self.targetY = coot.isDiving || coot.isReturning ? coot.originalY : coot.y; self.speedY = (self.targetY - self.y) / 100; self.speedX = -8; // Add horizontal speed variable for eagle } self.update = function () { self.x += self.speedX * gameSpeed; if (type === 'Fish') { // Move horizontally self.x += self.speedX; // Generate underwater splash effects if (!self.isJumping && Date.now() - self.lastSplashTime >= 200) { // Generate every 200ms var numSplashes = Math.floor(Math.random() * 2) + 1; // 1-2 splashes for (var i = 0; i < numSplashes; i++) { var splash = new Splash(); splash.x = self.x + (Math.random() * graphics.width - graphics.width / 2); // Random position along fish body splash.y = self.y; splash.tint = 0x4444ff; // Match fish's underwater tint game.addChildAt(splash, game.getChildIndex(self) - 1); } self.lastSplashTime = Date.now(); } // Check if crossing under Coot if (self.x <= coot.x && !self.isJumping) { self.speedX = 0; graphics.alpha = 0; self.pauseTime += 0.02; // Increase pause time by reducing increment rate } // Add this check for when to reappear if (self.pauseTime >= 1 && !self.isJumping) { graphics.alpha = 1; graphics.rotation = Math.PI / 2; // Changed from -Math.PI/2 to rotate the other way self.isJumping = true; self.jumpStartY = self.y; self.jumpTime = 0; } // Handle jumping motion if (self.isJumping) { self.jumpTime += self.jumpSpeed; // Use slower jumpSpeed var jumpHeight = -Math.sin(self.jumpTime) * 864; // Increased by 20% from 720 to 864 self.y = self.jumpStartY + jumpHeight; // Generate bigger splash burst when jumping out if (self.jumpTime < 0.1) { // Only on first frame of jump var burstSplashes = Math.floor(Math.random() * 4) + 6; // 6-9 splashes (increased from 4-6) for (var i = 0; i < burstSplashes; i++) { var splash = new Splash(); splash.x = self.x + (Math.random() * graphics.width - graphics.width / 2); splash.y = self.jumpStartY - Math.random() * 200; // Make splashes go higher game.addChildAt(splash, game.getChildIndex(self) - 1); } } // Change tint based on height above water if (self.y < self.jumpStartY - 50) { graphics.tint = 0xffffff; // Normal color above water graphics.alpha = 1.0; } else { graphics.tint = 0x4444ff; // Blue tint in water graphics.alpha = 0.7; } if (self.jumpTime > Math.PI) { Obstacle.lastDestroyTime = Date.now(); console.log("Fish destroyed after jump at " + Date.now()); currentObstacle = null; // Add this line self.destroy(); } } // Normal destroy check if (self.x <= -self.width / 2) { self.destroy(); Obstacle.lastDestroyTime = Date.now(); } } else if (type === 'Eagle') { self.y += self.speedY; if (Date.now() - self.lastFeatherTime >= 900) { // Feather spawn every 900ms var numFeathers = Math.floor(Math.random() * 2) + 2; // Spawn 2-3 feathers for (var i = 0; i < numFeathers; i++) { var feather = new EagleFeather(); feather.x = self.x + (Math.random() * 20 - 10); // Slight horizontal variation feather.y = self.y + graphics.height / 2; game.addChildAt(feather, game.getChildIndex(self) - 1); } self.lastFeatherTime = Date.now(); } if (self.x <= -self.width / 2) { console.log("Checking for destruction: Eagle at " + self.x); self.destroy(); // Destroy the obstacle when it moves off-screen Obstacle.lastDestroyTime = Date.now(); // Set lastDestroyTime when destroyed console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); } if (type === 'Eagle') { self.targetY = coot.originalY - coot.height / 2; // Aim for the top of the coot self.speedY = (self.targetY - self.y) / 50; } } else if (type === 'Duck') { // Add sinusoidal wave pattern travel for Duck if (type === 'Duck') { self.y += Math.sin(self.x * 0.00625) * 2.7; // Adjusted sinusoidal wave pattern with further reduced frequency and increased amplitude } // Ripple spawn logic if (Date.now() - self.lastRippleTime >= 500) { var ripple = new Ripple(); ripple.x = self.x; ripple.y = self.y + graphics.height / 2; game.addChildAt(ripple, game.getChildIndex(self) - 1); self.lastRippleTime = Date.now(); } // Existing destroy logic if (self.x <= -self.width / 2) { console.log("Checking for destruction: Duck at " + self.x); self.destroy(); Obstacle.lastDestroyTime = Date.now(); console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); } } collisionBlock.x = 0; collisionBlock.y = 0; }; }); var Ripple = Container.expand(function () { var self = Container.call(this); var rippleGraphics = self.attachAsset('Ripple', { anchorX: 0.5, anchorY: 0.5 }); self.initialScale = 0.05; self.growthRate = 0.02; self.fadeRate = 0.01; self.maxScale = 2.0; rippleGraphics.scaleX = self.initialScale; rippleGraphics.scaleY = self.initialScale; self.update = function () { console.log("Ripple update called"); rippleGraphics.scaleX += self.growthRate; rippleGraphics.scaleY += self.growthRate; rippleGraphics.alpha -= self.fadeRate; console.log("Ripple scale:", rippleGraphics.scaleX, "Ripple alpha:", rippleGraphics.alpha); if (rippleGraphics.scaleX >= self.maxScale || rippleGraphics.alpha <= 0) { console.log("Ripple destroyed"); self.destroy(); } }; }); // Static respawn delay property // Class for the water splash particles var Splash = Container.expand(function () { var self = Container.call(this); var scale = Math.random() * 0.75 + 0.25; var splashGraphics = self.attachAsset('Watersplash', { anchorX: 0.5, anchorY: 0.5, scaleX: scale, scaleY: scale }); self.speedX = Math.random() * 2 - 1; // Random speed in X direction self.speedY = -Math.random() * 5; // Random upward speed in Y direction self.gravity = 0.1; // Gravity to pull the particle down self.update = function () { self.x += self.speedX * gameSpeed; self.y += self.speedY * gameSpeed; self.speedY += self.gravity; // Apply gravity // Add rotation based on the speed of the particle self.rotation += self.speedX / 10; if (self.y > 2732) { // If the particle is below the screen self.destroy(); // Destroy the particle } }; }); var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('Sun', { anchorX: 0.5, anchorY: 0.5 }); // Initialize sun properties self.startX = -sunGraphics.width / 2; // Start off-screen to the left self.startY = 2732 * 0.25; // 25% from the top self.endX = 2048 + sunGraphics.width / 2; // End off-screen to the right self.arcHeight = 2732 * 0.1; // Arc height self.duration = 2.5 * 60 * 60; // 2.5 minutes in ticks (assuming 60 FPS) self.ticks = 0; self.update = function () { self.ticks++; var progress = self.ticks / self.duration; self.x = self.startX + (self.endX - self.startX) * progress; self.y = self.startY - Math.sin(progress * Math.PI) * self.arcHeight; // Calculate fade threshold and apply smooth fade based on sun's position var fadeThreshold = 0.8; // Start fade at 80% of sun's journey if (progress >= fadeThreshold) { var fadeProgress = (progress - fadeThreshold) / (1 - fadeThreshold); nightBackground.alpha = fadeProgress; } // Destroy the sun when it goes off-screen to the right if (self.x > self.endX) { self.destroy(); // Switch to night state isDay = false; isNight = true; // Start spawning fireflies fireflySpawnInterval = LK.setInterval(function () { var newFirefly = new Firefly(); newFirefly.x = Math.random() * 2048; newFirefly.y = Math.random() * 2732; game.addChild(newFirefly); }, 1000); // Spawn a firefly every second game.addChild(new Moon()); } }; }); // Class for the water var Water = Container.expand(function () { var self = Container.call(this); var waterGraphics = self.attachAsset('Water', { anchorX: 0.5, anchorY: 0.7 }); self.speed = 2; self.update = function () { self.x -= self.speed * gameSpeed; // self.y = midgroundtrees1.y + midgroundtrees1.height / 2; if (self.x <= -self.width / 2) { self.x += self.width * 2; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Define a single obstacleTypes array as a constant var obstacleTypes = ['Duck', 'Eagle', 'Fish']; var obstacleSpawnChances = { Duck: 1, Eagle: 1, Fish: 1 }; Obstacle.getRandomDelay = function (min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; }; Obstacle.spawnDelay = 6750; // Reduce default spawn delay by 25% to 6.75 seconds Obstacle.respawnDelay = { Eagle: Obstacle.getRandomDelay(2250, 3750), // Reduce Eagle respawn delay by 25% Duck: Obstacle.getRandomDelay(2250, 3750), // Reduce Duck respawn delay by 25% Fish: Obstacle.getRandomDelay(2250, 3750) // Reduce Fish respawn delay by 25% }; Obstacle.lastDestroyTime = Date.now() - 5000; // Initialize to ensure first spawn check passes console.log("Initial lastDestroyTime: " + Obstacle.lastDestroyTime); var background = game.addChild(LK.getAsset('Background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2048 / 2500, scaleY: 2732 / 2500 })); var nightBackground = game.addChild(LK.getAsset('NightBackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2048 / 2500, scaleY: 2732 / 2500, alpha: 0 })); var DayCount = 1; // Global variable to keep track of the number of days, initialized to 1 at game start // Initialize the sun after title screen var sun; var isDay = true; // Initialize day state var isNight = false; // Initialize night state // Initialize the midgroundtrees var midgroundtrees1 = game.addChild(new Midgroundtrees()); midgroundtrees1.x = 2048 / 2; midgroundtrees1.y = 2732 * 0.7; var midgroundtrees2 = game.addChild(new Midgroundtrees()); midgroundtrees2.x = 2048 / 2 + midgroundtrees2.width; midgroundtrees2.y = 2732 * 0.7; // Initialize the water var water1 = game.addChild(new Water()); water1.x = 2048 / 2; water1.y = midgroundtrees1.y + midgroundtrees1.height / 2; var water2 = game.addChild(new Water()); water2.x = 2048 / 2 + water2.width; water2.y = midgroundtrees2.y + midgroundtrees2.height / 2; // Initialize game logo var gameLogo = LK.getAsset('GameIcon', { anchorX: 0.5, anchorY: 0.5, x: -100, // Start off-screen to the left y: 2732 / 2 // Center vertically }); game.addChild(gameLogo); // Initialize game variables var coot; var dragStartY = null; // Initialize dragStartY to null var dragStartX = null; // Initialize dragStartX to null var gameSpeed = 0; // Global variable for game speed, set to 0 during title screen var isTitleScreen = true; // Flag to indicate if the game is in the title screen state var gameActive = false; // Flag to indicate if the game is actively being played var speedIncreaseInterval = 20000; // 20 seconds in milliseconds var maxGameSpeed = 4.0; // Maximum game speed var lastSpeedIncreaseTime = Date.now(); // Track the last time speed was increased var score = 0; var coinCount = 0; // Global variable to keep track of collected coins var currentObstacle = null; var warningIcon = null; // Initialize the foreground var foreground1 = new Foreground(); var foreground2 = new Foreground(); game.addChild(foreground1); game.addChild(foreground2); foreground1.x = 2048 / 2; foreground1.y = 2732 * 0.9; foreground2.x = foreground1.x + foreground1.width; foreground2.y = 2732 * 0.9; foreground1.isFirst = true; foreground1.other = foreground2; foreground2.other = foreground1; // Validate positioning if (Math.abs(foreground2.x - (foreground1.x + foreground1.width)) > 1) { console.error("Foreground pieces are not correctly positioned!"); } foreground1.other = foreground2; foreground2.other = foreground1; game.addChild(foreground1); game.addChild(foreground2); // Add coin counter display var coinCounter = new Text2('0', { size: 150, // Increased size for better visibility fill: "#ffffff" }); coinCounter.anchor.set(1, 0); // Anchor to the top right corner // Add coin asset beside the coin counter var coinIcon = LK.getAsset('Coin', { anchorX: 1, anchorY: 0, x: -coinCounter.width - 10, // Position to the left of the counter with some padding y: 0 }); LK.gui.topRight.addChild(coinIcon); LK.gui.topRight.addChild(coinCounter); // Add heart icons to represent Coot's lives var heartIcons = []; for (var i = 0; i < 3; i++) { // Always create 3 heart icons var heartIcon = LK.getAsset('HeartLife', { anchorX: 0, anchorY: 0, x: -coinCounter.width - 10 - i * 110, y: coinIcon.height + 10 }); LK.gui.topRight.addChild(heartIcon); heartIcons.push(heartIcon); } // Update heart icons based on remaining lives heartIcons.forEach(function (icon, index) { icon.alpha = coot && index < coot.lives ? 1 : 0.2; // Dim the heart if life is lost }); var dayCountDisplay; game.update = function () { if (DayCount > 1 && !dayCountDisplay.visible) { dayCountDisplay.show(); } if (isTitleScreen) { // Only update background, midground trees, water, and foreground during title screen midgroundtrees1.update(); midgroundtrees2.update(); water1.update(); water2.update(); foreground1.update(); foreground2.update(); // Animate game logo sliding in from the left if (gameLogo.x < 2048 / 2) { gameLogo.x += 30; // Slide in quickly } else { gameLogo.x = 2048 / 2; // Stop at center } return; // Exit update function to prevent further updates } coot.update(); // Increase game speed every 20 seconds if (!isTitleScreen && Date.now() - lastSpeedIncreaseTime >= speedIncreaseInterval) { if (gameSpeed < maxGameSpeed) { gameSpeed = Math.min(gameSpeed + 0.1, maxGameSpeed); // Decrease respawn delay for all obstacles Obstacle.respawnDelay.Eagle = Math.max(Obstacle.respawnDelay.Eagle - 500, 1000); Obstacle.respawnDelay.Duck = Math.max(Obstacle.respawnDelay.Duck - 500, 1000); Obstacle.respawnDelay.Fish = Math.max(Obstacle.respawnDelay.Fish - 500, 1000); } lastSpeedIncreaseTime = Date.now(); } // Removed the timer counter increment and display logic // Check for collision between the Coot and the Collision Block of the current obstacle if (currentObstacle && coot.intersects(currentObstacle.children[0]) && !coot.isInvincible) { coot.lives -= 1; if (coot.lives <= 0) { coot.isFalling = true; coot.fallStartY = coot.y; coot.fallRotation = 0; coot.fallSpeed = 5; heartIcons[0].alpha = 0.2; // Dim the last heart icon to indicate all lives lost } else { coot.isInvincible = true; heartIcons[coot.lives].alpha = 0.2; // Dim the heart icon to indicate a lost life // Flash effect for invincibility LK.effects.flashScreen(0xff0000, 100); // Flash screen red for 100ms var flashInterval = LK.setInterval(function () { coot.children[0].alpha = coot.children[0].alpha === 1 ? 0.5 : 1; }, 100); LK.setTimeout(function () { LK.clearInterval(flashInterval); coot.children[0].alpha = 1; coot.isInvincible = false; }, 1500); } } // Update the midgroundtrees midgroundtrees1.update(); midgroundtrees2.update(); // Update the water water1.update(); water2.update(); // Update the current obstacle // Check if the current obstacle needs destruction if (currentObstacle && currentObstacle.x < -currentObstacle.width / 2) { currentObstacle.destroy(); Obstacle.lastDestroyTime = Date.now(); console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime); currentObstacle = null; } // Check if it's time to spawn a new obstacle if (gameActive && !currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay - 1000) { if (!warningIcon) { var totalChance = obstacleSpawnChances.Duck + obstacleSpawnChances.Eagle + obstacleSpawnChances.Fish; var randomChance = Math.random() * totalChance; var cumulativeChance = 0; for (var i = 0; i < obstacleTypes.length; i++) { cumulativeChance += obstacleSpawnChances[obstacleTypes[i]]; if (randomChance < cumulativeChance) { currentObstacleType = obstacleTypes[i]; obstacleSpawnChances[currentObstacleType] = 1; // Reset chance on spawn break; } } var warningIconClass = currentObstacleType + 'WarningIcon'; var warningIconClassMap = { 'Duck': DuckWarningIcon, 'Eagle': EagleWarningIcon, 'Fish': FishWarningIcon }; warningIcon = game.addChild(new warningIconClassMap[currentObstacleType]()); warningIcon.x = 2048 / 2; warningIcon.y = 2732 / 2; } } if (gameActive && !currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay) { if (warningIcon) { warningIcon.destroy(); warningIcon = null; } console.log("Selected obstacle type: ", currentObstacleType); currentObstacle = game.addChild(new Obstacle(currentObstacleType)); currentObstacle.x = 2048 + currentObstacle.width / 2; // Ensure it starts off-screen currentObstacle.y = currentObstacleType === 'Duck' ? 2732 * 0.80 : currentObstacleType === 'Eagle' ? 2732 * 0.25 : 2732 * 0.85; console.log("Spawned " + currentObstacleType + " at " + Date.now()); // Increase spawn chance for obstacles not selected obstacleTypes.forEach(function (type) { if (type !== currentObstacleType) { obstacleSpawnChances[type] += 0.5; // Increase chance by 0.5 for each non-selected obstacle } }); } if (currentObstacle) { currentObstacle.update(); } // Check for collision between the Coot and Coins game.children.forEach(function (child) { if (child instanceof Coin && coot.intersects(child) && !child.collecting) { child.collecting = true; child.targetX = 2048 - coinCounter.width - coinIcon.width - 20 - coinIcon.x; // Adjusted to account for padding, counter width, and dynamic icon position child.targetY = coinIcon.y + coinIcon.height / 2; // Center vertically on the coin icon } }); // Update the foreground foreground1.update(); foreground2.update(); // Spawn butterflies randomly if (isDay && LK.ticks % 720 == 0) { // Every 3 seconds at 60 FPS var newButterfly = new Butterfly(); newButterfly.x = 2048 + newButterfly.width / 2; // Start off-screen to the right newButterfly.y = Math.random() * (2732 * 0.6) + 2732 * 0.2; // Random Y position within midground tree layer game.addChild(newButterfly); } // Spawn coins randomly if (LK.ticks % 120 == 0) { // Every 2 seconds at 60 FPS var newCoin = new Coin(); newCoin.x = 2048 + newCoin.width / 2; // Start off-screen to the right newCoin.y = Math.random() * (2732 * 0.45) + 2732 * 0.35; // Random Y position between 35% and 80% of the screen height game.addChild(newCoin); } }; // Handle touch events for jumping and diving game.down = function (x, y, obj) { if (isTitleScreen) { // Slide game logo offscreen to the right var slideOutInterval = LK.setInterval(function () { gameLogo.x += 50; // Slide out quickly if (gameLogo.x > 2048 + gameLogo.width / 2) { LK.clearInterval(slideOutInterval); } }, 16); isTitleScreen = false; // Exit title screen state gameSpeed = 1.2; // Set initial game speed gameActive = true; // Set gameActive to true when gameplay starts Obstacle.lastDestroyTime = Date.now(); // Initialize lastDestroyTime when gameplay starts // Initialize Coot when exiting the title screen coot = new Coot(); coot.x = 2048 * 0.20; coot.y = 2732 * 0.75; coot.originalX = coot.x; // Initialize originalX position coot.originalY = coot.y; // Initialize originalY position game.addChildAt(coot, game.getChildIndex(foreground1) - 1); // Initialize heart icons based on Coot's lives heartIcons.forEach(function (icon, index) { icon.alpha = index < coot.lives ? 1 : 0.2; // Dim the heart if life is lost }); // Initialize the day count display after exiting the title screen dayCountDisplay = new DayCountDisplay(); LK.gui.top.addChild(dayCountDisplay); dayCountDisplay.y = 2732 * 0.3; // Move down by 30% of the screen height dayCountDisplay.show(); // Initialize the sun after exiting the title screen sun = game.addChild(new Sun()); sun.x = sun.startX; sun.y = sun.startY; return; // Exit function to prevent further actions } dragStartY = y; // Record the initial y position when touch starts dragStartX = x; // Record the initial x position when touch starts }; game.move = function (x, y, obj) { if (dragStartY !== null && dragStartX !== null) { if (x - dragStartX > 50) { // Check if the drag is rightward and significant coot.isDashing = true; dragStartX = null; // Reset dragStartX to prevent repeated dashes } if (y - dragStartY > 50 && coot.y === coot.originalY) { // Check if the drag is downward and significant coot.dive(); dragStartY = null; // Reset dragStartY to prevent repeated dives } else if (dragStartY - y > 50 && coot.y === coot.originalY) { // Check if the drag is upward and significant coot.jump(); dragStartY = null; // Reset dragStartY to prevent repeated jumps } } }; game.up = function (x, y, obj) { dragStartY = null; // Reset dragStartY when touch ends dragStartX = null; // Reset dragStartX when touch ends };
/****
* Classes
****/
var Butterfly = Container.expand(function () {
var self = Container.call(this);
var butterflyTypes = ['GreenButterfly', 'PinkButterfly', 'YellowButterfly'];
var selectedType = butterflyTypes[Math.floor(Math.random() * butterflyTypes.length)];
var butterflyGraphics = self.attachAsset(selectedType, {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize butterfly properties
self.speedX = -2; // Speed of the butterfly moving left
self.flitAmplitude = 20; // Amplitude of the flitting motion
self.flitFrequency = 0.1; // Frequency of the flitting motion
self.startY = Math.random() * (2732 * 0.6) + 2732 * 0.2; // Random Y position within midground tree layer
self.update = function () {
// Move the butterfly left
self.x += self.speedX * gameSpeed;
// Apply flitting motion
self.y = self.startY + Math.sin(self.x * self.flitFrequency) * self.flitAmplitude;
// Simulate wing flapping by adjusting scale
var flapScale = 0.2 * Math.sin(LK.ticks * 0.3) + 1;
butterflyGraphics.scale.x = flapScale;
butterflyGraphics.scale.y = flapScale;
// Destroy the butterfly if it goes off screen
if (self.x < -butterflyGraphics.width / 2) {
self.destroy();
}
};
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('Coin', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize coin properties
self.rotationSpeed = 0.05; // Rotation speed for the coin
self.speedX = -5; // Speed of the coin moving left
self.collecting = false; // Flag to check if the coin is being collected
self.targetX = 0; // Target X position for collection animation
self.targetY = 0; // Target Y position for collection animation
self.update = function () {
// Generate GoldSparkle particles
if (Math.random() < 0.0525) {
// Reduced chance by 25%
// 10% chance to generate a sparkle each update
var sparkle = new GoldSparkle();
sparkle.x = self.x + (Math.random() * coinGraphics.width - coinGraphics.width / 2);
sparkle.y = self.y + (Math.random() * coinGraphics.height - coinGraphics.height / 2);
game.addChild(sparkle);
}
// Removed rotation effect from the coin
// Move the coin left
self.x += self.speedX * gameSpeed;
// Apply spin effect over Y axis
coinGraphics.scale.x = Math.sin(self.x * 0.015);
// If the coin is being collected, animate it
if (self.collecting) {
self.x += (self.targetX - self.x) * 0.1;
self.y += (self.targetY - self.y) * 0.1;
coinGraphics.scale.x *= 0.90;
coinGraphics.scale.y *= 0.90;
// Check if the coin has reached the target position or is small enough
var reachedTarget = Math.abs(self.x - self.targetX) < 5 && Math.abs(self.y - self.targetY) < 5;
var shrunkEnough = coinGraphics.scale.x < 0.1 && coinGraphics.scale.y < 0.1;
if (reachedTarget || shrunkEnough) {
// Destroy all sparkles attached to the coin
game.children.forEach(function (child) {
if (child instanceof GoldSparkle && Math.abs(child.x - self.x) < coinGraphics.width / 2 && Math.abs(child.y - self.y) < coinGraphics.height / 2) {
child.destroy();
}
});
self.destroy();
coinCount++;
coinCounter.setText(Math.min(coinCount, 999).toString());
coinIcon.x = -coinCounter.width - 10; // Update coin icon position to hug the coin counter
return;
}
}
// Destroy the coin if it goes off screen
if (self.x < -coinGraphics.width / 2 && !self.collecting) {
self.destroy();
return; // Ensure no further updates after destruction
}
};
});
var CollisionBlock = Container.expand(function () {
var self = Container.call(this);
var collisionBlockGraphics = self.attachAsset('Collisionblock', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
});
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Example assets: 'coot', 'obstacle', 'background'
// Class for the main character, the American coot
var Coot = Container.expand(function () {
var self = Container.call(this);
var cootGraphics = self.attachAsset('coot', {
anchorX: 0.5,
anchorY: 0.5
});
self.originalX = self.x; // Store original X position
self.speed = 6.5;
self.dashSpeed = 15;
self.lives = 3; // Initialize Coot with three lives
self.dashDelay = 30;
self.isFalling = false;
self.isDashing = false;
self.fallRotation = 0; // Initialize fall rotation
self.dashTimer = 0;
self.jumpVelocity = 40; // Increased initial upward velocity for jump
self.gravity = 1.0; // Gravity to apply during jump
self.jumpHeight = 105;
self.isJumping = false;
self.isReturning = false; // New state to handle returning to top after diving
self.isInvincible = false; // Initialize invincible state
self.update = function () {
if (self.isJumping) {
// Removed forward X movement during jump
self.y -= self.jumpVelocity; // Move upwards with initial velocity
self.jumpVelocity -= self.gravity; // Apply gravity to slow down ascent
if (self.jumpVelocity <= 0) {
self.isJumping = false; // Stop jumping when upward velocity is zero
self.isFalling = true;
self.fallStartY = self.y; // Initialize fall start Y position
self.fallRotation = 0; // Initialize fall rotation
self.fallSpeed = 5; // Initialize fall speed
}
} else if (self.isFalling) {
if (self.lives <= 0) {
self.y -= self.fallSpeed; // Hop up a little
self.fallRotation += 0.05; // Rotate backwards
cootGraphics.rotation = -self.fallRotation; // Apply rotation
if (self.y <= self.fallStartY - 50) {
self.fallSpeed = -10; // Start falling down
}
if (self.y > 2732) {
LK.showGameOver(); // Trigger game over when off screen
}
} else {
self.y += self.gravity * 7; // Apply even more increased gravity to fall down faster
if (self.y >= self.originalY) {
self.y = self.originalY; // Ensure Coot doesn't go below original position
self.isFalling = false; // Stop falling
// Removed redundant X position reset during falling
self.jumpVelocity = 40; // Reset jump velocity for next jump
self.isJumping = false; // Ensure jumping state is reset
// Removed unnecessary isReturning reset in the falling state
}
// Remove wobble and water particles during falling
cootGraphics.rotation = 0; // Reset rotation to remove wobble
}
} else if (self.isDiving) {
self.y += self.speed * 1.5;
cootGraphics.alpha = Math.max(0.5, cootGraphics.alpha - 0.05); // Gradually decrease opacity
cootGraphics.tint = 0x0000ff; // Change tint to blue
if (self.y >= 2732 * 0.90) {
self.y = 2732 * 0.90; // Ensure Coot doesn't go below this point
self.isDiving = false; // Stop diving
self.returnDelay = Date.now() + 1000; // 1 second delay using time
}
} else if (self.returnDelay > 0) {
if (Date.now() >= self.returnDelay) {
self.returnDelay = 0; // Reset returnDelay after it is used
if (self.y >= 2732 * 0.90) {
self.isReturning = true; // Start returning after delay
}
}
} else if (self.isReturning) {
self.y -= self.speed * 1.5; // Match surfacing speed with descent speed
var transitionFactor = 1 - (self.y - self.originalY) / (2732 * 0.90 - self.originalY);
cootGraphics.alpha = 0.5 + 0.5 * transitionFactor; // Smoothly increase opacity
// Convert tint colors to RGB and interpolate
var startTint = self.underwaterTint;
var endTint = 0xffffff;
var r = (startTint >> 16 & 0xff) + ((endTint >> 16 & 0xff) - (startTint >> 16 & 0xff)) * transitionFactor;
var g = (startTint >> 8 & 0xff) + ((endTint >> 8 & 0xff) - (startTint >> 8 & 0xff)) * transitionFactor;
var b = (startTint & 0xff) + ((endTint & 0xff) - (startTint & 0xff)) * transitionFactor;
cootGraphics.tint = (r << 16) + (g << 8) + b; // Apply interpolated tint
if (self.y <= self.originalY) {
self.y = self.originalY;
self.isReturning = false; // Reset returning state
cootGraphics.alpha = 1.0; // Ensure opacity is fully reset
cootGraphics.tint = 0xffffff; // Reset tint to normal color when fully surfaced
}
// Removed redundant isReturning block to ensure visual effects are not reset prematurely
if (self.isReturning) {
self.x += (self.originalX - self.x) * 0.1; // Gradually slide back to original X position
}
}
// Add wobble effect to the coot while running
if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isFalling) {
cootGraphics.rotation = Math.sin(LK.ticks / 5) * 0.1; // Increase wobble speed by reducing the divisor
// Generate 1-2 water splash particles every 60 ticks (1 second) only when not jumping, diving, or falling
if (!self.isJumping && !self.isDiving && !self.isFalling && LK.ticks % 60 == 0) {
var numParticles = Math.floor(Math.random() * 2) + 1;
for (var i = 0; i < numParticles; i++) {
var splashLeft = new Splash();
splashLeft.x = self.x - cootGraphics.width / 2;
splashLeft.y = self.y + cootGraphics.height / 2;
game.addChildAt(splashLeft, game.getChildIndex(foreground1) - 1);
var splashRight = new Splash();
splashRight.x = self.x + cootGraphics.width / 2;
splashRight.y = self.y + cootGraphics.height / 2;
game.addChildAt(splashRight, game.getChildIndex(foreground1) - 1);
}
}
}
// Handle dash state
if (self.isDashing) {
if (self.dashTimer < self.dashDelay) {
// Dash forward
if (self.x < 2048 * 0.75) {
// Stop at 3/4 of screen width
self.x += self.dashSpeed * 1.1;
}
self.dashTimer++;
} else {
var returnSpeed = 10; // Fixed return speed
self.x += Math.sign(self.originalX - self.x) * Math.min(returnSpeed, Math.abs(self.originalX - self.x));
if (Math.abs(self.x - self.originalX) < returnSpeed) {
self.x = self.originalX;
self.isDashing = false;
self.dashTimer = 0;
}
}
}
// Ensure smooth return to original position if falling and returning from a dash
if (self.isFalling && self.isReturning) {
var returnSpeed = 10; // Fixed return speed
self.x += Math.sign(self.originalX - self.x) * Math.min(returnSpeed, Math.abs(self.originalX - self.x));
if (Math.abs(self.x - self.originalX) < returnSpeed) {
self.x = self.originalX;
self.isReturning = false;
}
}
};
self.isDiving = false;
self.isDashing = false;
self.dashSpeed = 15;
self.dashDelay = 60; // frames before return (1 second at 60fps)
self.dashTimer = 0;
self.originalX = self.x; // Store original position
self.jump = function () {
if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isDashing) {
self.isJumping = true;
self.originalX = self.x;
// Removed X position update from jump function
self.isReturning = false; // Ensure returning state is reset when jumping
self.originalY = self.y;
}
};
self.dash = function () {
if (!self.isJumping && !self.isDiving && !self.isReturning && !self.isDashing) {
self.isDashing = true;
self.originalX = self.x;
self.dashTimer = 0;
}
};
self.dive = function () {
if (!self.isJumping && !self.isDiving && !self.isDashing) {
self.isDiving = true;
self.returnDelay = Date.now() + 5000; // Set return delay to 5 seconds using time
self.isReturning = false; // Ensure returning state is reset when diving
self.underwaterTint = 0x4444ff; // Set initial underwater tint color
// Removed duplicate isReturning = false line
self.originalX = self.x;
self.originalY = self.y;
self.y += self.speed * 2; // Start diving downwards immediately with increased speed
// Generate water splash particles
var numParticles = Math.floor(Math.random() * 3) + 2; // Generate 2-4 particles
for (var i = 0; i < numParticles; i++) {
var splash = new Splash();
splash.x = self.x;
splash.y = self.y + cootGraphics.height / 2;
game.addChildAt(splash, game.getChildIndex(foreground1) - 1);
}
}
};
});
var DayCountDisplay = Container.expand(function () {
var self = Container.call(this);
var dayText = new Text2('Day ' + DayCount, {
size: 100,
fill: "#ffffff"
});
dayText.anchor.set(0.5, 0.5);
self.addChild(dayText);
self.show = function () {
dayText.setText('Day ' + DayCount);
dayText.alpha = 1;
LK.setTimeout(function () {
self.destroy();
}, 3000);
};
});
var DuckWarningIcon = Container.expand(function () {
var self = Container.call(this);
var iconGraphics = self.attachAsset('DuckIcon', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.75
});
self.flashInterval = 0;
self.update = function () {
self.flashInterval++;
if (self.flashInterval % 30 < 15) {
iconGraphics.alpha = 0.75;
} else {
iconGraphics.alpha = 0.5;
}
};
});
var EagleFeather = Container.expand(function () {
var self = Container.call(this);
var featherGraphics = self.attachAsset('Eaglefeather', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize feather properties
self.rotationSpeed = Math.random() * 0.02 - 0.01; // Random rotation speed
self.driftX = Math.random() * 2 - 1; // Random sideways drift
self.driftY = Math.random() * -1 - 0.5; // Upward drift
self.fadeRate = 0.005; // Fade out rate
self.update = function () {
self.x += self.driftX * gameSpeed;
self.y += self.driftY * gameSpeed;
featherGraphics.rotation += self.rotationSpeed;
featherGraphics.alpha -= self.fadeRate;
// Destroy feather when fully faded
if (featherGraphics.alpha <= 0) {
self.destroy();
}
};
});
var EagleWarningIcon = Container.expand(function () {
var self = Container.call(this);
var iconGraphics = self.attachAsset('EagleIcon', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.75
});
self.flashInterval = 0;
self.update = function () {
self.flashInterval++;
if (self.flashInterval % 30 < 15) {
iconGraphics.alpha = 0.75;
} else {
iconGraphics.alpha = 0.5;
}
};
});
var Firefly = Container.expand(function () {
var self = Container.call(this);
var fireflyGraphics = self.attachAsset('Firefly', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize firefly properties
self.speedX = Math.random() * 8 - 4; // Further increased random horizontal speed
self.speedY = Math.random() * 8 - 4; // Further increased random vertical speed
self.fadeRate = 0.005; // Much slower fade rate for slow pulsing
self.flickerTimer = Math.random() * 240 + 120; // Random flicker timer between 2 to 4 seconds
self.alphaDirection = 1; // Direction of alpha change (1 for fade in, -1 for fade out)
self.lifetime = Math.random() * 180 + 180; // Random lifetime between 3 to 5 seconds
self.update = function () {
// Move the firefly
self.x += self.speedX;
self.y += self.speedY;
// Loop around the screen
if (self.x < 0) {
self.x = 2048;
}
if (self.x > 2048) {
self.x = 0;
}
if (self.y < 0) {
self.y = 2732;
}
if (self.y > 2732) {
self.y = 0;
}
// Flicker effect
self.flickerTimer--;
if (self.flickerTimer <= 0) {
fireflyGraphics.alpha = Math.random(); // Random alpha for flicker
self.flickerTimer = Math.random() * 60 + 30; // Reset flicker timer
}
// Fade in and out
fireflyGraphics.alpha += self.fadeRate * self.alphaDirection;
if (fireflyGraphics.alpha <= 0 || fireflyGraphics.alpha >= 1) {
self.alphaDirection *= -1; // Reverse fade direction
}
// Destroy firefly after its lifetime
self.lifetime--;
if (self.lifetime <= 0) {
self.destroy();
}
};
});
var FishWarningIcon = Container.expand(function () {
var self = Container.call(this);
var iconGraphics = self.attachAsset('FishIcon', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.75
});
self.flashInterval = 0;
self.update = function () {
self.flashInterval++;
if (self.flashInterval % 30 < 15) {
iconGraphics.alpha = 0.75;
} else {
iconGraphics.alpha = 0.5;
}
};
});
// Define a single obstacleTypes array as a constant
// Class for the foreground
var Foreground = Container.expand(function () {
var self = Container.call(this);
var foregroundGraphics = self.attachAsset('Foreground', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.isFirst = false; // Will be set during initialization
self.update = function () {
// Only move the first piece
if (self.isFirst) {
self.x -= self.speed * gameSpeed; // Apply gameSpeed to movement
// Move second piece to maintain fixed distance
self.other.x = self.x + self.width;
// Reset both pieces when first goes off screen
if (self.x < -self.width / 1.5) {
// Reset earlier - when piece is mostly off screen
self.x += self.width;
self.other.x = self.x + self.width;
}
}
};
});
var GoldSparkle = Container.expand(function () {
var self = Container.call(this);
var sparkleGraphics = self.attachAsset('GoldSparkle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = (Math.random() * 2 - 1) * 0.75; // Reduced horizontal speed by 25%
self.speedY = (Math.random() * 2 - 1) * 0.75; // Reduced vertical speed by 25%
self.fadeRate = 0.02; // Rate at which the sparkle fades
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
sparkleGraphics.alpha -= self.fadeRate;
if (sparkleGraphics.alpha <= 0) {
self.destroy();
}
};
});
// Class for the midgroundtrees
var Midgroundtrees = Container.expand(function () {
var self = Container.call(this);
var midgroundtreesGraphics = self.attachAsset('Midgroundtrees', {
anchorX: 0.5,
anchorY: 0.7
});
self.speed = 3;
self.update = function () {
self.x -= self.speed * gameSpeed;
// self.y = coot.y;
if (self.x <= -self.width / 2) {
self.x += self.width * 2;
}
};
});
var Moon = Container.expand(function () {
var self = Container.call(this);
var moonGraphics = self.attachAsset('Moon', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize moon properties
self.startX = -moonGraphics.width / 2; // Start off-screen to the left
self.startY = 2732 * 0.25; // 25% from the top
self.endX = 2048 + moonGraphics.width / 2; // End off-screen to the right
self.arcHeight = 2732 * 0.1; // Arc height
self.duration = 3.75 * 60 * 60; // 3.75 minutes in ticks (assuming 60 FPS)
self.ticks = 0;
self.update = function () {
self.ticks++;
var progress = self.ticks / self.duration;
self.x = self.startX + (self.endX - self.startX) * progress;
self.y = self.startY - Math.sin(progress * Math.PI) * self.arcHeight;
// Start fading the night background into day a few seconds before the moon is destroyed
if (self.x >= 2048 - moonGraphics.width) {
nightBackground.alpha = 1 - (self.x - (2048 - moonGraphics.width)) / moonGraphics.width;
}
// Destroy the moon when it goes off-screen to the right
if (self.x > self.endX) {
self.destroy();
// Switch to day state
isDay = true;
isNight = false;
DayCount += 1; // Increase day count by 1
dayCountDisplay.show(); // Show day count display
// Start spawning butterflies
butterflySpawnInterval = LK.setInterval(function () {
var newButterfly = new Butterfly();
newButterfly.x = Math.random() * 2048;
newButterfly.y = Math.random() * 2732;
game.addChild(newButterfly);
}, 1000); // Spawn a butterfly every second
// Stop spawning fireflies
if (fireflySpawnInterval) {
LK.clearInterval(fireflySpawnInterval);
fireflySpawnInterval = null;
}
game.addChild(new Sun());
}
};
});
// Class for the Obstacle (Duck, Eagle, and Fish combined)
var Obstacle = Container.expand(function (type) {
var self = Container.call(this);
var graphics;
var collisionBlock = self.addChild(new CollisionBlock());
collisionBlock.x = 0;
collisionBlock.y = 0;
graphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
// Add a Ripple instance to the Duck obstacle
if (type === 'Duck') {
self.lastRippleTime = Date.now();
var ripple = new Ripple();
ripple.x = 0; // Center the ripple on the Duck
ripple.y = graphics.height / 2; // Position the ripple at the bottom of the Duck
self.addChildAt(ripple, 0); // Add ripple below the Duck but above the water layer
}
self.speedX = -6;
if (type === 'Fish') {
self.isJumping = false;
self.pauseTime = 0;
graphics.tint = 0x4444ff;
graphics.alpha = 0.7;
}
if (type === 'Fish') {
self.speedX = -6; // Back to original fast swimming speed
self.jumpSpeed = 0.05; // Slow jump speed control
self.isJumping = false;
self.isPausing = false;
self.pauseTime = 0;
self.lastSplashTime = Date.now(); // Add splash timer
graphics.tint = 0x4444ff; // Set underwater blue tint initially
graphics.alpha = 0.7; // Set underwater opacity initially
self.isFalling = false;
self.jumpVelocity = 0;
self.jumpStartY = self.y; // Store original position
self.jumpTime = 0; // Initialize jump time counter
self.y = 2732 * 0.90; // Set Fish Y position to the bottom of the Coot's dive
}
if (type === 'Eagle') {
self.lastFeatherTime = Date.now();
self.targetY = coot.isDiving || coot.isReturning ? coot.originalY : coot.y;
self.speedY = (self.targetY - self.y) / 100;
self.speedX = -8; // Add horizontal speed variable for eagle
}
self.update = function () {
self.x += self.speedX * gameSpeed;
if (type === 'Fish') {
// Move horizontally
self.x += self.speedX;
// Generate underwater splash effects
if (!self.isJumping && Date.now() - self.lastSplashTime >= 200) {
// Generate every 200ms
var numSplashes = Math.floor(Math.random() * 2) + 1; // 1-2 splashes
for (var i = 0; i < numSplashes; i++) {
var splash = new Splash();
splash.x = self.x + (Math.random() * graphics.width - graphics.width / 2); // Random position along fish body
splash.y = self.y;
splash.tint = 0x4444ff; // Match fish's underwater tint
game.addChildAt(splash, game.getChildIndex(self) - 1);
}
self.lastSplashTime = Date.now();
}
// Check if crossing under Coot
if (self.x <= coot.x && !self.isJumping) {
self.speedX = 0;
graphics.alpha = 0;
self.pauseTime += 0.02; // Increase pause time by reducing increment rate
}
// Add this check for when to reappear
if (self.pauseTime >= 1 && !self.isJumping) {
graphics.alpha = 1;
graphics.rotation = Math.PI / 2; // Changed from -Math.PI/2 to rotate the other way
self.isJumping = true;
self.jumpStartY = self.y;
self.jumpTime = 0;
}
// Handle jumping motion
if (self.isJumping) {
self.jumpTime += self.jumpSpeed; // Use slower jumpSpeed
var jumpHeight = -Math.sin(self.jumpTime) * 864; // Increased by 20% from 720 to 864
self.y = self.jumpStartY + jumpHeight;
// Generate bigger splash burst when jumping out
if (self.jumpTime < 0.1) {
// Only on first frame of jump
var burstSplashes = Math.floor(Math.random() * 4) + 6; // 6-9 splashes (increased from 4-6)
for (var i = 0; i < burstSplashes; i++) {
var splash = new Splash();
splash.x = self.x + (Math.random() * graphics.width - graphics.width / 2);
splash.y = self.jumpStartY - Math.random() * 200; // Make splashes go higher
game.addChildAt(splash, game.getChildIndex(self) - 1);
}
}
// Change tint based on height above water
if (self.y < self.jumpStartY - 50) {
graphics.tint = 0xffffff; // Normal color above water
graphics.alpha = 1.0;
} else {
graphics.tint = 0x4444ff; // Blue tint in water
graphics.alpha = 0.7;
}
if (self.jumpTime > Math.PI) {
Obstacle.lastDestroyTime = Date.now();
console.log("Fish destroyed after jump at " + Date.now());
currentObstacle = null; // Add this line
self.destroy();
}
}
// Normal destroy check
if (self.x <= -self.width / 2) {
self.destroy();
Obstacle.lastDestroyTime = Date.now();
}
} else if (type === 'Eagle') {
self.y += self.speedY;
if (Date.now() - self.lastFeatherTime >= 900) {
// Feather spawn every 900ms
var numFeathers = Math.floor(Math.random() * 2) + 2; // Spawn 2-3 feathers
for (var i = 0; i < numFeathers; i++) {
var feather = new EagleFeather();
feather.x = self.x + (Math.random() * 20 - 10); // Slight horizontal variation
feather.y = self.y + graphics.height / 2;
game.addChildAt(feather, game.getChildIndex(self) - 1);
}
self.lastFeatherTime = Date.now();
}
if (self.x <= -self.width / 2) {
console.log("Checking for destruction: Eagle at " + self.x);
self.destroy(); // Destroy the obstacle when it moves off-screen
Obstacle.lastDestroyTime = Date.now(); // Set lastDestroyTime when destroyed
console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime);
}
if (type === 'Eagle') {
self.targetY = coot.originalY - coot.height / 2; // Aim for the top of the coot
self.speedY = (self.targetY - self.y) / 50;
}
} else if (type === 'Duck') {
// Add sinusoidal wave pattern travel for Duck
if (type === 'Duck') {
self.y += Math.sin(self.x * 0.00625) * 2.7; // Adjusted sinusoidal wave pattern with further reduced frequency and increased amplitude
}
// Ripple spawn logic
if (Date.now() - self.lastRippleTime >= 500) {
var ripple = new Ripple();
ripple.x = self.x;
ripple.y = self.y + graphics.height / 2;
game.addChildAt(ripple, game.getChildIndex(self) - 1);
self.lastRippleTime = Date.now();
}
// Existing destroy logic
if (self.x <= -self.width / 2) {
console.log("Checking for destruction: Duck at " + self.x);
self.destroy();
Obstacle.lastDestroyTime = Date.now();
console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime);
}
}
collisionBlock.x = 0;
collisionBlock.y = 0;
};
});
var Ripple = Container.expand(function () {
var self = Container.call(this);
var rippleGraphics = self.attachAsset('Ripple', {
anchorX: 0.5,
anchorY: 0.5
});
self.initialScale = 0.05;
self.growthRate = 0.02;
self.fadeRate = 0.01;
self.maxScale = 2.0;
rippleGraphics.scaleX = self.initialScale;
rippleGraphics.scaleY = self.initialScale;
self.update = function () {
console.log("Ripple update called");
rippleGraphics.scaleX += self.growthRate;
rippleGraphics.scaleY += self.growthRate;
rippleGraphics.alpha -= self.fadeRate;
console.log("Ripple scale:", rippleGraphics.scaleX, "Ripple alpha:", rippleGraphics.alpha);
if (rippleGraphics.scaleX >= self.maxScale || rippleGraphics.alpha <= 0) {
console.log("Ripple destroyed");
self.destroy();
}
};
});
// Static respawn delay property
// Class for the water splash particles
var Splash = Container.expand(function () {
var self = Container.call(this);
var scale = Math.random() * 0.75 + 0.25;
var splashGraphics = self.attachAsset('Watersplash', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: scale,
scaleY: scale
});
self.speedX = Math.random() * 2 - 1; // Random speed in X direction
self.speedY = -Math.random() * 5; // Random upward speed in Y direction
self.gravity = 0.1; // Gravity to pull the particle down
self.update = function () {
self.x += self.speedX * gameSpeed;
self.y += self.speedY * gameSpeed;
self.speedY += self.gravity; // Apply gravity
// Add rotation based on the speed of the particle
self.rotation += self.speedX / 10;
if (self.y > 2732) {
// If the particle is below the screen
self.destroy(); // Destroy the particle
}
};
});
var Sun = Container.expand(function () {
var self = Container.call(this);
var sunGraphics = self.attachAsset('Sun', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize sun properties
self.startX = -sunGraphics.width / 2; // Start off-screen to the left
self.startY = 2732 * 0.25; // 25% from the top
self.endX = 2048 + sunGraphics.width / 2; // End off-screen to the right
self.arcHeight = 2732 * 0.1; // Arc height
self.duration = 2.5 * 60 * 60; // 2.5 minutes in ticks (assuming 60 FPS)
self.ticks = 0;
self.update = function () {
self.ticks++;
var progress = self.ticks / self.duration;
self.x = self.startX + (self.endX - self.startX) * progress;
self.y = self.startY - Math.sin(progress * Math.PI) * self.arcHeight;
// Calculate fade threshold and apply smooth fade based on sun's position
var fadeThreshold = 0.8; // Start fade at 80% of sun's journey
if (progress >= fadeThreshold) {
var fadeProgress = (progress - fadeThreshold) / (1 - fadeThreshold);
nightBackground.alpha = fadeProgress;
}
// Destroy the sun when it goes off-screen to the right
if (self.x > self.endX) {
self.destroy();
// Switch to night state
isDay = false;
isNight = true;
// Start spawning fireflies
fireflySpawnInterval = LK.setInterval(function () {
var newFirefly = new Firefly();
newFirefly.x = Math.random() * 2048;
newFirefly.y = Math.random() * 2732;
game.addChild(newFirefly);
}, 1000); // Spawn a firefly every second
game.addChild(new Moon());
}
};
});
// Class for the water
var Water = Container.expand(function () {
var self = Container.call(this);
var waterGraphics = self.attachAsset('Water', {
anchorX: 0.5,
anchorY: 0.7
});
self.speed = 2;
self.update = function () {
self.x -= self.speed * gameSpeed;
// self.y = midgroundtrees1.y + midgroundtrees1.height / 2;
if (self.x <= -self.width / 2) {
self.x += self.width * 2;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Define a single obstacleTypes array as a constant
var obstacleTypes = ['Duck', 'Eagle', 'Fish'];
var obstacleSpawnChances = {
Duck: 1,
Eagle: 1,
Fish: 1
};
Obstacle.getRandomDelay = function (min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
};
Obstacle.spawnDelay = 6750; // Reduce default spawn delay by 25% to 6.75 seconds
Obstacle.respawnDelay = {
Eagle: Obstacle.getRandomDelay(2250, 3750),
// Reduce Eagle respawn delay by 25%
Duck: Obstacle.getRandomDelay(2250, 3750),
// Reduce Duck respawn delay by 25%
Fish: Obstacle.getRandomDelay(2250, 3750) // Reduce Fish respawn delay by 25%
};
Obstacle.lastDestroyTime = Date.now() - 5000; // Initialize to ensure first spawn check passes
console.log("Initial lastDestroyTime: " + Obstacle.lastDestroyTime);
var background = game.addChild(LK.getAsset('Background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 2048 / 2500,
scaleY: 2732 / 2500
}));
var nightBackground = game.addChild(LK.getAsset('NightBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 2048 / 2500,
scaleY: 2732 / 2500,
alpha: 0
}));
var DayCount = 1; // Global variable to keep track of the number of days, initialized to 1 at game start
// Initialize the sun after title screen
var sun;
var isDay = true; // Initialize day state
var isNight = false; // Initialize night state
// Initialize the midgroundtrees
var midgroundtrees1 = game.addChild(new Midgroundtrees());
midgroundtrees1.x = 2048 / 2;
midgroundtrees1.y = 2732 * 0.7;
var midgroundtrees2 = game.addChild(new Midgroundtrees());
midgroundtrees2.x = 2048 / 2 + midgroundtrees2.width;
midgroundtrees2.y = 2732 * 0.7;
// Initialize the water
var water1 = game.addChild(new Water());
water1.x = 2048 / 2;
water1.y = midgroundtrees1.y + midgroundtrees1.height / 2;
var water2 = game.addChild(new Water());
water2.x = 2048 / 2 + water2.width;
water2.y = midgroundtrees2.y + midgroundtrees2.height / 2;
// Initialize game logo
var gameLogo = LK.getAsset('GameIcon', {
anchorX: 0.5,
anchorY: 0.5,
x: -100,
// Start off-screen to the left
y: 2732 / 2 // Center vertically
});
game.addChild(gameLogo);
// Initialize game variables
var coot;
var dragStartY = null; // Initialize dragStartY to null
var dragStartX = null; // Initialize dragStartX to null
var gameSpeed = 0; // Global variable for game speed, set to 0 during title screen
var isTitleScreen = true; // Flag to indicate if the game is in the title screen state
var gameActive = false; // Flag to indicate if the game is actively being played
var speedIncreaseInterval = 20000; // 20 seconds in milliseconds
var maxGameSpeed = 4.0; // Maximum game speed
var lastSpeedIncreaseTime = Date.now(); // Track the last time speed was increased
var score = 0;
var coinCount = 0; // Global variable to keep track of collected coins
var currentObstacle = null;
var warningIcon = null;
// Initialize the foreground
var foreground1 = new Foreground();
var foreground2 = new Foreground();
game.addChild(foreground1);
game.addChild(foreground2);
foreground1.x = 2048 / 2;
foreground1.y = 2732 * 0.9;
foreground2.x = foreground1.x + foreground1.width;
foreground2.y = 2732 * 0.9;
foreground1.isFirst = true;
foreground1.other = foreground2;
foreground2.other = foreground1;
// Validate positioning
if (Math.abs(foreground2.x - (foreground1.x + foreground1.width)) > 1) {
console.error("Foreground pieces are not correctly positioned!");
}
foreground1.other = foreground2;
foreground2.other = foreground1;
game.addChild(foreground1);
game.addChild(foreground2);
// Add coin counter display
var coinCounter = new Text2('0', {
size: 150,
// Increased size for better visibility
fill: "#ffffff"
});
coinCounter.anchor.set(1, 0); // Anchor to the top right corner
// Add coin asset beside the coin counter
var coinIcon = LK.getAsset('Coin', {
anchorX: 1,
anchorY: 0,
x: -coinCounter.width - 10,
// Position to the left of the counter with some padding
y: 0
});
LK.gui.topRight.addChild(coinIcon);
LK.gui.topRight.addChild(coinCounter);
// Add heart icons to represent Coot's lives
var heartIcons = [];
for (var i = 0; i < 3; i++) {
// Always create 3 heart icons
var heartIcon = LK.getAsset('HeartLife', {
anchorX: 0,
anchorY: 0,
x: -coinCounter.width - 10 - i * 110,
y: coinIcon.height + 10
});
LK.gui.topRight.addChild(heartIcon);
heartIcons.push(heartIcon);
}
// Update heart icons based on remaining lives
heartIcons.forEach(function (icon, index) {
icon.alpha = coot && index < coot.lives ? 1 : 0.2; // Dim the heart if life is lost
});
var dayCountDisplay;
game.update = function () {
if (DayCount > 1 && !dayCountDisplay.visible) {
dayCountDisplay.show();
}
if (isTitleScreen) {
// Only update background, midground trees, water, and foreground during title screen
midgroundtrees1.update();
midgroundtrees2.update();
water1.update();
water2.update();
foreground1.update();
foreground2.update();
// Animate game logo sliding in from the left
if (gameLogo.x < 2048 / 2) {
gameLogo.x += 30; // Slide in quickly
} else {
gameLogo.x = 2048 / 2; // Stop at center
}
return; // Exit update function to prevent further updates
}
coot.update();
// Increase game speed every 20 seconds
if (!isTitleScreen && Date.now() - lastSpeedIncreaseTime >= speedIncreaseInterval) {
if (gameSpeed < maxGameSpeed) {
gameSpeed = Math.min(gameSpeed + 0.1, maxGameSpeed);
// Decrease respawn delay for all obstacles
Obstacle.respawnDelay.Eagle = Math.max(Obstacle.respawnDelay.Eagle - 500, 1000);
Obstacle.respawnDelay.Duck = Math.max(Obstacle.respawnDelay.Duck - 500, 1000);
Obstacle.respawnDelay.Fish = Math.max(Obstacle.respawnDelay.Fish - 500, 1000);
}
lastSpeedIncreaseTime = Date.now();
}
// Removed the timer counter increment and display logic
// Check for collision between the Coot and the Collision Block of the current obstacle
if (currentObstacle && coot.intersects(currentObstacle.children[0]) && !coot.isInvincible) {
coot.lives -= 1;
if (coot.lives <= 0) {
coot.isFalling = true;
coot.fallStartY = coot.y;
coot.fallRotation = 0;
coot.fallSpeed = 5;
heartIcons[0].alpha = 0.2; // Dim the last heart icon to indicate all lives lost
} else {
coot.isInvincible = true;
heartIcons[coot.lives].alpha = 0.2; // Dim the heart icon to indicate a lost life
// Flash effect for invincibility
LK.effects.flashScreen(0xff0000, 100); // Flash screen red for 100ms
var flashInterval = LK.setInterval(function () {
coot.children[0].alpha = coot.children[0].alpha === 1 ? 0.5 : 1;
}, 100);
LK.setTimeout(function () {
LK.clearInterval(flashInterval);
coot.children[0].alpha = 1;
coot.isInvincible = false;
}, 1500);
}
}
// Update the midgroundtrees
midgroundtrees1.update();
midgroundtrees2.update();
// Update the water
water1.update();
water2.update();
// Update the current obstacle
// Check if the current obstacle needs destruction
if (currentObstacle && currentObstacle.x < -currentObstacle.width / 2) {
currentObstacle.destroy();
Obstacle.lastDestroyTime = Date.now();
console.log("Obstacle destroyed at " + Obstacle.lastDestroyTime);
currentObstacle = null;
}
// Check if it's time to spawn a new obstacle
if (gameActive && !currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay - 1000) {
if (!warningIcon) {
var totalChance = obstacleSpawnChances.Duck + obstacleSpawnChances.Eagle + obstacleSpawnChances.Fish;
var randomChance = Math.random() * totalChance;
var cumulativeChance = 0;
for (var i = 0; i < obstacleTypes.length; i++) {
cumulativeChance += obstacleSpawnChances[obstacleTypes[i]];
if (randomChance < cumulativeChance) {
currentObstacleType = obstacleTypes[i];
obstacleSpawnChances[currentObstacleType] = 1; // Reset chance on spawn
break;
}
}
var warningIconClass = currentObstacleType + 'WarningIcon';
var warningIconClassMap = {
'Duck': DuckWarningIcon,
'Eagle': EagleWarningIcon,
'Fish': FishWarningIcon
};
warningIcon = game.addChild(new warningIconClassMap[currentObstacleType]());
warningIcon.x = 2048 / 2;
warningIcon.y = 2732 / 2;
}
}
if (gameActive && !currentObstacle && Date.now() - Obstacle.lastDestroyTime >= Obstacle.spawnDelay) {
if (warningIcon) {
warningIcon.destroy();
warningIcon = null;
}
console.log("Selected obstacle type: ", currentObstacleType);
currentObstacle = game.addChild(new Obstacle(currentObstacleType));
currentObstacle.x = 2048 + currentObstacle.width / 2; // Ensure it starts off-screen
currentObstacle.y = currentObstacleType === 'Duck' ? 2732 * 0.80 : currentObstacleType === 'Eagle' ? 2732 * 0.25 : 2732 * 0.85;
console.log("Spawned " + currentObstacleType + " at " + Date.now());
// Increase spawn chance for obstacles not selected
obstacleTypes.forEach(function (type) {
if (type !== currentObstacleType) {
obstacleSpawnChances[type] += 0.5; // Increase chance by 0.5 for each non-selected obstacle
}
});
}
if (currentObstacle) {
currentObstacle.update();
}
// Check for collision between the Coot and Coins
game.children.forEach(function (child) {
if (child instanceof Coin && coot.intersects(child) && !child.collecting) {
child.collecting = true;
child.targetX = 2048 - coinCounter.width - coinIcon.width - 20 - coinIcon.x; // Adjusted to account for padding, counter width, and dynamic icon position
child.targetY = coinIcon.y + coinIcon.height / 2; // Center vertically on the coin icon
}
});
// Update the foreground
foreground1.update();
foreground2.update();
// Spawn butterflies randomly
if (isDay && LK.ticks % 720 == 0) {
// Every 3 seconds at 60 FPS
var newButterfly = new Butterfly();
newButterfly.x = 2048 + newButterfly.width / 2; // Start off-screen to the right
newButterfly.y = Math.random() * (2732 * 0.6) + 2732 * 0.2; // Random Y position within midground tree layer
game.addChild(newButterfly);
}
// Spawn coins randomly
if (LK.ticks % 120 == 0) {
// Every 2 seconds at 60 FPS
var newCoin = new Coin();
newCoin.x = 2048 + newCoin.width / 2; // Start off-screen to the right
newCoin.y = Math.random() * (2732 * 0.45) + 2732 * 0.35; // Random Y position between 35% and 80% of the screen height
game.addChild(newCoin);
}
};
// Handle touch events for jumping and diving
game.down = function (x, y, obj) {
if (isTitleScreen) {
// Slide game logo offscreen to the right
var slideOutInterval = LK.setInterval(function () {
gameLogo.x += 50; // Slide out quickly
if (gameLogo.x > 2048 + gameLogo.width / 2) {
LK.clearInterval(slideOutInterval);
}
}, 16);
isTitleScreen = false; // Exit title screen state
gameSpeed = 1.2; // Set initial game speed
gameActive = true; // Set gameActive to true when gameplay starts
Obstacle.lastDestroyTime = Date.now(); // Initialize lastDestroyTime when gameplay starts
// Initialize Coot when exiting the title screen
coot = new Coot();
coot.x = 2048 * 0.20;
coot.y = 2732 * 0.75;
coot.originalX = coot.x; // Initialize originalX position
coot.originalY = coot.y; // Initialize originalY position
game.addChildAt(coot, game.getChildIndex(foreground1) - 1);
// Initialize heart icons based on Coot's lives
heartIcons.forEach(function (icon, index) {
icon.alpha = index < coot.lives ? 1 : 0.2; // Dim the heart if life is lost
});
// Initialize the day count display after exiting the title screen
dayCountDisplay = new DayCountDisplay();
LK.gui.top.addChild(dayCountDisplay);
dayCountDisplay.y = 2732 * 0.3; // Move down by 30% of the screen height
dayCountDisplay.show();
// Initialize the sun after exiting the title screen
sun = game.addChild(new Sun());
sun.x = sun.startX;
sun.y = sun.startY;
return; // Exit function to prevent further actions
}
dragStartY = y; // Record the initial y position when touch starts
dragStartX = x; // Record the initial x position when touch starts
};
game.move = function (x, y, obj) {
if (dragStartY !== null && dragStartX !== null) {
if (x - dragStartX > 50) {
// Check if the drag is rightward and significant
coot.isDashing = true;
dragStartX = null; // Reset dragStartX to prevent repeated dashes
}
if (y - dragStartY > 50 && coot.y === coot.originalY) {
// Check if the drag is downward and significant
coot.dive();
dragStartY = null; // Reset dragStartY to prevent repeated dives
} else if (dragStartY - y > 50 && coot.y === coot.originalY) {
// Check if the drag is upward and significant
coot.jump();
dragStartY = null; // Reset dragStartY to prevent repeated jumps
}
}
};
game.up = function (x, y, obj) {
dragStartY = null; // Reset dragStartY when touch ends
dragStartX = null; // Reset dragStartX when touch ends
};
American Coot sprite sheet. Running with wings up.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A beautiful blue sky background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Grass and reeds foreground layer for endless runner. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White water bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A mallard floating on the water. Looking left. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A swimming salmon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A single golden coin with the head of an American Coot on it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
The sun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Game icon for a video game called “Coot Run”. Show an American Coot with its wings up and its foot big in the foreground. Show the name of the game big in the center with the coots foot underneath.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A moon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A starry sky background image. High resolution. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A fiery Phoenix with wings outspread.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A dark blue rectangle background with rounded edges to place text on top of for a menu.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An owl with talons extended downwards and wings up. Looking down. Color Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A captain’s hat. Side profile. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A rainbow hat with a propeller on the top. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A striped beanie. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white SVG with big bold letters, that says “Start”. A couple black feathers flying off the edge of the word. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white SVG with big bold letters, that says “How to play”. A couple black feathers flying off the edge of the word. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sombrero. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A knights helmet. Side view. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A horned Viking cap. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An astronauts helmet. Side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A cowboy hat. Full side profile. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
duck
Sound effect
eagle
Sound effect
fishsplash
Sound effect
jumpsound
Sound effect
dashsound
Sound effect
backgroundmusic
Music
coin
Sound effect
powerup
Sound effect
coothurt
Sound effect
owl
Sound effect
phoenix
Sound effect
alert
Sound effect
cootdive
Sound effect
whistle
Sound effect