User prompt
Power up display not showing. Fix
User prompt
Create power ups icons based on assets used for power ups and use the appropriate icon on the power up display.
User prompt
Power up display should be bigger and be on the top layer
User prompt
Please create a power-up status display system for the bottom of the screen. Specifically: 1. Create a PowerUpDisplay container: - Position at bottom center (y: 2732 * 0.9) - Horizontally centered (x: 2048/2) - Use flexible layout to accommodate multiple power-ups 2. For each active power-up: - Display icon and timer horizontally aligned - Format: [Icon] [Time] with small spacing between - Scale icons appropriately (not too large) - Show time in seconds, updating each frame - Center the entire group of active power-ups 3. Handle multiple power-ups: - Stack horizontally with consistent spacing - Keep centered as items are added/removed - Example: [Shield 5s] [Dash 3s] [Speed 10s] - Automatically reposition remaining items when one expires 4. Update system: - Remove display when timer reaches 0 - Update timer text each frame - Smooth transitions when adding/removing power-ups - Keep consistent spacing and centering Think digital sports scoreboard style - clean, readable, and professional.
User prompt
Add a power up display that shows on the bottom middle of the screen. The display should show the icon for the display with the timer counting down beside it. Only display Warning, Coin Magnet and Power Dash. Have the display centered, but adjust to make room if more than one power up is collected.
User prompt
Make sure sparkles are cleaned up when coins are collected using coin magnet
User prompt
Please modify the dash permission logic to check for PowerDash state before allowing mid-air dashing. Specifically: 1. In the dash control check (where x - dragStartX > 50), add PowerDash validation: ```javascript if (x - dragStartX > 50) { // Only allow dash during these states if PowerDash is active if (coot.isJumping || coot.isFalling || coot.isDiving || coot.isReturning || coot.returnDelay > 0) { // Check for PowerDash before allowing if (coot.hasPowerDash) { coot.isDashing = true; } } else { // Normal dash on ground, no PowerDash needed coot.isDashing = true; } dragStartX = null; } ``` 2. Keep all other dash mechanics the same: - Dash speed - Return behavior - State cleanup - Control reset
User prompt
Let me make it clear, you should NOT be able to dash in those states unless PowerDash is set to true. By default it should not be true.
User prompt
Add a check for PowerDash state when trying to dash while jumping, falling, diving, returning or has return delay. Only allow in these states if power dash is active.
User prompt
Add a PowerDash state to coot that is set to true when power dash is collected. Have it last for 30 seconds.
User prompt
Do not collect shield power up if shield state is already active.
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'newPowerup.width')' in or related to this line: 'newPowerup.x = 2048 + newPowerup.width / 2; // Start off-screen to the right' Line Number: 1243
User prompt
Do not spawn certain power ups if Coot already has that state.
User prompt
Make warning state icons invisible unless warning state is active on coot
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: currentObstacleType' in or related to this line: 'console.log("Selected obstacle type: ", currentObstacleType);' Line Number: 1176
User prompt
Add a check for warning state active before displaying warning icons for obstacles.
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 't.length')' in or related to this line: 'graphics = self.attachAsset(type, {' Line Number: 583
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: currentObstacleType' in or related to this line: 'console.log("Selected obstacle type: ", currentObstacleType);' Line Number: 1176
User prompt
Do not display warning icons for obstacles unless Coot has warning state active.
User prompt
Add a Warninf state for Coot that is set to true for 30 seconds when power up is collected.
User prompt
Allow coins to get 10% onto screen before homing in to Coot during magnet.
User prompt
create a new magnet state for Coot. When a coin magnet power up is collected give it a timer of 15 seconds. While the Coot has coin magnet, whenever a coin is on screen, have it home in on Coots location.
User prompt
The shielded hit is behaving correctly, but the shield on the Coot is not getting destroyed.
User prompt
Move the handle shield hit code from the coot class to the hit update where it belongs
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: handleShieldHit' in or related to this line: 'handleShieldHit();' Line Number: 1090
/****
* 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.set(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) {
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);
}
// 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 (coot.isMagnetActive && !self.collecting && self.x < 2048 * 0.9) {
// Home in on Coot's location
self.targetX = coot.x;
self.targetY = coot.y;
self.collecting = true;
}
if (self.collecting) {
// Animate coin collection
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
if (Math.abs(self.x - self.targetX) < 5 && Math.abs(self.y - self.targetY) < 5 || coinGraphics.scale.x < 0.1 && coinGraphics.scale.y < 0.1) {
// 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;
}
} else if (self.x < -coinGraphics.width / 2) {
// Destroy the coin if it goes off screen
self.destroy();
}
};
});
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.isShielded = false; // Initialize shielded state
self.isMagnetActive = false; // Initialize magnet state
self.isWarningActive = false; // Initialize warning state
self.update = function () {
if (self.isJumping) {
self.y -= self.jumpVelocity;
self.jumpVelocity -= self.gravity;
if (self.jumpVelocity <= 0) {
self.isJumping = false;
self.isFalling = true;
self.fallStartY = self.y;
self.fallRotation = 0;
self.fallSpeed = 5;
}
} else if (self.isFalling) {
handleFalling();
} else if (self.isDiving) {
handleDiving();
} else if (self.returnDelay > 0) {
handleReturnDelay();
} else if (self.isReturning) {
handleReturning();
}
function handleFalling() {
if (self.lives <= 0) {
self.y -= self.fallSpeed;
self.fallRotation += 0.05;
cootGraphics.rotation = -self.fallRotation;
if (self.y <= self.fallStartY - 50) {
self.fallSpeed = -10;
}
if (self.y > 2732) {
LK.showGameOver();
}
} else {
self.y += self.gravity * 10; // Increase gravity effect during fall
if (self.y >= self.originalY) {
self.y = self.originalY;
self.isFalling = false;
self.jumpVelocity = 40;
self.isJumping = false;
}
cootGraphics.rotation = 0;
}
}
function handleDiving() {
self.y += self.speed * 1.5;
cootGraphics.alpha = Math.max(0.5, cootGraphics.alpha - 0.05);
cootGraphics.tint = 0x0000ff;
if (self.y >= 2732 * 0.90) {
self.y = 2732 * 0.90;
self.isDiving = false;
self.returnDelay = Date.now() + 1000;
}
}
function handleReturnDelay() {
if (Date.now() >= self.returnDelay) {
self.returnDelay = 0;
if (self.y >= 2732 * 0.90) {
self.isReturning = true;
}
}
}
function handleReturning() {
self.y -= self.speed * 1.5;
var transitionFactor = 1 - (self.y - self.originalY) / (2732 * 0.90 - self.originalY);
cootGraphics.alpha = 0.5 + 0.5 * transitionFactor;
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;
if (self.y <= self.originalY) {
self.y = self.originalY;
self.isReturning = false;
cootGraphics.alpha = 1.0;
cootGraphics.tint = 0xffffff;
}
if (self.isReturning) {
self.x += (self.originalX - self.x) * 0.1;
}
}
// 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;
self.dashTimer = 0;
self.originalX = self.x;
self.jump = function () {
if (canPerformAction()) {
self.isJumping = true;
self.originalX = self.x;
self.isReturning = false;
self.originalY = self.y;
}
};
self.dash = function () {
if (canPerformAction()) {
self.isDashing = true;
self.originalX = self.x;
self.dashTimer = 0;
}
};
self.dive = function () {
if (canPerformAction()) {
self.isDiving = true;
self.returnDelay = Date.now() + 5000;
self.isReturning = false;
self.underwaterTint = 0x4444ff;
self.originalX = self.x;
self.originalY = self.y;
self.y += self.speed * 2;
generateSplashParticles(2, 4);
}
};
function canPerformAction() {
return !self.isJumping && !self.isDiving && !self.isReturning && !self.isDashing;
}
function generateSplashParticles(min, max) {
var numParticles = Math.floor(Math.random() * (max - min + 1)) + min;
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);
dayText.alpha = 0; // Set alpha to 0 by default
self.addChild(dayText);
self.show = function () {
dayText.setText('Day ' + DayCount);
dayText.alpha = 1;
LK.setTimeout(function () {
dayText.alpha = 0; // Set alpha back to 0 instead of destroying
}, 1500);
// Set a timer to make the day count display visible for 3 seconds every time the day count increases
LK.setTimeout(function () {
dayText.alpha = 1;
LK.setTimeout(function () {
dayText.alpha = 0;
}, 1500);
}, 1500);
};
});
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 (coot.isWarningActive) {
if (self.flashInterval % 30 < 15) {
iconGraphics.alpha = 0.75;
} else {
iconGraphics.alpha = 0.5;
}
} else {
iconGraphics.alpha = 0;
}
};
});
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 (coot.isWarningActive) {
if (self.flashInterval % 30 < 15) {
iconGraphics.alpha = 0.75;
} else {
iconGraphics.alpha = 0.5;
}
} else {
iconGraphics.alpha = 0;
}
};
});
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 (coot.isWarningActive) {
if (self.flashInterval % 30 < 15) {
iconGraphics.alpha = 0.75;
} else {
iconGraphics.alpha = 0.5;
}
} else {
iconGraphics.alpha = 0;
}
};
});
// 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;
// Calculate fade threshold and apply smooth fade based on moon's position
var fadeThreshold = 0.8; // Start fade at 80% of moon's journey
if (progress >= fadeThreshold) {
var fadeProgress = (progress - fadeThreshold) / (1 - fadeThreshold);
nightBackground.alpha = 1 - fadeProgress;
}
// 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
// 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 / 4; // Aim slightly lower on 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 PowerUp = Container.expand(function (type) {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize power-up properties
self.speedX = -5; // Speed of the power-up moving left
self.collected = false; // Flag to check if the power-up is collected
self.update = function () {
// Move the power-up left
self.x += self.speedX * gameSpeed;
// Check for collection by the Coot
if (!self.collected && coot.intersects(self)) {
self.collected = true;
activatePowerUp(type);
self.destroy();
}
// Destroy the power-up if it goes off screen
if (self.x < -powerUpGraphics.width / 2) {
self.destroy();
}
};
function activatePowerUp(type) {
switch (type) {
case 'CoinMagnet':
// Implement CoinMagnet effect
coot.isMagnetActive = true; // Set Coot to magnet state
LK.setTimeout(function () {
coot.isMagnetActive = false; // Deactivate magnet after 15 seconds
}, 15000);
break;
case 'Shield':
// Implement Shield effect
coot.isShielded = true; // Set Coot to shielded state
var shieldGraphics = LK.getAsset('Shield', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: coot.width / 200,
// Scale to cover Coot
scaleY: coot.height / 197.12,
// Scale to cover Coot
alpha: 0.5 // Set opacity to 50%
});
coot.addChild(shieldGraphics); // Attach shield to Coot
coot.shieldGraphics = shieldGraphics; // Store reference to shield graphics
// Define handleShieldHit function
break;
case 'PhoenixFeather':
// Implement PhoenixFeather effect
break;
case 'PowerDash':
// Implement PowerDash effect
break;
case 'Warning':
// Implement Warning effect
coot.isWarningActive = true; // Set Coot to warning state
LK.setTimeout(function () {
coot.isWarningActive = false; // Deactivate warning after 30 seconds
}, 30000);
break;
}
}
});
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
****/
function handleShieldHit() {
// Remove shield asset
if (coot.shieldGraphics) {
coot.shieldGraphics.destroy();
coot.shieldGraphics = null;
}
coot.isShielded = false;
coot.isInvincible = true; // Set Coot to invincible state
// Flash effect for invincibility
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);
}
// 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, midgroundtrees2, water1, water2, foreground1, foreground2].forEach(function (element) {
element.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])) {
if (coot.isShielded) {
handleShieldHit();
} else if (coot.isInvincible) {
// Do nothing, invincible state
} else {
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) {
var timeSinceLastDestroy = Date.now() - Obstacle.lastDestroyTime;
if (timeSinceLastDestroy >= Obstacle.spawnDelay - 1000 && !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 warningIconClassMap = {
'Duck': DuckWarningIcon,
'Eagle': EagleWarningIcon,
'Fish': FishWarningIcon
};
warningIcon = game.addChild(new warningIconClassMap[currentObstacleType]());
warningIcon.x = 2048 / 2;
warningIcon.y = 2732 / 2;
}
if (timeSinceLastDestroy >= 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 + child.children[0].width; // Target off-screen to the right
child.targetY = -child.children[0].height; // Target off-screen to the top
}
});
// 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);
}
// Spawn power ups randomly
if (LK.ticks % 720 == 0) {
// Every 3 seconds at 60 FPS
var powerUpTypes = ['CoinMagnet', 'Shield', 'PhoenixFeather', 'PowerDash', 'Warning'];
var selectedPowerUpType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
var newPowerup = new PowerUp(selectedPowerUpType);
newPowerup.x = 2048 + newPowerup.width / 2; // Start off-screen to the right
newPowerup.y = Math.random() * (2732 * 0.45) + 2732 * 0.35; // Random Y position between 35% and 80% of the screen height
game.addChild(newPowerup);
}
};
// 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
// Set a timer to show the day count display after 3 seconds of game time
LK.setTimeout(function () {
dayCountDisplay.show();
}, 1500);
// 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
}; ===================================================================
--- original.js
+++ change.js
@@ -325,12 +325,16 @@
});
self.flashInterval = 0;
self.update = function () {
self.flashInterval++;
- if (self.flashInterval % 30 < 15) {
- iconGraphics.alpha = 0.75;
+ if (coot.isWarningActive) {
+ if (self.flashInterval % 30 < 15) {
+ iconGraphics.alpha = 0.75;
+ } else {
+ iconGraphics.alpha = 0.5;
+ }
} else {
- iconGraphics.alpha = 0.5;
+ iconGraphics.alpha = 0;
}
};
});
var EagleFeather = Container.expand(function () {
@@ -364,12 +368,16 @@
});
self.flashInterval = 0;
self.update = function () {
self.flashInterval++;
- if (self.flashInterval % 30 < 15) {
- iconGraphics.alpha = 0.75;
+ if (coot.isWarningActive) {
+ if (self.flashInterval % 30 < 15) {
+ iconGraphics.alpha = 0.75;
+ } else {
+ iconGraphics.alpha = 0.5;
+ }
} else {
- iconGraphics.alpha = 0.5;
+ iconGraphics.alpha = 0;
}
};
});
var Firefly = Container.expand(function () {
@@ -429,12 +437,16 @@
});
self.flashInterval = 0;
self.update = function () {
self.flashInterval++;
- if (self.flashInterval % 30 < 15) {
- iconGraphics.alpha = 0.75;
+ if (coot.isWarningActive) {
+ if (self.flashInterval % 30 < 15) {
+ iconGraphics.alpha = 0.75;
+ } else {
+ iconGraphics.alpha = 0.5;
+ }
} else {
- iconGraphics.alpha = 0.5;
+ iconGraphics.alpha = 0;
}
};
});
// Define a single obstacleTypes array as a constant
@@ -977,9 +989,8 @@
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 currentObstacleType = null; // Initialize currentObstacleType to fix ReferenceError
var warningIcon = null;
// Initialize the foreground
var foreground1 = new Foreground();
var foreground2 = new Foreground();
@@ -1111,9 +1122,9 @@
}
// Check if it's time to spawn a new obstacle
if (gameActive && !currentObstacle) {
var timeSinceLastDestroy = Date.now() - Obstacle.lastDestroyTime;
- if (timeSinceLastDestroy >= Obstacle.spawnDelay - 1000 && !warningIcon && coot.isWarningActive) {
+ if (timeSinceLastDestroy >= Obstacle.spawnDelay - 1000 && !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++) {
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