User prompt
Move icons 5% to the left and explanations 2% to the right.
User prompt
Move icons and explanations 5% to the left.
User prompt
Align icons to the left on menu background and move icon explanations so that they are not overlapping icons.
User prompt
Move instruction text up and back button up 5%
User prompt
Return back button to where it was.
User prompt
Move instruction text and icons down and format to center of screen.
User prompt
Format text in instruction screen to fit menu background along the top on separate lines. Also add lines with power up icons and text that explains them.
User prompt
On the instructions screen I want to add the MenuBackground behind the text. Do not adjust its scale in any way. Attach it as part of the screen when showing instructions and remove it along with the text when back is pressed.
User prompt
Create a menuBackground class that contains the asset.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (menuBackground) {' Line Number: 626
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'menuBackground.destroy();' Line Number: 626
User prompt
Destroy menu background when back is pressed
User prompt
Add MenuBackground asset to center of screen along with instruction text when instructions is pressed. Do not change scale.
User prompt
Add menu background to instruction screen.
User prompt
Destroy menu background when back is pressed.
User prompt
Add menu background when instructions is pressed
User prompt
When instructions button is pressed, hide logo play button and instructions button. Reveal again when back is pressed.
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'coot.isMagnetActive')' in or related to this line: 'if (coot.isMagnetActive && !self.collecting && self.x < 2048 * 0.9) {' Line Number: 97
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'coot.hasCoinMagnet')' in or related to this line: 'var currentSpawnRate = coot.hasCoinMagnet ? magnetSpawnRate : baseSpawnRate;' Line Number: 1672
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'coot.hasPhoenixFeather')' in or related to this line: 'iconGraphics.alpha = coot.hasPhoenixFeather ? 1 : 0.2; // Set alpha based on possession' Line Number: 850
User prompt
Please fix the play button and game start handling to resolve conflicts. Specifically: 1. Move all play button logic to ONE location: ```javascript // Remove the play button logic from game.down and put everything in PlayButton's down function PlayButton.down = function() { // Exit title screen isTitleScreen = false; // Slide out all elements var slideOutInterval = LK.setInterval(function() { gameLogo.x += 50; self.x += 50; if (gameLogo.instructionsButton) { gameLogo.instructionsButton.x += 50; } if (gameLogo.x > 2048 + gameLogo.width / 2) { LK.clearInterval(slideOutInterval); self.destroy(); if (gameLogo.instructionsButton) { gameLogo.instructionsButton.destroy(); } // Start game after animations startGame(); } }, 16); }; ``` 2. Remove the play button handling from game.down: - Keep only drag handling for gameplay - Remove title screen checks - Remove duplicate slide animations
User prompt
Add a check in game.down to check if it’s the play button that’s being pressed before starting the game.
User prompt
The game should only start if the play button is pressed
User prompt
Remove the destroy on press from the play button.
User prompt
Slide the play button out the same as the instructions and then destroy.
/****
* 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);
sparkle.coin = self; // Associate sparkle with the coin
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 && 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 && child.coin === self) {
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
// Check if 100 coins have been collected
if (coinCount % 100 === 0) {
// Add a heart icon and refill or add a life
if (coot.lives < 3) {
coot.lives++;
heartIcons[coot.lives - 1].alpha = 1; // Restore the heart icon
}
}
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.isPowerDashActive = false; // Initialize PowerDash state
self.hasPhoenixFeather = false; // Initialize Phoenix Feather 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;
}
// Create echo trail effect only if PowerDash is active
if (self.isPowerDashActive) {
var echo = new EchoTrail();
echo.x = self.x;
echo.y = self.y;
game.addChild(echo);
}
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 EchoTrail = Container.expand(function () {
var self = Container.call(this);
var echoGraphics = self.attachAsset('coot', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5 // Set initial transparency
});
self.fadeRate = 0.05; // Rate at which the echo fades
self.update = function () {
echoGraphics.alpha -= self.fadeRate;
if (echoGraphics.alpha <= 0) {
self.destroy();
}
};
});
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;
// Create trail effect
var trail = new FireflyTrail();
trail.x = self.x;
trail.y = self.y;
game.addChild(trail);
// 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 FireflyTrail = Container.expand(function () {
var self = Container.call(this);
var trailGraphics = LK.getAsset('FireflyTrail', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1 // Initial transparency
});
self.fadeRate = 0.02; // Rate at which the trail fades
self.update = function () {
trailGraphics.alpha -= self.fadeRate;
if (trailGraphics.alpha <= 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();
}
};
});
var InstructionsButton = Container.expand(function () {
var self = Container.call(this);
var instructionsButtonGraphics = self.attachAsset('InstructionsButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function () {
gameLogo.visible = false;
if (gameLogo.playButton) {
gameLogo.playButton.visible = false;
}
if (gameLogo.instructionsButton) {
gameLogo.instructionsButton.visible = false;
}
showInstructions();
};
});
var InstructionsScreen = Container.expand(function () {
var self = Container.call(this);
var instructionsText = new Text2('Swipe up to jump, down to dive, and right to dash!', {
size: 100,
fill: "#ffffff"
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.x = 2048 / 2;
instructionsText.y = 2732 / 2;
self.addChild(instructionsText);
var backButton = new Text2('Back', {
size: 100,
fill: "#ffffff"
});
backButton.anchor.set(0.5, 0.5);
backButton.x = 2048 / 2;
backButton.y = 2732 * 0.85;
self.addChild(backButton);
backButton.down = function () {
if (menuBackground) {
menuBackground.destroy();
}
self.destroy();
isTitleScreen = true;
gameLogo.visible = true;
if (gameLogo.playButton) {
gameLogo.playButton.visible = true;
}
if (gameLogo.instructionsButton) {
gameLogo.instructionsButton.visible = true;
}
};
});
// 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 = 2 * 60 * 60; // 2 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 / 2; // Aim slightly higher on the coot
self.speedY = (self.targetY - self.y) / (50 / gameSpeed);
}
} 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 PhoenixFeatherIcon = Container.expand(function () {
var self = Container.call(this);
var iconGraphics = self.attachAsset('PhoenixFeatherIcon', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2 // Start dim, not opaque
});
self.update = function () {
iconGraphics.alpha = coot && coot.hasPhoenixFeather ? 1 : 0.2; // Set alpha based on possession
};
});
var PlayButton = Container.expand(function () {
var self = Container.call(this);
var playButtonGraphics = self.attachAsset('PlayButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function () {
// Exit title screen
isTitleScreen = false;
// Slide out all elements
var slideOutInterval = LK.setInterval(function () {
gameLogo.x += 50;
self.x += 50;
if (gameLogo.instructionsButton) {
gameLogo.instructionsButton.x += 50;
}
if (gameLogo.x > 2048 + gameLogo.width / 2) {
LK.clearInterval(slideOutInterval);
self.destroy();
if (gameLogo.instructionsButton) {
gameLogo.instructionsButton.destroy();
}
// Start game after animations
startGame();
}
}, 16);
};
});
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 () {
// Add pulsating effect
var pulseScale = 0.05 * Math.sin(LK.ticks * 0.1) + 1;
powerUpGraphics.scale.set(pulseScale);
// Add bobbing effect
self.y += Math.sin(LK.ticks * 0.05) * 0.5;
// Move the power-up left
self.x += self.speedX * gameSpeed;
// Check for collection by the Coot
if (!self.collected && coot.intersects(self) && !(type === 'PhoenixFeather' && coot.hasPhoenixFeather)) {
if (type === 'Shield' && coot.isShielded) {
return; // Do not collect if shield is already active
}
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
var magnetDuration = 15;
var magnetStartTime = Date.now();
var magnetInterval = LK.setInterval(function () {
var elapsedTime = (Date.now() - magnetStartTime) / 1000;
if (elapsedTime >= magnetDuration) {
coot.isMagnetActive = false;
LK.clearInterval(magnetInterval);
}
}, 100);
var existingPowerUp = powerUpDisplay.activePowerUps.find(function (p) {
return p.type === 'CoinMagnet';
});
if (existingPowerUp) {
LK.clearInterval(existingPowerUp.interval); // Clear existing interval
existingPowerUp.timer = magnetDuration; // Reset timer to the specified duration
existingPowerUp.interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - magnetStartTime) / 1000;
if (elapsedTime >= magnetDuration) {
coot.isMagnetActive = false;
LK.clearInterval(existingPowerUp.interval);
}
}, 100);
} else {
var interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - magnetStartTime) / 1000;
if (elapsedTime >= magnetDuration) {
coot.isMagnetActive = false;
LK.clearInterval(interval);
}
}, 100);
powerUpDisplay.addPowerUp('CoinMagnet', magnetDuration, interval);
}
var existingPowerUp = powerUpDisplay.activePowerUps.find(function (p) {
return p.type === 'CoinMagnet';
});
if (existingPowerUp) {
LK.clearInterval(existingPowerUp.interval); // Clear existing interval
existingPowerUp.timer = magnetDuration; // Reset timer to the specified duration
existingPowerUp.interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - magnetStartTime) / 1000;
if (elapsedTime >= magnetDuration) {
coot.isMagnetActive = false;
LK.clearInterval(existingPowerUp.interval);
}
}, 100);
} else {
var interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - magnetStartTime) / 1000;
if (elapsedTime >= magnetDuration) {
coot.isMagnetActive = false;
LK.clearInterval(interval);
}
}, 100);
powerUpDisplay.addPowerUp('CoinMagnet', magnetDuration, interval);
}
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
powerUpDisplay.addPowerUp('Shield', 15);
break;
case 'PhoenixFeather':
// Implement PhoenixFeather effect
coot.hasPhoenixFeather = true; // Set Coot to have Phoenix Feather
coot.phoenixFeatherIcon.update(); // Update Phoenix Feather icon
break;
case 'PowerDash':
// Implement PowerDash effect
coot.isPowerDashActive = true; // Set Coot to PowerDash state
var powerDashDuration = 30;
var powerDashStartTime = Date.now();
var powerDashInterval = LK.setInterval(function () {
var elapsedTime = (Date.now() - powerDashStartTime) / 1000;
if (elapsedTime >= powerDashDuration) {
coot.isPowerDashActive = false;
LK.clearInterval(powerDashInterval);
}
}, 100);
var existingPowerUp = powerUpDisplay.activePowerUps.find(function (p) {
return p.type === 'PowerDash';
});
if (existingPowerUp) {
LK.clearInterval(existingPowerUp.interval); // Clear existing interval
existingPowerUp.timer = powerDashDuration; // Reset timer to the specified duration
existingPowerUp.interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - powerDashStartTime) / 1000;
if (elapsedTime >= powerDashDuration) {
coot.isPowerDashActive = false;
LK.clearInterval(existingPowerUp.interval);
}
}, 100);
} else {
var interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - powerDashStartTime) / 1000;
if (elapsedTime >= powerDashDuration) {
coot.isPowerDashActive = false;
LK.clearInterval(interval);
}
}, 100);
powerUpDisplay.addPowerUp('PowerDash', powerDashDuration, interval);
}
var existingPowerUp = powerUpDisplay.activePowerUps.find(function (p) {
return p.type === 'PowerDash';
});
if (existingPowerUp) {
LK.clearInterval(existingPowerUp.interval); // Clear existing interval
existingPowerUp.timer = powerDashDuration; // Reset timer to the specified duration
existingPowerUp.interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - powerDashStartTime) / 1000;
if (elapsedTime >= powerDashDuration) {
coot.isPowerDashActive = false;
LK.clearInterval(existingPowerUp.interval);
}
}, 100);
} else {
var interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - powerDashStartTime) / 1000;
if (elapsedTime >= powerDashDuration) {
coot.isPowerDashActive = false;
LK.clearInterval(interval);
}
}, 100);
powerUpDisplay.addPowerUp('PowerDash', powerDashDuration, interval);
}
break;
case 'Warning':
// Implement Warning effect
coot.isWarningActive = true; // Set Coot to warning state
var warningDuration = 30;
var warningStartTime = Date.now();
var warningInterval = LK.setInterval(function () {
var elapsedTime = (Date.now() - warningStartTime) / 1000;
if (elapsedTime >= warningDuration) {
coot.isWarningActive = false;
LK.clearInterval(warningInterval);
}
}, 100);
var existingPowerUp = powerUpDisplay.activePowerUps.find(function (p) {
return p.type === 'Warning';
});
if (existingPowerUp) {
LK.clearInterval(existingPowerUp.interval); // Clear existing interval
existingPowerUp.timer = warningDuration; // Reset timer
existingPowerUp.interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - warningStartTime) / 1000;
if (elapsedTime >= warningDuration) {
coot.isWarningActive = false;
LK.clearInterval(existingPowerUp.interval);
}
}, 100);
} else {
var interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - warningStartTime) / 1000;
if (elapsedTime >= warningDuration) {
coot.isWarningActive = false;
LK.clearInterval(interval);
}
}, 100);
powerUpDisplay.addPowerUp('Warning', warningDuration, interval);
}
var existingPowerUp = powerUpDisplay.activePowerUps.find(function (p) {
return p.type === 'Warning';
});
if (existingPowerUp) {
LK.clearInterval(existingPowerUp.interval); // Clear existing interval
existingPowerUp.timer = warningDuration; // Reset timer
existingPowerUp.interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - warningStartTime) / 1000;
if (elapsedTime >= warningDuration) {
coot.isWarningActive = false;
LK.clearInterval(existingPowerUp.interval);
}
}, 100);
} else {
var interval = LK.setInterval(function () {
var elapsedTime = (Date.now() - warningStartTime) / 1000;
if (elapsedTime >= warningDuration) {
coot.isWarningActive = false;
LK.clearInterval(interval);
}
}, 100);
powerUpDisplay.addPowerUp('Warning', warningDuration, interval);
}
break;
}
}
});
var PowerUpDisplay = Container.expand(function () {
var self = Container.call(this);
self.x = 2048 / 2; // Center horizontally
self.y = 2732 * 0.9; // Position at bottom center
self.activePowerUps = [];
self.update = function () {
// Update each power-up display
self.activePowerUps.forEach(function (powerUp, index) {
powerUp.timer -= (Date.now() - powerUp.lastUpdateTime) / 1000; // Decrease timer based on real time
powerUp.lastUpdateTime = Date.now(); // Update the last update time
powerUp.text.setText(Math.max(0, Math.ceil(powerUp.timer)) + 's'); // Ensure timer doesn't show negative values
// Remove power-up if timer reaches 0
if (powerUp.timer <= 0) {
powerUp.icon.destroy();
powerUp.text.destroy();
self.activePowerUps.splice(index, 1);
self.repositionPowerUps();
}
});
};
self.addPowerUp = function (type, duration) {
var iconAssetMap = {
'CoinMagnet': 'CoinMagnet',
'PhoenixFeather': 'PhoenixFeather',
'PowerDash': 'PowerDash',
'Warning': 'Warning'
};
if (iconAssetMap[type]) {
var icon = LK.getAsset(iconAssetMap[type], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0
});
} else {
console.error("Power-up type not found in iconAssetMap: ", type);
return;
}
var text = new Text2(duration + 's', {
size: 100,
fill: "#ffffff"
});
text.anchor.set(0.5, 0.5);
self.addChild(icon);
self.addChild(text);
self.activePowerUps.push({
icon: icon,
text: text,
timer: duration,
type: type,
// Store the type of power-up
lastUpdateTime: Date.now() // Initialize last update time
});
self.repositionPowerUps();
};
self.repositionPowerUps = function () {
var totalWidth = self.activePowerUps.reduce(function (acc, powerUp) {
return acc + powerUp.icon.width + powerUp.text.width + 40; // 40 is the new spacing
}, 0);
var startX = -totalWidth / 2;
self.activePowerUps.forEach(function (powerUp) {
powerUp.icon.x = startX + powerUp.icon.width / 2;
powerUp.text.x = powerUp.icon.x + powerUp.icon.width / 2 + 40; // 40 is the new spacing between icon and text
startX += powerUp.icon.width + powerUp.text.width + 20;
});
};
});
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 * 60 * 60; // 2 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 showInstructions() {
var menuBackground = LK.getAsset('MenuBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(menuBackground);
var instructionsScreen = new InstructionsScreen();
game.addChild(instructionsScreen);
}
function startGame() {
gameSpeed = 1.5; // 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);
coot.phoenixFeatherIcon = phoenixFeatherIcon; // Store reference in coot
// 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 * 0.25; // Move down by 25% 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;
}
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 * 0.4 // Move up by 10% of the screen height
});
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 = 15000; // 15 seconds in milliseconds
var maxGameSpeed = 5.0; // 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();
// Removed duplicate addChild calls for foregrounds
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!");
}
// 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
});
// Initialize PowerUpDisplay after foregrounds are set up
var powerUpDisplay = new PowerUpDisplay();
game.addChild(powerUpDisplay);
// Initialize Phoenix Feather icon at the start of the game
var phoenixFeatherIcon = new PhoenixFeatherIcon();
// coot.phoenixFeatherIcon will be set after coot initialization
phoenixFeatherIcon.x = heartIcons[0].x + heartIcons[0].width / 2 - phoenixFeatherIcon.width / 2; // Center below the leftmost heart icon
phoenixFeatherIcon.y = heartIcons[0].y + heartIcons[0].height + 70; // Increase padding below the heart icon
LK.gui.topRight.addChild(phoenixFeatherIcon);
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
}
if (!gameLogo.playButton && !gameLogo.instructionsButton) {
var playButton = new PlayButton();
playButton.x = 2048 / 2;
playButton.y = gameLogo.y + gameLogo.height / 2 + 100 + 2732 * 0.05; // Move down by 5% of the screen height
game.addChild(playButton);
gameLogo.playButton = playButton;
var instructionsButton = new InstructionsButton();
instructionsButton.x = 2048 / 2;
instructionsButton.y = playButton.y + playButton.height - 2732 * 0.02; // Move up by 2% of the screen height
game.addChild(instructionsButton);
gameLogo.instructionsButton = instructionsButton;
}
return; // Exit update function to prevent further updates
}
if (coot) {
coot.update();
}
phoenixFeatherIcon.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.hasPhoenixFeather) {
coot.hasPhoenixFeather = false; // Remove Phoenix Feather
phoenixFeatherIcon.update(); // Update Phoenix Feather icon
coot.lives = 3; // Refill all lives
heartIcons.forEach(function (icon) {
icon.alpha = 1; // Restore all heart icons
});
// Add Phoenix effect
coot.isInvincible = true; // Set Coot to invincible state
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red for 1 second
var phoenix = LK.getAsset('Phoenix', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5 // Set initial opacity to 50%
});
phoenix.x = 2048 / 2;
phoenix.y = 2732 / 2;
game.addChild(phoenix);
LK.setTimeout(function () {
phoenix.destroy(); // Destroy the Phoenix asset
coot.isInvincible = false; // Remove invincibility after effect
}, 1500); // Wait for 1.5 seconds
} else 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 PowerUpDisplay
powerUpDisplay.update();
// 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);
}
// Calculate spawn interval based on coin magnet state
var baseSpawnRate = 120; // Normal 2-second spawn rate
var magnetSpawnRate = 30; // 25% faster (120 * 0.75 = 90)
var currentSpawnRate = coot && coot.hasCoinMagnet ? magnetSpawnRate : baseSpawnRate;
if (LK.ticks % currentSpawnRate == 0) {
var newCoin = new Coin();
newCoin.x = 2048 + newCoin.width / 2;
newCoin.y = Math.random() * (2732 * 0.45) + 2732 * 0.35;
game.addChild(newCoin);
}
// Spawn power ups randomly
if (LK.ticks % 1440 == 0) {
// Every 3 seconds at 60 FPS
var powerUpTypes = [{
type: 'Shield',
weight: 20
}, {
type: 'PowerDash',
weight: 25
}, {
type: 'CoinMagnet',
weight: 25
}, {
type: 'Warning',
weight: 20
}, {
type: 'PhoenixFeather',
weight: 10
}];
var totalWeight = powerUpTypes.reduce(function (acc, powerUp) {
return acc + powerUp.weight;
}, 0);
var randomWeight = Math.random() * totalWeight;
var cumulativeWeight = 0;
var selectedPowerUpType;
for (var i = 0; i < powerUpTypes.length; i++) {
cumulativeWeight += powerUpTypes[i].weight;
if (randomWeight < cumulativeWeight) {
selectedPowerUpType = powerUpTypes[i].type;
break;
}
}
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) {
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) {
// 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.isPowerDashActive) {
coot.isDashing = true;
}
} else {
// Normal dash on ground, no PowerDash needed
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
@@ -580,9 +580,11 @@
backButton.x = 2048 / 2;
backButton.y = 2732 * 0.85;
self.addChild(backButton);
backButton.down = function () {
- menuBackground.destroy();
+ if (menuBackground) {
+ menuBackground.destroy();
+ }
self.destroy();
isTitleScreen = true;
gameLogo.visible = true;
if (gameLogo.playButton) {
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