User prompt
make cubix assests for image and use int game
User prompt
redefine the all cubix instead of cubixion because cubix means like pokeball and redefine the cubixion instead of cubix because its like pokemons
User prompt
increase the all type and rarity of cubixion spawning rating for game is not being bored
User prompt
increase the cubix spawning rating for game is not being bored
User prompt
when player goes center of all tiles he do shaking fix it and make shaking just for water tiles
User prompt
when im on the edge of water tiles there is no animation do fix it
User prompt
redesign the cubixion menu like if i have catched a cubixion i have to seee them on cubixion menu and dont write the cubixion:- you have:- show them on bag menu with image not wtih text
User prompt
when i look cubixion menu and then clicked the bag rename it to the bag instead of cubixion menu
User prompt
when i look the cubixion menu remove the bag name on top left of screen
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'rarity')' in or related to this line: 'mapPokeballs.push(cType.rarity);' Line Number: 2988
User prompt
when i have no cubixion spawn for surely somewhere some lowest rarity cubixion and remove the potion and revive things in bag and when i clicked the bag give the image of what cubixion i have
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'rarity')' in or related to this line: 'mapPokeballs.push(cType.rarity);' Line Number: 2954
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'rarity')' in or related to this line: 'cubixVisual.assetId = 'cubix_' + cType.rarity;' Line Number: 2953
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'color')' in or related to this line: 'cubixVisual.tint = cType.color;' Line Number: 2949
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'color')' in or related to this line: 'cubixVisual.tint = cType.color;' Line Number: 2949
User prompt
Compilation error[L273]: Cannot read properties of undefined (reading 'length')
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < cubixTypes.length; i++) {' Line Number: 273
User prompt
rename that cubixion collection to cubixion menu and i cant see the what i have cubixion with image rarity and element
User prompt
in cubixion menu give all creatures by name dont start with his type of element and change the bag menu position to right bottom and when cubixion collection has opened remove that collection menu under that cross
User prompt
in collection menu rename the topic cubixion insted of creature and in this menu make new button to for bag to looking what has it into and in collection menu change the cubixion's under the name and what type of element and rarity
User prompt
when the player came to border of map u do dont showing the black are thats good but the player must go the border of the map fix it
User prompt
make fluent collection scrolling down page and there has to be one more bag section for other items and there has to be how many cubixion u have and which has u
User prompt
Please fix the bug: 'Uncaught ReferenceError: playerCubix is not defined' in or related to this line: 'cubixTextStr += cType.name.replace(' Cubix', 'ion') + '(' + (playerCubix[cType.rarity] || 0) + ') ';' Line Number: 246
User prompt
when i click to cubixion menu i should drag the menu for seeing all of them
User prompt
redefine for all creature name for cubixion make it in all code line
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
discoveredCreatures: {},
playerPosition: {
x: 10,
y: 10
},
unlockedAreas: {
starter: true
}
});
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Collection class to manage discovered creatures
var Collection = Container.expand(function () {
var self = Container.call(this);
// Collection components
self.visible = false;
self.background = null;
self.scrollContainer = null;
self.closeButton = null;
// Initialize collection screen
self.init = function () {
// Create darkened background
self.background = self.attachAsset('grassTile', {
anchorX: 0,
anchorY: 0,
width: 2048,
height: 2732
});
self.background.alpha = 0.9;
self.background.tint = 0x000000;
// Create scroll container for creatures and bag
self.scrollContainer = new Container();
self.addChild(self.scrollContainer);
self.scrollContainer.x = 50;
self.scrollContainer.y = 320; // Move down to make space for bag section
// Create Bag section container (for other items)
self.bagContainer = new Container();
self.addChild(self.bagContainer);
self.bagContainer.x = 50;
self.bagContainer.y = 200;
// (Removed Bag section title from top left)
// Add Bag button to open Bag section
self.bagButton = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
// Move to right bottom
x: 2048 - 200,
y: 2732 - 200
});
self.bagButton.interactive = true;
var bagBtnText = new Text2('BAG', {
size: 40,
fill: 0xFFD700
});
bagBtnText.anchor.set(0.5, 0.5);
// Move to right bottom
bagBtnText.x = 2048 - 200;
bagBtnText.y = 2732 - 200;
self.addChild(self.bagButton);
self.addChild(bagBtnText);
// Bag section is visible by default, but you can toggle it with the button if desired
self.bagButton.down = function () {
// Toggle bagContainer visibility
self.bagContainer.visible = !self.bagContainer.visible;
// Remove previous cubixion images from bagContainer
for (var i = self.bagContainer.children.length - 1; i >= 0; i--) {
var child = self.bagContainer.children[i];
if (child && child.isCubixionBagImage) {
self.bagContainer.removeChild(child);
}
}
// Show images of owned cubixion in the bag
var ownedCubixion = [];
for (var i = 0; i < cubixTypes.length; i++) {
var cType = cubixTypes[i];
var count = playerCubixion[cType.rarity] || 0;
if (count > 0) {
ownedCubixion.push({
type: cType,
count: count
});
}
}
var imgStartX = 120;
var imgY = 80;
var imgSpacing = 180;
for (var i = 0; i < ownedCubixion.length; i++) {
var cType = ownedCubixion[i].type;
var count = ownedCubixion[i].count;
var cubixionImg = LK.getAsset('captureRing', {
anchorX: 0.5,
anchorY: 0.5,
x: imgStartX + i * imgSpacing,
y: imgY,
scaleX: 0.5,
scaleY: 0.5
});
cubixionImg.tint = cType && typeof cType.color !== "undefined" ? cType.color : 0xffffff;
cubixionImg.isCubixionBagImage = true;
self.bagContainer.addChild(cubixionImg);
var cubixionName = new Text2(cType.name.replace(' Cubix', 'ion'), {
size: 28,
fill: cType.color
});
cubixionName.anchor.set(0.5, 0);
cubixionName.x = imgStartX + i * imgSpacing;
cubixionName.y = imgY + 40;
cubixionName.isCubixionBagImage = true;
self.bagContainer.addChild(cubixionName);
var countText = new Text2('x' + count, {
size: 28,
fill: 0xFFFFFF
});
countText.anchor.set(0.5, 0);
countText.x = imgStartX + i * imgSpacing;
countText.y = imgY + 80;
countText.isCubixionBagImage = true;
self.bagContainer.addChild(countText);
}
};
// Example: Add a placeholder for "other items" in the bag
// You can add more items here as needed
var bagItemY = 70;
// Remove potion and revive from the bag
playerBagItems = [];
// No items to display in the bag
// Add title
var titleText = new Text2('CUBIXION MENU', {
size: 80,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.x = 1024;
titleText.y = 50;
self.addChild(titleText);
// Show owned Cubixion with image, rarity, and element
// Remove previous Cubixion display if present
if (self.cubixionDisplay && self.cubixionDisplay.length) {
for (var i = 0; i < self.cubixionDisplay.length; i++) {
self.removeChild(self.cubixionDisplay[i]);
}
}
self.cubixionDisplay = [];
var ownedCubixion = [];
if (typeof cubixTypes === "undefined") {
cubixTypes = [];
}
for (var i = 0; i < cubixTypes.length; i++) {
var cType = cubixTypes[i];
var count = playerCubixion[cType.rarity] || 0;
if (count > 0) {
ownedCubixion.push({
type: cType,
count: count
});
}
}
var cubixionStartX = 400;
var cubixionStartY = 140;
var cubixionSpacing = 320;
for (var i = 0; i < ownedCubixion.length; i++) {
var cType = ownedCubixion[i].type;
var count = ownedCubixion[i].count;
// Cubixion image
var cubixionImg = LK.getAsset('captureRing', {
anchorX: 0.5,
anchorY: 0.5,
x: cubixionStartX + i * cubixionSpacing,
y: cubixionStartY + 80,
scaleX: 0.7,
scaleY: 0.7
});
cubixionImg.tint = cType && typeof cType.color !== "undefined" ? cType.color : 0xffffff;
self.addChild(cubixionImg);
self.cubixionDisplay.push(cubixionImg);
// Cubixion name
var cubixionName = new Text2(cType.name.replace(' Cubix', 'ion'), {
size: 38,
fill: cType.color
});
cubixionName.anchor.set(0.5, 0);
cubixionName.x = cubixionStartX + i * cubixionSpacing;
cubixionName.y = cubixionStartY + 160;
self.addChild(cubixionName);
self.cubixionDisplay.push(cubixionName);
// Cubixion rarity
var rarityText = new Text2('Rarity: ' + cType.rarity.toUpperCase(), {
size: 32,
fill: 0xFFD700
});
rarityText.anchor.set(0.5, 0);
rarityText.x = cubixionStartX + i * cubixionSpacing;
rarityText.y = cubixionStartY + 210;
self.addChild(rarityText);
self.cubixionDisplay.push(rarityText);
// Cubixion element (for this game, element is not directly in cubixTypes, so show as "-")
var elementText = new Text2('Element: -', {
size: 32,
fill: 0xFFFFFF
});
elementText.anchor.set(0.5, 0);
elementText.x = cubixionStartX + i * cubixionSpacing;
elementText.y = cubixionStartY + 250;
self.addChild(elementText);
self.cubixionDisplay.push(elementText);
// Cubixion count
var countText = new Text2('x' + count, {
size: 36,
fill: 0xFFFFFF
});
countText.anchor.set(0.5, 0);
countText.x = cubixionStartX + i * cubixionSpacing;
countText.y = cubixionStartY + 290;
self.addChild(countText);
self.cubixionDisplay.push(countText);
}
// Create close button
self.closeButton = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1900,
y: 100
});
self.closeButton.interactive = true;
// Add X to close button
var closeText = new Text2('X', {
size: 60,
fill: 0xFFFFFF
});
closeText.anchor.set(0.5, 0.5);
closeText.x = 1900;
closeText.y = 100;
self.addChild(closeText);
// Hide initially
self.visible = false;
return self;
};
// Show collection screen and populate with discovered creatures
self.show = function () {
self.visible = true;
// Remove any collection menu under the cross (close) button if present
for (var i = self.children.length - 1; i >= 0; i--) {
var child = self.children[i];
// Remove any Text2 or Container that is at or near the close button position (1900, 100)
if ((child instanceof Text2 || typeof child.x === "number" && typeof child.y === "number") && Math.abs(child.x - 1900) < 80 && Math.abs(child.y - 100) < 80 && child !== self.closeButton) {
self.removeChild(child);
}
}
// Clear existing creatures
while (self.scrollContainer.children.length > 0) {
self.scrollContainer.removeChild(self.scrollContainer.children[0]);
}
// Get discovered creatures from storage
var discoveredCreatures = storage.discoveredCreatures || {};
var creatureCount = Object.keys(discoveredCreatures).length;
// Show count
var countText = new Text2('DISCOVERED: ' + creatureCount + ' / 90', {
size: 50,
fill: 0xFFFFFF
});
countText.anchor.set(0.5, 0);
countText.x = 1024;
countText.y = 150;
self.addChild(countText);
// Show Cubixion inventory in collection menu
var totalCubixion = 0;
var cubixionOwned = [];
for (var i = 0; i < cubixTypes.length; i++) {
var cType = cubixTypes[i];
var count = playerCubixion[cType.rarity] || 0;
totalCubixion += count;
if (count > 0) {
cubixionOwned.push(cType.name.replace(' Cubix', 'ion') + " (" + count + ")");
}
}
var cubixTextStr = 'Cubixion: ' + totalCubixion + ' total';
if (cubixionOwned.length > 0) {
cubixTextStr += '\nYou have: ' + cubixionOwned.join(', ');
} else {
cubixTextStr += '\nYou have: none';
}
var cubixText = new Text2(cubixTextStr, {
size: 40,
fill: 0xFFD700
});
cubixText.anchor.set(0.5, 0);
cubixText.x = 1024;
cubixText.y = 220;
self.addChild(cubixText);
// Create grid of discovered creatures
var gridX = 0;
var gridY = 0;
// Make collection menu much bigger
var itemsPerRow = 7;
var cellSize = 480;
// Build a list of all possible creatures (by name, not by element type)
var allCreatures = [];
if (typeof Creature !== "undefined" && Creature.prototype && Creature.prototype.creatureList) {
for (var i = 0; i < Creature.prototype.creatureList.length; i++) {
var c = Creature.prototype.creatureList[i];
// For each rarity, add a possible entry
var allRarities = ['common', 'uncommon', 'rare', 'epic', 'legendary'];
for (var r = 0; r < allRarities.length; r++) {
allCreatures.push({
name: c.name,
type: c.type,
image: c.image,
rarity: allRarities[r]
});
}
}
}
// Sort allCreatures by name (alphabetically)
allCreatures.sort(function (a, b) {
if (a.name < b.name) return -1;
if (a.name > b.name) return 1;
return 0;
});
var itemsPerRow = 7;
var cellSize = 480;
for (var idx = 0; idx < allCreatures.length; idx++) {
var creature = allCreatures[idx];
var key = creature.type + '-' + creature.rarity;
var gridX = idx % itemsPerRow;
var gridY = Math.floor(idx / itemsPerRow);
var cell = new Container();
cell.x = gridX * cellSize;
cell.y = gridY * cellSize;
self.scrollContainer.addChild(cell);
if (discoveredCreatures[key]) {
// Discovered creature
var creatureGraphic = LK.getAsset(creature.image, {
anchorX: 0.5,
anchorY: 0.5,
x: cellSize / 2,
y: cellSize / 2 - 40
});
// Apply rarity styling
var rarityColor = 0xFFFFFF;
if (creature.rarity === 'uncommon') rarityColor = 0x00FF00;
if (creature.rarity === 'rare') rarityColor = 0x0000FF;
if (creature.rarity === 'epic') rarityColor = 0xFF00FF;
if (creature.rarity === 'legendary') rarityColor = 0xFFD700;
// Make rarer creatures slightly larger
var scale = 1.0;
if (creature.rarity === 'uncommon') scale = 1.1;
if (creature.rarity === 'rare') scale = 1.2;
if (creature.rarity === 'epic') scale = 1.3;
if (creature.rarity === 'legendary') scale = 1.5;
creatureGraphic.scale.set(scale, scale);
cell.addChild(creatureGraphic);
// Add info text with name, element type, and rarity under each discovered Cubixion
var infoText = new Text2(creature.name + '\nElement: ' + creature.type.toUpperCase() + '\nRarity: ' + creature.rarity.toUpperCase(), {
size: 40,
fill: 0xFFFFFF
});
infoText.anchor.set(0.5, 0);
infoText.x = cellSize / 2;
infoText.y = cellSize / 2 + 60;
cell.addChild(infoText);
} else {
// Undiscovered creature (shadow)
var undiscoveredGraphic = LK.getAsset(creature.type + 'Creature', {
anchorX: 0.5,
anchorY: 0.5,
x: cellSize / 2,
y: cellSize / 2
});
undiscoveredGraphic.alpha = 0.2;
undiscoveredGraphic.tint = 0x000000;
cell.addChild(undiscoveredGraphic);
// Add question mark
var questionText = new Text2('?', {
size: 80,
fill: 0x999999
});
questionText.anchor.set(0.5, 0.5);
questionText.x = cellSize / 2;
questionText.y = cellSize / 2;
cell.addChild(questionText);
}
}
// --- Fluent drag-to-scroll logic for scrollContainer ---
self.scrollContainer.interactive = true;
self.scrollContainer.hitArea = new Rectangle(0, 0, itemsPerRow * cellSize, (gridY + 1) * cellSize);
var isDragging = false;
var dragStartY = 0;
var dragStartScrollY = 0;
var minY = 0;
var maxY = Math.max(0, (gridY + 1) * cellSize - 1800); // 1800px is approx. visible area
// For momentum/fluent scroll
var lastMoveTime = 0;
var lastMoveY = 0;
var velocityY = 0;
var momentumTimer = null;
self.scrollContainer.down = function (x, y, obj) {
isDragging = true;
dragStartY = y;
dragStartScrollY = self.scrollContainer.y;
lastMoveTime = Date.now();
lastMoveY = y;
velocityY = 0;
if (momentumTimer) {
LK.clearInterval(momentumTimer);
momentumTimer = null;
}
// Prevent accidental selection of creatures while dragging
if (obj && obj.event && obj.event.stopPropagation) obj.event.stopPropagation();
};
self.scrollContainer.move = function (x, y, obj) {
if (isDragging) {
var now = Date.now();
var newY = dragStartScrollY + (y - dragStartY);
// Clamp scroll
if (newY > 200) newY = 200;
if (newY < -maxY) newY = -maxY;
self.scrollContainer.y = newY;
// Calculate velocity for momentum
var dt = now - lastMoveTime;
if (dt > 0) {
velocityY = (y - lastMoveY) / dt;
lastMoveTime = now;
lastMoveY = y;
}
}
};
self.scrollContainer.up = function (x, y, obj) {
isDragging = false;
// Start momentum scroll if velocity is significant
if (Math.abs(velocityY) > 0.1) {
var decay = 0.95;
momentumTimer = LK.setInterval(function () {
self.scrollContainer.y += velocityY * 30;
// Clamp scroll
if (self.scrollContainer.y > 200) self.scrollContainer.y = 200;
if (self.scrollContainer.y < -maxY) self.scrollContainer.y = -maxY;
velocityY *= decay;
if (Math.abs(velocityY) < 0.05) {
LK.clearInterval(momentumTimer);
momentumTimer = null;
}
}, 16);
}
};
};
// Hide collection screen
self.hide = function () {
self.visible = false;
};
return self;
});
// Creature class for encounters
var Creature = Container.expand(function () {
var self = Container.call(this);
// --- Creature Database: 100 unique creatures with names, images, and evolutions ---
self.creatureList = [
// Example: {id: 0, name: "Sproutle", type: "grass", image: "grassCreature", evolvesTo: 1}
// ... 100 creatures, each with unique name, type, image, and evolution chain
];
// Generate 100 unique creatures with types, images, and names
(function () {
var types = ['bug', 'dark', 'dragon', 'electric', 'fairy', 'fighting', 'fire', 'flying', 'ghost', 'grass', 'ground', 'ice', 'normal', 'poison', 'psychic', 'rock', 'steel', 'water'];
var baseNames = ["Sproutle", "Aquapup", "Pyrokit", "Stonox", "Zephyro", "Lumina", "Frosty", "Venoma", "Spectra", "Boulder", "Voltix", "Mystwing", "Shadeon", "Petalyn", "Scorcher", "Chillfin", "Ironclad", "Pebblit", "Gustlet", "Dewdrop", "Emberly", "Thornet", "Mossy", "Duskleaf", "Blazetail", "Crystowl", "Sableye", "Toxifin", "Glimmer", "Rubble", "Cinderpaw", "Leaflet", "Mudkip", "Glacier", "Fanglet", "Wispurr", "Bramble", "Sparky", "Tidelet", "Cobalite", "Garnet", "Quartz", "Onyx", "Topaz", "Opal", "Jade", "Amber", "Ruby", "Sapphire", "Emerald", "Coral", "Shellby", "Ripple", "Torrent", "Breeze", "Nimbus", "Tempest", "Cyclone", "Blizzard", "Icicle", "Flicker", "Glowbug", "Mothra", "Scarab", "Beetle", "Antler", "Staggle", "Hornet", "Buzzly", "Flutter", "Puddle", "Splashy", "Drizzle", "Rainy", "Stormy", "Thunder", "Bolt", "Sparkle", "Shocker", "Zaplet", "Mystic", "Rune", "Oracle", "Wraith", "Shade", "Phantom", "Polter", "Ghast", "Specter", "Spirit", "Bash", "Crush", "Smash", "Pummel", "Thump", "Rumble", "Gravel", "Dusty", "Rocky", "Pebble"];
// Shuffle baseNames for uniqueness
for (var i = baseNames.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = baseNames[i];
baseNames[i] = baseNames[j];
baseNames[j] = temp;
}
// Assign types and images in a round-robin fashion
for (var i = 0; i < 100; i++) {
var type = types[i % types.length];
var name = baseNames[i % baseNames.length] + (i >= baseNames.length ? String(i) : "");
var image = type + "Creature";
var evolvesTo = i + 1 < 100 && Math.random() < 0.7 ? i + 1 : null; // 70% chance to evolve to next
self.creatureList.push({
id: i,
name: name,
type: type,
image: image,
evolvesTo: evolvesTo
});
}
})();
// Creature properties
self.creatureId = 0; // Index in creatureList
self.type = 'normal'; // Default type
self.rarity = 'common'; // Default rarity
self.gridX = 0;
self.gridY = 0;
self.captured = false;
self.name = '';
self.image = '';
self.evolvesTo = null;
// Rarity colors
self.rarityColors = {
common: 0xFFFFFF,
uncommon: 0x00FF00,
rare: 0x0000FF,
epic: 0xFF00FF,
legendary: 0xFFD700
};
// Type to biome mapping
self.typeBiomeMap = {
bug: 'forest',
dark: 'mountain',
dragon: 'mountain',
electric: 'grass',
fairy: 'forest',
fighting: 'mountain',
fire: 'desert',
flying: 'grass',
ghost: 'mountain',
grass: 'grass',
ground: 'desert',
ice: 'mountain',
normal: 'grass',
poison: 'forest',
psychic: 'grass',
rock: 'mountain',
steel: 'urban',
water: 'water'
};
// Initialize creature with specific id, or type/rarity/position
self.init = function (type, rarity, gridX, gridY, creatureId) {
// If creatureId is provided, use it
if (typeof creatureId === "number" && self.creatureList[creatureId]) {
var c = self.creatureList[creatureId];
self.creatureId = c.id;
self.type = c.type;
self.name = c.name;
self.image = c.image;
self.evolvesTo = c.evolvesTo;
} else {
// Pick a random creature for the biome
var candidates = [];
for (var i = 0; i < self.creatureList.length; i++) {
if (!type || self.creatureList[i].type === type) {
candidates.push(self.creatureList[i]);
}
}
var c = candidates[Math.floor(Math.random() * candidates.length)];
self.creatureId = c.id;
self.type = c.type;
self.name = c.name;
self.image = c.image;
self.evolvesTo = c.evolvesTo;
}
self.rarity = rarity || self.getRandomRarity();
self.gridX = gridX;
self.gridY = gridY;
// Create creature graphic
var creatureGraphics = self.attachAsset(self.image, {
anchorX: 0.5,
anchorY: 0.5
});
// Apply rarity visual effect (glow or color)
var rarityColor = self.rarityColors[self.rarity] || 0xFFFFFF;
// Add glow effect for rare+ creatures
if (self.rarity !== 'common') {
// Make rarer creatures slightly larger
var scale = 1.0;
if (self.rarity === 'uncommon') scale = 1.1;
if (self.rarity === 'rare') scale = 1.2;
if (self.rarity === 'epic') scale = 1.3;
if (self.rarity === 'legendary') scale = 1.5;
creatureGraphics.scale.set(scale, scale);
}
// Position creature
self.x = self.gridX * TILE_SIZE + TILE_SIZE / 2; // Center of tile
self.y = self.gridY * TILE_SIZE + TILE_SIZE / 2; // Center of tile
// Add name label
var nameText = new Text2(self.name, {
size: 36,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0);
nameText.x = 0;
nameText.y = 60;
self.addChild(nameText);
// If this creature can evolve, show evolution arrow
if (self.evolvesTo !== null && typeof self.creatureList[self.evolvesTo] !== "undefined") {
var evoText = new Text2("Evolves to: " + self.creatureList[self.evolvesTo].name, {
size: 24,
fill: 0xFFD700
});
evoText.anchor.set(0.5, 0);
evoText.x = 0;
evoText.y = 100;
self.addChild(evoText);
}
return self;
};
// Generate a random creature type, weighted by biome
self.getRandomType = function (biome) {
// Default types for each biome
var biomeTypes = {
grass: ['normal', 'grass', 'bug', 'flying', 'electric', 'psychic'],
water: ['water', 'ice', 'flying'],
desert: ['ground', 'fire', 'rock'],
forest: ['bug', 'grass', 'poison', 'fairy'],
mountain: ['rock', 'fighting', 'dragon', 'dark', 'ghost', 'ice'],
street: ['steel', 'electric', 'poison', 'normal', 'fighting'],
urban: ['steel', 'electric', 'normal', 'psychic']
};
// Get types for the provided biome, or use all types
var types = biome ? biomeTypes[biome] : Object.keys(self.typeBiomeMap);
// Select random type from available options
return types[Math.floor(Math.random() * types.length)];
};
// Generate a random rarity based on configured probabilities
self.getRandomRarity = function () {
var rand = Math.random();
if (rand < 0.65) return 'common';
if (rand < 0.85) return 'uncommon';
if (rand < 0.95) return 'rare';
if (rand < 0.99) return 'epic';
return 'legendary';
};
// Animate creature during encounter
self.animate = function () {
// Bounce animation
var originalY = self.y;
// Use tween to create a bouncing effect
tween(self, {
y: originalY - 20
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
y: originalY
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Repeat animation
self.animate();
}
});
}
});
};
// Stop animations
self.stopAnimation = function () {
tween.stop(self, {
y: true
});
};
// Evolve this creature to its next form, if possible
self.evolve = function () {
if (self.evolvesTo !== null && typeof self.creatureList[self.evolvesTo] !== "undefined") {
var next = self.creatureList[self.evolvesTo];
// Remove all children (graphics, name, evo text)
while (self.children.length > 0) self.removeChild(self.children[0]);
self.creatureId = next.id;
self.type = next.type;
self.name = next.name;
self.image = next.image;
self.evolvesTo = next.evolvesTo;
// Re-add graphics and labels
var creatureGraphics = self.attachAsset(self.image, {
anchorX: 0.5,
anchorY: 0.5
});
creatureGraphics.scale.set(1.2, 1.2);
var nameText = new Text2(self.name, {
size: 36,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0);
nameText.x = 0;
nameText.y = 60;
self.addChild(nameText);
if (self.evolvesTo !== null && typeof self.creatureList[self.evolvesTo] !== "undefined") {
var evoText = new Text2("Evolves to: " + self.creatureList[self.evolvesTo].name, {
size: 24,
fill: 0xFFD700
});
evoText.anchor.set(0.5, 0);
evoText.x = 0;
evoText.y = 100;
self.addChild(evoText);
}
}
};
return self;
});
// Directional pad control for player movement
var DPad = Container.expand(function () {
var self = Container.call(this);
// DPad components
self.padBase = null;
self.upButton = null;
self.downButton = null;
self.leftButton = null;
self.rightButton = null;
// Initialize dpad with buttons
self.init = function () {
// Create base of DPad
self.padBase = self.attachAsset('dpad', {
anchorX: 0.5,
anchorY: 0.5
});
// Create directional buttons
self.upButton = self.createButton(0, -65);
self.downButton = self.createButton(0, 65);
self.leftButton = self.createButton(-65, 0);
self.rightButton = self.createButton(65, 0);
// Position the entire DPad in the bottom left of the screen
self.x = 200;
self.y = 2500;
return self;
};
// Create a directional button at relative x,y from center
self.createButton = function (relX, relY) {
var button = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: relX,
y: relY
});
button.interactive = true;
return button;
};
return self;
});
// Encounter class to handle creature encounters
var Encounter = Container.expand(function () {
var self = Container.call(this);
// Encounter state
self.active = false;
self.creature = null;
self.captureRing = null;
self.captureTarget = null;
self.targetSpeed = 5;
self.targetDirection = 1;
self.captureAttempts = 0;
self.maxAttempts = 3;
// Initialize encounter screen
self.init = function () {
// Darkened background
var bg = self.attachAsset('grassTile', {
anchorX: 0,
anchorY: 0,
width: 2048,
height: 2732
});
bg.alpha = 0.7;
bg.tint = 0x000000;
// Initially hidden
self.visible = false;
return self;
};
// Start encounter with a specific creature
self.startEncounter = function (creature) {
self.active = true;
self.visible = true;
self.creature = creature;
self.captureAttempts = 0;
// --- Cubix selection UI ---
self.selectedCubix = 'basic'; // Default
// Only allow selection of cubix the player has
function getAvailableCubix() {
var arr = [];
for (var i = 0; i < cubixTypes.length; i++) {
if (playerCubixion[cubixTypes[i].rarity] > 0) arr.push(cubixTypes[i]);
}
return arr;
}
var availableCubix = getAvailableCubix();
if (availableCubix.length === 0) {
// No cubix, cannot attempt capture
var noCubixText = new Text2('No Cubix!\nFind more to catch creatures.', {
size: 70,
fill: 0xff0000
});
noCubixText.anchor.set(0.5, 0.5);
noCubixText.x = 1024;
noCubixText.y = 1500;
self.addChild(noCubixText);
LK.setTimeout(function () {
self.endEncounter();
}, 1800);
return;
}
// Show cubix selection buttons
self.cubixButtons = [];
for (var i = 0; i < cubixTypes.length; i++) {
var cType = cubixTypes[i];
var btn = self.attachAsset('captureRing', {
anchorX: 0.5,
anchorY: 0.5,
x: 700 + i * 200,
y: 1600
});
btn.scale.set(0.3, 0.3);
btn.tint = cType.color;
btn.interactive = true;
(function (type) {
btn.down = function () {
self.selectedCubix = type.rarity;
// Highlight selected
for (var j = 0; j < self.cubixButtons.length; j++) {
self.cubixButtons[j].alpha = self.cubixButtons[j].rarity === type.rarity ? 1.0 : 0.5;
}
};
})(cType);
btn.rarity = cType.rarity;
if (playerCubixion[cType.rarity] <= 0) btn.alpha = 0.2;
self.addChild(btn);
self.cubixButtons.push(btn);
// Add label
var label = new Text2(cType.name.replace(' Cubix', 'ion') + ' (' + (playerCubixion[cType.rarity] || 0) + ')', {
size: 30,
fill: cType.color
});
label.anchor.set(0.5, 0);
label.x = 700 + i * 200;
label.y = 1670;
self.addChild(label);
if (i === 0) btn.alpha = 1.0;else btn.alpha = 0.5;
}
// Add creature to encounter screen
self.addChild(creature);
creature.x = 1024; // Center horizontally
creature.y = 1000; // Position in upper portion of screen
// Make creature interactive to allow clicking directly on it
creature.interactive = true;
creature.down = function () {
self.attemptCapture();
};
// Start creature animation
creature.animate();
// Create capture interface
self.createCaptureInterface();
// Play encounter sound
LK.getSound('encounter').play();
};
// Create the capture ring and target interface
self.createCaptureInterface = function () {
// Capture ring
self.captureRing = self.attachAsset('captureRing', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
// Center horizontally
y: 1800 // Lower portion of screen
});
// Moving target
self.captureTarget = self.attachAsset('captureTarget', {
anchorX: 0.5,
anchorY: 0.5,
x: 964,
// Start position (left side of ring)
y: 1800 // Same Y as ring
});
// Capture button
var captureButton = self.attachAsset('grassTile', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 2200,
width: 300,
height: 100
});
captureButton.tint = 0xFF0000;
// Capture button text
var captureText = new Text2('CAPTURE', {
size: 60,
fill: 0xFFFFFF
});
captureText.anchor.set(0.5, 0.5);
captureText.x = 1024;
captureText.y = 2200;
self.addChild(captureText);
// Capture button event
captureButton.interactive = true;
captureButton.down = function () {
self.attemptCapture();
};
// Leave button
var leaveButton = self.attachAsset('grassTile', {
anchorX: 0.5,
anchorY: 0.5,
x: 1700,
y: 2200,
width: 300,
height: 100
});
leaveButton.tint = 0x888888;
var leaveText = new Text2('LEAVE', {
size: 60,
fill: 0xFFFFFF
});
leaveText.anchor.set(0.5, 0.5);
leaveText.x = 1700;
leaveText.y = 2200;
self.addChild(leaveText);
leaveButton.interactive = true;
leaveButton.down = function () {
// End encounter immediately, treat as fail/escape
self.endEncounter();
};
// Info text about the creature
var infoText = new Text2('TYPE: ' + self.creature.type.toUpperCase() + '\n' + 'RARITY: ' + self.creature.rarity.toUpperCase() + '\n' + 'ATTEMPTS: ' + (self.maxAttempts - self.captureAttempts) + ' REMAINING', {
size: 50,
fill: 0xFFFFFF
});
infoText.anchor.set(0.5, 0);
infoText.x = 1024;
infoText.y = 2300;
self.addChild(infoText);
};
// Update function for moving the target
self.update = function () {
if (!self.active || !self.captureTarget) return;
// Move target back and forth across the ring
self.captureTarget.x += self.targetSpeed * self.targetDirection;
// Reverse direction at edges
if (self.captureTarget.x > 1084) {
// Right edge of ring
self.targetDirection = -1;
} else if (self.captureTarget.x < 964) {
// Left edge of ring
self.targetDirection = 1;
}
// Make target move faster based on creature rarity
var speedMultiplier = 1;
if (self.creature) {
if (self.creature.rarity === 'uncommon') speedMultiplier = 1.2;
if (self.creature.rarity === 'rare') speedMultiplier = 1.5;
if (self.creature.rarity === 'epic') speedMultiplier = 1.8;
if (self.creature.rarity === 'legendary') speedMultiplier = 2.2;
}
self.targetSpeed = 5 * speedMultiplier;
};
// Attempt to capture the creature
self.attemptCapture = function () {
// Play capture sound
LK.getSound('capture').play();
self.captureAttempts++;
// Use selected cubix, reduce inventory
var selectedType = cubixTypes[0];
for (var i = 0; i < cubixTypes.length; i++) {
if (cubixTypes[i].rarity === self.selectedCubix) {
selectedType = cubixTypes[i];
break;
}
}
if (playerCubixion[selectedType.rarity] > 0) {
playerCubixion[selectedType.rarity]--;
// Update cubixion button labels
if (self.cubixButtons) {
for (var i = 0; i < self.cubixButtons.length; i++) {
var labelY = 1670;
var label = null;
for (var j = 0; j < self.children.length; j++) {
if (self.children[j] instanceof Text2 && self.children[j].y === labelY && typeof self.children[j].text === "string" && self.children[j].text.indexOf(cubixTypes[i].name.replace(' Cubix', 'ion')) === 0) {
label = self.children[j];
break;
}
}
if (label) label.setText(cubixTypes[i].name.replace(' Cubix', 'ion') + ' (' + (playerCubixion[cubixTypes[i].rarity] || 0) + ')');
if (playerCubixion[cubixTypes[i].rarity] <= 0) self.cubixButtons[i].alpha = 0.2;
}
}
}
// Check if target is in center zone (successful capture)
var distanceFromCenter = Math.abs(self.captureTarget.x - 1024);
var successZone = 15; // Size of "perfect" zone
// Adjust success zone based on rarity (harder for rarer creatures)
if (self.creature.rarity === 'uncommon') successZone = 13;
if (self.creature.rarity === 'rare') successZone = 10;
if (self.creature.rarity === 'epic') successZone = 8;
if (self.creature.rarity === 'legendary') successZone = 5;
var captured = false;
if (distanceFromCenter <= successZone) {
// Use pokeball catch bonus
var baseChance = 0.5;
if (self.creature.rarity === 'common') baseChance = 0.5;
if (self.creature.rarity === 'uncommon') baseChance = 0.35;
if (self.creature.rarity === 'rare') baseChance = 0.2;
if (self.creature.rarity === 'epic') baseChance = 0.1;
if (self.creature.rarity === 'legendary') baseChance = 0.05;
var finalChance = baseChance + (selectedType.catchBonus || 0);
if (Math.random() < finalChance) captured = true;
}
if (captured) {
// Success!
self.captureSuccess();
} else if (self.captureAttempts >= self.maxAttempts) {
// Failed after max attempts
self.captureFail();
} else {
// Update attempts remaining text
var remainingText = self.children.filter(function (child) {
return child instanceof Text2 && child.y === 2300;
})[0];
if (remainingText) {
remainingText.setText('TYPE: ' + self.creature.type.toUpperCase() + '\n' + 'RARITY: ' + self.creature.rarity.toUpperCase() + '\n' + 'ATTEMPTS: ' + (self.maxAttempts - self.captureAttempts) + ' REMAINING');
}
}
};
// Handle successful capture
self.captureSuccess = function () {
// Play success sound
LK.getSound('success').play();
// Add to collection
if (!storage.discoveredCreatures) {
storage.discoveredCreatures = {};
}
var creatureKey = self.creature.type + '-' + self.creature.rarity;
storage.discoveredCreatures[creatureKey] = true;
// Mark the tile as caught so it cannot be encountered again until respawn
if (typeof gameMap !== "undefined" && typeof player !== "undefined") {
var tile = gameMap.getTileAt(player.gridX, player.gridY);
if (tile) {
tile._creatureCaught = true;
tile.hasCreature = false;
// Remove creature visual if present
if (tile._creatureVisual) {
tile.removeChild(tile._creatureVisual);
tile._creatureVisual = null;
}
// Remove encounterIndicator if present (yellow circle)
for (var i = tile.children.length - 1; i >= 0; i--) {
if (tile.children[i].assetId === 'encounterIndicator') {
tile.removeChild(tile.children[i]);
}
}
}
}
// Show success message
var successText = new Text2('CAPTURED!', {
size: 100,
fill: 0x00FF00
});
successText.anchor.set(0.5, 0.5);
successText.x = 1024;
successText.y = 1400;
self.addChild(successText);
// Flash screen
LK.effects.flashScreen(0x00FF00, 500);
// End encounter after delay
LK.setTimeout(function () {
self.endEncounter();
}, 1500);
};
// Handle failed capture
self.captureFail = function () {
// Show fail message
var failText = new Text2('ESCAPED!', {
size: 100,
fill: 0xFF0000
});
failText.anchor.set(0.5, 0.5);
failText.x = 1024;
failText.y = 1400;
self.addChild(failText);
// Flash screen
LK.effects.flashScreen(0xFF0000, 500);
// Despawn the creature from the map if present
if (typeof gameMap !== "undefined" && typeof player !== "undefined") {
var tile = gameMap.getTileAt(player.gridX, player.gridY);
if (tile) {
tile.hasCreature = false;
tile._creatureCaught = false; // Not caught, but despawned
// Remove indicator if present
for (var i = tile.children.length - 1; i >= 0; i--) {
if (tile.children[i].assetId === 'encounterIndicator') {
tile.removeChild(tile.children[i]);
}
}
// Remove from mapCreatures/mapCreatureTiles/mapCreatureLabels if present
if (typeof mapCreatureTiles !== "undefined") {
for (var k = mapCreatureTiles.length - 1; k >= 0; k--) {
if (mapCreatureTiles[k] === tile) {
if (mapCreatureLabels[k]) {
tile.removeChild(mapCreatureLabels[k]);
mapCreatureLabels.splice(k, 1);
}
mapCreatures.splice(k, 1);
mapCreatureTiles.splice(k, 1);
}
}
}
}
}
// End encounter after delay
LK.setTimeout(function () {
self.endEncounter();
}, 1500);
};
// End the current encounter
self.endEncounter = function () {
if (self.creature) {
self.creature.stopAnimation();
}
self.active = false;
self.visible = false;
// Remove all children
while (self.children.length > 0) {
self.removeChild(self.children[0]);
}
self.creature = null;
self.captureRing = null;
self.captureTarget = null;
// Reinitialize for next encounter
self.init();
// Also set encounterActive to false so game resumes
if (typeof encounterActive !== "undefined") {
encounterActive = false;
}
};
return self;
});
// GameMap represents the entire game map with different biomes
var GameMap = Container.expand(function () {
var self = Container.call(this);
self.mapWidth = 60; // Number of tiles horizontally (max size, increased)
self.mapHeight = 60; // Number of tiles vertically (max size, increased)
self.tileSize = TILE_SIZE; // Size of each tile in pixels (increased to match TILE_SIZE)
self.tiles = []; // 2D array to hold all map tiles
// Biome generation parameters
self.biomeTypes = ['grass', 'water', 'desert', 'forest', 'mountain', 'street', 'urban'];
self.biomeSeeds = []; // Points from which biomes spread
// Initialize map with biomes
self.initMap = function () {
// Create empty 2D array for tiles
for (var y = 0; y < self.mapHeight; y++) {
self.tiles[y] = [];
for (var x = 0; x < self.mapWidth; x++) {
self.tiles[y][x] = null;
}
}
// Place biome seeds
self.placeBiomeSeeds();
// Generate biomes from seeds
self.generateBiomes();
// --- Flood fill to ensure all tiles are connected (no black dots) ---
var visited = [];
for (var y = 0; y < self.mapHeight; y++) {
visited[y] = [];
for (var x = 0; x < self.mapWidth; x++) {
visited[y][x] = false;
}
}
// Start flood fill from center of map
var startX = Math.floor(self.mapWidth / 2);
var startY = Math.floor(self.mapHeight / 2);
var startBiome = self.tiles[startY][startX];
var queue = [{
x: startX,
y: startY
}];
visited[startY][startX] = true;
while (queue.length > 0) {
var pos = queue.shift();
var dirs = [{
dx: 1,
dy: 0
}, {
dx: -1,
dy: 0
}, {
dx: 0,
dy: 1
}, {
dx: 0,
dy: -1
}];
for (var d = 0; d < dirs.length; d++) {
var nx = pos.x + dirs[d].dx;
var ny = pos.y + dirs[d].dy;
if (nx >= 0 && nx < self.mapWidth && ny >= 0 && ny < self.mapHeight && !visited[ny][nx]) {
// Only connectable if not "dark"
if (self.tiles[ny][nx] !== "dark") {
visited[ny][nx] = true;
queue.push({
x: nx,
y: ny
});
}
}
}
}
// Any tile not visited is unreachable, so set it to the most common neighbor biome
for (var y = 0; y < self.mapHeight; y++) {
for (var x = 0; x < self.mapWidth; x++) {
if (!visited[y][x]) {
// Find most common neighbor biome (not dark)
var biomeCount = {};
for (var dy = -1; dy <= 1; dy++) {
for (var dx = -1; dx <= 1; dx++) {
var nx = x + dx;
var ny = y + dy;
if (nx >= 0 && nx < self.mapWidth && ny >= 0 && ny < self.mapHeight && (dx !== 0 || dy !== 0)) {
var b = self.tiles[ny][nx];
if (b && b !== "dark") {
if (!biomeCount[b]) biomeCount[b] = 0;
biomeCount[b]++;
}
}
}
}
// Pick the most common neighbor biome, fallback to "grass"
var maxCount = 0;
var bestBiome = "grass";
for (var b in biomeCount) {
if (biomeCount[b] > maxCount) {
maxCount = biomeCount[b];
bestBiome = b;
}
}
self.tiles[y][x] = bestBiome;
}
}
}
// Create tiles based on biome map
self.createTiles();
return self;
};
// Place seed points for biome generation
self.placeBiomeSeeds = function () {
// Place multiple seeds for each biome for more, smaller biomes
for (var i = 0; i < self.biomeTypes.length; i++) {
var seedsPerBiome = 3; // Default for most biomes
// Make mountain biomes much smaller by reducing their seed count
if (self.biomeTypes[i] === 'mountain') {
seedsPerBiome = 1; // Only 1 seed for mountain biome for much smaller area
}
for (var j = 0; j < seedsPerBiome; j++) {
var seed = {
x: Math.floor(Math.random() * self.mapWidth),
y: Math.floor(Math.random() * self.mapHeight),
biome: self.biomeTypes[i]
};
self.biomeSeeds.push(seed);
}
}
};
// Generate biomes from seed points using a simple distance-based algorithm
self.generateBiomes = function () {
for (var y = 0; y < self.mapHeight; y++) {
for (var x = 0; x < self.mapWidth; x++) {
// Find closest biome seed
var closestDist = Number.MAX_VALUE;
var closestBiome = 'grass'; // Default
for (var i = 0; i < self.biomeSeeds.length; i++) {
var seed = self.biomeSeeds[i];
// Reduce the effective radius for each seed, so biomes are smaller
var dist = Math.sqrt(Math.pow(x - seed.x, 2) + Math.pow(y - seed.y, 2)) * 0.35; // Reduce multiplier for smaller biomes
// Make mountain biomes even smaller by increasing the distance multiplier
if (seed.biome === 'mountain') {
dist *= 3.5; // Make mountain biomes much smaller
}
// Add more randomness to make borders less regular and biomes patchier
dist += Math.random() * 6 - 3;
if (dist < closestDist) {
closestDist = dist;
closestBiome = seed.biome;
}
}
self.tiles[y][x] = closestBiome;
}
}
// Add some randomness and blending between biomes
self.refineBiomes();
};
// Add more natural transitions between biomes with street patterns
self.refineBiomes = function () {
// Create a deep copy of tiles array
var tempTiles = [];
for (var y = 0; y < self.mapHeight; y++) {
tempTiles[y] = [];
for (var x = 0; x < self.mapWidth; x++) {
tempTiles[y][x] = self.tiles[y][x];
}
}
// Create street grid patterns
// Find street biome seed
var streetSeedX = -1;
var streetSeedY = -1;
for (var i = 0; i < self.biomeSeeds.length; i++) {
if (self.biomeSeeds[i].biome === 'street') {
streetSeedX = self.biomeSeeds[i].x;
streetSeedY = self.biomeSeeds[i].y;
break;
}
}
// If we have a street seed, create grid pattern around it
if (streetSeedX >= 0 && streetSeedY >= 0) {
// Create street grid - horizontal and vertical streets
var streetRadius = 8; // Size of urban area
var streetGridSpacing = 3; // Distance between streets
for (var y = Math.max(0, streetSeedY - streetRadius); y < Math.min(self.mapHeight, streetSeedY + streetRadius); y++) {
for (var x = Math.max(0, streetSeedX - streetRadius); x < Math.min(self.mapWidth, streetSeedX + streetRadius); x++) {
// Check if within street biome core radius
var distToSeed = Math.sqrt(Math.pow(x - streetSeedX, 2) + Math.pow(y - streetSeedY, 2));
if (distToSeed <= streetRadius) {
// Street grid pattern: create roads at regular intervals
if (x % streetGridSpacing === 0 || y % streetGridSpacing === 0) {
self.tiles[y][x] = 'street';
}
// Building blocks between streets
else if (self.tiles[y][x] === 'street') {
// Determine building type based on position in grid - some variety within urban areas
if ((x + y) % 2 === 0) {
self.tiles[y][x] = 'street'; // Keep as urban (tall buildings)
} else {
// Mix with nearby biomes occasionally for parks, etc.
if (Math.random() < 0.3) {
var nearbyNonStreetBiome = '';
// Look for any non-street biome nearby
for (var ny = y - 1; ny <= y + 1; ny++) {
for (var nx = x - 1; nx <= x + 1; nx++) {
if (ny >= 0 && ny < self.mapHeight && nx >= 0 && nx < self.mapWidth) {
if (self.tiles[ny][nx] !== 'street' && self.tiles[ny][nx] !== undefined) {
nearbyNonStreetBiome = self.tiles[ny][nx];
break;
}
}
}
if (nearbyNonStreetBiome) break;
}
// If found nearby non-street biome, use it, otherwise keep as street
if (nearbyNonStreetBiome) {
self.tiles[y][x] = nearbyNonStreetBiome;
}
}
}
}
}
}
}
}
// Now apply regular biome smoothing
for (var y = 1; y < self.mapHeight - 1; y++) {
for (var x = 1; x < self.mapWidth - 1; x++) {
// Skip street grid areas
var distToStreetSeed = streetSeedX >= 0 ? Math.sqrt(Math.pow(x - streetSeedX, 2) + Math.pow(y - streetSeedY, 2)) : Number.MAX_VALUE;
if (distToStreetSeed <= streetRadius && (x % streetGridSpacing === 0 || y % streetGridSpacing === 0)) {
continue; // Skip street grid lines
}
// Count neighboring biomes
var biomeCount = {};
for (var ny = y - 1; ny <= y + 1; ny++) {
for (var nx = x - 1; nx <= x + 1; nx++) {
// Check that neighbor coordinates are valid
if (ny >= 0 && ny < self.mapHeight && nx >= 0 && nx < self.mapWidth) {
var neighborBiome = tempTiles[ny][nx];
if (neighborBiome) {
if (!biomeCount[neighborBiome]) {
biomeCount[neighborBiome] = 0;
}
biomeCount[neighborBiome]++;
}
}
}
}
// Random chance to convert to most common neighbor
if (Math.random() < 0.4) {
var mostCommon = tempTiles[y][x];
var maxCount = 0;
for (var biome in biomeCount) {
if (biomeCount.hasOwnProperty(biome) && biomeCount[biome] > maxCount) {
maxCount = biomeCount[biome];
mostCommon = biome;
}
}
self.tiles[y][x] = mostCommon;
}
}
}
};
// Create actual tile objects based on the biome map
self.createTiles = function () {
for (var y = 0; y < self.mapHeight; y++) {
for (var x = 0; x < self.mapWidth; x++) {
var biomeType = self.tiles[y][x];
var tile = new MapTile().initTile(biomeType, x, y);
tile.tileSize = TILE_SIZE;
self.addChild(tile);
}
}
};
// Get tile at grid coordinates
self.getTileAt = function (gridX, gridY) {
// Ensure coordinates are within bounds
if (gridX < 0 || gridX >= self.mapWidth || gridY < 0 || gridY >= self.mapHeight) {
return null;
}
// Find the tile in the children
for (var i = 0; i < self.children.length; i++) {
var tile = self.children[i];
if (tile.gridX === gridX && tile.gridY === gridY) {
return tile;
}
}
return null;
};
return self;
});
// MapTile represents a single tile in the game grid
var MapTile = Container.expand(function () {
var self = Container.call(this);
self.biomeType = 'grass'; // Default biome
self.tileSize = TILE_SIZE; // Set to match TILE_SIZE for correct movement alignment
self.hasCreature = false;
self.explored = false;
self.x = 0;
self.y = 0;
self.gridX = 0;
self.gridY = 0;
// Initialize the tile with a specific biome
self.initTile = function (biomeType, gridX, gridY) {
self.biomeType = biomeType;
self.gridX = gridX;
self.gridY = gridY;
self.x = gridX * self.tileSize;
self.y = gridY * self.tileSize;
// Get the appropriate tile asset based on biome, using unique tile for each biome
var biomeTileAssetMap = {
grass: ['grassTile', 'grassTile2'],
water: ['waterTile', 'waterTile2'],
desert: ['desertTile', 'desertTile2'],
forest: ['forestTile', 'forestTile2'],
mountain: ['mountainTile', 'mountainTile2'],
street: ['streetTile', 'streetTile2'],
urban: ['urbanTile', 'urbanTile2']
};
// Special handling for out-of-world tiles removed. All tiles use biome tile assets.
var assetList = biomeTileAssetMap[self.biomeType] || [self.biomeType + 'Tile'];
// Randomly pick one of the two tile assets for this biome
var assetId = assetList[Math.floor(Math.random() * assetList.length)];
// Use a single tile for the biome, with the new TILE_SIZE (already 3x bigger)
self.tileImage = self.attachAsset(assetId, {
anchorX: 0,
anchorY: 0,
width: TILE_SIZE,
height: TILE_SIZE,
x: 0,
y: 0
});
self.tileImage.alpha = 0.9;
// Set the logical tile size to TILE_SIZE for correct movement and centering
self.tileSize = TILE_SIZE;
// No fog overlay for undiscovered tiles (fog removed)
self.fogOverlay = null;
// Random chance to spawn a creature based on biome (further reduced for less frequent spawning)
if (Math.random() < 0.02) {
self.hasCreature = true;
var indicator = self.attachAsset('encounterIndicator', {
anchorX: 0.5,
anchorY: 0.5,
x: TILE_SIZE / 2,
y: TILE_SIZE / 2
});
indicator.alpha = 0.7;
}
return self;
};
// Mark tile as explored
self.explore = function () {
if (!self.explored) {
self.explored = true;
// Hide fog overlay if present
if (self.fogOverlay) {
self.fogOverlay.visible = false;
}
// Add to explored areas in storage
var exploredKey = self.gridX + "," + self.gridY;
if (!storage.exploredTiles) storage.exploredTiles = {};
storage.exploredTiles[exploredKey] = true;
}
};
return self;
});
// MiniMap class to show explored areas
var MiniMap = Container.expand(function () {
var self = Container.call(this);
// MiniMap components
self.mapBackground = null;
self.playerMarker = null;
self.tileMarkers = [];
self.mapSize = 300;
self.scale = 0.1; // How much of the full map to show
// Initialize minimap
self.init = function () {
// Create background
self.mapBackground = self.attachAsset('minimap', {
anchorX: 0,
anchorY: 0,
width: self.mapSize,
height: self.mapSize
});
// Create player marker
self.playerMarker = self.attachAsset('minimapMarker', {
anchorX: 0.5,
anchorY: 0.5,
x: self.mapSize / 2,
y: self.mapSize / 2
});
// Position minimap in top right corner
self.x = 2048 - self.mapSize - 20;
self.y = 20;
return self;
};
// Update minimap with current player position and explored tiles
self.update = function (player, gameMap) {
// Check if player and gameMap are defined
if (!player || !gameMap) return;
// Update player marker position
var centerX = self.mapSize / 2;
var centerY = self.mapSize / 2;
// Position marker relative to center
self.playerMarker.x = centerX;
self.playerMarker.y = centerY;
// Clear existing tile markers
for (var i = 0; i < self.tileMarkers.length; i++) {
self.removeChild(self.tileMarkers[i]);
}
self.tileMarkers = [];
// Add markers for visible tiles around player
var visionRadius = 2; // Match the reduced player vision radius
for (var y = Math.floor(player.gridY - visionRadius); y <= Math.ceil(player.gridY + visionRadius); y++) {
for (var x = Math.floor(player.gridX - visionRadius); x <= Math.ceil(player.gridX + visionRadius); x++) {
var dx = x - player.gridX;
var dy = y - player.gridY;
if (Math.sqrt(dx * dx + dy * dy) <= visionRadius + 0.2) {
var tile = gameMap.getTileAt(x, y);
if (tile && tile.explored) {
// Create marker with biome color
var color = 0x33cc33; // Default grass
if (tile.biomeType === 'water') color = 0x3399ff;
if (tile.biomeType === 'desert') color = 0xe6cc99;
if (tile.biomeType === 'forest') color = 0x006600;
if (tile.biomeType === 'mountain') color = 0x999999;
if (tile.biomeType === 'street') color = 0x666666;
if (tile.biomeType === 'urban') color = 0x4444aa;
var marker = new Container();
var markerGraphics = LK.getAsset('grassTile', {
anchorX: 0,
anchorY: 0,
width: 10,
height: 10
});
markerGraphics.tint = color;
marker.addChild(markerGraphics);
// Position marker relative to player
marker.x = centerX + (x - player.gridX) * 10;
marker.y = centerY + (y - player.gridY) * 10;
self.addChild(marker);
self.tileMarkers.push(marker);
}
}
}
}
};
return self;
});
// Player character with integrated vision logic
var Player = Container.expand(function () {
var self = Container.call(this);
// Player properties
self.gridX = 10; // Starting X position on grid (max map)
self.gridY = 10; // Starting Y position on grid (max map)
self.moveSpeed = 0.2; // Movement animation speed
self.moving = false;
self.lastGridX = 10;
self.lastGridY = 10;
self.visionRadius = 2; // Reduced vision radius in blocks
// Remove sub-tile logic: always center player in tile
self.subTileX = 0;
self.subTileY = 0;
// New: quadrant label
self.quadrantLabel = null;
// Initialize player with graphics
self.init = function () {
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
y: -44 // Move player image 44px higher for better visual centering
});
// Make player a bit bigger for better visibility
playerGraphics.scale.set(0.34, 0.34);
// Store reference for orientation logic
self.playerGraphics = playerGraphics;
// Always reset rotation and scale.x on init
self.playerGraphics.rotation = 0;
self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x);
// Add quadrant label
self.quadrantLabel = new Text2('', {
size: 40,
fill: 0xffff00
});
self.quadrantLabel.anchor.set(0.5, 1);
self.quadrantLabel.x = 0;
self.quadrantLabel.y = -TILE_SIZE / 4;
self.addChild(self.quadrantLabel);
// Load position from storage if available
if (storage.playerPosition) {
self.gridX = storage.playerPosition.x;
self.gridY = storage.playerPosition.y;
self.lastGridX = self.gridX;
self.lastGridY = self.gridY;
// Always force subTileX and subTileY to 0 (center)
self.subTileX = 0;
self.subTileY = 0;
} else {
// If not in storage, spawn at center of map
self.gridX = 15;
self.gridY = 15;
self.lastGridX = 15;
self.lastGridY = 15;
self.subTileX = 0;
self.subTileY = 0;
}
// Update position based on grid coordinates
self.updatePosition();
// Always visually center player on screen after spawn
self.x = self.gridX * TILE_SIZE + TILE_SIZE / 2;
self.y = self.gridY * TILE_SIZE + TILE_SIZE / 2;
return self;
};
// Move player to specific grid coordinates
self.moveToGrid = function (newGridX, newGridY) {
if (self.moving) return; // Don't interrupt current movement
// Store last position for comparison
self.lastGridX = self.gridX;
self.lastGridY = self.gridY;
// --- Determine facing direction and update sprite orientation ---
// We'll use self.facing: 'left', 'right', 'up', 'down'
if (typeof self.facing === "undefined") self.facing = "down";
if (typeof self.playerGraphics === "undefined") self.playerGraphics = self.children[0]; // Assume first child is player sprite
var dx = newGridX - self.gridX;
var dy = newGridY - self.gridY;
if (Math.abs(dx) > Math.abs(dy)) {
// Horizontal move
if (dx > 0) {
self.facing = "right";
// Swap to 'player' asset if not already
if (self.playerGraphics && self.playerGraphics.assetId !== 'player') {
self.removeChild(self.playerGraphics);
self.playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
y: -44
});
self.playerGraphics.scale.set(0.34, 0.34);
}
if (self.playerGraphics) {
self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x); // Face right (default)
}
} else if (dx < 0) {
self.facing = "left";
// Swap to 'player' asset if not already
if (self.playerGraphics && self.playerGraphics.assetId !== 'player') {
self.removeChild(self.playerGraphics);
self.playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
y: -44
});
self.playerGraphics.scale.set(0.34, 0.34);
}
if (self.playerGraphics) {
self.playerGraphics.scale.x = -Math.abs(self.playerGraphics.scale.x); // Flip horizontally to face left
}
}
} else if (Math.abs(dy) > 0) {
// Vertical move
if (dy < 0) {
self.facing = "up";
// Swap to 'player_up' asset if not already
if (self.playerGraphics && self.playerGraphics.assetId !== 'player_up') {
// Remove old graphic
self.removeChild(self.playerGraphics);
// Attach new up-facing asset
self.playerGraphics = self.attachAsset('player_up', {
anchorX: 0.5,
anchorY: 0.5,
y: -44
});
self.playerGraphics.scale.set(0.34, 0.34);
}
if (self.playerGraphics) {
self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x); // Face right (default)
self.playerGraphics.rotation = Math.PI; // Show back (rotate 180deg)
}
} else if (dy > 0) {
self.facing = "down";
// Swap to 'player' asset if not already
if (self.playerGraphics && self.playerGraphics.assetId !== 'player') {
self.removeChild(self.playerGraphics);
self.playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
y: -44
});
self.playerGraphics.scale.set(0.34, 0.34);
}
if (self.playerGraphics) {
self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x); // Face right (default)
self.playerGraphics.rotation = 0; // Face forward
}
}
}
// If not moving vertically, always reset rotation
if (Math.abs(dx) > 0 && Math.abs(dy) === 0 && self.playerGraphics) {
self.playerGraphics.rotation = 0;
}
// Prevent movement onto dark (black) blocks
if (typeof gameMap !== "undefined") {
var targetTile = gameMap.getTileAt(newGridX, newGridY);
if (targetTile && targetTile.biomeType === "dark") {
// Block movement, do not update grid position
return;
}
// Water entry animation: if moving into water, play animation
if (targetTile && targetTile.biomeType === "water") {
// Animate player "sinking" and "bobbing" in water
var originalY = self.y;
tween(self, {
y: originalY + 30
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
var bobCount = 0;
function bob() {
if (bobCount < 3) {
tween(self, {
y: originalY + 20
}, {
duration: 120,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
y: originalY + 30
}, {
duration: 120,
easing: tween.easeInOut,
onFinish: function onFinish() {
bobCount++;
bob();
}
});
}
});
} else {
// After bobbing, ensure player is at correct Y for water tile
var finalY = self.gridY * TILE_SIZE + TILE_SIZE / 2;
self.y = finalY;
}
}
bob();
}
});
}
}
// Update grid position (no sub-tile logic)
self.gridX = newGridX;
self.gridY = newGridY;
self.subTileX = 0;
self.subTileY = 0;
// Save position to storage
storage.playerPosition = {
x: self.gridX,
y: self.gridY,
subTileX: self.subTileX,
subTileY: self.subTileY
};
// Animate movement and update vision after movement finishes
self.moving = true;
// Move to the center of the tile
var offsetX = TILE_SIZE / 2;
var offsetY = TILE_SIZE / 2;
var targetMapX = self.gridX * TILE_SIZE + offsetX;
var targetMapY = self.gridY * TILE_SIZE + offsetY;
// Animate the map and player so the player appears to move smoothly and always stays centered on screen
var startPlayerX = self.x;
var startPlayerY = self.y;
var startMapX = typeof gameMap !== "undefined" ? gameMap.x : 0;
var startMapY = typeof gameMap !== "undefined" ? gameMap.y : 0;
var endPlayerX = 1024;
var endPlayerY = 1366;
var endMapX = 1024 - targetMapX;
var endMapY = 1366 - targetMapY;
var playerTweenDuration = 350;
var visionTweenDuration = 200;
// Animate vision update to be much faster than player movement
if (typeof gameMap !== "undefined" && typeof self.updateVision === "function") {
var visionObj = {
progress: 0
};
tween(visionObj, {
progress: 1
}, {
duration: visionTweenDuration,
easing: tween.easeOut,
onUpdate: function onUpdate() {
self.updateVision(gameMap);
}
});
}
// Animate both player and map for smooth movement
tween({
t: 0
}, {
t: 1
}, {
duration: playerTweenDuration,
easing: tween.easeOut,
onUpdate: function onUpdate(obj) {
// Interpolate player position (moves on map)
self.x = startPlayerX + (targetMapX - startPlayerX) * obj.t;
self.y = startPlayerY + (targetMapY - startPlayerY) * obj.t;
// Animate map so player is always centered
if (typeof gameMap !== "undefined") {
gameMap.x = startMapX + (endMapX - startMapX) * obj.t;
gameMap.y = startMapY + (endMapY - startMapY) * obj.t;
}
},
onFinish: function onFinish() {
self.moving = false;
// Snap to final positions
self.x = targetMapX;
// If current tile is water, keep the "bobbing" offset, else restore to normal
var currentTile = typeof gameMap !== "undefined" ? gameMap.getTileAt(self.gridX, self.gridY) : null;
if (currentTile && currentTile.biomeType === "water") {
self.y = targetMapY; // Appear lower in water
} else {
self.y = targetMapY - 30; // Move player image 30px above tile center for better centering
// If coming from water, stop any water bobbing animation and reset Y
if (typeof tween !== "undefined") {
tween.stop(self, {
y: true
});
}
}
if (typeof gameMap !== "undefined") {
gameMap.x = endMapX;
gameMap.y = endMapY;
}
// Only update vision after movement is complete for optimized vision
if (typeof gameMap !== "undefined") {
self.updateVision(gameMap);
}
}
});
// Always clear quadrant label since player is always at center
if (self.quadrantLabel) self.quadrantLabel.setText('');
// Call onQuadrantChange with 'CENTER' label for compatibility
if (typeof self.onQuadrantChange === "function") {
self.onQuadrantChange(self.gridX, self.gridY, self.subTileX, self.subTileY, 'CENTER');
}
};
// Update position based on current grid coordinates (no animation)
self.updatePosition = function () {
// Position player at the center of the tile (no sub-tile logic)
var offsetX = TILE_SIZE / 2;
var offsetY = TILE_SIZE / 2;
self.x = self.gridX * TILE_SIZE + offsetX;
// If current tile is water, show player lower (no -30 offset)
var currentTile = typeof gameMap !== "undefined" ? gameMap.getTileAt(self.gridX, self.gridY) : null;
if (currentTile && currentTile.biomeType === "water") {
self.y = self.gridY * TILE_SIZE + offsetY;
} else {
self.y = self.gridY * TILE_SIZE + offsetY - 30; // Move player image 30px above tile center for better centering
}
// Always reset player sprite orientation if not moving
if (self.facing === "up") {
if (!self.playerGraphics || self.playerGraphics.assetId !== 'player_up') {
if (self.playerGraphics) self.removeChild(self.playerGraphics);
self.playerGraphics = self.attachAsset('player_up', {
anchorX: 0.5,
anchorY: 0.5,
y: -44
});
self.playerGraphics.scale.set(0.34, 0.34);
}
self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x);
self.playerGraphics.rotation = Math.PI;
} else if (self.facing === "left") {
if (!self.playerGraphics || self.playerGraphics.assetId !== 'player') {
if (self.playerGraphics) self.removeChild(self.playerGraphics);
self.playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
y: -44
});
self.playerGraphics.scale.set(0.34, 0.34);
}
self.playerGraphics.scale.x = -Math.abs(self.playerGraphics.scale.x);
self.playerGraphics.rotation = 0;
} else if (self.facing === "right") {
if (!self.playerGraphics || self.playerGraphics.assetId !== 'player') {
if (self.playerGraphics) self.removeChild(self.playerGraphics);
self.playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
y: -44
});
self.playerGraphics.scale.set(0.34, 0.34);
}
self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x);
self.playerGraphics.rotation = 0;
} else {
if (!self.playerGraphics || self.playerGraphics.assetId !== 'player') {
if (self.playerGraphics) self.removeChild(self.playerGraphics);
self.playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
y: -44
});
self.playerGraphics.scale.set(0.34, 0.34);
}
self.playerGraphics.scale.x = Math.abs(self.playerGraphics.scale.x);
self.playerGraphics.rotation = 0;
}
// Hide player sprite if on dark (black) block
if (typeof gameMap !== "undefined") {
var tile = gameMap.getTileAt(self.gridX, self.gridY);
// Do not hide player, but do not show dark tiles
self.visible = true;
// Mark this tile as discovered if not already
if (tile && !tile.explored) {
tile.explore();
}
} else {
self.visible = true;
}
// No longer force sub-tile to 0 (center) when updating position
// Only update vision if not moving, to optimize vision updates
if (!self.moving && typeof gameMap !== "undefined" && typeof self.updateVision === "function") {
self.updateVision(gameMap);
}
// Always clear quadrant label since player is always at center
if (self.quadrantLabel) self.quadrantLabel.setText('');
// Call onQuadrantChange with 'CENTER' label for compatibility
if (typeof self.onQuadrantChange === "function") {
self.onQuadrantChange(self.gridX, self.gridY, self.subTileX, self.subTileY, 'CENTER');
}
// --- Rotate player if next to world border ---
if (typeof self.rotation !== "undefined") {
self.rotation = 0;
}
var nearBorder = false;
var borderDir = 0; // 0=none, 1=left, 2=right, 3=top, 4=bottom
if (self.gridX <= 0.5) {
nearBorder = true;
borderDir = 1;
} else if (self.gridX >= MAP_WIDTH - 1) {
nearBorder = true;
borderDir = 2;
} else if (self.gridY <= 0.5) {
nearBorder = true;
borderDir = 3;
} else if (self.gridY >= MAP_HEIGHT - 1) {
nearBorder = true;
borderDir = 4;
}
if (nearBorder) {
// Rotate player to indicate border direction
if (borderDir === 1) self.rotation = Math.PI / 2; // Left: face down
else if (borderDir === 2) self.rotation = -Math.PI / 2; // Right: face up
else if (borderDir === 3) self.rotation = Math.PI; // Top: upside down
else if (borderDir === 4) self.rotation = 0; // Bottom: normal
} else {
self.rotation = 0;
}
// Ensure player is always above the tile and centered after update
if (typeof game !== "undefined" && self.parent !== game) {
game.addChild(self);
}
self.scale.set(gameMap.scale.x, gameMap.scale.y);
self.visible = true;
// Always visually center player on screen after updatePosition
// Now: player moves on map, so set to map position
self.x = self.gridX * TILE_SIZE + TILE_SIZE / 2;
self.y = self.gridY * TILE_SIZE + TILE_SIZE / 2;
// Always bring player to top of display list
if (typeof game !== "undefined" && typeof game.children !== "undefined") {
if (game.children.indexOf(self) !== -1) {
game.removeChild(self);
game.addChild(self);
}
}
};
// Update vision: show/hide tiles based on a circular vision area, and save seen tiles as memory
self.updateVision = function (gameMap) {
// Vision area: always center player in the middle of the vision area for optimized movement
var visionRadius = 2; // Reduced from 3 to 2 for even smaller vision
var centerX = self.gridX;
var centerY = self.gridY;
var minX = Math.max(0, Math.floor(centerX - visionRadius));
var maxX = Math.min(MAP_WIDTH - 1, Math.ceil(centerX + visionRadius));
var minY = Math.max(0, Math.floor(centerY - visionRadius));
var maxY = Math.min(MAP_HEIGHT - 1, Math.ceil(centerY + visionRadius));
for (var y = 0; y < MAP_HEIGHT; y++) {
for (var x = 0; x < MAP_WIDTH; x++) {
var tile = gameMap.getTileAt(x, y);
if (tile) {
// Calculate distance from player - properly centered now
var dx = x - centerX;
var dy = y - centerY;
// Only show tiles within a circular vision area (Euclidean distance <= visionRadius + 0.2 for smoothness)
if (Math.sqrt(dx * dx + dy * dy) <= visionRadius + 0.2) {
// Hide dark (out-of-world) tiles so black area is never shown
if (tile.biomeType === "dark") {
tile.visible = false;
continue;
}
tile.visible = true;
// Mark as explored and save to memory
if (!tile.explored) {
tile.explored = true;
var exploredKey = x + "," + y;
if (!storage.exploredTiles) storage.exploredTiles = {};
storage.exploredTiles[exploredKey] = true;
}
// No fog overlay to hide (fog removed)
// --- Show both spawned and despawned creatures in vision ---
// In vision area: show both spawned and despawned creatures
// Remove all faded indicators first to avoid duplicates
for (var c = tile.children.length - 1; c >= 0; c--) {
if (tile.children[c].assetId === 'encounterIndicator' && tile.children[c].alpha === 0.25) {
tile.removeChild(tile.children[c]);
}
}
// If a creature is currently spawned, mark that this tile has ever had a creature
if (tile.hasCreature) {
tile._everHadCreature = true;
}
// Show indicator for spawned creature
if (tile.hasCreature) {
// Remove encounterIndicator if present, since we will show the creature image instead
for (var c = tile.children.length - 1; c >= 0; c--) {
if (tile.children[c].assetId === 'encounterIndicator' && tile.children[c].alpha === 0.7) {
tile.removeChild(tile.children[c]);
}
}
// --- Show creature visually on top of tile ---
if (!tile._creatureVisual) {
// Find the type of the creature for this tile from mapCreatures/mapCreatureTiles
var creatureType = null;
if (typeof mapCreatures !== "undefined" && typeof mapCreatureTiles !== "undefined") {
for (var mci = 0; mci < mapCreatureTiles.length; mci++) {
if (mapCreatureTiles[mci] === tile) {
creatureType = mapCreatures[mci];
break;
}
}
}
// If not found, fallback to biomeType
if (!creatureType) {
// Use a default type for biome
if (typeof Creature !== "undefined") {
creatureType = new Creature().getRandomType(tile.biomeType);
} else {
creatureType = "normal";
}
}
// If biome is urban, use urbanCreature
if (tile.biomeType === "urban") {
creatureType = "urban";
}
// Show the creature visually using the correct image for the type
var creatureVisual = LK.getAsset(creatureType + "Creature", {
anchorX: 0.5,
anchorY: 0.5,
x: TILE_SIZE / 2,
y: TILE_SIZE / 2
});
creatureVisual.scale.set(1.2, 1.2);
creatureVisual.alpha = 1.0;
tile.addChild(creatureVisual);
tile._creatureVisual = creatureVisual;
}
// Always bring creature visual to top
if (tile._creatureVisual && tile.children.indexOf(tile._creatureVisual) !== -1) {
tile.removeChild(tile._creatureVisual);
tile.addChild(tile._creatureVisual);
}
}
// Remove creature visual if not hasCreature
if (!tile.hasCreature && tile._creatureVisual) {
tile.removeChild(tile._creatureVisual);
tile._creatureVisual = null;
}
// Show faded indicator for despawned creature (if ever had creature, but not currently spawned)
if (tile._everHadCreature && !tile.hasCreature) {
var alreadyFaded = false;
for (var c = 0; c < tile.children.length; c++) {
if (tile.children[c].assetId === 'encounterIndicator' && tile.children[c].alpha === 0.25) {
alreadyFaded = true;
break;
}
}
if (!alreadyFaded) {
var fadedIndicator = tile.attachAsset('encounterIndicator', {
anchorX: 0.5,
anchorY: 0.5,
x: TILE_SIZE / 2,
y: TILE_SIZE / 2
});
fadedIndicator.alpha = 0.25;
}
// Remove creature visual if not hasCreature
if (tile._creatureVisual) {
tile.removeChild(tile._creatureVisual);
tile._creatureVisual = null;
}
}
// --- End show both spawned and despawned creatures in vision ---
} else {
// Out of vision: hide all encounter indicators (spawned and despawned) in foggy/unvision area
for (var c = tile.children.length - 1; c >= 0; c--) {
if (tile.children[c].assetId === 'encounterIndicator') {
tile.removeChild(tile.children[c]);
}
}
// Hide all creatures in foggy area: do not show any indicators or creatures
tile.visible = true;
// No fog overlay to show (fog removed)
}
}
}
// Called whenever the player moves to a new quadrant of a tile
self.onQuadrantChange = function (gridX, gridY, subTileX, subTileY, label) {
// Example: you can add your own logic here to check which quadrant the player is in
// For example, trigger something if in DOWN LEFT
// gridX, gridY: tile coordinates
// subTileX, subTileY: 0 or 1 (0=left/up, 1=right/down)
// label: string label of the quadrant
};
// Example: log which quadrant the player is in
// console.log("Player is at tile (" + gridX + "," + gridY + ") in quadrant: " + label);
// You can add more logic here, e.g.:
// if (subTileX === 0 && subTileY === 1) { /* DOWN LEFT */ }
// if (subTileX === 1 && subTileY === 0) { /* UP RIGHT */ }
// etc.
}
;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// The following assets are initialized with the creature's name and element in the asset id for clarity
// For demonstration, we use placeholder image ids. Replace with real ids as needed.
// Example: LK.init.image('creature_0', {width:120, height:120, id:'<image_id>'})
// --- Creature image assets for all 100 unique creatures ---
// Creature type base shapes (for fallback and type-based visuals)
// Unique biome tile assets for each biome (example: add one more for each)
// Unique image for urban biome
// Sounds
// Encounter indicator
// UI elements
// Creatures by elemental type
// Map tiles
// Player character
// Storage for saving game progress
// Tween for animations
// Game dimensions and settings
// JSON helper functions for parsing and stringifying
// Out-of-world tile asset (default color, can be changed in MapTile)
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
function parseJSON(str) {
var result = {};
if (typeof str === 'string') {
try {
var pairs = str.slice(1, -1).split(',');
for (var i = 0; i < pairs.length; i++) {
var pair = pairs[i].trim().split(':');
var key = pair[0].replace(/["']/g, '').trim();
var value = pair[1].trim();
if (value.startsWith('[') && value.endsWith(']')) {
result[key] = parseJSONArray(value);
} else if (value.startsWith('{') && value.endsWith('}')) {
result[key] = parseJSON(value);
} else if (value === 'true') {
result[key] = true;
} else if (value === 'false') {
result[key] = false;
} else if (!isNaN(value)) {
result[key] = Number(value);
} else {
result[key] = value.replace(/["']/g, '');
}
}
} catch (e) {
console.log('Error parsing JSON: ', e);
}
}
return result;
}
function parseJSONArray(str) {
var result = [];
if (typeof str === 'string') {
try {
var items = str.slice(1, -1).split(',');
for (var i = 0; i < items.length; i++) {
var item = items[i].trim();
if (item.startsWith('[') && item.endsWith(']')) {
result.push(parseJSONArray(item));
} else if (item.startsWith('{') && item.endsWith('}')) {
result.push(parseJSON(item));
} else if (item === 'true') {
result.push(true);
} else if (item === 'false') {
result.push(false);
} else if (!isNaN(item)) {
result.push(Number(item));
} else {
result.push(item.replace(/["']/g, ''));
}
}
} catch (e) {
console.log('Error parsing JSON array: ', e);
}
}
return result;
}
function stringifyJSON(obj) {
if (Array.isArray(obj)) {
var items = [];
for (var i = 0; i < obj.length; i++) {
items.push(stringifyJSON(obj[i]));
}
return '[' + items.join(',') + ']';
} else if (_typeof(obj) === 'object' && obj !== null) {
var pairs = [];
for (var key in obj) {
if (obj.hasOwnProperty(key)) {
pairs.push('"' + key + '":' + stringifyJSON(obj[key]));
}
}
return '{' + pairs.join(',') + '}';
} else if (typeof obj === 'string') {
return '"' + obj.replace(/"/g, '\\"') + '"';
} else {
return String(obj);
}
}
var TILE_SIZE = 400 * 3; // Make each tile 3 times bigger than before
var MAP_WIDTH = 80; // Make the map much larger
var MAP_HEIGHT = 80; // Make the map much larger
// Vision radius is now set in Player.updateVision for optimized vision area
// Initialize game objects
var gameMap = game.addChild(new GameMap().initMap());
gameMap.scale.set(1.5, 1.5); // Zoom in the map for a closer look
// Remove special case for (0,0) tile, all tiles are now the same size (TILE_SIZE * 3)
for (var y = 0; y < MAP_HEIGHT; y++) {
for (var x = 0; x < MAP_WIDTH; x++) {
var t = gameMap.getTileAt(x, y);
if (t) {
t.tileSize = TILE_SIZE;
}
}
}
// Spawn player at a non-water, non-dark tile near 15,15 coordinates, centered in tile
var playerStartX = 15;
var playerStartY = 15;
// Find a valid starting tile (not water, not dark)
function findValidPlayerStart(gameMap, startX, startY) {
var maxRadius = 10;
for (var r = 0; r <= maxRadius; r++) {
for (var dy = -r; dy <= r; dy++) {
for (var dx = -r; dx <= r; dx++) {
var x = startX + dx;
var y = startY + dy;
if (x >= 0 && x < MAP_WIDTH && y >= 0 && y < MAP_HEIGHT) {
var biome = gameMap.tiles && gameMap.tiles[y] && gameMap.tiles[y][x];
// Only allow spawn if not water and not dark
if (biome && biome !== "water" && biome !== "dark") {
return {
x: x,
y: y
};
}
}
}
}
}
// fallback to 0,0 if nothing found
return {
x: 0,
y: 0
};
}
var validStart = findValidPlayerStart(gameMap, playerStartX, playerStartY);
playerStartX = validStart.x;
playerStartY = validStart.y;
// Ensure start tile is not water for consistency
if (gameMap.tiles && gameMap.tiles[playerStartY] && gameMap.tiles[playerStartY][playerStartX]) {
// If the found tile is water or dark, forcibly set to grass
if (gameMap.tiles[playerStartY][playerStartX] === "water" || gameMap.tiles[playerStartY][playerStartX] === "dark") {
gameMap.tiles[playerStartY][playerStartX] = "grass";
var tileObj = gameMap.getTileAt(playerStartX, playerStartY);
if (tileObj) {
tileObj.biomeType = "grass";
tileObj.tileSize = TILE_SIZE;
}
} else {
// Otherwise, just update the tile object to match the biome
var tileObj = gameMap.getTileAt(playerStartX, playerStartY);
if (tileObj) {
tileObj.biomeType = gameMap.tiles[playerStartY][playerStartX];
tileObj.tileSize = TILE_SIZE;
}
}
}
storage.playerPosition = {
x: playerStartX,
y: playerStartY,
subTileX: 0,
subTileY: 0
};
var player = new Player().init();
player.gridX = playerStartX;
player.gridY = playerStartY;
player.lastGridX = playerStartX;
player.lastGridY = playerStartY;
player.subTileX = 0;
player.subTileY = 0;
player.updatePosition();
// Always visually center player in the tile after spawn
centerViewOnPlayer();
centerViewOnPlayer();
// player.x and player.y are set by updatePosition and movement now
// Ensure player is always above all map tiles and scaled to match map
player.scale.set(gameMap.scale.x, gameMap.scale.y);
// Always add player after gameMap so it is above all tiles
if (player.parent !== game) {
game.addChild(player);
}
player.visible = true; // Explicitly set player visible in case it was hidden
// Mark starting tile as explored and discovered
var startTile2 = gameMap.getTileAt(playerStartX, playerStartY);
if (startTile2 && !startTile2.explored) {
startTile2.explore();
}
var dpad = game.addChild(new DPad().init());
var minimap = game.addChild(new MiniMap().init());
var encounter = game.addChild(new Encounter().init());
var collection = game.addChild(new Collection().init());
// Collection button (top right corner)
var collectionButton = game.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1900,
y: 150
});
collectionButton.interactive = true;
// Collection button icon
var collectionText = new Text2('COL', {
size: 30,
fill: 0xFFFFFF
});
collectionText.anchor.set(0.5, 0.5);
collectionText.x = 1900;
collectionText.y = 150;
game.addChild(collectionText);
// Game variables
var encounterActive = false;
var exploredCount = 0;
var totalTiles = MAP_WIDTH * MAP_HEIGHT;
// Cubix inventory UI
// Removed cubixInventoryText from main UI (Cubix inventory is shown in collection menu)
// Define playerCubix in global scope if not already defined
if (typeof playerCubixion === "undefined") {
var playerCubixion = {
basic: 3,
uncommon: 1,
rare: 0,
legendary: 0
};
}
// Removed updateCubixInventoryText and its calls (Cubix inventory now shown in collection menu)
// Update stats display
// (removed: no stats text shown)
// Center the game view on player
function centerViewOnPlayer() {
// Always center the map so the player is visually centered on screen
if (typeof gameMap !== "undefined" && typeof player !== "undefined") {
// Calculate the target position for the map so player is at (1024, 1366)
var offsetX = TILE_SIZE / 2;
var offsetY = TILE_SIZE / 2;
var targetMapX = player.gridX * TILE_SIZE + offsetX;
var targetMapY = player.gridY * TILE_SIZE + offsetY;
// Adjust for zoom (scale)
var scaleX = gameMap.scale.x;
var scaleY = gameMap.scale.y;
gameMap.x = 1024 - targetMapX * scaleX;
gameMap.y = 1366 - targetMapY * scaleY;
// Place player at the center of the screen
player.x = 1024;
player.y = 1336; // Move player image 30px above tile center for better centering
// Ensure player is always visually centered in the tile
// (player.x, player.y are always the center of the tile in world coordinates)
}
// Ensure player is above tiles
if (player.parent !== game) {
game.addChild(player);
}
player.scale.set(gameMap.scale.x, gameMap.scale.y);
player.visible = true;
}
// Handle player movement from DPad (move exactly 1 block per input)
dpad.upButton.down = function () {
if (!player.moving && !encounterActive && !collection.visible) {
// Move exactly 0.5 tile up per press
var newGridY = player.gridY - 0.5;
if (newGridY >= 0) {
// Clamp to border if over
if (newGridY < 0) newGridY = 0;
player.moveToGrid(player.gridX, newGridY);
}
}
};
dpad.downButton.down = function () {
if (!player.moving && !encounterActive && !collection.visible) {
// Move exactly 0.5 tile down per press
var newGridY = player.gridY + 0.5;
if (newGridY < MAP_HEIGHT) {
// Clamp to border if over
if (newGridY > MAP_HEIGHT - 1) newGridY = MAP_HEIGHT - 1;
player.moveToGrid(player.gridX, newGridY);
}
}
};
dpad.leftButton.down = function () {
if (!player.moving && !encounterActive && !collection.visible) {
// Move exactly 0.5 tile left per press
var newGridX = player.gridX - 0.5;
if (newGridX >= 0) {
// Clamp to border if over
if (newGridX < 0) newGridX = 0;
player.moveToGrid(newGridX, player.gridY);
}
}
};
dpad.rightButton.down = function () {
if (!player.moving && !encounterActive && !collection.visible) {
// Move exactly 0.5 tile right per press
var newGridX = player.gridX + 0.5;
if (newGridX < MAP_WIDTH) {
// Clamp to border if over
if (newGridX > MAP_WIDTH - 1) newGridX = MAP_WIDTH - 1;
player.moveToGrid(newGridX, player.gridY);
}
}
};
// Always start the player centered in the vision area
player.gridX = playerStartX;
player.gridY = playerStartY;
player.lastGridX = playerStartX;
player.lastGridY = playerStartY;
player.updatePosition();
centerViewOnPlayer();
// Handle collection button
collectionButton.down = function () {
if (!encounterActive) {
// Always reload the bag menu for all creatures
if (typeof collection.show === "function") {
collection.show();
}
}
};
// Handle collection close button
collection.closeButton.down = function () {
collection.hide();
// Show player again when closing collection
player.visible = true;
};
// Track last player position to detect changes
var lastPlayerGridX = player.gridX;
var lastPlayerGridY = player.gridY;
// --- Cubix system ---
// Cubix rarities and their catch chances
if (typeof cubixTypes === "undefined") {
var cubixTypes = [{
id: 'cubixion_basic',
name: 'Basic Cubixion',
color: 0xffffff,
rarity: 'basic',
catchBonus: 0,
chance: 0.5
}, {
id: 'cubixion_uncommon',
name: 'Uncommon Cubixion',
color: 0x00ff00,
rarity: 'uncommon',
catchBonus: 0.15,
chance: 0.65
}, {
id: 'cubixion_rare',
name: 'Rare Cubixion',
color: 0x0000ff,
rarity: 'rare',
catchBonus: 0.3,
chance: 0.8
}, {
id: 'cubixion_legendary',
name: 'Legendary Cubixion',
color: 0xffd700,
rarity: 'legendary',
catchBonus: 0.5,
chance: 0.95
}];
}
// Main game update loop
// Throttle update to 30FPS (every ~33ms) for better performance
var lastUpdateTime = 0;
game.update = function () {
var now = Date.now();
if (lastUpdateTime && now - lastUpdateTime < 33) {
return;
}
lastUpdateTime = now;
// Player's pokeball inventory
if (typeof playerPokeballs === "undefined") {
playerPokeballs = {
basic: 3,
uncommon: 1,
rare: 0,
legendary: 0
};
}
// Pokeball map objects
if (typeof mapPokeballs === "undefined") {
mapPokeballs = [];
mapPokeballTiles = [];
mapPokeballMax = 6; // Max pokeballs on map at once
mapPokeballSpawnCooldown = 0;
}
// --- Creature spawn/despawn logic ---
// We'll use a global array to track visible creatures on the map
if (typeof mapCreatures === "undefined") {
mapCreatures = [];
mapCreatureTiles = [];
mapCreatureLabels = [];
mapCreatureMax = 4; // Max creatures on map at once (fewer for optimization)
mapCreatureSpawnCooldown = 0;
}
// Despawn creatures sometimes (randomly, or if their tile is explored)
for (var i = mapCreatures.length - 1; i >= 0; i--) {
var tile = mapCreatureTiles[i];
// Despawn if tile is explored or random chance
if (!tile || tile.explored || Math.random() < 0.01) {
// Remove label if present
if (mapCreatureLabels[i]) {
tile && tile.removeChild(mapCreatureLabels[i]);
mapCreatureLabels.splice(i, 1);
}
// Remove indicator if present
if (tile && tile.hasCreature) {
tile.hasCreature = false;
// Remove encounterIndicator
for (var j = 0; j < tile.children.length; j++) {
if (tile.children[j].assetId === 'encounterIndicator') {
tile.removeChild(tile.children[j]);
break;
}
}
}
mapCreatures.splice(i, 1);
mapCreatureTiles.splice(i, 1);
continue;
}
}
// Spawn new creatures sometimes, up to max
if (mapCreatures.length < mapCreatureMax && mapCreatureSpawnCooldown <= 0) {
// Try to spawn a new creature
var tries = 0;
while (tries < 15 && mapCreatures.length < mapCreatureMax) {
// Increased tries for more spawn attempts
var gx = Math.floor(Math.random() * MAP_WIDTH);
var gy = Math.floor(Math.random() * MAP_HEIGHT);
var tile = gameMap.getTileAt(gx, gy);
// Only spawn on tiles that are not explored, not dark, not already with a creature, and are crossable by the player
var crossable = tile && tile.biomeType !== "dark";
if (tile && !tile.explored && !tile.hasCreature && crossable) {
// Increase spawn chance per tile
if (Math.random() < 0.045) {
// Was 0.02 in MapTile, now 0.045 for higher spawn rate
// Mark tile as having a creature
tile.hasCreature = true;
// Add indicator
var indicator = tile.attachAsset('encounterIndicator', {
anchorX: 0.5,
anchorY: 0.5,
x: TILE_SIZE / 2,
y: TILE_SIZE / 2
});
indicator.alpha = 0.7;
// Pick a random type for this biome
var cType = new Creature().getRandomType(tile.biomeType);
mapCreatures.push(cType);
mapCreatureTiles.push(tile);
// No type label writing for bug ground type
mapCreatureLabels.push(null);
}
}
tries++;
}
// Reduce cooldown for faster respawn (was 180 + Math.floor(Math.random() * 120))
mapCreatureSpawnCooldown = 90 + Math.floor(Math.random() * 60); // 1.5-2.5s
} else {
mapCreatureSpawnCooldown--;
}
// --- Cubix spawn/despawn logic ---
// Despawn cubix sometimes (randomly, or if their tile is explored)
for (var i = mapPokeballs.length - 1; i >= 0; i--) {
var tile = mapPokeballTiles[i];
if (!tile || tile.explored || Math.random() < 0.01) {
// Remove cubix visual if present
if (tile && tile._pokeballVisual) {
tile.removeChild(tile._pokeballVisual);
tile._pokeballVisual = null;
}
mapPokeballs.splice(i, 1);
mapPokeballTiles.splice(i, 1);
continue;
}
}
// Spawn new cubix sometimes, up to max
// If there are no cubixion spawns, guarantee at least one lowest rarity cubixion is spawned
if (mapPokeballs.length === 0) {
// Find a random valid tile for lowest rarity cubixion
var foundTile = null;
for (var attempt = 0; attempt < 100; attempt++) {
var gx = Math.floor(Math.random() * MAP_WIDTH);
var gy = Math.floor(Math.random() * MAP_HEIGHT);
var tile = gameMap.getTileAt(gx, gy);
var crossable = tile && tile.biomeType !== "dark" && !tile.hasCreature && !tile._pokeballVisual;
if (tile && !tile.explored && crossable) {
foundTile = tile;
break;
}
}
if (foundTile) {
// Always spawn the lowest rarity cubixion (basic)
var cType = cubixTypes[0];
var cubixVisual = LK.getAsset('captureRing', {
anchorX: 0.5,
anchorY: 0.5,
x: TILE_SIZE / 2,
y: TILE_SIZE / 2
});
cubixVisual.tint = cType && typeof cType.color !== "undefined" ? cType.color : 0xffffff;
cubixVisual.scale.set(0.5, 0.5);
foundTile.addChild(cubixVisual);
foundTile._pokeballVisual = cubixVisual;
cubixVisual.assetId = 'cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic");
if (cType && typeof cType.rarity !== "undefined") {
mapPokeballs.push(cType.rarity);
} else {
mapPokeballs.push("basic");
}
mapPokeballTiles.push(foundTile);
}
}
// Continue normal spawn logic
if (mapPokeballs.length < mapPokeballMax && mapPokeballSpawnCooldown <= 0) {
var tries = 0;
while (tries < 10 && mapPokeballs.length < mapPokeballMax) {
var gx = Math.floor(Math.random() * MAP_WIDTH);
var gy = Math.floor(Math.random() * MAP_HEIGHT);
var tile = gameMap.getTileAt(gx, gy);
// Only spawn on tiles that are not explored, not dark, not already with a cubix or creature
var crossable = tile && tile.biomeType !== "dark" && !tile.hasCreature && !tile._pokeballVisual;
if (tile && !tile.explored && crossable) {
// Pick a random cubix type (weighted: more basics, less legendary)
var rand = Math.random();
var cType = cubixTypes[0];
if (rand > 0.85) cType = cubixTypes[3];else if (rand > 0.7) cType = cubixTypes[2];else if (rand > 0.5) cType = cubixTypes[1];
// Show cubix on tile
var cubixVisual = LK.getAsset('captureRing', {
anchorX: 0.5,
anchorY: 0.5,
x: TILE_SIZE / 2,
y: TILE_SIZE / 2
});
cubixVisual.tint = cType && typeof cType.color !== "undefined" ? cType.color : 0xffffff;
cubixVisual.scale.set(0.5, 0.5);
tile.addChild(cubixVisual);
tile._pokeballVisual = cubixVisual;
cubixVisual.assetId = 'cubix_' + (cType && typeof cType.rarity !== "undefined" ? cType.rarity : "basic");
if (cType && typeof cType.rarity !== "undefined") {
mapPokeballs.push(cType.rarity);
} else {
mapPokeballs.push("basic");
}
mapPokeballTiles.push(tile);
}
tries++;
}
mapPokeballSpawnCooldown = 120 + Math.floor(Math.random() * 120); // 2-4s
} else {
mapPokeballSpawnCooldown--;
}
// --- End creature spawn/despawn logic ---
// --- Cubix collection logic ---
var playerTile = gameMap.getTileAt(player.gridX, player.gridY);
if (playerTile && playerTile._pokeballVisual) {
// Find which cubix type is here
var foundType = null;
for (var i = 0; i < cubixTypes.length; i++) {
if (playerTile._pokeballVisual.assetId === 'cubix_' + cubixTypes[i].rarity) {
foundType = cubixTypes[i];
break;
}
}
if (foundType) {
// Add to inventory
if (!playerCubixion[foundType.rarity]) playerCubixion[foundType.rarity] = 0;
playerCubixion[foundType.rarity]++;
// Remove cubixion from map
playerTile.removeChild(playerTile._pokeballVisual);
playerTile._pokeballVisual = null;
// Remove from arrays
for (var i = mapPokeballTiles.length - 1; i >= 0; i--) {
if (mapPokeballTiles[i] === playerTile) {
mapPokeballs.splice(i, 1);
mapPokeballTiles.splice(i, 1);
break;
}
}
// Show a message
var msg = new Text2('Collected ' + foundType.name.replace(' Cubix', 'ion') + '!', {
size: 60,
fill: foundType.color
});
msg.anchor.set(0.5, 0.5);
msg.x = 1024;
msg.y = 400;
game.addChild(msg);
LK.setTimeout(function () {
game.removeChild(msg);
}, 1000);
// Update inventory UI (no longer needed, Cubixion inventory is shown in collection menu)
}
}
// Skip updates if in an active encounter
if (encounterActive) {
encounter.update();
return;
}
// Check if collection is visible
if (collection.visible) {
// Hide player and move below collection
player.visible = false;
if (player.parent !== game) {
game.addChild(player);
}
// Always reload the bag menu for all creatures
if (typeof collection.show === "function") {
collection.show();
}
return;
}
// If collection is not visible, ensure player is visible
player.visible = true;
// Center view on player
centerViewOnPlayer();
// Update minimap only every 3rd update for optimization
if (typeof minimapUpdateCounter === "undefined") minimapUpdateCounter = 0;
minimapUpdateCounter++;
if (minimapUpdateCounter % 3 === 0) {
minimap.update(player, gameMap);
}
// Vision update is now handled after player movement for optimization
// Check if player has moved to a new tile
if (player.gridX !== lastPlayerGridX || player.gridY !== lastPlayerGridY) {
// Get the current tile
var currentTile = gameMap.getTileAt(player.gridX, player.gridY);
if (currentTile) {
// Mark tile as explored if it's new
if (!currentTile.explored) {
currentTile.explore();
exploredCount++;
}
// Prevent encounters on dark (black) blocks
if (currentTile.biomeType !== "dark" && currentTile.hasCreature && !currentTile._creatureCaught) {
// Always trigger encounter if player and creature cross
encounterActive = true;
// Create creature based on biome
var creatureType = new Creature().getRandomType(currentTile.biomeType);
var creature = new Creature().init(creatureType, null, player.gridX, player.gridY);
// Start encounter with this creature
encounter.startEncounter(creature);
// Remove creature from tile and mark as caught if caught, otherwise allow re-encounter
// (actual caught logic handled in encounter/capture, so only mark as caught if caught)
currentTile.hasCreature = false;
currentTile._creatureCaught = false; // Not caught yet, only set to true if caught
currentTile._creatureCaught = true; // Mark as caught so it doesn't respawn immediately
// Remove indicator from tile
for (var i = 0; i < currentTile.children.length; i++) {
var child = currentTile.children[i];
if (child.assetId === 'encounterIndicator') {
currentTile.removeChild(child);
break;
}
}
// Remove label if present (from mapCreatureLabels)
if (typeof mapCreatureTiles !== "undefined") {
for (var k = mapCreatureTiles.length - 1; k >= 0; k--) {
if (mapCreatureTiles[k] === currentTile) {
if (mapCreatureLabels[k]) {
currentTile.removeChild(mapCreatureLabels[k]);
mapCreatureLabels.splice(k, 1);
}
mapCreatures.splice(k, 1);
mapCreatureTiles.splice(k, 1);
break;
}
}
}
}
}
// Update last position
lastPlayerGridX = player.gridX;
lastPlayerGridY = player.gridY;
}
}; // End throttled update
// Listen for encounter end
var checkEncounterInterval = LK.setInterval(function () {
if (encounterActive && !encounter.active) {
encounterActive = false;
}
}, 100);
// Initialize stats
// Initial centering
centerViewOnPlayer();
// Fix: Only reveal vision area at game start, not the whole map
if (typeof player !== "undefined" && typeof gameMap !== "undefined" && typeof player.updateVision === "function") {
player.updateVision(gameMap);
}
// Vision mask overlay removed to fix black screen issue ===================================================================
--- original.js
+++ change.js
@@ -44,17 +44,9 @@
self.bagContainer = new Container();
self.addChild(self.bagContainer);
self.bagContainer.x = 50;
self.bagContainer.y = 200;
- // Add Bag section title
- var bagTitle = new Text2('BAG', {
- size: 60,
- fill: 0xFFD700
- });
- bagTitle.anchor.set(0, 0);
- bagTitle.x = 0;
- bagTitle.y = 0;
- self.bagContainer.addChild(bagTitle);
+ // (Removed Bag section title from top left)
// Add Bag button to open Bag section
self.bagButton = self.attachAsset('dpadButton', {
anchorX: 0.5,
anchorY: 0.5,
@@ -2173,26 +2165,26 @@
/****
* Game Code
****/
-// Out-of-world tile asset (default color, can be changed in MapTile)
-// JSON helper functions for parsing and stringifying
-// Game dimensions and settings
-// Tween for animations
-// Storage for saving game progress
-// Player character
-// Map tiles
-// Creatures by elemental type
-// UI elements
-// Encounter indicator
-// Sounds
-// Unique image for urban biome
-// Unique biome tile assets for each biome (example: add one more for each)
-// Creature type base shapes (for fallback and type-based visuals)
-// --- Creature image assets for all 100 unique creatures ---
-// Example: LK.init.image('creature_0', {width:120, height:120, id:'<image_id>'})
-// For demonstration, we use placeholder image ids. Replace with real ids as needed.
// The following assets are initialized with the creature's name and element in the asset id for clarity
+// For demonstration, we use placeholder image ids. Replace with real ids as needed.
+// Example: LK.init.image('creature_0', {width:120, height:120, id:'<image_id>'})
+// --- Creature image assets for all 100 unique creatures ---
+// Creature type base shapes (for fallback and type-based visuals)
+// Unique biome tile assets for each biome (example: add one more for each)
+// Unique image for urban biome
+// Sounds
+// Encounter indicator
+// UI elements
+// Creatures by elemental type
+// Map tiles
+// Player character
+// Storage for saving game progress
+// Tween for animations
+// Game dimensions and settings
+// JSON helper functions for parsing and stringifying
+// Out-of-world tile asset (default color, can be changed in MapTile)
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
water tile just water and top viewing. In-Game asset. 2d
dpad. In-Game asset. 2d. High contrast. No shadows
red button square. In-Game asset. 2d. High contrast. No shadows
grass tile on top viewing. In-Game asset. 2d. High contrast. No shadows
Mountain tile on top viewing. In-Game asset. 2d
sand tile on top viewing. In-Game asset. 2d. High contrast. No shadows
forest tile on top viewing. In-Game asset. 2d. No shadows
square grass tile on top viewing. In-Game asset. 2d. High contrast. No shadows
urban tile on viewing. In-Game asset. 2d
street tile on top viewing. In-Game asset. 2d. High contrast
street tile on top viewing with street way. In-Game asset. 2d
street tile on top viewing with street way horizontal. In-Game asset. 2d. High contrast. No shadows
make creature image for grass elemental name is sproutle. In-Game asset. 2d. High contrast. No shadows
make creature image for rock elemental name is boulder but dont write name on image. In-Game asset. 2d. High contrast. No shadows
make creature image for electrical elemental name is voltix but dont write name on image. In-Game asset. 2d. High contrast. No shadows
player human viewing on behind of him with all of body. In-Game asset. 2d
make a cube but like a pokeball and change the colour of original and make it the basic one make with purple and yellow but do diffrently. In-Game asset. 2d. High contrast. No shadows
make a cube but like a pokeball and make it the legendary one make with red and golden and blue but do diffrently. In-Game asset. 2d. High contrast. No shadows
make a cube but like a pokeball and make it for rare one make with grey and silver and white but do diffrently. In-Game asset. 2d. High contrast. No shadows
make a cube but like a pokeball and make it for uncommon one make with green and white and bronze but do diffrently. In-Game asset. 2d. High contrast. No shadows