User prompt
Put the shoot button in the bottom right corner also fix the shoe button for when I click it with my finger in my mold device the dog summer shoots the green bullet things and also for some reason the bullets on either side aren’t doing any damage to each other fix that
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Make a shoot button in the corner of the boss, right
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Lana boss fight Lana is summer. Sister is a super jacked tan chihuahua you fight her make a Lana boss fight in the main menu, make a little button for it and make little mechanics for it also make assets for the boss fight. I’m gonna need the Lana asset to be tall and thin, but not too thin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make assets for the city builder also make a little people walk around and little cars that drive around in the new street that will be added also assets ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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City builder mode in main menu
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In the classic arcade Stacker game, there are blocks that move horizontally back and forth across the screen at each level. The player needs to time their button press (or screen tap in this mobile version) to stop the moving blocks when they are perfectly aligned with the blocks from the previous level below them. Here's what happens in the game: 1. **Moving Blocks**: At each level, a row of blocks moves left and right across the screen 2. **Timing Challenge**: The player must tap the screen at the precise moment when the moving blocks are aligned with the stationary blocks from the level below 3. **Stacking**: Successfully aligned blocks become part of the tower and the game moves to the next level 4. **Penalty**: Blocks that aren't aligned when the player taps fall away and are removed from the game 5. **Progressive Difficulty**: As you go higher, the blocks move faster and there are fewer blocks to work with The "little block going" is essentially the core gameplay mechanic - these are the animated blocks that the player needs to stop at the right time to build their tower successfully. The challenge is in the timing and precision required to align them properly with the existing tower structure. Implement this into the game. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Timeout.tick error: undefined is not an object (evaluating 'stackerBlocks[stackerCurrentLevel - 1].length')' in or related to this line: 'var previousLevelBlocks = stackerCurrentLevel === 1 ? stackerRowWidth : stackerBlocks[stackerCurrentLevel - 1].length;' Line Number: 1984 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Stacker ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
⏪Revert to here JO L make the famous arcade games stacker put stacker in the game menu and make a game in the mini games and when you fill in stacker it resets the mini game to the stage where you were start ↪💡 Consider importing and using the following plugins: @upit/tween.v1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Football block that I know is a big white circle with bright red indicators of we’re supposed to tap and the little line that has to be in the indicator for the point to score goes around the circle and that’s also green. Make the colors of every mini game brighter. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Now make the Lock game game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix the script, error and everything related into it that could possibly be one ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Script error.' in or related to this line: 'tween(popLockGameButton, {' Line Number: 2652 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a pop Lock to the mini game menu
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Make it back the menu button in the main game
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OK now add Catch the treats ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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OK now add pattern Repeat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When I click a memory match or any other games, make something happen make the mini game start
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Fix everything like can possibly be script error and anything that is a script error and anything that would be related that would be a script error
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Please fix the bug: 'Script error.' in or related to this line: 'tween(memoryGameButton, {' Line Number: 1853 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix everything that can possibly be a script error
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Please fix the bug: 'Script error.' in or related to this line: 'tween(memoryGameButton, {' Line Number: 1853
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Make memories other mini games in the mini games menu that can appear again on the main menu or the main game of course the game menu you can go back to where you clicked it first so you’re not trapped in the mini games
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Either fix or remove purple
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Just remove yellow from the pallet
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ArtBrush = Container.expand(function () { var self = Container.call(this); var brushGraphics = self.attachAsset('brush', { anchorX: 0.5, anchorY: 0.5 }); self.isActive = false; self.activate = function () { self.isActive = true; tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut }); }; self.deactivate = function () { self.isActive = false; tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeIn }); }; return self; }); var ArtCanvas = Container.expand(function () { var self = Container.call(this); var canvasGraphics = self.attachAsset('canvas', { anchorX: 0.5, anchorY: 0.5 }); self.strokes = []; self.currentColor = 0x000000; self.currentStrokeAsset = 'paintStrokeBlack'; self.isDrawing = false; self.addStroke = function (x, y) { var stroke = self.addChild(LK.getAsset(self.currentStrokeAsset, { anchorX: 0.5, anchorY: 0.5 })); stroke.x = x; stroke.y = y; self.strokes.push(stroke); // Add paint splash effect tween(stroke, { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(stroke, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); }; self.setColor = function (color) { self.currentColor = color; console.log("Setting color to:", color, "hex:", color.toString(16)); // Map color values to stroke assets if (color === 0xff0000) { self.currentStrokeAsset = 'paintStrokeRed'; } else if (color === 0x00ff00) { self.currentStrokeAsset = 'paintStrokeGreen'; } else if (color === 0x0000ff) { self.currentStrokeAsset = 'paintStrokeBlue'; } else if (color === 0x00ffff) { self.currentStrokeAsset = 'paintStrokeCyan'; } else if (color === 0xffffff) { self.currentStrokeAsset = 'paintStrokeWhite'; } else if (color === 0x000000) { self.currentStrokeAsset = 'paintStrokeBlack'; } else { self.currentStrokeAsset = 'paintStrokeBlack'; console.log("Unknown color, defaulting to black"); } console.log("Current stroke asset set to:", self.currentStrokeAsset); }; self.clearCanvas = function () { for (var i = 0; i < self.strokes.length; i++) { self.strokes[i].destroy(); } self.strokes = []; }; return self; }); var Car = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.driveSpeed = 2 + Math.random() * 3; // Random drive speed self.direction = Math.random() < 0.5 ? 1 : -1; // Random initial direction self.lane = Math.random() < 0.5 ? 0 : 1; // Which lane (0 = top, 1 = bottom) // Random car colors var carColors = [0xFF4444, 0x4444FF, 0x44FF44, 0xFFFF44, 0xFF44FF, 0x44FFFF]; carGraphics.tint = carColors[Math.floor(Math.random() * carColors.length)]; self.update = function () { // Move car self.x += self.driveSpeed * self.direction; // Wrap around screen if (self.direction > 0 && self.x > 2100) { self.x = -100; } else if (self.direction < 0 && self.x < -100) { self.x = 2100; } // Add slight engine vibration if (LK.ticks % 10 === 0) { self.y += (Math.random() - 0.5) * 2; } }; return self; }); var CityBuilding = Container.expand(function (buildingType) { var self = Container.call(this); var buildingData = buildingTypes[buildingType]; var buildingGraphics = self.attachAsset('barBackground', { anchorX: 0.5, anchorY: 1.0 }); buildingGraphics.width = 80; buildingGraphics.height = 80; buildingGraphics.tint = buildingData.color; self.buildingType = buildingType; self.population = buildingData.population; self.happiness = buildingData.happiness; // Add construction animation self.constructBuilding = function () { self.scaleX = 0; self.scaleY = 0; tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.bounceOut }); }; // Add building info display self.down = function (x, y, obj) { self.showBuildingInfo(); }; self.showBuildingInfo = function () { var infoText = buildingType.toUpperCase(); if (self.population > 0) { infoText += '\nPop: ' + self.population; } if (self.happiness > 0) { infoText += '\nHappy: +' + self.happiness; } var infoDisplay = new Text2(infoText, { size: 30, fill: 0x000000 }); infoDisplay.anchor.set(0.5, 1); infoDisplay.x = self.x; infoDisplay.y = self.y - 100; game.addChild(infoDisplay); tween(infoDisplay, { alpha: 0, y: infoDisplay.y - 50 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { infoDisplay.destroy(); } }); }; return self; }); var ColorPalette = Container.expand(function () { var self = Container.call(this); self.colors = [0xff0000, 0x00ff00, 0x0000ff, 0x00ffff, 0x000000, 0xffffff]; self.colorAssets = ['colorRed', 'colorGreen', 'colorBlue', 'colorCyan', 'colorBlack', 'colorWhite']; self.colorButtons = []; for (var i = 0; i < self.colors.length; i++) { var colorButton = self.addChild(LK.getAsset(self.colorAssets[i], { anchorX: 0.5, anchorY: 0.5 })); colorButton.x = i % 4 * 100; colorButton.y = Math.floor(i / 4) * 100; colorButton.colorValue = self.colors[i]; colorButton.assetName = self.colorAssets[i]; self.colorButtons.push(colorButton); // Add hover effect with scale animation colorButton.originalScale = 1.0; colorButton.down = function (x, y, obj) { tween(this, { scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function () { tween(this, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150, easing: tween.easeIn }); }.bind(this) }); }.bind(colorButton); } return self; }); var Food = Container.expand(function () { var self = Container.call(this); var foodGraphics = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { self.feed(); }; self.feed = function () { // Create food next to Summer var foodToEat = new Food(); foodToEat.x = summer.x + 60; foodToEat.y = summer.y - 50; game.addChild(foodToEat); // Animate food moving to Summer's mouth and shrinking tween(foodToEat, { x: summer.x, y: summer.y - 80, scaleX: 0.3, scaleY: 0.3 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { // Make food disappear with eating animation tween(foodToEat, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { foodToEat.destroy(); } }); } }); hunger = Math.min(100, hunger + 20); happiness = Math.min(100, happiness + 10); updateHungerBar(); updateHappinessBar(); LK.getSound('eat').play(); LK.setTimeout(function () { LK.getSound('yummy').play(); summer.showSpeechBubble("Yummy!"); }, 500); // Remove from foods array var index = foods.indexOf(self); if (index > -1) { foods.splice(index, 1); } self.destroy(); }; return self; }); var GroomBrush = Container.expand(function () { var self = Container.call(this); var brushGraphics = self.attachAsset('groomBrush', { anchorX: 0.5, anchorY: 0.5 }); self.performGrooming = function () { // Start grooming animation - move brush back and forth tween(self, { x: self.x + 50, rotation: 0.3 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { x: self.x - 100, rotation: -0.3 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { x: self.x + 50, rotation: 0, alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); } }); } }); }; return self; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.floatUp = function () { tween(self, { y: self.y - 150, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { if (hearts && hearts.indexOf) { var index = hearts.indexOf(self); if (index > -1) { hearts.splice(index, 1); } } self.destroy(); } }); }; return self; }); var LanaBoss = Container.expand(function () { var self = Container.call(this); var lanaGraphics = self.attachAsset('lana', { anchorX: 0.5, anchorY: 1.0 }); self.health = 100; self.maxHealth = 100; self.moveSpeed = 3; self.direction = 1; self.shootTimer = 0; self.attackPattern = 0; self.isInvulnerable = false; self.update = function () { // Move side to side self.x += self.moveSpeed * self.direction; if (self.x > 1800) { self.direction = -1; } else if (self.x < 248) { self.direction = 1; } // Shooting patterns self.shootTimer++; if (self.shootTimer >= 120) { // Shoot every 2 seconds self.shootBullets(); self.shootTimer = 0; } // Attack pattern changes based on health if (self.health < 50) { self.moveSpeed = 5; } else if (self.health < 25) { self.moveSpeed = 7; } }; self.shootBullets = function () { var bulletCount = self.health > 50 ? 1 : self.health > 25 ? 3 : 5; for (var i = 0; i < bulletCount; i++) { var bullet = new LanaBullet(); bullet.x = self.x + (i - Math.floor(bulletCount / 2)) * 60; bullet.y = self.y - 50; if (bossFightElements) { bossFightElements.push(bullet); } game.addChild(bullet); } LK.getSound('bossFight').play(); }; self.takeDamage = function (amount) { if (self.isInvulnerable) return; self.health -= amount; self.isInvulnerable = true; // Flash red when hit tween(lanaGraphics, { tint: 0xFF0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(lanaGraphics, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeIn }); } }); // Temporary invulnerability LK.setTimeout(function () { self.isInvulnerable = false; }, 500); LK.getSound('bossHit').play(); }; return self; }); var LanaBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('lanaBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.update = function () { self.y += self.speed; }; return self; }); var MemoryCard = Container.expand(function () { var self = Container.call(this); var cardGraphics = self.attachAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 }); cardGraphics.width = 120; cardGraphics.height = 120; cardGraphics.tint = 0x00FF00; //{36} // Bright green self.isFlipped = false; self.cardValue = 0; self.matched = false; var cardText = new Text2('?', { size: 60, fill: 0xFFFFFF }); cardText.anchor.set(0.5, 0.5); cardText.x = 0; cardText.y = 0; self.addChild(cardText); self.flip = function () { if (self.matched || self.isFlipped) return; self.isFlipped = true; cardText.setText(self.cardValue.toString()); tween(self, { scaleX: 0 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { cardGraphics.tint = 0x0080FF; // Bright blue tween(self, { scaleX: 1 }, { duration: 150, easing: tween.easeOut }); } }); }; self.flipBack = function () { if (self.matched) return; self.isFlipped = false; cardText.setText('?'); tween(self, { scaleX: 0 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { cardGraphics.tint = 0x00FF00; //{3x} // Bright green tween(self, { scaleX: 1 }, { duration: 150, easing: tween.easeOut }); } }); }; self.setMatched = function () { self.matched = true; cardGraphics.tint = 0xFFFF00; // Bright yellow/gold tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); }; self.down = function (x, y, obj) { if (!self.matched && !self.isFlipped) { self.flip(); } }; return self; }); var Person = Container.expand(function () { var self = Container.call(this); var personGraphics = self.attachAsset('person', { anchorX: 0.5, anchorY: 1.0 }); self.walkSpeed = 1 + Math.random() * 2; // Random walk speed self.direction = Math.random() < 0.5 ? 1 : -1; // Random initial direction self.targetX = 0; self.isWalking = false; self.startWalking = function () { if (self.isWalking) return; self.isWalking = true; // Set a random target within city area self.targetX = 400 + Math.random() * 1200; // Walking animation - slight bounce function walkBounce() { if (!self.isWalking) return; tween(self, { scaleX: 1.1, scaleY: 0.9 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 0.9, scaleY: 1.1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (self.isWalking) { walkBounce(); } } }); } }); } walkBounce(); }; self.update = function () { if (!self.isWalking) return; // Move towards target if (Math.abs(self.x - self.targetX) > 5) { if (self.x < self.targetX) { self.x += self.walkSpeed; self.scaleX = Math.abs(self.scaleX); // Face right } else { self.x -= self.walkSpeed; self.scaleX = -Math.abs(self.scaleX); // Face left } } else { // Reached target, pick new one self.targetX = 400 + Math.random() * 1200; } // Keep within bounds if (self.x < 300) { self.x = 300; self.targetX = 400 + Math.random() * 800; } else if (self.x > 1700) { self.x = 1700; self.targetX = 600 + Math.random() * 800; } }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -8; self.update = function () { self.y += self.speed; }; return self; }); var Street = Container.expand(function () { var self = Container.call(this); var streetGraphics = self.attachAsset('street', { anchorX: 0.5, anchorY: 0.5 }); // Add street lines var line1 = self.addChild(LK.getAsset('streetLine', { anchorX: 0.5, anchorY: 0.5 })); line1.x = 0; line1.y = -10; var line2 = self.addChild(LK.getAsset('streetLine', { anchorX: 0.5, anchorY: 0.5 })); line2.x = 0; line2.y = 10; return self; }); var Summer = Container.expand(function () { var self = Container.call(this); var summerGraphics = self.attachAsset('summer', { anchorX: 0.5, anchorY: 1.0 }); self.originalScale = 1.0; self.isAnimating = false; self.down = function (x, y, obj) { if (!self.isAnimating) { self.pet(); } }; self.pet = function () { happiness = Math.min(100, happiness + 5); updateHappinessBar(); LK.getSound('bark').play(); self.createHeart(); self.bounce(); self.showSpeechBubble("Woof!"); }; self.createHeart = function () { var heart = new Heart(); heart.x = self.x + (Math.random() - 0.5) * 100; heart.y = self.y - 50; game.addChild(heart); hearts.push(heart); }; self.bounce = function () { if (self.isAnimating) return; self.isAnimating = true; tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: self.originalScale, scaleY: self.originalScale }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.isAnimating = false; } }); } }); }; self.playAnimation = function () { if (self.isAnimating) return; self.isAnimating = true; tween(self, { rotation: 0.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: -0.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: 0 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { self.isAnimating = false; } }); } }); } }); }; self.showSpeechBubble = function (text) { var speechBubble = new Text2(text, { size: 40, fill: 0x000000 }); speechBubble.anchor.set(0.5, 1); speechBubble.x = self.x; speechBubble.y = self.y - summerGraphics.height / 2 - 20; // Position above Summer's head game.addChild(speechBubble); tween(speechBubble, { alpha: 0, y: speechBubble.y - 50 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { speechBubble.destroy(); } }); }; return self; }); var Toy = Container.expand(function () { var self = Container.call(this); var toyGraphics = self.attachAsset('toy', { anchorX: 0.5, anchorY: 0.5 }); self.isDragging = false; self.down = function (x, y, obj) { self.isDragging = true; self.startDragX = x; self.startDragY = y; }; self.checkPlayInteraction = function () { var distance = Math.sqrt(Math.pow(self.x - summer.x, 2) + Math.pow(self.y - summer.y, 2)); if (distance < 150) { happiness = Math.min(100, happiness + 15); updateHappinessBar(); LK.getSound('play').play(); summer.playAnimation(); summer.showSpeechBubble("Zoomies!"); // Remove from toys array var index = toys.indexOf(self); if (index > -1) { toys.splice(index, 1); } self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFB6C1 }); /**** * Game Code ****/ // Add Array.find polyfill for compatibility if (!Array.prototype.find) { Array.prototype.find = function (predicate) { if (this === null) { throw new TypeError('Array.prototype.find called on null or undefined'); } if (typeof predicate !== 'function') { throw new TypeError('predicate must be a function'); } var list = Object(this); var length = parseInt(list.length) || 0; var thisArg = arguments[1]; var value; for (var i = 0; i < length; i++) { value = list[i]; if (predicate.call(thisArg, value, i, list)) { return value; } } return undefined; }; } var gameState = 'splash'; // 'splash', 'menu', 'playing', 'art', 'minigames', or 'bossfight' // Boss fight variables var bossFightActive = false; var bossFightElements = []; var lanaBoss = null; var playerFighter = null; var playerBullets = []; var lanaBullets = []; var playerHealth = 100; var bossHealthBar = null; var playerHealthBar = null; var shootCooldown = 0; var miniGamesMenuElements = []; var previousGameState = null; var menuSummer = null; var gamePlayElements = []; var happiness = 100; var hunger = 100; var foods = []; var toys = []; var hearts = []; var draggedToy = null; var memoryGameButton = null; var patternGameButton = null; var catchGameButton = null; var popLockGameButton = null; var stackerGameButton = null; var stackerGameActive = false; var stackerGameElements = []; var stackerScore = 0; var stackerLevel = 1; var stackerBlocks = []; var stackerCurrentRow = []; var stackerCurrentLevel = 0; var stackerMovingBlocks = []; var stackerDirection = 1; var stackerSpeed = 2; var stackerIsMoving = false; var stackerTotalLevels = 15; var stackerBlockWidth = 80; var stackerRowWidth = 7; var stackerStartY = 2200; var catchGameActive = false; var catchGameElements = []; var catchScore = 0; var catchTimeLeft = 30; var fallingTreats = []; var summerCatcher = null; var catchGameTimer = 0; var memoryGameElements = []; var memoryCards = []; var flippedCards = []; var memoryGameActive = false; var memoryScore = 0; var memoryMovesCount = 0; var patternGameActive = false; var patternGameElements = []; var patternSequence = []; var playerSequence = []; var patternLevel = 1; var patternScore = 0; var currentPatternIndex = 0; var showingPattern = false; var acceptingInput = false; var patternButtons = []; var popLockGameActive = false; var popLockGameElements = []; var popLockScore = 0; var popLockLevel = 1; var currentLockIndex = 0; var lockIndicators = []; var lockTargetZones = []; var lockMovingIndicator = null; var lockDirection = 1; var lockSpeed = 3; var isLockMoving = false; var locksCompleted = 0; var totalLocks = 3; var summer = null; var happinessBarFill = null; var hungerBarFill = null; var happinessText = null; var hungerText = null; // Art studio mode variables var artCanvas = null; var colorPalette = null; var artBrush = null; var artModeElements = []; var isDrawing = false; var lastDrawX = 0; var lastDrawY = 0; // Create splash screen function createSplashScreen() { // Black background already set in game initialization game.setBackgroundColor(0x000000); // Create logo var logo = game.addChild(LK.getAsset('summerLogo', { anchorX: 0.5, anchorY: 0.5 })); logo.x = 1024; logo.y = 1200; // Create text var splashText = new Text2('Summer Productions Presents', { size: 80, fill: 0xFFFFFF }); splashText.anchor.set(0.5, 0.5); splashText.x = 1024; splashText.y = 1500; game.addChild(splashText); // Fade in animation logo.alpha = 0; splashText.alpha = 0; tween(logo, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); tween(splashText, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); // Music will start when transitioning to menu // After 4 seconds, transition to main menu LK.setTimeout(function () { // Fade out splash screen tween(logo, { alpha: 0 }, { duration: 500, easing: tween.easeInOut }); tween(splashText, { alpha: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { logo.destroy(); splashText.destroy(); gameState = 'menu'; game.setBackgroundColor(0xFFB6C1); // Start music when transitioning to menu LK.playMusic('bgmusic', { loop: true }); createMainMenu(); } }); }, 4000); } // Create main menu function createMainMenu() { // Music will start when title flies in // Game title - start off screen var titleText = new Text2('RAISE A SUMMER', { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = -500; // Start off screen left titleText.y = 800; game.addChild(titleText); // Fly in animation tween(titleText, { x: 1024 }, { duration: 1500, easing: tween.easeOut }); // Music already started during splash screen // Add pulsing animation to title function animateTitle() { tween(titleText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { animateTitle(); } } }); } }); } animateTitle(); // Play button var menuPlayButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); menuPlayButton.width = 400; menuPlayButton.height = 150; menuPlayButton.x = 1024; menuPlayButton.y = 1300; menuPlayButton.tint = 0x32CD32; var menuPlayButtonText = new Text2('PLAY', { size: 80, fill: 0xFFFFFF }); menuPlayButtonText.anchor.set(0.5, 0.5); menuPlayButtonText.x = menuPlayButton.x; menuPlayButtonText.y = menuPlayButton.y; game.addChild(menuPlayButtonText); // Art Studio button var menuArtButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); menuArtButton.width = 400; menuArtButton.height = 150; menuArtButton.x = 1024; menuArtButton.y = 1500; menuArtButton.tint = 0x9370DB; var menuArtButtonText = new Text2('ART STUDIO', { size: 70, fill: 0xFFFFFF }); menuArtButtonText.anchor.set(0.5, 0.5); menuArtButtonText.x = menuArtButton.x; menuArtButtonText.y = menuArtButton.y; game.addChild(menuArtButtonText); // Mini Games button var menuMiniGamesButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); menuMiniGamesButton.width = 400; menuMiniGamesButton.height = 150; menuMiniGamesButton.x = 1024; menuMiniGamesButton.y = 1700; menuMiniGamesButton.tint = 0xFF6B35; var menuMiniGamesButtonText = new Text2('MINI GAMES', { size: 70, fill: 0xFFFFFF }); menuMiniGamesButtonText.anchor.set(0.5, 0.5); menuMiniGamesButtonText.x = menuMiniGamesButton.x; menuMiniGamesButtonText.y = menuMiniGamesButton.y; game.addChild(menuMiniGamesButtonText); // City Builder button var menuCityBuilderButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); menuCityBuilderButton.width = 400; menuCityBuilderButton.height = 150; menuCityBuilderButton.x = 1024; menuCityBuilderButton.y = 1900; menuCityBuilderButton.tint = 0x4A90E2; var menuCityBuilderButtonText = new Text2('CITY BUILDER', { size: 70, fill: 0xFFFFFF }); menuCityBuilderButtonText.anchor.set(0.5, 0.5); menuCityBuilderButtonText.x = menuCityBuilderButton.x; menuCityBuilderButtonText.y = menuCityBuilderButton.y; game.addChild(menuCityBuilderButtonText); // Lana Boss Fight button var menuBossFightButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); menuBossFightButton.width = 400; menuBossFightButton.height = 150; menuBossFightButton.x = 1024; menuBossFightButton.y = 2100; menuBossFightButton.tint = 0x8B0000; var menuBossFightButtonText = new Text2('LANA BOSS FIGHT', { size: 70, fill: 0xFFFFFF }); menuBossFightButtonText.anchor.set(0.5, 0.5); menuBossFightButtonText.x = menuBossFightButton.x; menuBossFightButtonText.y = menuBossFightButton.y; game.addChild(menuBossFightButtonText); // Add bouncing animation to menu play button function animateMenuPlayButton() { tween(menuPlayButton, { y: menuPlayButton.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(menuPlayButton, { y: menuPlayButton.y + 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { animateMenuPlayButton(); } } }); } }); tween(menuPlayButtonText, { y: menuPlayButtonText.y - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(menuPlayButtonText, { y: menuPlayButtonText.y + 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { animateMenuPlayButton(); } } }); } }); } animateMenuPlayButton(); // Add subtitle var subtitleText = new Text2('Your Virtual Pet Companion', { size: 60, fill: 0xFFB6C1 }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 1024; subtitleText.y = 950; subtitleText.alpha = 0; game.addChild(subtitleText); // Fade in subtitle after a delay LK.setTimeout(function () { if (gameState === 'menu') { tween(subtitleText, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut }); } }, 1000); // Create ten floating Summer characters in background var floatingSummers = []; for (var s = 0; s < 10; s++) { var floatingSummer = game.addChild(new Summer()); floatingSummer.x = Math.random() * 2048; floatingSummer.y = Math.random() * 2732; floatingSummer.alpha = 0.6; // Make them semi-transparent floatingSummer.scaleX = 0.7; // Make them smaller floatingSummer.scaleY = 0.7; floatingSummers.push(floatingSummer); // Start individual floating animation for each Summer startIndividualFloatingAnimation(floatingSummer); } // Store the main menu Summer (keeping original behavior) menuSummer = floatingSummers[0]; // Make the first one more prominent menuSummer.alpha = 1.0; menuSummer.scaleX = 1.0; menuSummer.scaleY = 1.0; // Add floating food decorations var decorativeItems = []; var _loop = function _loop() { decorativeFood = game.addChild(LK.getAsset('food', { anchorX: 0.5, anchorY: 0.5 })); decorativeFood.x = Math.random() * 2048; decorativeFood.y = Math.random() * 2732; decorativeFood.alpha = 0.3; decorativeFood.scaleX = 0.5; decorativeFood.scaleY = 0.5; decorativeItems.push(decorativeFood); // Float around randomly function floatDecoration(item) { tween(item, { x: Math.random() * 2048, y: Math.random() * 2732, rotation: item.rotation + (Math.random() - 0.5) * Math.PI }, { duration: 5000 + Math.random() * 3000, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { floatDecoration(item); } } }); } floatDecoration(decorativeFood); }, decorativeFood; for (var i = 0; i < 8; i++) { _loop(); } // Add bouncing animation to art studio button function animateMenuArtButton() { tween(menuArtButton, { y: menuArtButton.y - 15 }, { duration: 1200, easing: tween.easeInOut, onFinish: function onFinish() { tween(menuArtButton, { y: menuArtButton.y + 15 }, { duration: 1200, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { animateMenuArtButton(); } } }); } }); tween(menuArtButtonText, { y: menuArtButtonText.y - 15 }, { duration: 1200, easing: tween.easeInOut, onFinish: function onFinish() { tween(menuArtButtonText, { y: menuArtButtonText.y + 15 }, { duration: 1200, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { animateMenuArtButton(); } } }); } }); } animateMenuArtButton(); // Add bouncing animation to mini games button function animateMenuMiniGamesButton() { tween(menuMiniGamesButton, { y: menuMiniGamesButton.y - 18 }, { duration: 1100, easing: tween.easeInOut, onFinish: function onFinish() { tween(menuMiniGamesButton, { y: menuMiniGamesButton.y + 18 }, { duration: 1100, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { animateMenuMiniGamesButton(); } } }); } }); tween(menuMiniGamesButtonText, { y: menuMiniGamesButtonText.y - 18 }, { duration: 1100, easing: tween.easeInOut, onFinish: function onFinish() { tween(menuMiniGamesButtonText, { y: menuMiniGamesButtonText.y + 18 }, { duration: 1100, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { animateMenuMiniGamesButton(); } } }); } }); } animateMenuMiniGamesButton(); // Add bouncing animation to city builder button function animateMenuCityBuilderButton() { tween(menuCityBuilderButton, { y: menuCityBuilderButton.y - 22 }, { duration: 1300, easing: tween.easeInOut, onFinish: function onFinish() { tween(menuCityBuilderButton, { y: menuCityBuilderButton.y + 22 }, { duration: 1300, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { animateMenuCityBuilderButton(); } } }); } }); tween(menuCityBuilderButtonText, { y: menuCityBuilderButtonText.y - 22 }, { duration: 1300, easing: tween.easeInOut, onFinish: function onFinish() { tween(menuCityBuilderButtonText, { y: menuCityBuilderButtonText.y + 22 }, { duration: 1300, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { animateMenuCityBuilderButton(); } } }); } }); } animateMenuCityBuilderButton(); // Add bouncing animation to boss fight button function animateMenuBossFightButton() { tween(menuBossFightButton, { y: menuBossFightButton.y - 25 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(menuBossFightButton, { y: menuBossFightButton.y + 25 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'menu') { animateMenuBossFightButton(); } } }); } }); tween(menuBossFightButtonText, { y: menuBossFightButtonText.y - 25 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(menuBossFightButtonText, { y: menuBossFightButtonText.y + 25 }, { duration: 1500, easing: tween.easeInOut }); } }); } animateMenuBossFightButton(); // Store menu elements for cleanup gamePlayElements = [titleText, subtitleText, menuPlayButton, menuPlayButtonText, menuArtButton, menuArtButtonText, menuMiniGamesButton, menuMiniGamesButtonText, menuCityBuilderButton, menuCityBuilderButtonText, menuBossFightButton, menuBossFightButtonText].concat(decorativeItems); } function startFloatingAnimation() { if (!menuSummer || gameState !== 'menu') return; // Random floating movement - use full screen dimensions with boundaries // Screen is 2048x2732, leave margin for Summer's size (200px) var margin = 100; var targetX = margin + Math.random() * (2048 - 2 * margin); var targetY = margin + Math.random() * (2732 - 2 * margin); tween(menuSummer, { x: targetX, y: targetY, rotation: (Math.random() - 0.5) * 0.5 }, { duration: 3000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Do a flip if (!menuSummer || gameState !== 'menu') return; tween(menuSummer, { rotation: menuSummer.rotation + Math.PI * 2 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { // Continue floating if (gameState === 'menu') { startFloatingAnimation(); } } }); } }); // Spawn floating hearts around Summer if (Math.random() < 0.3) { var menuHeart = new Heart(); menuHeart.x = menuSummer.x + (Math.random() - 0.5) * 150; menuHeart.y = menuSummer.y + (Math.random() - 0.5) * 150; game.addChild(menuHeart); menuHeart.floatUp(); } } function startIndividualFloatingAnimation(summerChar) { if (!summerChar || gameState !== 'menu') return; // Random floating movement - use full screen dimensions with boundaries // Screen is 2048x2732, leave margin for Summer's size (200px) var margin = 100; var targetX = margin + Math.random() * (2048 - 2 * margin); var targetY = margin + Math.random() * (2732 - 2 * margin); tween(summerChar, { x: targetX, y: targetY, rotation: (Math.random() - 0.5) * 0.5 }, { duration: 4000 + Math.random() * 3000, easing: tween.easeInOut, onFinish: function onFinish() { // Do a gentle rotation if (!summerChar || gameState !== 'menu') return; tween(summerChar, { rotation: summerChar.rotation + (Math.random() - 0.5) * Math.PI }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Continue floating startIndividualFloatingAnimation(summerChar); } }); } }); // Occasionally spawn floating hearts around this Summer if (Math.random() < 0.2) { var menuHeart = new Heart(); menuHeart.x = summerChar.x + (Math.random() - 0.5) * 150; menuHeart.y = summerChar.y + (Math.random() - 0.5) * 150; game.addChild(menuHeart); menuHeart.floatUp(); } } function startArtStudio() { // Store previous game state var previousState = gameState; // Remove menu elements if coming from menu if (previousState === 'menu') { for (var i = 0; i < gamePlayElements.length; i++) { gamePlayElements[i].destroy(); } gamePlayElements = []; // Remove all floating summers if (menuSummer) { var children = game.children.slice(); for (var i = 0; i < children.length; i++) { if (children[i] instanceof Summer) { children[i].destroy(); } } menuSummer = null; } } // If coming from gameplay, hide game UI elements but preserve Summer if (previousState === 'playing') { // Hide UI elements but don't destroy them var gameChildren = game.children.slice(); for (var i = 0; i < gameChildren.length; i++) { var child = gameChildren[i]; // Hide everything except Summer and hearts if (!(child instanceof Summer) && !(child instanceof Heart)) { child.visible = false; } } } // Create art studio elements createArtStudio(); gameState = 'art'; } function startMemoryGame() { // Clean up mini games menu for (var i = 0; i < miniGamesMenuElements.length; i++) { miniGamesMenuElements[i].destroy(); } miniGamesMenuElements = []; // Initialize memory game memoryGameActive = true; memoryScore = 0; memoryMovesCount = 0; gameState = 'memory'; // Create game title var memoryTitle = new Text2('MEMORY MATCH', { size: 100, fill: 0x4CAF50 }); memoryTitle.anchor.set(0.5, 0.5); memoryTitle.x = 1024; memoryTitle.y = 300; game.addChild(memoryTitle); memoryGameElements.push(memoryTitle); // Create score display var scoreText = new Text2('Score: 0 | Moves: 0', { size: 60, fill: 0x333333 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024; scoreText.y = 450; game.addChild(scoreText); memoryGameElements.push(scoreText); // Create 4x4 grid of cards var cardValues = [1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8]; // Shuffle the array for (var i = cardValues.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = cardValues[i]; cardValues[i] = cardValues[j]; cardValues[j] = temp; } var startX = 1024 - 4 * 140 / 2 + 70; var startY = 800; for (var row = 0; row < 4; row++) { for (var col = 0; col < 4; col++) { var card = new MemoryCard(); card.x = startX + col * 140; card.y = startY + row * 140; card.cardValue = cardValues[row * 4 + col]; game.addChild(card); memoryCards.push(card); memoryGameElements.push(card); } } // Create back button var backButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); backButton.width = 200; backButton.height = 80; backButton.x = 1024; backButton.y = 2500; backButton.tint = 0x757575; memoryGameElements.push(backButton); var backButtonText = new Text2('BACK', { size: 50, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; game.addChild(backButtonText); memoryGameElements.push(backButtonText); } function startPatternGame() { // Clean up mini games menu for (var i = 0; i < miniGamesMenuElements.length; i++) { miniGamesMenuElements[i].destroy(); } miniGamesMenuElements = []; // Initialize pattern game patternGameActive = true; patternLevel = 1; patternScore = 0; patternSequence = []; playerSequence = []; currentPatternIndex = 0; showingPattern = false; acceptingInput = false; gameState = 'pattern'; // Create game title var patternTitle = new Text2('PATTERN REPEAT', { size: 100, fill: 0x2196F3 }); patternTitle.anchor.set(0.5, 0.5); patternTitle.x = 1024; patternTitle.y = 300; game.addChild(patternTitle); patternGameElements.push(patternTitle); // Create score and level display var scoreText = new Text2('Level: 1 | Score: 0', { size: 60, fill: 0x333333 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024; scoreText.y = 450; game.addChild(scoreText); patternGameElements.push(scoreText); // Create instruction text var instructionText = new Text2('Watch the pattern, then repeat it!', { size: 50, fill: 0x666666 }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 550; game.addChild(instructionText); patternGameElements.push(instructionText); // Create 4 colored buttons in a 2x2 grid var buttonColors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00]; // Bright Red, Bright Green, Bright Blue, Bright Yellow var buttonSize = 200; var spacing = 250; var startX = 1024 - spacing / 2; var startY = 1200; for (var i = 0; i < 4; i++) { var button = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); button.width = buttonSize; button.height = buttonSize; button.x = startX + i % 2 * spacing; button.y = startY + Math.floor(i / 2) * spacing; button.tint = buttonColors[i]; button.buttonIndex = i; button.originalTint = buttonColors[i]; button.originalScale = 1.0; patternButtons.push(button); patternGameElements.push(button); } // Create back button var backButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); backButton.width = 200; backButton.height = 80; backButton.x = 1024; backButton.y = 2500; backButton.tint = 0x757575; patternGameElements.push(backButton); var backButtonText = new Text2('BACK', { size: 50, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; game.addChild(backButtonText); patternGameElements.push(backButtonText); // Start first level generateNewPattern(); } function startCatchGame() { // Clean up mini games menu for (var i = 0; i < miniGamesMenuElements.length; i++) { miniGamesMenuElements[i].destroy(); } miniGamesMenuElements = []; // Initialize catch game catchGameActive = true; catchScore = 0; catchTimeLeft = 30; fallingTreats = []; catchGameTimer = 0; gameState = 'catch'; // Create game title var catchTitle = new Text2('CATCH THE TREATS', { size: 100, fill: 0xFF9800 }); catchTitle.anchor.set(0.5, 0.5); catchTitle.x = 1024; catchTitle.y = 300; game.addChild(catchTitle); catchGameElements.push(catchTitle); // Create score and time display var scoreText = new Text2('Score: 0 | Time: 30', { size: 60, fill: 0x333333 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024; scoreText.y = 450; game.addChild(scoreText); catchGameElements.push(scoreText); // Create instruction text var instructionText = new Text2('Move Summer to catch falling treats!', { size: 50, fill: 0x666666 }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 550; game.addChild(instructionText); catchGameElements.push(instructionText); // Create Summer catcher at bottom summerCatcher = game.addChild(new Summer()); summerCatcher.x = 1024; summerCatcher.y = 2300; summerCatcher.scaleX = 0.8; summerCatcher.scaleY = 0.8; catchGameElements.push(summerCatcher); // Create back button var backButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); backButton.width = 200; backButton.height = 80; backButton.x = 1024; backButton.y = 2500; backButton.tint = 0x757575; catchGameElements.push(backButton); var backButtonText = new Text2('BACK', { size: 50, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; game.addChild(backButtonText); catchGameElements.push(backButtonText); } function createMiniGamesMenu() { // Store the previous state so we can return to it previousGameState = gameState; // Remove current menu elements if coming from main menu if (gameState === 'menu') { for (var i = 0; i < gamePlayElements.length; i++) { gamePlayElements[i].destroy(); } gamePlayElements = []; // Remove all floating summers if (menuSummer) { var children = game.children.slice(); for (var i = 0; i < children.length; i++) { if (children[i] instanceof Summer) { children[i].destroy(); } } menuSummer = null; } } // Create title var miniGamesTitle = new Text2('MINI GAMES', { size: 120, fill: 0xFF6B35 }); miniGamesTitle.anchor.set(0.5, 0.5); miniGamesTitle.x = 1024; miniGamesTitle.y = 400; game.addChild(miniGamesTitle); miniGamesMenuElements.push(miniGamesTitle); // Create subtitle var miniGamesSubtitle = new Text2('Choose a fun mini game to play!', { size: 60, fill: 0x333333 }); miniGamesSubtitle.anchor.set(0.5, 0.5); miniGamesSubtitle.x = 1024; miniGamesSubtitle.y = 550; game.addChild(miniGamesSubtitle); miniGamesMenuElements.push(miniGamesSubtitle); // Memory Game button memoryGameButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); memoryGameButton.width = 500; memoryGameButton.height = 150; memoryGameButton.x = 1024; memoryGameButton.y = 800; memoryGameButton.tint = 0x4CAF50; miniGamesMenuElements.push(memoryGameButton); var memoryGameText = new Text2('MEMORY MATCH', { size: 70, fill: 0xFFFFFF }); memoryGameText.anchor.set(0.5, 0.5); memoryGameText.x = memoryGameButton.x; memoryGameText.y = memoryGameButton.y; game.addChild(memoryGameText); miniGamesMenuElements.push(memoryGameText); // Pattern Game button patternGameButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); patternGameButton.width = 500; patternGameButton.height = 150; patternGameButton.x = 1024; patternGameButton.y = 1000; patternGameButton.tint = 0x2196F3; miniGamesMenuElements.push(patternGameButton); var patternGameText = new Text2('PATTERN REPEAT', { size: 70, fill: 0xFFFFFF }); patternGameText.anchor.set(0.5, 0.5); patternGameText.x = patternGameButton.x; patternGameText.y = patternGameButton.y; game.addChild(patternGameText); miniGamesMenuElements.push(patternGameText); // Catch Game button catchGameButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); catchGameButton.width = 500; catchGameButton.height = 150; catchGameButton.x = 1024; catchGameButton.y = 1200; catchGameButton.tint = 0xFF9800; miniGamesMenuElements.push(catchGameButton); var catchGameText = new Text2('CATCH THE TREATS', { size: 70, fill: 0xFFFFFF }); catchGameText.anchor.set(0.5, 0.5); catchGameText.x = catchGameButton.x; catchGameText.y = catchGameButton.y; game.addChild(catchGameText); miniGamesMenuElements.push(catchGameText); // Pop Lock Game button popLockGameButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); popLockGameButton.width = 500; popLockGameButton.height = 150; popLockGameButton.x = 1024; popLockGameButton.y = 1400; popLockGameButton.tint = 0x9C27B0; miniGamesMenuElements.push(popLockGameButton); var popLockGameText = new Text2('POP LOCK', { size: 70, fill: 0xFFFFFF }); popLockGameText.anchor.set(0.5, 0.5); popLockGameText.x = popLockGameButton.x; popLockGameText.y = popLockGameButton.y; game.addChild(popLockGameText); miniGamesMenuElements.push(popLockGameText); // Stacker Game button stackerGameButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); stackerGameButton.width = 500; stackerGameButton.height = 150; stackerGameButton.x = 1024; stackerGameButton.y = 1600; stackerGameButton.tint = 0xFF4500; // Bright orange-red miniGamesMenuElements.push(stackerGameButton); var stackerGameText = new Text2('STACKER', { size: 70, fill: 0xFFFFFF }); stackerGameText.anchor.set(0.5, 0.5); stackerGameText.x = stackerGameButton.x; stackerGameText.y = stackerGameButton.y; game.addChild(stackerGameText); miniGamesMenuElements.push(stackerGameText); // Back button var backToMainButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); backToMainButton.width = 300; backToMainButton.height = 100; backToMainButton.x = 1024; backToMainButton.y = 1800; backToMainButton.tint = 0x757575; miniGamesMenuElements.push(backToMainButton); var backToMainText = new Text2('BACK', { size: 60, fill: 0xFFFFFF }); backToMainText.anchor.set(0.5, 0.5); backToMainText.x = backToMainButton.x; backToMainText.y = backToMainButton.y; game.addChild(backToMainText); miniGamesMenuElements.push(backToMainText); // Add button animations function animateMiniGameButtons() { // Memory button animation if (memoryGameButton && typeof tween === 'function') { tween(memoryGameButton, { scaleX: 1.05, scaleY: 1.05 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (memoryGameButton) { tween(memoryGameButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'minigames') { animateMiniGameButtons(); } } }); } } }); } // Pattern button animation (offset timing) LK.setTimeout(function () { if (gameState === 'minigames') { tween(patternGameButton, { scaleX: 1.05, scaleY: 1.05 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(patternGameButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut }); } }); } }, 700); // Catch button animation (offset timing) LK.setTimeout(function () { if (gameState === 'minigames') { tween(catchGameButton, { scaleX: 1.05, scaleY: 1.05 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(catchGameButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut }); } }); } }, 1400); // Pop Lock button animation (offset timing) LK.setTimeout(function () { if (gameState === 'minigames' && popLockGameButton) { tween(popLockGameButton, { scaleX: 1.05, scaleY: 1.05 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (popLockGameButton) { tween(popLockGameButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut }); } } }); } }, 2100); // Stacker button animation (offset timing) LK.setTimeout(function () { if (gameState === 'minigames' && stackerGameButton) { tween(stackerGameButton, { scaleX: 1.05, scaleY: 1.05 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (stackerGameButton) { tween(stackerGameButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut }); } } }); } }, 2800); } animateMiniGameButtons(); gameState = 'minigames'; } function generateNewPattern() { // Add one more button to the sequence var randomButton = Math.floor(Math.random() * 4); patternSequence.push(randomButton); playerSequence = []; currentPatternIndex = 0; // Start showing the pattern after a brief delay LK.setTimeout(function () { showPattern(); }, 1000); } function showPattern() { showingPattern = true; acceptingInput = false; currentPatternIndex = 0; // Update instruction var instructionElement = patternGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Watch the pattern...'); } showNextPatternStep(); } function showNextPatternStep() { if (currentPatternIndex >= patternSequence.length) { // Pattern shown completely, now accept player input showingPattern = false; acceptingInput = true; currentPatternIndex = 0; // Update instruction var instructionElement = patternGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Now repeat the pattern!'); } return; } var buttonIndex = patternSequence[currentPatternIndex]; var button = patternButtons[buttonIndex]; // Highlight button tween(button, { scaleX: 1.2, scaleY: 1.2, tint: 0xFFFFFF }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(button, { scaleX: 1.0, scaleY: 1.0, tint: button.originalTint }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { currentPatternIndex++; LK.setTimeout(function () { showNextPatternStep(); }, 200); } }); } }); } function handlePatternButtonPress(buttonIndex) { if (!acceptingInput || showingPattern) return; var button = patternButtons[buttonIndex]; // Visual feedback for button press tween(button, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(button, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); playerSequence.push(buttonIndex); // Check if this button matches the pattern if (buttonIndex !== patternSequence[playerSequence.length - 1]) { // Wrong button - game over handlePatternGameOver(); return; } // Check if pattern is complete if (playerSequence.length === patternSequence.length) { // Level complete! patternLevel++; patternScore += patternLevel * 10; // Update score display var scoreElement = patternGameElements[1]; if (scoreElement && scoreElement.setText) { scoreElement.setText('Level: ' + patternLevel + ' | Score: ' + patternScore); } // Update instruction var instructionElement = patternGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Great! Get ready for level ' + patternLevel + '...'); } // Start next level after delay LK.setTimeout(function () { generateNewPattern(); }, 1500); } } function handlePatternGameOver() { acceptingInput = false; showingPattern = false; // Update instruction to show game over var instructionElement = patternGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Game Over! Final Score: ' + patternScore); } // Flash all buttons red for (var i = 0; i < patternButtons.length; i++) { var button = patternButtons[i]; tween(button, { tint: 0xFF0000 }, { duration: 200, easing: tween.easeOut, onFinish: function () { tween(this, { tint: this.originalTint }, { duration: 200, easing: tween.easeIn }); }.bind(button) }); } // Allow restart after delay LK.setTimeout(function () { if (instructionElement && instructionElement.setText) { instructionElement.setText('Click any button to play again!'); } // Reset game state for restart patternLevel = 1; patternScore = 0; patternSequence = []; playerSequence = []; acceptingInput = true; // Update score display var scoreElement = patternGameElements[1]; if (scoreElement && scoreElement.setText) { scoreElement.setText('Level: 1 | Score: 0'); } }, 2000); } function startStackerGame() { // Clean up mini games menu for (var i = 0; i < miniGamesMenuElements.length; i++) { miniGamesMenuElements[i].destroy(); } miniGamesMenuElements = []; // Initialize stacker game with simplified variables stackerGameActive = true; stackerScore = 0; stackerCurrentLevel = 1; stackerBlocks = []; // Array to store stationary blocks for each level stackerMovingBlocks = []; // Current moving blocks stackerDirection = 1; stackerSpeed = 3; stackerIsMoving = false; gameState = 'stacker'; // Create game title var stackerTitle = new Text2('STACKER', { size: 100, fill: 0xFF4500 }); stackerTitle.anchor.set(0.5, 0.5); stackerTitle.x = 1024; stackerTitle.y = 300; game.addChild(stackerTitle); stackerGameElements.push(stackerTitle); // Create score and level display var scoreText = new Text2('Level: 1 | Score: 0', { size: 60, fill: 0x333333 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024; scoreText.y = 450; game.addChild(scoreText); stackerGameElements.push(scoreText); // Create instruction text var instructionText = new Text2('Tap to stop the moving blocks!', { size: 50, fill: 0x666666 }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 550; game.addChild(instructionText); stackerGameElements.push(instructionText); // Create back button var backButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); backButton.width = 200; backButton.height = 80; backButton.x = 1024; backButton.y = 2500; backButton.tint = 0x757575; stackerGameElements.push(backButton); var backButtonText = new Text2('BACK', { size: 50, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; game.addChild(backButtonText); stackerGameElements.push(backButtonText); // Create the base foundation row createStackerFoundation(); // Start first level startStackerLevel(); } function createStackerFoundation() { // Create base foundation with 7 blocks var baseY = 2200; var baseBlocks = []; var baseWidth = 7; var blockWidth = 80; var startX = 1024 - baseWidth * blockWidth / 2 + blockWidth / 2; var _loop2 = function _loop2() { function startPopLockGame() { // Clean up mini games menu for (var i = 0; i < miniGamesMenuElements.length; i++) { miniGamesMenuElements[i].destroy(); } miniGamesMenuElements = []; // Initialize pop lock game popLockGameActive = true; popLockScore = 0; popLockLevel = 1; currentLockIndex = 0; lockIndicators = []; lockTargetZones = []; lockMovingIndicator = null; lockDirection = 1; lockSpeed = 3; isLockMoving = false; locksCompleted = 0; totalLocks = 3; gameState = 'poplock'; // Create game title var popLockTitle = new Text2('POP LOCK', { size: 100, fill: 0x9C27B0 }); popLockTitle.anchor.set(0.5, 0.5); popLockTitle.x = 1024; popLockTitle.y = 300; game.addChild(popLockTitle); popLockGameElements.push(popLockTitle); // Create score and level display var scoreText = new Text2('Level: 1 | Score: 0', { size: 60, fill: 0x333333 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024; scoreText.y = 450; game.addChild(scoreText); popLockGameElements.push(scoreText); // Create instruction text var instructionText = new Text2('Click when the indicator hits the target zone!', { size: 50, fill: 0x666666 }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 550; game.addChild(instructionText); popLockGameElements.push(instructionText); // Create locks display createPopLockInterface(); // Create back button var backButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); backButton.width = 200; backButton.height = 80; backButton.x = 1024; backButton.y = 2500; backButton.tint = 0x757575; popLockGameElements.push(backButton); var backButtonText = new Text2('BACK', { size: 50, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; game.addChild(backButtonText); popLockGameElements.push(backButtonText); // Start the first lock startNextLock(); } block = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); block.width = blockWidth; block.height = 40; block.x = startX + i * blockWidth; block.y = baseY; block.tint = 0x4CAF50; // Green foundation stackerGameElements.push(block); baseBlocks.push(block); }, block; for (var i = 0; i < baseWidth; i++) { _loop2(); } stackerBlocks[0] = baseBlocks; // Store foundation as level 0 } function startStackerLevel() { if (stackerCurrentLevel > 10) { // Player reached the top! handleStackerWin(); return; } // Clean up any existing moving blocks for (var i = 0; i < stackerMovingBlocks.length; i++) { stackerMovingBlocks[i].destroy(); } stackerMovingBlocks = []; // Get the width of previous level to determine current level's starting width var previousLevel = stackerCurrentLevel - 1; var previousWidth = stackerBlocks[previousLevel] ? stackerBlocks[previousLevel].length : 7; var currentWidth = Math.max(1, Math.min(previousWidth, 7)); // Ensure at least 1 block, max 7 // Create moving blocks for current level var currentY = 2200 - stackerCurrentLevel * 50; var blockWidth = 80; var startX = 1024 - currentWidth * blockWidth / 2 + blockWidth / 2; // Level colors var levelColors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFA500, 0x800080, 0xFFC0CB, 0x32CD32]; for (var i = 0; i < currentWidth; i++) { var movingBlock = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); movingBlock.width = blockWidth; movingBlock.height = 40; movingBlock.x = startX + i * blockWidth; movingBlock.y = currentY; movingBlock.tint = levelColors[(stackerCurrentLevel - 1) % levelColors.length]; stackerGameElements.push(movingBlock); stackerMovingBlocks.push(movingBlock); } // Start moving stackerIsMoving = true; stackerDirection = 1; stackerSpeed = 3 + stackerCurrentLevel * 0.5; // Increase speed with level } function stopStackerBlocks() { if (!stackerIsMoving || stackerMovingBlocks.length === 0) return; stackerIsMoving = false; // Find the previous level blocks to check alignment var previousLevel = stackerCurrentLevel - 1; var previousBlocks = stackerBlocks[previousLevel]; if (!previousBlocks || previousBlocks.length === 0) { handleStackerGameOver(); return; } // Check which moving blocks align with previous level blocks var alignedBlocks = []; var blockWidth = 80; for (var i = 0; i < stackerMovingBlocks.length; i++) { var movingBlock = stackerMovingBlocks[i]; var isAligned = false; // Check if this moving block overlaps with any previous level block for (var j = 0; j < previousBlocks.length; j++) { var prevBlock = previousBlocks[j]; var overlap = Math.abs(movingBlock.x - prevBlock.x); if (overlap < blockWidth * 0.7) { // 70% overlap required isAligned = true; break; } } if (isAligned) { alignedBlocks.push(movingBlock); // Success animation tween(movingBlock, { scaleY: 1.3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(movingBlock, { scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); } else { // Block not aligned - animate it falling tween(movingBlock, { y: movingBlock.y + 400, alpha: 0, rotation: (Math.random() - 0.5) * Math.PI }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { movingBlock.destroy(); } }); } } // Store aligned blocks for this level stackerBlocks[stackerCurrentLevel] = alignedBlocks; // Check if any blocks remain if (alignedBlocks.length === 0) { // Game over - no blocks aligned handleStackerGameOver(); return; } // Update score stackerScore += alignedBlocks.length * stackerCurrentLevel * 10; updateStackerScore(); // Move to next level after delay LK.setTimeout(function () { stackerCurrentLevel++; startStackerLevel(); }, 1000); } function handleStackerGameOver() { stackerGameActive = false; var instructionElement = stackerGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Game Over! Final Score: ' + stackerScore + ' - Tap to restart'); } // Flash remaining blocks red for (var i = 0; i < stackerMovingBlocks.length; i++) { var block = stackerMovingBlocks[i]; tween(block, { tint: 0xFF0000 }, { duration: 300, easing: tween.easeOut }); } } function handleStackerWin() { stackerGameActive = false; var instructionElement = stackerGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('YOU WIN! Perfect Stack! Score: ' + stackerScore + ' - Tap to restart'); } // Celebration animation - make all blocks pulse with gold color for (var level = 0; level < stackerBlocks.length; level++) { if (stackerBlocks[level]) { for (var i = 0; i < stackerBlocks[level].length; i++) { var block = stackerBlocks[level][i]; if (block) { tween(block, { tint: 0xFFD700, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeOut, onFinish: function () { tween(this, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeIn }); }.bind(block) }); } } } } } function resetStackerGame() { // Clean up all existing blocks for (var level = 0; level < stackerBlocks.length; level++) { if (stackerBlocks[level]) { for (var i = 0; i < stackerBlocks[level].length; i++) { if (stackerBlocks[level][i]) { stackerBlocks[level][i].destroy(); } } } } for (var i = 0; i < stackerMovingBlocks.length; i++) { stackerMovingBlocks[i].destroy(); } // Reset game variables stackerScore = 0; stackerCurrentLevel = 1; stackerBlocks = []; stackerMovingBlocks = []; stackerDirection = 1; stackerSpeed = 3; stackerIsMoving = false; stackerGameActive = true; // Update score display updateStackerScore(); // Recreate foundation createStackerFoundation(); // Reset instruction var instructionElement = stackerGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Tap to stop the moving blocks!'); } } function updateStackerScore() { var scoreElement = stackerGameElements[1]; if (scoreElement && scoreElement.setText) { scoreElement.setText('Level: ' + stackerCurrentLevel + ' | Score: ' + stackerScore); } } function createPopLockInterface() { // Create 3 lock cylinders vertically arranged var startY = 800; var lockSpacing = 300; for (var i = 0; i < totalLocks; i++) { // Lock cylinder background (bright white circle) var lockCylinder = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); lockCylinder.width = 600; lockCylinder.height = 100; lockCylinder.x = 1024; lockCylinder.y = startY + i * lockSpacing; lockCylinder.tint = 0xFFFFFF; // Bright white popLockGameElements.push(lockCylinder); // Target zone (bright red indicator area) var targetZone = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); targetZone.width = 120; targetZone.height = 80; targetZone.x = 1024 + (Math.random() - 0.5) * 300; // Random position within cylinder targetZone.y = startY + i * lockSpacing; targetZone.tint = 0xFF0000; // Bright red targetZone.visible = false; // Initially hidden popLockGameElements.push(targetZone); lockTargetZones.push(targetZone); // Lock status indicator var lockStatus = new Text2('LOCKED', { size: 40, fill: 0xFF0000 }); lockStatus.anchor.set(0.5, 0.5); lockStatus.x = 1024; lockStatus.y = startY + i * lockSpacing + 70; game.addChild(lockStatus); popLockGameElements.push(lockStatus); lockIndicators.push(lockStatus); } } function startNextLock() { if (currentLockIndex >= totalLocks) { // All locks completed - level complete! handleLevelComplete(); return; } // Show target zone for current lock lockTargetZones[currentLockIndex].visible = true; // Create moving indicator for current lock var startY = 800; var lockSpacing = 300; lockMovingIndicator = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); lockMovingIndicator.width = 20; lockMovingIndicator.height = 80; lockMovingIndicator.x = 1024 - 280; // Start at left edge lockMovingIndicator.y = startY + currentLockIndex * lockSpacing; lockMovingIndicator.tint = 0x00FF00; // Bright green popLockGameElements.push(lockMovingIndicator); // Start moving isLockMoving = true; lockDirection = 1; lockSpeed = 3 + popLockLevel; // Increase speed with level } function handleLockSuccess() { // Lock picked successfully! popLockScore += 10 * popLockLevel; lockIndicators[currentLockIndex].setText('UNLOCKED'); lockIndicators[currentLockIndex].tint = 0x4CAF50; // Hide target zone lockTargetZones[currentLockIndex].visible = false; // Destroy moving indicator if (lockMovingIndicator) { lockMovingIndicator.destroy(); lockMovingIndicator = null; } isLockMoving = false; locksCompleted++; currentLockIndex++; // Update score display var scoreElement = popLockGameElements[1]; if (scoreElement && scoreElement.setText) { scoreElement.setText('Level: ' + popLockLevel + ' | Score: ' + popLockScore); } // Animation for successful lock tween(lockIndicators[currentLockIndex - 1], { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(lockIndicators[currentLockIndex - 1], { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); // Start next lock after brief delay LK.setTimeout(function () { startNextLock(); }, 500); } function handleLockFailure() { // Lock picking failed! var instructionElement = popLockGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Missed! Try again!'); } // Flash red if (lockMovingIndicator) { tween(lockMovingIndicator, { tint: 0xFF0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { if (lockMovingIndicator) { tween(lockMovingIndicator, { tint: 0xFFFF00 }, { duration: 200, easing: tween.easeIn }); } } }); } // Reset instruction after delay LK.setTimeout(function () { var instructionElement = popLockGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Click when the indicator hits the target zone!'); } }, 1500); } function handleLevelComplete() { // All locks completed! popLockLevel++; currentLockIndex = 0; locksCompleted = 0; totalLocks = Math.min(5, 3 + Math.floor(popLockLevel / 2)); // Increase locks with level // Update instruction var instructionElement = popLockGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Level ' + popLockLevel + ' - Get ready!'); } // Reset all lock indicators for (var i = 0; i < lockIndicators.length; i++) { lockIndicators[i].setText('LOCKED'); lockIndicators[i].tint = 0xFF0000; } // Start next level after delay LK.setTimeout(function () { // Clear old interface if we need more locks if (totalLocks > lockIndicators.length) { // Clean up old interface for (var i = 0; i < popLockGameElements.length; i++) { if (popLockGameElements[i] !== popLockGameElements[0] && popLockGameElements[i] !== popLockGameElements[1] && popLockGameElements[i] !== popLockGameElements[2] && popLockGameElements[i] !== popLockGameElements[popLockGameElements.length - 1] && popLockGameElements[i] !== popLockGameElements[popLockGameElements.length - 2]) { popLockGameElements[i].destroy(); } } lockIndicators = []; lockTargetZones = []; // Recreate interface with more locks createPopLockInterface(); } var instructionElement = popLockGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Click when the indicator hits the target zone!'); } startNextLock(); }, 2000); } function checkLockTiming() { if (!isLockMoving || !lockMovingIndicator) return; // Check if indicator is within target zone var targetZone = lockTargetZones[currentLockIndex]; var indicatorX = lockMovingIndicator.x; var targetLeft = targetZone.x - targetZone.width / 2; var targetRight = targetZone.x + targetZone.width / 2; if (indicatorX >= targetLeft && indicatorX <= targetRight) { handleLockSuccess(); } else { handleLockFailure(); } } function spawnTreat() { var treat = game.addChild(LK.getAsset('food', { anchorX: 0.5, anchorY: 0.5 })); treat.x = Math.random() * 1600 + 224; // Keep treats within screen bounds treat.y = 200; treat.fallSpeed = 3 + Math.random() * 4; // Random fall speed between 3-7 treat.caught = false; // Make treats brighter with random bright colors var brightColors = [0xFF6600, 0xFF0066, 0x66FF00, 0x0066FF, 0xFFFF00, 0xFF0000]; treat.tint = brightColors[Math.floor(Math.random() * brightColors.length)]; fallingTreats.push(treat); catchGameElements.push(treat); // Add spawning animation treat.scaleX = 0; treat.scaleY = 0; tween(treat, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.bounceOut }); } function updateCityBuilderUI() { // Update money display if (cityBuilderElements[1] && cityBuilderElements[1].setText) { cityBuilderElements[1].setText('Money: $' + cityMoney); } // Update population display if (cityBuilderElements[2] && cityBuilderElements[2].setText) { cityBuilderElements[2].setText('Population: ' + cityPopulation); } // Update happiness display if (cityBuilderElements[3] && cityBuilderElements[3].setText) { cityBuilderElements[3].setText('Happiness: ' + cityHappiness + '%'); } // Add income based on buildings every few seconds if (LK.ticks % 300 === 0) { // Every 5 seconds var income = 0; for (var i = 0; i < cityBuildings.length; i++) { var building = cityBuildings[i]; if (building.buildingType === 'shop') { income += 10; } else if (building.buildingType === 'office') { income += 15; } else if (building.buildingType === 'house') { income += 5; } } cityMoney += income; if (income > 0) { // Show income notification var incomeText = new Text2('+$' + income, { size: 40, fill: 0x2E8B57 }); incomeText.anchor.set(0, 0.5); incomeText.x = 400; incomeText.y = 400; game.addChild(incomeText); tween(incomeText, { alpha: 0, y: incomeText.y - 50 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { incomeText.destroy(); } }); } } } function updateCatchGameScore() { var scoreElement = catchGameElements[1]; if (scoreElement && scoreElement.setText) { scoreElement.setText('Score: ' + catchScore + ' | Time: ' + catchTimeLeft); } } function handleCatchGameOver() { catchGameActive = false; // Update instruction to show game over var instructionElement = catchGameElements[2]; if (instructionElement && instructionElement.setText) { instructionElement.setText('Game Over! Final Score: ' + catchScore + ' treats caught!'); } // Flash Summer for game over effect if (summerCatcher) { tween(summerCatcher, { tint: 0xFF0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(summerCatcher, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeIn }); } }); } // Allow restart after delay LK.setTimeout(function () { if (instructionElement && instructionElement.setText) { instructionElement.setText('Click BACK to return to menu'); } }, 2000); } function startBossFight() { // Store previous game state var previousState = gameState; // Remove menu elements if coming from menu if (previousState === 'menu') { for (var i = 0; i < gamePlayElements.length; i++) { gamePlayElements[i].destroy(); } gamePlayElements = []; // Remove all floating summers if (menuSummer) { var children = game.children.slice(); for (var i = 0; i < children.length; i++) { if (children[i] instanceof Summer) { children[i].destroy(); } } menuSummer = null; } } // Create boss fight elements createBossFight(); gameState = 'bossfight'; } function createBossFight() { bossFightActive = true; playerHealth = 100; playerBullets = []; lanaBullets = []; shootCooldown = 0; // Create title var bossTitle = new Text2('LANA BOSS FIGHT', { size: 100, fill: 0x8B0000 }); bossTitle.anchor.set(0.5, 0.5); bossTitle.x = 1024; bossTitle.y = 200; game.addChild(bossTitle); bossFightElements.push(bossTitle); // Create boss health bar var bossHealthBg = game.addChild(LK.getAsset('barBackground', { anchorX: 0, anchorY: 0 })); bossHealthBg.x = 624; bossHealthBg.y = 300; bossHealthBg.width = 800; bossHealthBg.height = 50; bossFightElements.push(bossHealthBg); bossHealthBar = game.addChild(LK.getAsset('bossHealthBar', { anchorX: 0, anchorY: 0 })); bossHealthBar.x = 624; bossHealthBar.y = 300; bossFightElements.push(bossHealthBar); var bossHealthText = new Text2('LANA HEALTH', { size: 40, fill: 0xFFFFFF }); bossHealthText.anchor.set(0.5, 0.5); bossHealthText.x = 1024; bossHealthText.y = 280; game.addChild(bossHealthText); bossFightElements.push(bossHealthText); // Create player health bar var playerHealthBg = game.addChild(LK.getAsset('barBackground', { anchorX: 0, anchorY: 0 })); playerHealthBg.x = 200; playerHealthBg.y = 150; playerHealthBg.width = 400; playerHealthBg.height = 40; bossFightElements.push(playerHealthBg); playerHealthBar = game.addChild(LK.getAsset('playerHealthBar', { anchorX: 0, anchorY: 0 })); playerHealthBar.x = 200; playerHealthBar.y = 150; bossFightElements.push(playerHealthBar); var playerHealthText = new Text2('PLAYER HEALTH', { size: 40, fill: 0xFFFFFF }); playerHealthText.anchor.set(0, 0.5); playerHealthText.x = 650; playerHealthText.y = 170; game.addChild(playerHealthText); bossFightElements.push(playerHealthText); // Create Lana boss lanaBoss = new LanaBoss(); lanaBoss.x = 1024; lanaBoss.y = 600; game.addChild(lanaBoss); bossFightElements.push(lanaBoss); // Create player fighter (Summer) playerFighter = new Summer(); playerFighter.x = 1024; playerFighter.y = 2300; playerFighter.scaleX = 0.8; playerFighter.scaleY = 0.8; game.addChild(playerFighter); bossFightElements.push(playerFighter); // Create instructions var instructions = new Text2('Move with touch/drag, tap to shoot!', { size: 50, fill: 0x333333 }); instructions.anchor.set(0.5, 0.5); instructions.x = 1024; instructions.y = 2600; game.addChild(instructions); bossFightElements.push(instructions); // Create back button var backButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); backButton.width = 200; backButton.height = 80; backButton.x = 150; backButton.y = 2650; backButton.tint = 0x757575; bossFightElements.push(backButton); var backButtonText = new Text2('BACK', { size: 50, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; game.addChild(backButtonText); bossFightElements.push(backButtonText); } function startCityBuilder() { // Store previous game state var previousState = gameState; // Remove menu elements if coming from menu if (previousState === 'menu') { for (var i = 0; i < gamePlayElements.length; i++) { gamePlayElements[i].destroy(); } gamePlayElements = []; // Remove all floating summers if (menuSummer) { var children = game.children.slice(); for (var i = 0; i < children.length; i++) { if (children[i] instanceof Summer) { children[i].destroy(); } } menuSummer = null; } } // Create city builder elements createCityBuilder(); gameState = 'citybuilder'; } function createCityBuilder() { cityBuilderActive = true; // Create title var cityTitle = new Text2('CITY BUILDER', { size: 100, fill: 0x4A90E2 }); cityTitle.anchor.set(0.5, 0.5); cityTitle.x = 1024; cityTitle.y = 200; game.addChild(cityTitle); cityBuilderElements.push(cityTitle); // Create resource display var moneyText = new Text2('Money: $' + cityMoney, { size: 60, fill: 0x2E8B57 }); moneyText.anchor.set(0, 0.5); moneyText.x = 100; moneyText.y = 400; game.addChild(moneyText); cityBuilderElements.push(moneyText); var popText = new Text2('Population: ' + cityPopulation, { size: 60, fill: 0x4169E1 }); popText.anchor.set(0, 0.5); popText.x = 100; popText.y = 500; game.addChild(popText); cityBuilderElements.push(popText); var happyText = new Text2('Happiness: ' + cityHappiness + '%', { size: 60, fill: 0xFF6347 }); happyText.anchor.set(0, 0.5); happyText.x = 100; happyText.y = 600; game.addChild(happyText); cityBuilderElements.push(happyText); // Create building selection buttons var buildingNames = ['house', 'shop', 'park', 'office', 'street']; var buildingLabels = ['HOUSE ($100)', 'SHOP ($200)', 'PARK ($150)', 'OFFICE ($300)', 'STREET ($50)']; for (var i = 0; i < buildingNames.length; i++) { var button = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); button.width = 175; // Slightly smaller to fit 5 buttons button.height = 80; button.x = 150 + i * 175; // Adjusted spacing button.y = 800; button.tint = buildingTypes[buildingNames[i]].color; button.buildingType = buildingNames[i]; cityBuilderElements.push(button); var buttonText = new Text2(buildingLabels[i], { size: 30, // Slightly smaller text fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); buttonText.x = button.x; buttonText.y = button.y; game.addChild(buttonText); cityBuilderElements.push(buttonText); } // Create building area var buildingArea = game.addChild(LK.getAsset('canvas', { anchorX: 0.5, anchorY: 0.5 })); buildingArea.x = 1024; buildingArea.y = 1600; buildingArea.alpha = 0.3; buildingArea.width = 1400; buildingArea.height = 1000; cityBuilderElements.push(buildingArea); // Create instructions var instructions = new Text2('Select a building type above, then click in the city area to build!', { size: 50, fill: 0x333333 }); instructions.anchor.set(0.5, 0.5); instructions.x = 1024; instructions.y = 950; game.addChild(instructions); cityBuilderElements.push(instructions); // Create back button var backButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); backButton.width = 200; backButton.height = 80; backButton.x = 1024; backButton.y = 2600; backButton.tint = 0x757575; cityBuilderElements.push(backButton); var backButtonText = new Text2('BACK', { size: 50, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; game.addChild(backButtonText); cityBuilderElements.push(backButtonText); } function createArtStudio() { // Create title var artTitle = new Text2('ART STUDIO', { size: 100, fill: 0x4B0082 }); artTitle.anchor.set(0.5, 0.5); artTitle.x = 1024; artTitle.y = 200; game.addChild(artTitle); artModeElements.push(artTitle); // Create canvas artCanvas = game.addChild(new ArtCanvas()); artCanvas.x = 1024; artCanvas.y = 1200; artModeElements.push(artCanvas); // Create color palette colorPalette = game.addChild(new ColorPalette()); colorPalette.x = 200; colorPalette.y = 600; artModeElements.push(colorPalette); // Create brush artBrush = game.addChild(new ArtBrush()); if (artBrush) { artBrush.x = 200; artBrush.y = 400; artBrush.activate(); artModeElements.push(artBrush); } // Create or reposition Summer in art mode if (!summer) { summer = game.addChild(new Summer()); artModeElements.push(summer); } summer.x = 1800; summer.y = 800; summer.scaleX = 0.8; summer.scaleY = 0.8; summer.visible = true; // Ensure Summer appears in front of canvas game.removeChild(summer); game.addChild(summer); // Add art studio buttons var backButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); backButton.width = 200; backButton.height = 80; backButton.x = 150; backButton.y = 2600; backButton.tint = 0x808080; artModeElements.push(backButton); var backButtonText = new Text2('BACK', { size: 40, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = backButton.x; backButtonText.y = backButton.y; game.addChild(backButtonText); artModeElements.push(backButtonText); var clearButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); clearButton.width = 200; clearButton.height = 80; clearButton.x = 400; clearButton.y = 2600; clearButton.tint = 0xff4444; artModeElements.push(clearButton); var clearButtonText = new Text2('CLEAR', { size: 40, fill: 0xFFFFFF }); clearButtonText.anchor.set(0.5, 0.5); clearButtonText.x = clearButton.x; clearButtonText.y = clearButton.y; game.addChild(clearButtonText); artModeElements.push(clearButtonText); // Add instructions var instructions = new Text2('Tap colors to change brush, draw on canvas!', { size: 45, fill: 0x333333 }); instructions.anchor.set(0.5, 0.5); instructions.x = 1024; instructions.y = 2650; game.addChild(instructions); artModeElements.push(instructions); } function startGame() { // Music already playing - no transition needed // Remove menu elements for (var i = 0; i < gamePlayElements.length; i++) { gamePlayElements[i].destroy(); } gamePlayElements = []; // Remove all floating summers if (menuSummer) { // Find and destroy all Summer instances in the game var children = game.children.slice(); // Create a copy to iterate safely for (var i = 0; i < children.length; i++) { if (children[i] instanceof Summer) { children[i].destroy(); } } menuSummer = null; } // Create game Summer summer = game.addChild(new Summer()); summer.x = 1024; summer.y = 2200; // Create game UI and elements createGameUI(); gameState = 'playing'; } function createGameUI() { // Create UI bars var happinessBarBg = game.addChild(LK.getAsset('barBackground', { anchorX: 0, anchorY: 0 })); happinessBarBg.x = 200; happinessBarBg.y = 150; happinessBarFill = game.addChild(LK.getAsset('happinessBar', { anchorX: 0, anchorY: 0 })); happinessBarFill.x = 200; happinessBarFill.y = 150; var hungerBarBg = game.addChild(LK.getAsset('barBackground', { anchorX: 0, anchorY: 0 })); hungerBarBg.x = 200; hungerBarBg.y = 250; hungerBarFill = game.addChild(LK.getAsset('hungerBar', { anchorX: 0, anchorY: 0 })); hungerBarFill.x = 200; hungerBarFill.y = 250; // Create UI text happinessText = new Text2('Happiness: 100', { size: 50, fill: 0x000000 }); happinessText.anchor.set(0, 0.5); happinessText.x = 650; happinessText.y = 170; game.addChild(happinessText); hungerText = new Text2('Hunger: 100', { size: 50, fill: 0x000000 }); hungerText.anchor.set(0, 0.5); hungerText.x = 650; hungerText.y = 270; game.addChild(hungerText); var instructionText = new Text2('Use buttons below to care for Summer!', { size: 40, fill: 0x333333 }); instructionText.anchor.set(0.5, 1); instructionText.x = 1024; instructionText.y = 2680; game.addChild(instructionText); // Create command buttons var buttonWidth = 300; var buttonHeight = 120; var buttonY = 2400; var buttonSpacing = 400; // Store button references globally window.petButton = null; window.feedButton = null; window.playButton = null; window.groomButton = null; // Pet button var petButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); petButton.width = buttonWidth; petButton.height = buttonHeight; petButton.x = 300; petButton.y = buttonY; petButton.tint = 0xFF69B4; window.petButton = petButton; // Add gentle pulsing animation to pet button function animatePetButton() { tween(petButton, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(petButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'playing') { animatePetButton(); } } }); } }); } animatePetButton(); var petButtonText = new Text2('PET', { size: 50, fill: 0xFFFFFF }); petButtonText.anchor.set(0.5, 0.5); petButtonText.x = petButton.x; petButtonText.y = petButton.y; game.addChild(petButtonText); // Feed button var feedButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); feedButton.width = buttonWidth; feedButton.height = buttonHeight; feedButton.x = 700; feedButton.y = buttonY; feedButton.tint = 0x32CD32; window.feedButton = feedButton; // Add floating animation to feed button function animateFeedButton() { tween(feedButton, { y: buttonY - 10, rotation: 0.05 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(feedButton, { y: buttonY, rotation: -0.05 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'playing') { animateFeedButton(); } } }); } }); } animateFeedButton(); var feedButtonText = new Text2('FEED', { size: 50, fill: 0xFFFFFF }); feedButtonText.anchor.set(0.5, 0.5); feedButtonText.x = feedButton.x; feedButtonText.y = feedButton.y; game.addChild(feedButtonText); // Play button var playButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); playButton.width = buttonWidth; playButton.height = buttonHeight; playButton.x = 1100; playButton.y = buttonY; playButton.tint = 0x4169E1; window.playButton = playButton; var playButtonText = new Text2('PLAY', { size: 50, fill: 0xFFFFFF }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = playButton.x; playButtonText.y = playButton.y; game.addChild(playButtonText); // Groom button var groomButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); groomButton.width = buttonWidth; groomButton.height = buttonHeight; groomButton.x = 1500; groomButton.y = buttonY; groomButton.tint = 0x9370DB; window.groomButton = groomButton; // Add wobble animation to play button var _animatePlayButton = function animatePlayButton() { tween(playButton, { rotation: 0.1, scaleX: 1.02, scaleY: 1.02 }, { duration: 1200, easing: tween.easeInOut, onFinish: function onFinish() { tween(playButton, { rotation: -0.1, scaleX: 0.98, scaleY: 0.98 }, { duration: 1200, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'playing') { _animatePlayButton(); } } }); } }); }; _animatePlayButton(); var groomButtonText = new Text2('GROOM', { size: 50, fill: 0xFFFFFF }); groomButtonText.anchor.set(0.5, 0.5); groomButtonText.x = groomButton.x; groomButtonText.y = groomButton.y; game.addChild(groomButtonText); // Add gentle shake animation to groom button function animateGroomButton() { tween(groomButton, { x: 1500 + 5, rotation: 0.08 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(groomButton, { x: 1500 - 5, rotation: -0.08 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(groomButton, { x: 1500, rotation: 0 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'playing') { LK.setTimeout(function () { animateGroomButton(); }, 2000); } } }); } }); } }); } animateGroomButton(); // Back to Menu button var backToMenuButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); backToMenuButton.width = 200; backToMenuButton.height = 80; backToMenuButton.x = 800; backToMenuButton.y = 2580; backToMenuButton.tint = 0x757575; window.backToMenuButton = backToMenuButton; var backToMenuButtonText = new Text2('MENU', { size: 40, fill: 0xFFFFFF }); backToMenuButtonText.anchor.set(0.5, 0.5); backToMenuButtonText.x = backToMenuButton.x; backToMenuButtonText.y = backToMenuButton.y; game.addChild(backToMenuButtonText); // Art Studio button var artStudioButton = game.addChild(LK.getAsset('barBackground', { anchorX: 0.5, anchorY: 0.5 })); artStudioButton.width = 200; artStudioButton.height = 80; artStudioButton.x = 1250; artStudioButton.y = 2580; artStudioButton.tint = 0x9370DB; window.artStudioButton = artStudioButton; var artStudioButtonText = new Text2('ART', { size: 40, fill: 0xFFFFFF }); artStudioButtonText.anchor.set(0.5, 0.5); artStudioButtonText.x = artStudioButton.x; artStudioButtonText.y = artStudioButton.y; game.addChild(artStudioButtonText); // Add gentle pulse animation to back to menu button function animateBackToMenuButton() { tween(backToMenuButton, { scaleX: 1.03, scaleY: 1.03 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(backToMenuButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'playing') { animateBackToMenuButton(); } } }); } }); tween(backToMenuButtonText, { scaleX: 1.03, scaleY: 1.03 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(backToMenuButtonText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut }); } }); } animateBackToMenuButton(); // Add floating animation to art studio button function animateArtStudioButton() { tween(artStudioButton, { y: 2570, scaleX: 1.05, scaleY: 1.05 }, { duration: 1400, easing: tween.easeInOut, onFinish: function onFinish() { tween(artStudioButton, { y: 2580, scaleX: 1.0, scaleY: 1.0 }, { duration: 1400, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'playing') { animateArtStudioButton(); } } }); } }); tween(artStudioButtonText, { y: 2570 }, { duration: 1400, easing: tween.easeInOut, onFinish: function onFinish() { tween(artStudioButtonText, { y: 2580 }, { duration: 1400, easing: tween.easeInOut, onFinish: function onFinish() { if (gameState === 'playing') { animateArtStudioButton(); } } }); } }); } animateArtStudioButton(); // Initial spawn spawnFood(); spawnToy(); } // Timers var hungerTimer = 0; var happinessTimer = 0; var foodSpawnTimer = 0; var toySpawnTimer = 0; // City Builder mode variables var cityBuilderActive = false; var cityBuilderElements = []; var cityBuildings = []; var cityMoney = 1000; var cityPopulation = 0; var cityHappiness = 50; var selectedBuildingType = 'house'; var buildingTypes = { house: { cost: 100, color: 0x8B4513, population: 4, happiness: 2 }, shop: { cost: 200, color: 0x32CD32, population: 0, happiness: 5 }, park: { cost: 150, color: 0x228B22, population: 0, happiness: 8 }, office: { cost: 300, color: 0x708090, population: 0, happiness: 1 }, street: { cost: 50, color: 0x2F2F2F, population: 0, happiness: 1 } }; // City people and cars var cityPeople = []; var cityCars = []; var cityStreets = []; // Initialize splash screen createSplashScreen(); // Background music already playing function updateHappinessBar() { var percentage = happiness / 100; if (happinessBarFill) { // Stop any existing tween on the bar tween.stop(happinessBarFill, { width: true }); // Animate the bar width change tween(happinessBarFill, { width: 400 * percentage }, { duration: 500, easing: tween.easeOut }); // Add a brief pulse effect tween(happinessBarFill, { scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(happinessBarFill, { scaleY: 1.0 }, { duration: 150, easing: tween.easeIn }); } }); if (happiness > 60) { happinessBarFill.tint = 0x00FF00; } else if (happiness > 30) { happinessBarFill.tint = 0xFFFF00; } else { happinessBarFill.tint = 0xFF0000; } } if (happinessText) { happinessText.setText('Happiness: ' + happiness); // Add text bounce effect tween(happinessText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(happinessText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); } } function updateHungerBar() { var percentage = hunger / 100; if (hungerBarFill) { // Stop any existing tween on the bar tween.stop(hungerBarFill, { width: true }); // Animate the bar width change tween(hungerBarFill, { width: 400 * percentage }, { duration: 500, easing: tween.easeOut }); // Add a brief pulse effect tween(hungerBarFill, { scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(hungerBarFill, { scaleY: 1.0 }, { duration: 150, easing: tween.easeIn }); } }); if (hunger > 60) { hungerBarFill.tint = 0x00FF00; } else if (hunger > 30) { hungerBarFill.tint = 0xFFFF00; } else { hungerBarFill.tint = 0xFF0000; } } if (hungerText) { hungerText.setText('Hunger: ' + hunger); // Add text bounce effect tween(hungerText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(hungerText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); } } function spawnFood() { if (foods.length < 4) { var food = new Food(); food.x = Math.random() * 1800 + 124; food.y = Math.random() * 1000 + 400; foods.push(food); game.addChild(food); // Start with food invisible and small food.alpha = 0; food.scaleX = 0; food.scaleY = 0; // Animate food appearing with bounce effect tween(food, { alpha: 1, scaleX: 1.3, scaleY: 1.3 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { tween(food, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut }); } }); } } function spawnToy() { if (toys.length < 2) { var toy = new Toy(); toy.x = Math.random() * 1800 + 124; toy.y = Math.random() * 1000 + 400; toys.push(toy); game.addChild(toy); // Start with toy invisible and small toy.alpha = 0; toy.scaleX = 0; toy.scaleY = 0; // Animate toy appearing with elastic effect tween(toy, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 400, easing: tween.elasticOut, onFinish: function onFinish() { tween(toy, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut }); } }); } } game.move = function (x, y, obj) { if (gameState === 'art' && isDrawing && artCanvas) { // Continue drawing on canvas if (x >= 224 && x <= 1824 && y >= 600 && y <= 1800) { var localX = x - artCanvas.x; var localY = y - artCanvas.y; artCanvas.addStroke(localX, localY); // Play brush sound occasionally while drawing if (Math.random() < 0.3) { LK.getSound('paintbrush').play(); } } } if (gameState === 'catch' && summerCatcher) { // Move Summer catcher horizontally only, keep at bottom summerCatcher.x = Math.max(100, Math.min(1948, x)); // Keep Summer within screen bounds } if (gameState === 'bossfight' && playerFighter) { // Move player fighter horizontally only, keep at bottom playerFighter.x = Math.max(100, Math.min(1948, x)); } if (draggedToy) { draggedToy.x = x; draggedToy.y = y; } }; game.down = function (x, y, obj) { // Handle menu state if (gameState === 'menu') { // Check for play button click (centered at 1024, 1300) if (x >= 824 && x <= 1224 && y >= 1225 && y <= 1375) { startGame(); return; } // Check for art studio button click (centered at 1024, 1500) if (x >= 824 && x <= 1224 && y >= 1425 && y <= 1575) { startArtStudio(); return; } // Check for mini games button click (centered at 1024, 1700) if (x >= 824 && x <= 1224 && y >= 1625 && y <= 1775) { createMiniGamesMenu(); return; } // Check for city builder button click (centered at 1024, 1900) if (x >= 824 && x <= 1224 && y >= 1825 && y <= 1975) { startCityBuilder(); return; } // Check for boss fight button click (centered at 1024, 2100) if (x >= 824 && x <= 1224 && y >= 2025 && y <= 2175) { startBossFight(); return; } return; } // Handle mini games menu state if (gameState === 'minigames') { // Check back button (1024, 1800) if (x >= 874 && x <= 1174 && y >= 1750 && y <= 1850) { // Clean up mini games menu for (var i = 0; i < miniGamesMenuElements.length; i++) { miniGamesMenuElements[i].destroy(); } miniGamesMenuElements = []; // Return to main menu gameState = 'menu'; createMainMenu(); return; } // Check Memory Game button (1024, 800) if (x >= 774 && x <= 1274 && y >= 725 && y <= 875) { // Add click animation tween(memoryGameButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(memoryGameButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); // Start Memory Game LK.setTimeout(function () { startMemoryGame(); }, 200); return; } // Check Pattern Game button (1024, 1000) if (x >= 774 && x <= 1274 && y >= 925 && y <= 1075) { // Add click animation tween(patternGameButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(patternGameButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); // Start Pattern Game LK.setTimeout(function () { startPatternGame(); }, 200); return; } // Check Catch Game button (1024, 1200) if (x >= 774 && x <= 1274 && y >= 1125 && y <= 1275) { // Add click animation tween(catchGameButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(catchGameButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); // Start Catch Game LK.setTimeout(function () { startCatchGame(); }, 200); return; } // Check Pop Lock Game button (1024, 1400) if (x >= 774 && x <= 1274 && y >= 1325 && y <= 1475) { // Add click animation tween(popLockGameButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(popLockGameButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); // Start Pop Lock Game LK.setTimeout(function () { startPopLockGame(); }, 200); return; } // Check Stacker Game button (1024, 1600) if (x >= 774 && x <= 1274 && y >= 1525 && y <= 1675) { // Add click animation tween(stackerGameButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(stackerGameButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); // Start Stacker Game LK.setTimeout(function () { startStackerGame(); }, 200); return; } return; } // Handle memory game state if (gameState === 'memory') { // Check back button (1024, 2500) if (x >= 924 && x <= 1124 && y >= 2460 && y <= 2540) { // Clean up memory game for (var i = 0; i < memoryGameElements.length; i++) { memoryGameElements[i].destroy(); } memoryGameElements = []; memoryCards = []; flippedCards = []; memoryGameActive = false; // Return to mini games menu createMiniGamesMenu(); return; } return; } // Handle pattern game state if (gameState === 'pattern') { // Check back button (1024, 2500) if (x >= 924 && x <= 1124 && y >= 2460 && y <= 2540) { // Clean up pattern game for (var i = 0; i < patternGameElements.length; i++) { patternGameElements[i].destroy(); } patternGameElements = []; patternButtons = []; patternGameActive = false; // Return to mini games menu createMiniGamesMenu(); return; } // Check pattern button clicks if (patternButtons && patternButtons.length > 0) { var buttonSize = 200; var spacing = 250; var startX = 1024 - spacing / 2; var startY = 1200; for (var i = 0; i < 4; i++) { var buttonX = startX + i % 2 * spacing; var buttonY = startY + Math.floor(i / 2) * spacing; if (x >= buttonX - buttonSize / 2 && x <= buttonX + buttonSize / 2 && y >= buttonY - buttonSize / 2 && y <= buttonY + buttonSize / 2) { if (acceptingInput && !showingPattern) { handlePatternButtonPress(i); } else if (!patternGameActive || patternSequence.length === 0) { // Restart game generateNewPattern(); } return; } } } return; } // Handle catch game state if (gameState === 'catch') { // Check back button (1024, 2500) if (x >= 924 && x <= 1124 && y >= 2460 && y <= 2540) { // Clean up catch game for (var i = 0; i < catchGameElements.length; i++) { catchGameElements[i].destroy(); } catchGameElements = []; fallingTreats = []; summerCatcher = null; catchGameActive = false; // Return to mini games menu createMiniGamesMenu(); return; } return; } // Handle pop lock game state if (gameState === 'poplock') { // Check back button (1024, 2500) if (x >= 924 && x <= 1124 && y >= 2460 && y <= 2540) { // Clean up pop lock game for (var i = 0; i < popLockGameElements.length; i++) { popLockGameElements[i].destroy(); } popLockGameElements = []; lockIndicators = []; lockTargetZones = []; if (lockMovingIndicator) { lockMovingIndicator.destroy(); lockMovingIndicator = null; } popLockGameActive = false; isLockMoving = false; // Return to mini games menu createMiniGamesMenu(); return; } // Check for lock timing click if (isLockMoving) { checkLockTiming(); } return; } // Handle stacker game state if (gameState === 'stacker') { // Check back button (1024, 2500) if (x >= 924 && x <= 1124 && y >= 2460 && y <= 2540) { // Clean up stacker game for (var i = 0; i < stackerGameElements.length; i++) { stackerGameElements[i].destroy(); } stackerGameElements = []; // Clean up blocks for (var level = 0; level < stackerBlocks.length; level++) { for (var j = 0; j < stackerBlocks[level].length; j++) { if (stackerBlocks[level][j]) { stackerBlocks[level][j].destroy(); } } } for (var i = 0; i < stackerMovingBlocks.length; i++) { stackerMovingBlocks[i].destroy(); } stackerBlocks = []; stackerMovingBlocks = []; stackerGameActive = false; stackerIsMoving = false; // Return to mini games menu createMiniGamesMenu(); return; } // Check for stacker click (stop blocks) if (stackerIsMoving) { stopStackerBlocks(); } else if (!stackerGameActive) { // Restart game resetStackerGame(); startStackerLevel(); } return; } // Handle boss fight state if (gameState === 'bossfight') { // Check back button (150, 2650) if (x >= 50 && x <= 250 && y >= 2610 && y <= 2690) { // Clean up boss fight elements for (var i = 0; i < bossFightElements.length; i++) { bossFightElements[i].destroy(); } bossFightElements = []; playerBullets = []; lanaBullets = []; lanaBoss = null; playerFighter = null; bossFightActive = false; // Return to menu gameState = 'menu'; createMainMenu(); return; } // Shoot player bullet if not in cooldown if (shootCooldown <= 0) { var bullet = new PlayerBullet(); bullet.x = playerFighter.x; bullet.y = playerFighter.y - 50; game.addChild(bullet); playerBullets.push(bullet); bossFightElements.push(bullet); shootCooldown = 15; // Cooldown frames LK.getSound('playerShoot').play(); } return; } // Handle city builder state if (gameState === 'citybuilder') { // Check back button (1024, 2600) if (x >= 924 && x <= 1124 && y >= 2560 && y <= 2640) { // Clean up city builder elements for (var i = 0; i < cityBuilderElements.length; i++) { cityBuilderElements[i].destroy(); } cityBuilderElements = []; for (var i = 0; i < cityBuildings.length; i++) { cityBuildings[i].destroy(); } cityBuildings = []; // Clean up people and cars for (var i = 0; i < cityPeople.length; i++) { cityPeople[i].destroy(); } cityPeople = []; for (var i = 0; i < cityCars.length; i++) { cityCars[i].destroy(); } cityCars = []; for (var i = 0; i < cityStreets.length; i++) { cityStreets[i].destroy(); } cityStreets = []; cityBuilderActive = false; // Reset city stats cityMoney = 1000; cityPopulation = 0; cityHappiness = 50; selectedBuildingType = 'house'; // Return to menu gameState = 'menu'; createMainMenu(); return; } // Check building selection buttons (y = 800) if (y >= 760 && y <= 840) { var buildingNames = ['house', 'shop', 'park', 'office', 'street']; for (var i = 0; i < buildingNames.length; i++) { var buttonX = 150 + i * 175; // Adjusted spacing for 5 buttons if (x >= buttonX - 87 && x <= buttonX + 87) { selectedBuildingType = buildingNames[i]; // Visual feedback for selection var button = cityBuilderElements[4 + i * 2]; // Get button element if (button) { tween(button, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(button, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); } return; } } } // Check building area (1400x1000 centered at 1024, 1600) if (x >= 324 && x <= 1724 && y >= 1100 && y <= 2100) { // Try to build var buildingCost = buildingTypes[selectedBuildingType].cost; if (cityMoney >= buildingCost) { // Create new building or street if (selectedBuildingType === 'street') { var newStreet = new Street(); newStreet.x = x; newStreet.y = y; game.addChild(newStreet); cityStreets.push(newStreet); cityBuilderElements.push(newStreet); // Spawn cars on this street if (Math.random() < 0.7) { var newCar = new Car(); newCar.x = x + (Math.random() - 0.5) * 300; newCar.y = y + (newCar.lane === 0 ? -15 : 15); game.addChild(newCar); cityCars.push(newCar); cityBuilderElements.push(newCar); } } else { var newBuilding = new CityBuilding(selectedBuildingType); newBuilding.x = x; newBuilding.y = y; game.addChild(newBuilding); cityBuildings.push(newBuilding); newBuilding.constructBuilding(); // Spawn people near buildings with population if (buildingTypes[selectedBuildingType].population > 0) { var peopleToSpawn = Math.floor(buildingTypes[selectedBuildingType].population / 2); for (var p = 0; p < peopleToSpawn; p++) { var newPerson = new Person(); newPerson.x = x + (Math.random() - 0.5) * 100; newPerson.y = y + 60; game.addChild(newPerson); cityPeople.push(newPerson); cityBuilderElements.push(newPerson); newPerson.startWalking(); } } } // Update resources cityMoney -= buildingCost; cityPopulation += buildingTypes[selectedBuildingType].population; cityHappiness = Math.min(100, cityHappiness + buildingTypes[selectedBuildingType].happiness); // Update displays updateCityBuilderUI(); // Play build sound LK.getSound('play').play(); } else { // Not enough money - show error var errorText = new Text2('Not enough money!', { size: 50, fill: 0xFF0000 }); errorText.anchor.set(0.5, 0.5); errorText.x = x; errorText.y = y - 50; game.addChild(errorText); tween(errorText, { alpha: 0, y: errorText.y - 100 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { errorText.destroy(); } }); } return; } return; } // Handle art studio state if (gameState === 'art') { // Check back button (150, 2600) if (x >= 50 && x <= 250 && y >= 2560 && y <= 2640) { // Check if there are hidden game elements (indicating we came from gameplay) var hasHiddenGameElements = false; var gameChildren = game.children.slice(); for (var i = 0; i < gameChildren.length; i++) { if (!gameChildren[i].visible && !(gameChildren[i] instanceof Summer) && !(gameChildren[i] instanceof Heart)) { hasHiddenGameElements = true; break; } } // Clean up art studio elements for (var i = 0; i < artModeElements.length; i++) { // Don't destroy Summer if returning to gameplay if (hasHiddenGameElements && artModeElements[i] instanceof Summer) { continue; } artModeElements[i].destroy(); } artModeElements = []; artCanvas = null; colorPalette = null; artBrush = null; if (hasHiddenGameElements) { // Return to gameplay - restore UI visibility for (var i = 0; i < gameChildren.length; i++) { gameChildren[i].visible = true; } gameState = 'playing'; // Reposition Summer back to gameplay position if (summer) { summer.x = 1024; summer.y = 2200; summer.scaleX = 1.0; summer.scaleY = 1.0; } } else { // Return to menu summer = null; gameState = 'menu'; createMainMenu(); } return; } // Check clear button (400, 2600) if (x >= 300 && x <= 500 && y >= 2560 && y <= 2640) { if (artCanvas) { artCanvas.clearCanvas(); if (summer) { summer.showSpeechBubble("Fresh canvas!"); } } return; } // Check color palette clicks if (colorPalette && x >= 150 && x <= 450 && y >= 550 && y <= 750) { for (var i = 0; i < colorPalette.colorButtons.length; i++) { var colorButton = colorPalette.colorButtons[i]; var buttonX = colorPalette.x + colorButton.x; var buttonY = colorPalette.y + colorButton.y; if (x >= buttonX - 40 && x <= buttonX + 40 && y >= buttonY - 40 && y <= buttonY + 40) { if (artCanvas) { artCanvas.setColor(colorButton.colorValue); // Visual feedback - make selected color button pulse tween(colorButton, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(colorButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); // Change brush color to match selected color if (artBrush) { artBrush.children[0].tint = colorButton.colorValue; } if (summer) { var colorNames = ["red", "green", "blue", "cyan", "black", "white"]; summer.showSpeechBubble("Nice " + colorNames[i] + " color!"); } } return; } } } // Check canvas drawing area if (artCanvas && x >= 224 && x <= 1824 && y >= 600 && y <= 1800) { isDrawing = true; lastDrawX = x; lastDrawY = y; var localX = x - artCanvas.x; var localY = y - artCanvas.y; artCanvas.addStroke(localX, localY); LK.getSound('paintbrush').play(); return; } return; } // Handle gameplay state if (gameState === 'playing') { // Check button clicks var buttonY = 2400; var buttonHeight = 120; var buttonWidth = 300; // Check if clicking in button area if (y >= buttonY - buttonHeight / 2 && y <= buttonY + buttonHeight / 2) { // Pet button if (x >= 300 - buttonWidth / 2 && x <= 300 + buttonWidth / 2) { // Add button press animation if (window.petButton) { tween(window.petButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(window.petButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); } summer.pet(); return; } // Feed button if (x >= 700 - buttonWidth / 2 && x <= 700 + buttonWidth / 2) { // Add button press animation if (window.feedButton) { tween(window.feedButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(window.feedButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); } // Create food next to Summer var foodToEat = new Food(); foodToEat.x = summer.x + 60; foodToEat.y = summer.y - 50; game.addChild(foodToEat); // Animate food moving to Summer's mouth and shrinking tween(foodToEat, { x: summer.x, y: summer.y - 80, scaleX: 0.3, scaleY: 0.3 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { // Make food disappear with eating animation tween(foodToEat, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { foodToEat.destroy(); } }); } }); hunger = Math.min(100, hunger + 20); happiness = Math.min(100, happiness + 10); updateHungerBar(); updateHappinessBar(); LK.getSound('eat').play(); LK.setTimeout(function () { LK.getSound('yummy').play(); summer.showSpeechBubble("Yummy!"); }, 500); return; } // Play button if (x >= 1100 - buttonWidth / 2 && x <= 1100 + buttonWidth / 2) { // Add button press animation if (window.playButton) { tween(window.playButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(window.playButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); } happiness = Math.min(100, happiness + 15); updateHappinessBar(); LK.getSound('play').play(); // Find nearest toy to chase var nearestToy = null; var nearestDistance = Infinity; if (toys && toys.length > 0) { for (var i = 0; i < toys.length; i++) { var toy = toys[i]; if (toy && toy.x !== undefined && toy.y !== undefined) { var distance = Math.sqrt(Math.pow(summer.x - toy.x, 2) + Math.pow(summer.y - toy.y, 2)); if (distance < nearestDistance) { nearestDistance = distance; nearestToy = toy; } } } } // Chase the nearest toy if one exists if (nearestToy && !summer.isAnimating) { summer.isAnimating = true; // Store original position var originalX = summer.x; var originalY = summer.y; // Chase animation - move Summer towards the toy tween(summer, { x: nearestToy.x, y: nearestToy.y }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Play animation when reaching the toy summer.playAnimation(); // Return to original position after play animation LK.setTimeout(function () { tween(summer, { x: originalX, y: originalY }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { summer.isAnimating = false; } }); }, 900); // Wait for play animation to finish } }); } else { summer.playAnimation(); } return; } // Groom button if (x >= 1500 - buttonWidth / 2 && x <= 1500 + buttonWidth / 2) { // Add button press animation if (window.groomButton) { tween(window.groomButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(window.groomButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); } happiness = Math.min(100, happiness + 8); updateHappinessBar(); LK.getSound('groom').play(); summer.bounce(); summer.showSpeechBubble("So fresh!"); // Spawn grooming brush near Summer var groomBrush = new GroomBrush(); groomBrush.x = summer.x - 80; groomBrush.y = summer.y - 100; game.addChild(groomBrush); groomBrush.performGrooming(); return; } } // Check for back to menu button click (centered at 800, 2580) if (y >= 2540 && y <= 2620 && x >= 700 && x <= 900) { // Add button press animation if (window.backToMenuButton) { tween(window.backToMenuButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(window.backToMenuButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); } // Clean up game elements var gameChildren = game.children.slice(); for (var i = 0; i < gameChildren.length; i++) { if (!(gameChildren[i] instanceof Summer) && !(gameChildren[i] instanceof Heart)) { gameChildren[i].destroy(); } } // Clean up arrays foods = []; toys = []; hearts = []; // Reset game variables happiness = 100; hunger = 100; summer = null; happinessBarFill = null; hungerBarFill = null; happinessText = null; hungerText = null; // Return to main menu gameState = 'menu'; createMainMenu(); return; } // Check for art studio button click (centered at 1250, 2580) if (y >= 2540 && y <= 2620 && x >= 1150 && x <= 1350) { // Add button press animation if (window.artStudioButton) { tween(window.artStudioButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(window.artStudioButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); } // Transition to art studio startArtStudio(); return; } // Check if clicking on a toy if (toys && toys.length > 0) { for (var i = 0; i < toys.length; i++) { var toy = toys[i]; if (toy && toy.x !== undefined && toy.y !== undefined) { var distance = Math.sqrt(Math.pow(x - toy.x, 2) + Math.pow(y - toy.y, 2)); if (distance < 50) { draggedToy = toy; break; } } } } } }; game.up = function (x, y, obj) { if (gameState === 'art') { isDrawing = false; if (summer && Math.random() < 0.4) { var encouragements = ["Beautiful!", "Amazing art!", "So creative!", "I love it!"]; var randomEncouragement = encouragements[Math.floor(Math.random() * encouragements.length)]; summer.showSpeechBubble(randomEncouragement); } } if (draggedToy) { draggedToy.checkPlayInteraction(); draggedToy = null; } }; game.update = function () { // Handle mini games menu mode if (gameState === 'minigames') { // Add gentle floating animation to title if (LK.ticks % 300 === 0) { var titleElement = miniGamesMenuElements[0]; // The title if (titleElement) { tween(titleElement, { y: titleElement.y - 10 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleElement, { y: titleElement.y + 10 }, { duration: 1500, easing: tween.easeInOut }); } }); } } return; } // Handle memory game mode if (gameState === 'memory' && memoryGameActive) { // Check for flipped cards var currentFlipped = []; for (var i = 0; i < memoryCards.length; i++) { if (memoryCards[i].isFlipped && !memoryCards[i].matched) { currentFlipped.push(memoryCards[i]); } } // If two cards are flipped, check for match if (currentFlipped.length === 2 && flippedCards.length < 2) { flippedCards = currentFlipped.slice(); memoryMovesCount++; // Update score display var scoreElement = memoryGameElements[1]; if (scoreElement && scoreElement.setText) { scoreElement.setText('Score: ' + memoryScore + ' | Moves: ' + memoryMovesCount); } LK.setTimeout(function () { if (flippedCards[0].cardValue === flippedCards[1].cardValue) { // Match found flippedCards[0].setMatched(); flippedCards[1].setMatched(); memoryScore += 10; // Check if game is complete var allMatched = true; for (var i = 0; i < memoryCards.length; i++) { if (!memoryCards[i].matched) { allMatched = false; break; } } if (allMatched) { LK.setTimeout(function () { // Game complete - show victory message var victoryText = new Text2('YOU WIN!', { size: 120, fill: 0xFFD700 }); victoryText.anchor.set(0.5, 0.5); victoryText.x = 1024; victoryText.y = 1366; game.addChild(victoryText); memoryGameElements.push(victoryText); // Animate victory text tween(victoryText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.bounceOut }); }, 500); } } else { // No match - flip cards back flippedCards[0].flipBack(); flippedCards[1].flipBack(); } flippedCards = []; }, 1000); } return; } // Handle pattern game mode if (gameState === 'pattern' && patternGameActive) { // Add gentle pulsing animation to pattern buttons when waiting for input if (acceptingInput && !showingPattern && LK.ticks % 120 === 0) { for (var i = 0; i < patternButtons.length; i++) { var button = patternButtons[i]; if (button && !button.isAnimating) { button.isAnimating = true; tween(button, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function () { tween(this, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function () { this.isAnimating = false; }.bind(this) }); }.bind(button) }); } } } return; } // Handle pop lock game mode if (gameState === 'poplock' && popLockGameActive) { // Move the indicator back and forth if (isLockMoving && lockMovingIndicator) { lockMovingIndicator.x += lockSpeed * lockDirection; // Bounce off edges var leftEdge = 1024 - 280; var rightEdge = 1024 + 280; if (lockMovingIndicator.x >= rightEdge) { lockMovingIndicator.x = rightEdge; lockDirection = -1; } else if (lockMovingIndicator.x <= leftEdge) { lockMovingIndicator.x = leftEdge; lockDirection = 1; } } return; } // Handle stacker game mode if (gameState === 'stacker' && stackerGameActive) { // Move the blocks back and forth if (stackerIsMoving && stackerMovingBlocks.length > 0) { var blockWidth = 80; var gameAreaWidth = 600; // Total area for movement var leftBound = 1024 - gameAreaWidth / 2; var rightBound = 1024 + gameAreaWidth / 2; // Move all blocks in the current row together for (var i = 0; i < stackerMovingBlocks.length; i++) { stackerMovingBlocks[i].x += stackerSpeed * stackerDirection; } // Check boundaries using first and last blocks if (stackerMovingBlocks.length > 0) { var firstBlock = stackerMovingBlocks[0]; var lastBlock = stackerMovingBlocks[stackerMovingBlocks.length - 1]; var groupWidth = (stackerMovingBlocks.length - 1) * blockWidth; // Check if hitting right boundary if (lastBlock.x + blockWidth / 2 >= rightBound) { // Adjust position and reverse direction var adjustment = lastBlock.x + blockWidth / 2 - rightBound; for (var i = 0; i < stackerMovingBlocks.length; i++) { stackerMovingBlocks[i].x -= adjustment; } stackerDirection = -1; } // Check if hitting left boundary else if (firstBlock.x - blockWidth / 2 <= leftBound) { // Adjust position and reverse direction var adjustment = leftBound - (firstBlock.x - blockWidth / 2); for (var i = 0; i < stackerMovingBlocks.length; i++) { stackerMovingBlocks[i].x += adjustment; } stackerDirection = 1; } } } return; } // Handle catch game mode if (gameState === 'catch' && catchGameActive) { catchGameTimer++; // Decrease time every second (60 ticks) if (catchGameTimer >= 60) { catchTimeLeft--; updateCatchGameScore(); catchGameTimer = 0; // Check if time is up if (catchTimeLeft <= 0) { handleCatchGameOver(); } } // Spawn treats periodically if (LK.ticks % 90 === 0 && catchTimeLeft > 0) { // Spawn every 1.5 seconds spawnTreat(); } // Update falling treats for (var i = fallingTreats.length - 1; i >= 0; i--) { var treat = fallingTreats[i]; if (!treat || treat.caught) continue; // Move treat down treat.y += treat.fallSpeed; // Check collision with Summer if (summerCatcher && !treat.caught) { var distance = Math.sqrt(Math.pow(treat.x - summerCatcher.x, 2) + Math.pow(treat.y - summerCatcher.y, 2)); if (distance < 80) { // Treat caught! treat.caught = true; catchScore++; updateCatchGameScore(); // Animate treat being caught tween(treat, { scaleX: 1.5, scaleY: 1.5, alpha: 0, y: treat.y - 50 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { treat.destroy(); } }); // Remove from array fallingTreats.splice(i, 1); catchGameElements.splice(catchGameElements.indexOf(treat), 1); // Summer celebration if (summerCatcher) { tween(summerCatcher, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(summerCatcher, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, easing: tween.bounceOut }); } }); } continue; } } // Remove treats that fell off screen if (treat.y > 2732) { treat.destroy(); fallingTreats.splice(i, 1); var elementIndex = catchGameElements.indexOf(treat); if (elementIndex > -1) { catchGameElements.splice(elementIndex, 1); } } } return; } // Handle city builder mode if (gameState === 'citybuilder' && cityBuilderActive) { // Update city economics and happiness updateCityBuilderUI(); // Update people walking for (var i = 0; i < cityPeople.length; i++) { if (cityPeople[i] && typeof cityPeople[i].update === 'function') { cityPeople[i].update(); } } // Update cars driving for (var i = 0; i < cityCars.length; i++) { if (cityCars[i] && typeof cityCars[i].update === 'function') { cityCars[i].update(); } } // Randomly spawn more people and cars if (LK.ticks % 900 === 0 && cityBuildings.length > 0) { // Every 15 seconds // Spawn a person near a random building if (cityPeople.length < cityPopulation / 2) { var randomBuilding = cityBuildings[Math.floor(Math.random() * cityBuildings.length)]; if (randomBuilding) { var newPerson = new Person(); newPerson.x = randomBuilding.x + (Math.random() - 0.5) * 100; newPerson.y = randomBuilding.y + 60; game.addChild(newPerson); cityPeople.push(newPerson); cityBuilderElements.push(newPerson); newPerson.startWalking(); } } } if (LK.ticks % 600 === 0 && cityStreets.length > 0) { // Every 10 seconds // Spawn a car on a random street if (cityCars.length < cityStreets.length * 2) { var randomStreet = cityStreets[Math.floor(Math.random() * cityStreets.length)]; if (randomStreet) { var newCar = new Car(); newCar.x = randomStreet.x + (Math.random() - 0.5) * 300; newCar.y = randomStreet.y + (newCar.lane === 0 ? -15 : 15); game.addChild(newCar); cityCars.push(newCar); cityBuilderElements.push(newCar); } } } // Add gentle building animations if (LK.ticks % 240 === 0 && cityBuildings.length > 0) { var randomBuilding = cityBuildings[Math.floor(Math.random() * cityBuildings.length)]; if (randomBuilding && !randomBuilding.isAnimating) { randomBuilding.isAnimating = true; tween(randomBuilding, { scaleX: 1.05, scaleY: 1.05 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(randomBuilding, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { randomBuilding.isAnimating = false; } }); } }); } } return; } // Handle art studio mode if (gameState === 'art') { // Add gentle swaying animation to Summer in art mode if (summer && !summer.isAnimating && LK.ticks % 200 === 0) { tween(summer, { rotation: (Math.random() - 0.5) * 0.1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(summer, { rotation: 0 }, { duration: 1000, easing: tween.easeInOut }); } }); } // Animate art brush if (artBrush && artBrush.rotation !== undefined && LK.ticks % 120 === 0) { tween(artBrush, { rotation: artBrush.rotation + 0.2 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (artBrush && artBrush.rotation !== undefined) { tween(artBrush, { rotation: artBrush.rotation - 0.2 }, { duration: 500, easing: tween.easeInOut }); } } }); } return; } // Only run game logic during gameplay if (gameState === 'playing') { // Add idle breathing animation to Summer if (summer && !summer.isAnimating && LK.ticks % 180 === 0) { tween(summer, { scaleY: 1.02 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(summer, { scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut }); } }); } // Update timers hungerTimer++; happinessTimer++; foodSpawnTimer++; toySpawnTimer++; // Hunger decreases every 5 seconds (300 ticks) if (hungerTimer >= 300) { hunger = Math.max(0, hunger - 1); updateHungerBar(); hungerTimer = 0; } // Happiness decreases every 10 seconds (600 ticks) or faster when hungry var happinessDecayRate = hunger < 30 ? 300 : 600; if (happinessTimer >= happinessDecayRate) { happiness = Math.max(0, happiness - 1); updateHappinessBar(); happinessTimer = 0; } // Spawn food every 30 seconds (1800 ticks) if (foodSpawnTimer >= 1800) { spawnFood(); foodSpawnTimer = 0; } // Spawn toys every 45 seconds (2700 ticks) if (toySpawnTimer >= 2700) { spawnToy(); toySpawnTimer = 0; } // Update floating hearts if (hearts && hearts.length > 0) { for (var i = hearts.length - 1; i >= 0; i--) { var heart = hearts[i]; if (heart && heart.alpha !== undefined && heart.alpha === 1 && typeof heart.floatUp === 'function') { heart.floatUp(); } } } // Check game over condition if (happiness <= 0 && hunger <= 0) { LK.showGameOver(); } } };
===================================================================
--- original.js
+++ change.js
@@ -349,8 +349,95 @@
});
};
return self;
});
+var LanaBoss = Container.expand(function () {
+ var self = Container.call(this);
+ var lanaGraphics = self.attachAsset('lana', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.health = 100;
+ self.maxHealth = 100;
+ self.moveSpeed = 3;
+ self.direction = 1;
+ self.shootTimer = 0;
+ self.attackPattern = 0;
+ self.isInvulnerable = false;
+ self.update = function () {
+ // Move side to side
+ self.x += self.moveSpeed * self.direction;
+ if (self.x > 1800) {
+ self.direction = -1;
+ } else if (self.x < 248) {
+ self.direction = 1;
+ }
+ // Shooting patterns
+ self.shootTimer++;
+ if (self.shootTimer >= 120) {
+ // Shoot every 2 seconds
+ self.shootBullets();
+ self.shootTimer = 0;
+ }
+ // Attack pattern changes based on health
+ if (self.health < 50) {
+ self.moveSpeed = 5;
+ } else if (self.health < 25) {
+ self.moveSpeed = 7;
+ }
+ };
+ self.shootBullets = function () {
+ var bulletCount = self.health > 50 ? 1 : self.health > 25 ? 3 : 5;
+ for (var i = 0; i < bulletCount; i++) {
+ var bullet = new LanaBullet();
+ bullet.x = self.x + (i - Math.floor(bulletCount / 2)) * 60;
+ bullet.y = self.y - 50;
+ if (bossFightElements) {
+ bossFightElements.push(bullet);
+ }
+ game.addChild(bullet);
+ }
+ LK.getSound('bossFight').play();
+ };
+ self.takeDamage = function (amount) {
+ if (self.isInvulnerable) return;
+ self.health -= amount;
+ self.isInvulnerable = true;
+ // Flash red when hit
+ tween(lanaGraphics, {
+ tint: 0xFF0000
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(lanaGraphics, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 200,
+ easing: tween.easeIn
+ });
+ }
+ });
+ // Temporary invulnerability
+ LK.setTimeout(function () {
+ self.isInvulnerable = false;
+ }, 500);
+ LK.getSound('bossHit').play();
+ };
+ return self;
+});
+var LanaBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('lanaBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 6;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
var MemoryCard = Container.expand(function () {
var self = Container.call(this);
var cardGraphics = self.attachAsset('barBackground', {
anchorX: 0.5,
@@ -504,8 +591,20 @@
}
};
return self;
});
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -8;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
var Street = Container.expand(function () {
var self = Container.call(this);
var streetGraphics = self.attachAsset('street', {
anchorX: 0.5,
@@ -690,9 +789,20 @@
}
return undefined;
};
}
-var gameState = 'splash'; // 'splash', 'menu', 'playing', 'art', or 'minigames'
+var gameState = 'splash'; // 'splash', 'menu', 'playing', 'art', 'minigames', or 'bossfight'
+// Boss fight variables
+var bossFightActive = false;
+var bossFightElements = [];
+var lanaBoss = null;
+var playerFighter = null;
+var playerBullets = [];
+var lanaBullets = [];
+var playerHealth = 100;
+var bossHealthBar = null;
+var playerHealthBar = null;
+var shootCooldown = 0;
var miniGamesMenuElements = [];
var previousGameState = null;
var menuSummer = null;
var gamePlayElements = [];
@@ -951,8 +1061,26 @@
menuCityBuilderButtonText.anchor.set(0.5, 0.5);
menuCityBuilderButtonText.x = menuCityBuilderButton.x;
menuCityBuilderButtonText.y = menuCityBuilderButton.y;
game.addChild(menuCityBuilderButtonText);
+ // Lana Boss Fight button
+ var menuBossFightButton = game.addChild(LK.getAsset('barBackground', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ menuBossFightButton.width = 400;
+ menuBossFightButton.height = 150;
+ menuBossFightButton.x = 1024;
+ menuBossFightButton.y = 2100;
+ menuBossFightButton.tint = 0x8B0000;
+ var menuBossFightButtonText = new Text2('LANA BOSS FIGHT', {
+ size: 70,
+ fill: 0xFFFFFF
+ });
+ menuBossFightButtonText.anchor.set(0.5, 0.5);
+ menuBossFightButtonText.x = menuBossFightButton.x;
+ menuBossFightButtonText.y = menuBossFightButton.y;
+ game.addChild(menuBossFightButtonText);
// Add bouncing animation to menu play button
function animateMenuPlayButton() {
tween(menuPlayButton, {
y: menuPlayButton.y - 20
@@ -1194,10 +1322,47 @@
}
});
}
animateMenuCityBuilderButton();
+ // Add bouncing animation to boss fight button
+ function animateMenuBossFightButton() {
+ tween(menuBossFightButton, {
+ y: menuBossFightButton.y - 25
+ }, {
+ duration: 1500,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(menuBossFightButton, {
+ y: menuBossFightButton.y + 25
+ }, {
+ duration: 1500,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ if (gameState === 'menu') {
+ animateMenuBossFightButton();
+ }
+ }
+ });
+ }
+ });
+ tween(menuBossFightButtonText, {
+ y: menuBossFightButtonText.y - 25
+ }, {
+ duration: 1500,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(menuBossFightButtonText, {
+ y: menuBossFightButtonText.y + 25
+ }, {
+ duration: 1500,
+ easing: tween.easeInOut
+ });
+ }
+ });
+ }
+ animateMenuBossFightButton();
// Store menu elements for cleanup
- gamePlayElements = [titleText, subtitleText, menuPlayButton, menuPlayButtonText, menuArtButton, menuArtButtonText, menuMiniGamesButton, menuMiniGamesButtonText, menuCityBuilderButton, menuCityBuilderButtonText].concat(decorativeItems);
+ gamePlayElements = [titleText, subtitleText, menuPlayButton, menuPlayButtonText, menuArtButton, menuArtButtonText, menuMiniGamesButton, menuMiniGamesButtonText, menuCityBuilderButton, menuCityBuilderButtonText, menuBossFightButton, menuBossFightButtonText].concat(decorativeItems);
}
function startFloatingAnimation() {
if (!menuSummer || gameState !== 'menu') return;
// Random floating movement - use full screen dimensions with boundaries
@@ -2665,8 +2830,145 @@
instructionElement.setText('Click BACK to return to menu');
}
}, 2000);
}
+function startBossFight() {
+ // Store previous game state
+ var previousState = gameState;
+ // Remove menu elements if coming from menu
+ if (previousState === 'menu') {
+ for (var i = 0; i < gamePlayElements.length; i++) {
+ gamePlayElements[i].destroy();
+ }
+ gamePlayElements = [];
+ // Remove all floating summers
+ if (menuSummer) {
+ var children = game.children.slice();
+ for (var i = 0; i < children.length; i++) {
+ if (children[i] instanceof Summer) {
+ children[i].destroy();
+ }
+ }
+ menuSummer = null;
+ }
+ }
+ // Create boss fight elements
+ createBossFight();
+ gameState = 'bossfight';
+}
+function createBossFight() {
+ bossFightActive = true;
+ playerHealth = 100;
+ playerBullets = [];
+ lanaBullets = [];
+ shootCooldown = 0;
+ // Create title
+ var bossTitle = new Text2('LANA BOSS FIGHT', {
+ size: 100,
+ fill: 0x8B0000
+ });
+ bossTitle.anchor.set(0.5, 0.5);
+ bossTitle.x = 1024;
+ bossTitle.y = 200;
+ game.addChild(bossTitle);
+ bossFightElements.push(bossTitle);
+ // Create boss health bar
+ var bossHealthBg = game.addChild(LK.getAsset('barBackground', {
+ anchorX: 0,
+ anchorY: 0
+ }));
+ bossHealthBg.x = 624;
+ bossHealthBg.y = 300;
+ bossHealthBg.width = 800;
+ bossHealthBg.height = 50;
+ bossFightElements.push(bossHealthBg);
+ bossHealthBar = game.addChild(LK.getAsset('bossHealthBar', {
+ anchorX: 0,
+ anchorY: 0
+ }));
+ bossHealthBar.x = 624;
+ bossHealthBar.y = 300;
+ bossFightElements.push(bossHealthBar);
+ var bossHealthText = new Text2('LANA HEALTH', {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ bossHealthText.anchor.set(0.5, 0.5);
+ bossHealthText.x = 1024;
+ bossHealthText.y = 280;
+ game.addChild(bossHealthText);
+ bossFightElements.push(bossHealthText);
+ // Create player health bar
+ var playerHealthBg = game.addChild(LK.getAsset('barBackground', {
+ anchorX: 0,
+ anchorY: 0
+ }));
+ playerHealthBg.x = 200;
+ playerHealthBg.y = 150;
+ playerHealthBg.width = 400;
+ playerHealthBg.height = 40;
+ bossFightElements.push(playerHealthBg);
+ playerHealthBar = game.addChild(LK.getAsset('playerHealthBar', {
+ anchorX: 0,
+ anchorY: 0
+ }));
+ playerHealthBar.x = 200;
+ playerHealthBar.y = 150;
+ bossFightElements.push(playerHealthBar);
+ var playerHealthText = new Text2('PLAYER HEALTH', {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ playerHealthText.anchor.set(0, 0.5);
+ playerHealthText.x = 650;
+ playerHealthText.y = 170;
+ game.addChild(playerHealthText);
+ bossFightElements.push(playerHealthText);
+ // Create Lana boss
+ lanaBoss = new LanaBoss();
+ lanaBoss.x = 1024;
+ lanaBoss.y = 600;
+ game.addChild(lanaBoss);
+ bossFightElements.push(lanaBoss);
+ // Create player fighter (Summer)
+ playerFighter = new Summer();
+ playerFighter.x = 1024;
+ playerFighter.y = 2300;
+ playerFighter.scaleX = 0.8;
+ playerFighter.scaleY = 0.8;
+ game.addChild(playerFighter);
+ bossFightElements.push(playerFighter);
+ // Create instructions
+ var instructions = new Text2('Move with touch/drag, tap to shoot!', {
+ size: 50,
+ fill: 0x333333
+ });
+ instructions.anchor.set(0.5, 0.5);
+ instructions.x = 1024;
+ instructions.y = 2600;
+ game.addChild(instructions);
+ bossFightElements.push(instructions);
+ // Create back button
+ var backButton = game.addChild(LK.getAsset('barBackground', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ backButton.width = 200;
+ backButton.height = 80;
+ backButton.x = 150;
+ backButton.y = 2650;
+ backButton.tint = 0x757575;
+ bossFightElements.push(backButton);
+ var backButtonText = new Text2('BACK', {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ backButtonText.anchor.set(0.5, 0.5);
+ backButtonText.x = backButton.x;
+ backButtonText.y = backButton.y;
+ game.addChild(backButtonText);
+ bossFightElements.push(backButtonText);
+}
function startCityBuilder() {
// Store previous game state
var previousState = gameState;
// Remove menu elements if coming from menu
@@ -3541,8 +3843,12 @@
if (gameState === 'catch' && summerCatcher) {
// Move Summer catcher horizontally only, keep at bottom
summerCatcher.x = Math.max(100, Math.min(1948, x)); // Keep Summer within screen bounds
}
+ if (gameState === 'bossfight' && playerFighter) {
+ // Move player fighter horizontally only, keep at bottom
+ playerFighter.x = Math.max(100, Math.min(1948, x));
+ }
if (draggedToy) {
draggedToy.x = x;
draggedToy.y = y;
}
@@ -3569,8 +3875,13 @@
if (x >= 824 && x <= 1224 && y >= 1825 && y <= 1975) {
startCityBuilder();
return;
}
+ // Check for boss fight button click (centered at 1024, 2100)
+ if (x >= 824 && x <= 1224 && y >= 2025 && y <= 2175) {
+ startBossFight();
+ return;
+ }
return;
}
// Handle mini games menu state
if (gameState === 'minigames') {
@@ -3850,8 +4161,40 @@
startStackerLevel();
}
return;
}
+ // Handle boss fight state
+ if (gameState === 'bossfight') {
+ // Check back button (150, 2650)
+ if (x >= 50 && x <= 250 && y >= 2610 && y <= 2690) {
+ // Clean up boss fight elements
+ for (var i = 0; i < bossFightElements.length; i++) {
+ bossFightElements[i].destroy();
+ }
+ bossFightElements = [];
+ playerBullets = [];
+ lanaBullets = [];
+ lanaBoss = null;
+ playerFighter = null;
+ bossFightActive = false;
+ // Return to menu
+ gameState = 'menu';
+ createMainMenu();
+ return;
+ }
+ // Shoot player bullet if not in cooldown
+ if (shootCooldown <= 0) {
+ var bullet = new PlayerBullet();
+ bullet.x = playerFighter.x;
+ bullet.y = playerFighter.y - 50;
+ game.addChild(bullet);
+ playerBullets.push(bullet);
+ bossFightElements.push(bullet);
+ shootCooldown = 15; // Cooldown frames
+ LK.getSound('playerShoot').play();
+ }
+ return;
+ }
// Handle city builder state
if (gameState === 'citybuilder') {
// Check back button (1024, 2600)
if (x >= 924 && x <= 1124 && y >= 2560 && y <= 2640) {
Pink heart no outline or shine. In-Game asset. 2d. High contrast. No shadows
Dog food. In-Game asset. 2d. High contrast. No shadows
Dog groom brush. In-Game asset. 2d. High contrast. No shadows
Pink tennis ball. In-Game asset. 2d. High contrast. No shadows
Car. In-Game asset. 2d. High contrast. No shadows
Full body person. In-Game asset. 2d. High contrast. No shadows