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and now, let's create a story feature, where we show distinct assets after every transition. so when showing the white screen during levels, we'll now display images in a sequence to tell a story. for this you'll need to create 7 new assets, for a total of 8 story panels. name them between Transition_2 and Transition_8. The first image is Transition, Then Transition_2, then Transition_3 and so on till we reach Transition_8. At that point the game is over and the player can't go to the next round, the previous round was the last.
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the princess appears when enough coins have been collected AND the key has been collected. but if the coins have been collected then the key gets collected, the princess doesn't appear until one more coin is eaten. ensure she appears when both those conditiosn are satisfied
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during the transition screen, either palce the white background over the score etxt and the lives UI, either hide those elements during that transition, as they shouldnt be visible
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'gridRow')' in or related to this line: 'var prevHeroRow = hero.gridRow;' Line Number: 1141
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durign the transition between levels, pause or destroy the current existing board including the hero, the pricness, the coins, and ensure the sequencer is paused as well so the beats stop moving and making a sound
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when the hero touches the princess, instead of going directly to the next level, add an itnermediary step where you display a white rectangle over the entire screen, and over that display a new asset named "Transition" and at the top of the screen with black a text saying "Tap to SKIP" and tapping anywhere closes this intermediary screen and proceeds to resettign the level and advancing to the next round
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the key doen't appear after eatign the necesary amount of coins from the board
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move the lives icons closer together and move to the right
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when starting a roun round reset all lives back to 5, and also the life deducting mechanism so it only starts after the player collected a coin first
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make the threshold for showing the princess only 51% instead of 75 pls
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let's chenge the sequence of things. ALL rouns must start with the board filled with just coins, but after 25% of them have been collected, the key appears, and after the key and more then 75% of the coins have been collected, the Princess also appears in an emoty cell from where a coin has already been collected
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please reverse the order of deducting Lives in the UI and deduct them from left to right instead of right to left
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instead of starting the live removal from the very firstsequence, wait for the player to place a beat first, and only start counting from the next sequence after the first beat has been placed. wait for the player to place a beat first, and only start counting from the next sequence after the first beat has been placed. so if a beat has been placed in this sequence and no coin has been colelcted because the beat was placed before the sequence point, you don't deduct a live yet, as you don't start counting, you only start counting after the first beat has been placed and the sequence has ended
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Step 2.C: Implement the Life-Loss Logic This is the heart of the new system. We'll modify sequencerService.doStepActions. In sequencerService.doStepActions, find where you check for coin collection (else if (entity.collect)). Inside that block, set your new flag to true. // Inside doStepActions, inside the Coin logic block entity.collect(); // ... this.collectedInSequence = true; // <-- ADD THIS LINE Use code with caution. JavaScript Now, we need to check the flag at the end of every 8-beat sequence and deduct a life if needed. The previousStep variable is perfect for this. The end of a sequence is when previousStep is 7 (the last column). Add this new logic block to sequencerService.doStepActions, right after you get the actions but before you perform them. // Inside doStepActions, after var actions = ... var previousStep = (this.currentStep - 1 + GameConstants.GRID_COLS) % GameConstants.GRID_COLS; // --- NEW LIFE LOGIC --- // Check if a full sequence has just ended (i.e., we're about to play beat 0) if (previousStep === GameConstants.GRID_COLS - 1) { if (!this.collectedInSequence) { // Player failed to collect a coin in the last 8 beats. Deduct a life. this.lives--; uiService.updateLivesUI(this.lives); // Update the visual display if (this.lives <= 0) { LK.showGameOver(); return; // Stop the game } } // Reset the flag for the new sequence. this.collectedInSequence = false; } // --- END NEW LIFE LOGIC --- var actions = this.gridService.getActiveActionsForStep(previousStep); // ... rest of the function ...
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The Core Mechanic - The "Life" System This new system penalizes inaction and keeps the pressure on. Step 2.A: Add State to the SequencerService The sequencer is the conductor of the round, so it's the perfect place to manage lives and track if a player is keeping the rhythm. In the SequencerService function, add these new properties: function SequencerService(...) { // ... existing properties ... this.lives = 5; this.collectedInSequence = false; // Tracks if a coin was collected in the current 8-beat loop } Use code with caution. JavaScript Step 2.B: Create the UI for Lives Players need to see their lives. Let's add this to the UIService. In the UIService function, add a new property for the lives text and initialize it. function UIService(game) { // ... this.livesTxt = null; this.initialize = function() { // ... your existing scoreTxt logic ... // Lives Text this.livesTxt = new Text2("Lives: 5", { size: 70, fill: "#FF6347" }); // Tomato color this.livesTxt.anchor.set(0, 0); // left-top LK.gui.topLeft.addChild(this.livesTxt); }; // ... } Use code with caution. JavaScript Add a new method to UIService to update the text: this.updateLivesUI = function(currentLives) { this.livesTxt.setText("Lives: " + currentLives); }; show the lives UI as 5 distinct icons made of the Live asset and show them on a grid. remove them from left to right as they go away. and anchor them to the screen both for x and y so i can manually change its position
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remove the projectile component and all logic that has to do with it, we no longer fire projectiles every sequence end
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Implement the Spawning Logic We'll trigger this right after a coin is collected. In sequencerService.doStepActions: Inside the coin collection block (else if (entity.collect)), add the check for the 51% threshold. // Inside doStepActions, inside the Coin logic block, after entity.collect() collectedCoins++; // We need to manually track collected coins again // --- NEW PRINCESS SPAWNING LOGIC --- // Check if we've collected enough coins AND if the princess hasn't spawned yet. if (!princessHasSpawned && (collectedCoins / totalCoins) > 0.51) { princessHasSpawned = true; // Set flag immediately to prevent multiple spawns // Find a random empty cell to spawn the princess var emptyCells = []; for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < GameConstants.GRID_COLS; c++) { // An empty cell has no object in it if (gameGrid.grid[r][c] === null) { emptyCells.push({ row: r, col: c }); } } } if (emptyCells.length > 0) { var spawnCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; var princess = new Princess(); princess.x = GameConstants.GRID_LEFT + spawnCell.col * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; princess.y = GameConstants.GRID_TOP + spawnCell.row * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; game.addChild(princess); gameGrid.grid[spawnCell.row][spawnCell.col] = princess; // Optional: Play a special sound effect here AudioService.playNewLevel(); } } // --- END NEW PRINCESS SPAWNING LOGIC --- Use code with caution. JavaScript Fix collectedCoins and totalCoins: Your startNextRound logic is a bit off. Make sure totalCoins is set to the number of coins you actually place, and collectedCoins is reset to 0. Add collectedCoins = 0; in "Step B" of startNextRound.
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the sequencer removes too many lives at once it should only remove 1
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show the lives UI as 5 distinct icons made of the Live asset and show them on a grid. remove them from left to right as they go away. and anchor them to the screen both for x and y so i can manually change its position
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show the lives UI as 5 distinct icons made of the Live asset and show them on a grid. remove them from left to right as they go away. and position them to the right of the screen isntead of the left
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instead of starting the live removal from the very firstsequence, wait for the player to place a beat first, and only start counting from the next sequence after the first beat has been placed. wait for the player to place a beat first, and only start counting from the next sequence after the first beat has been placed. so if a beat has been placed in this sequence and no coin has been colelcted because the beat was placed before the sequence point, you don't deduct a live yet, as you don't start counting, you only start counting after the first beat has been placed and the sequence has ended
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remove the projectile component and all logic that has to do with it, we no longer fire projectiles every sequence end
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move the lives icons 50 pixels lower pls
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Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /** * BeatCell * Responsibility: To model the state of a single cell on the beat grid. It no longer * handles its own graphics updates directly, this is delegated to the GridService. */ var BeatCell = Container.expand(function (row) { var self = Container.call(this); self.active = false; self.row = row; // Know its row for external logic to interpret // Initialize with appropriate beat tile at 20% transparency var assetId = 'cell'; if (row === 0) { assetId = 'cellActive'; } else if (row === 1) { assetId = 'cellLeft'; } else if (row === 2) { assetId = 'cellRight'; } else if (row === 3) { assetId = 'cellDown'; } self.gfx = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, alpha: 0.1 }); self.toggle = function () { self.active = !self.active; }; self.setActive = function (val) { if (self.active !== val) { self.toggle(); } }; // The `down` event is removed and is now handled by the central InputService. return self; }); /** * Coin * Responsibility: Collectible coin that can be picked up by the hero */ var Coin = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; // Add wobble animation with random offset self.wobbleOffset = Math.random() * Math.PI * 2; // Random starting phase self.wobbleSpeed = 0.0015 + Math.random() * 0.001; // Slightly varied speed self.wobbleAmount = 0.05 + Math.random() * 0.02; // 5-7 degrees in radians self.wobbleDirection = Math.random() > 0.5 ? 1 : -1; // Random initial direction self.baseRotation = 0; self.update = function () { if (!self.collected) { // Calculate wobble using sine wave var time = Date.now() * self.wobbleSpeed + self.wobbleOffset; self.gfx.rotation = self.baseRotation + Math.sin(time) * self.wobbleAmount * self.wobbleDirection; } }; self.collect = function () { if (!self.collected) { self.collected = true; tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, easing: tween.cubicOut, onComplete: function onComplete() { self.destroy(); // checkRoundCompletion(); // removed: collecting a coin no longer completes the level } }); } }; return self; }); /** * AntiCheatService * Responsibility: Manages disabling random cells from each beat layer each round */ /** * Hero * Responsibility: To model the player character. It manages its own state and animations, * but no longer triggers its own sound effects. */ var Hero = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.currentCol = 0; self.gridRow = GameConstants.CHAR_ROW; // Track last direction and up-walk alternation self.lastDirection = "down"; // "left", "right", "up", "down" self.lastEat = false; self.upWalkAlt = false; // toggles for up-walk alternation // Helper to set hero frame based on direction and eating state self.setFrame = function (direction, isEating, isUpWalkAlt) { // Only update if changed var assetId = "hero"; if (direction === "left") { assetId = isEating ? "Hero_Left_Eat" : "Hero_Left_Walk"; } else if (direction === "right") { assetId = isEating ? "Hero_Right_Eat" : "Hero_Right_Walk"; } else if (direction === "up") { assetId = isUpWalkAlt ? "Hero_Back_Walk_2" : "Hero_Back_Walk"; } else if (direction === "down") { assetId = "hero"; } // Only swap if different if (!self.gfx.assetId || self.gfx.assetId !== assetId) { if (self.gfx) { self.gfx.destroy(); } self.gfx = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.gfx.assetId = assetId; // Track for future checks } self.lastDirection = direction; self.lastEat = isEating; if (direction === "up") { self.upWalkAlt = isUpWalkAlt; } }; self.moveTo = function (nx, ny, duration) { tween(self, { x: nx, y: ny }, { duration: duration || 180, easing: tween.cubicOut }); }; return self; }); /** * Key * Responsibility: Static visual marker for the key */ var Key = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('key', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /** * Princess * Responsibility: Static visual marker for the princess goal */ var Princess = Container.expand(function () { var self = Container.call(this); self.gfx = self.attachAsset('princess', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ /************************* * SERVICES *************************/ /** * AudioService * Responsibility: To handle all requests to play sounds and music. */ /************************* * INITIALIZE & RUN GAME *************************/ // 1. Create Game Instance var game = new LK.Game({ backgroundColor: 0x181830 }); /**** * Game Code ****/ // --- Ava: Add flag to delay life removal until after first beat is placed --- /************************* * CORE GAME OBJECTS *************************/ /** * GameGrid * Responsibility: Centralizes the entire grid (playable + beat area) into a single class. * Provides accessors for both the playable area and the beat grid, and manages their state. */ var hasPlacedFirstBeat = false; // Set to true after the player places their first beat // 2. Instantiate All Services /************************* * ASSETS & PLUGINS *************************/ // Assets (Unchanged) // Plugins (Unchanged) /************************* * GAME CONFIGURATION *************************/ /** * GameConstants * Responsibility: To hold all static configuration and magic numbers in one place * for easy tuning and maintenance. */ /** * AntiCheatService * Responsibility: Manages disabling random cells from each beat layer each round */ function AntiCheatService(gridService, gameGrid) { this.gridService = gridService; this.gameGrid = gameGrid; this.disabledCells = []; // Array to store currently disabled cells this.prevDisabledCells = []; // Track previously disabled cells for re-enabling this.cellsPerLayer = 2; // Number of cells to disable per layer this.initialize = function () { // Disable initial cells for round 1 this.disableRandomCells(); }; this.disableRandomCells = function () { // Store previously disabled cells this.prevDisabledCells = this.disabledCells.slice(); this.disabledCells = []; // Process rows in order: up (0), left (1), right (2), down (3) for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var availableCols = []; // Get all columns for this row, excluding previously disabled ones for (var c = 0; c < GameConstants.GRID_COLS; c++) { var isValid = true; // Check if this column was previously disabled for this row for (var p = 0; p < this.prevDisabledCells.length; p++) { if (this.prevDisabledCells[p].row === r && this.prevDisabledCells[p].col === c) { isValid = false; break; } } // Check minimum distance constraint from already disabled cells in this row for (var d = 0; d < this.disabledCells.length; d++) { if (this.disabledCells[d].row === r) { var distance = Math.abs(this.disabledCells[d].col - c); if (distance < 3) { // Minimum 2 tiles between disabled cells isValid = false; break; } } } // Check diagonal constraint for rows below the first if (r > 0) { // Only check the immediately previous row for diagonal constraints var prevRow = r - 1; for (var d = 0; d < this.disabledCells.length; d++) { if (this.disabledCells[d].row === prevRow) { var prevCol = this.disabledCells[d].col; // Check if this column is diagonally adjacent to a disabled cell in the previous row if (c === prevCol - 1 || c === prevCol || c === prevCol + 1) { isValid = false; break; } } } } if (isValid) { availableCols.push(c); } } // Select cells with minimum distance constraint var selectedCols = []; var attempts = 0; while (selectedCols.length < this.cellsPerLayer && availableCols.length > 0 && attempts < 100) { attempts++; // Pick a random column from available var randomIndex = Math.floor(Math.random() * availableCols.length); var col = availableCols[randomIndex]; // Check if this column maintains minimum distance from already selected var validChoice = true; for (var s = 0; s < selectedCols.length; s++) { if (Math.abs(selectedCols[s] - col) < 3) { validChoice = false; break; } } if (validChoice) { selectedCols.push(col); // Remove this column and nearby columns from available availableCols = availableCols.filter(function (c) { return Math.abs(c - col) >= 3; }); } else { // Remove this column as it's too close availableCols.splice(randomIndex, 1); } } // Disable the selected columns for (var i = 0; i < selectedCols.length; i++) { var col = selectedCols[i]; var cell = this.gameGrid.getBeatCell(r, col); if (cell) { this.disabledCells.push({ row: r, col: col, cell: cell }); // Hide the cell cell.visible = false; } } } }; this.reset = function () { // First, enable ALL cells in the beat grid for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { for (var c = 0; c < GameConstants.GRID_COLS; c++) { var cell = this.gameGrid.getBeatCell(r, c); if (cell) { cell.visible = true; } } } // Clear both arrays to start fresh this.prevDisabledCells = []; this.disabledCells = []; // Disable new random cells with a completely new pattern this.disableRandomCells(); }; // Check if a cell is disabled this.isCellDisabled = function (beatRow, col) { for (var i = 0; i < this.disabledCells.length; i++) { var disabled = this.disabledCells[i]; if (disabled.row === beatRow && disabled.col === col) { return true; } } return false; }; } function GameGrid(game) { this.game = game; this.rows = GameConstants.TOTAL_ROWS; this.cols = GameConstants.GRID_COLS; this.grid = []; // 2D array: [row][col] for all rows (playable + beat) this.beatRows = GameConstants.BEAT_ROWS; this.playableRows = this.rows - this.beatRows; // Initialize grid with nulls for (var r = 0; r < this.rows; r++) { this.grid[r] = []; for (var c = 0; c < this.cols; c++) { this.grid[r][c] = null; } } // Create background visuals for all cells this.initBackground = function () { for (var r = 0; r < this.rows; r++) { for (var c = 0; c < this.cols; c++) { var bgCell = LK.getAsset('emptycell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); bgCell.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; bgCell.y = GameConstants.GRID_TOP + r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.game.addChild(bgCell); // No coin creation here } } // No return value needed }; // Create BeatCell objects for the beat grid (bottom rows) this.initBeatGrid = function () { for (var r = 0; r < this.beatRows; r++) { var gridRow = this.playableRows + r; for (var c = 0; c < this.cols; c++) { var cell = new BeatCell(r); cell.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; cell.y = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.game.addChild(cell); this.grid[gridRow][c] = cell; } } }; // Returns the BeatCell at a given (beatRow, col) in the beat grid this.getBeatCell = function (beatRow, col) { var gridRow = this.playableRows + beatRow; return this.grid[gridRow][col]; }; // Returns the BeatCell at a given (x, y) screen coordinate, or null if not in beat grid this.getBeatCellAt = function (x, y) { for (var r = 0; r < this.beatRows; r++) { var gridRow = this.playableRows + r; for (var c = 0; c < this.cols; c++) { var cell = this.grid[gridRow][c]; if (!cell) { continue; } var cx = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; var cy = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; if (x >= cx - GameConstants.CELL_SIZE / 2 && x <= cx + GameConstants.CELL_SIZE / 2 && y >= cy - GameConstants.CELL_SIZE / 2 && y <= cy + GameConstants.CELL_SIZE / 2) { return cell; } } } return null; }; // Returns true if (row, col) is in the playable area this.isPlayableCell = function (row, col) { return row >= 0 && row < this.playableRows && col >= 0 && col < this.cols; }; // Returns true if (row, col) is in the beat grid this.isBeatCell = function (row, col) { return row >= this.playableRows && row < this.rows && col >= 0 && col < this.cols; }; // Returns the BeatCell 2D array for the beat grid (bottom rows) this.getBeatGrid = function () { var arr = []; for (var r = 0; r < this.beatRows; r++) { arr[r] = []; for (var c = 0; c < this.cols; c++) { arr[r][c] = this.getBeatCell(r, c); } } return arr; }; // Returns the playable area as a 2D array (nulls, or game objects if you want to add them) this.getPlayableGrid = function () { var arr = []; for (var r = 0; r < this.playableRows; r++) { arr[r] = []; for (var c = 0; c < this.cols; c++) { arr[r][c] = this.grid[r][c]; } } return arr; }; // Reset the playable grid with coins in all cells (no hero logic) this.resetGridWithCoins = function () { // Clear existing coins and enemies for (var r = 0; r < this.playableRows; r++) { for (var c = 0; c < this.cols; c++) { if (this.grid[r][c]) { this.grid[r][c].destroy(); this.grid[r][c] = null; } } } // Add new coins to all playable cells var coinCount = 0; for (var r = 0; r < this.playableRows; r++) { for (var c = 0; c < this.cols; c++) { var coin = new Coin(); coin.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; coin.y = GameConstants.GRID_TOP + r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.game.addChild(coin); this.grid[r][c] = coin; coinCount++; } } return coinCount; }; // Call this to initialize all visuals this.initialize = function () { this.initBeatGrid(); }; // Destroys ALL objects currently managed by the grid (playable and beat) this.destroyAll = function () { for (var r = 0; r < this.rows; r++) { for (var c = 0; c < this.cols; c++) { if (this.grid[r][c] && typeof this.grid[r][c].destroy === 'function') { this.grid[r][c].destroy(); } this.grid[r][c] = null; // Clear the reference } } }; } var GameConstants = { GRID_COLS: 8, TOTAL_ROWS: 10, // Reduced from 11 to remove top row BEAT_ROWS: 4, // +1 for new down row CHAR_ROW: 3, // hero now starts at row 3 (was 4) due to removed top row JUMP_ROW: 2, // up movement now at row 2 (was 3) due to removed top row DOWN_ROW: 1, // new down movement row 1 (was 2) due to removed top row GRID_MARGIN_X: 40, get CELL_SIZE() { return Math.floor((2048 - 2 * this.GRID_MARGIN_X) / this.GRID_COLS); }, get GRID_HEIGHT() { return this.TOTAL_ROWS * this.CELL_SIZE; }, get GRID_TOP() { return 2732 - this.GRID_HEIGHT - 10; }, get GRID_LEFT() { return this.GRID_MARGIN_X; }, get HERO_MIN_X() { return this.GRID_LEFT + this.CELL_SIZE / 2; }, get HERO_MAX_X() { return this.GRID_LEFT + (this.GRID_COLS - 1) * this.CELL_SIZE + this.CELL_SIZE / 2; }, get HERO_START_COL() { return Math.floor(this.GRID_COLS / 2); }, get HERO_START_X() { return this.GRID_LEFT + this.HERO_START_COL * this.CELL_SIZE + this.CELL_SIZE / 2; }, get HERO_START_Y() { return this.GRID_TOP + this.CHAR_ROW * this.CELL_SIZE + this.CELL_SIZE / 2; }, STEP_INTERVAL: 400, // ms per step (150bpm) COIN_SPAWN_BEATS: 8, COIN_SPAWN_CHANCE: 0.25 }; /************************* * SERVICES *************************/ /** * AudioService * Responsibility: To handle all requests to play sounds and music. */ var AudioService = { playBeat: function playBeat() { LK.getSound('beat').play(); }, playBeatUp: function playBeatUp() { LK.getSound('Sound_Up').play(); }, playBeatLeft: function playBeatLeft() { LK.getSound('Sound_Left').play(); }, playBeatRight: function playBeatRight() { LK.getSound('Sound_Right').play(); }, playBeatDown: function playBeatDown() { LK.getSound('Sound_Down').play(); }, playMove: function playMove() { LK.getSound('moveSnd').play(); }, playCoinCollect: function playCoinCollect() { LK.getSound('coinCollect').play(); }, playNewLevel: function playNewLevel() { LK.getSound('NewLevel').play(); }, startMusic: function startMusic() { LK.playMusic('bgmusic', { fade: { start: 0, end: 0.3, duration: 1200 } }); } }; /** * UIService * Responsibility: To create and manage all non-game-grid UI elements, such * as the score text and the step indicators. */ function UIService(game) { this.game = game; this.scoreTxt = null; this.livesTxt = null; // Add property for lives text this.initialize = function () { // Score Text this.scoreTxt = new Text2('0', { size: 100, fill: "#fff" }); this.scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(this.scoreTxt); // Lives Icons UI this.livesIcons = []; var iconSpacing = 75; var iconStartX = 250; // leave 100px for menu, then some padding var iconY = 70; // Moved 50 pixels lower for (var i = 0; i < 5; i++) { // Place icons from left to right: leftmost is the first to go, rightmost is the last var icon = LK.getAsset('Live', { anchorX: 0.5, anchorY: 0.5, x: iconStartX + i * iconSpacing, y: iconY, scaleX: 1.0, scaleY: 1.0, alpha: 1.0 }); LK.gui.topLeft.addChild(icon); this.livesIcons.push(icon); } // Create columnHighlights for beat grid rows this.columnHighlights = []; for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var highlight = LK.getAsset('cellWhite', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // invisible by default }); // Position highlight at the leftmost column, correct row in the beat grid var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; highlight.x = GameConstants.GRID_LEFT + GameConstants.CELL_SIZE / 2; highlight.y = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; highlight.alpha = 0; // invisible by default, semi-transparent when shown this.game.addChild(highlight); this.columnHighlights.push(highlight); } // Hide all highlights at start for (var i = 0; i < this.columnHighlights.length; i++) { this.columnHighlights[i].alpha = 0; } }; this.updateScore = function (newScore) { this.scoreTxt.setText(newScore); }; // Add method to update lives UI this.updateLivesUI = function (currentLives) { // Show only the number of lives left, remove from left to right (leftmost is first to go) for (var i = 0; i < this.livesIcons.length; i++) { // The leftmost icon (index 0) is the first to go, rightmost (index 4) is the last if (i < currentLives) { this.livesIcons[i].alpha = 1.0; this.livesIcons[i].scaleX = 1.0; this.livesIcons[i].scaleY = 1.0; } else { // Animate fade out and shrink for lost life if (this.livesIcons[i].alpha !== 0) { tween(this.livesIcons[i], { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.cubicIn }); } } } }; // Main Highlighting Logic: highlights inactive cells in the current column this.updateColumnHighlight = function (currentColumnIndex) { // Hide all highlights first for (var i = 0; i < this.columnHighlights.length; i++) { this.columnHighlights[i].alpha = 0; } // Get active states for the current column var activeStates = gridService.getActiveStatesForColumn(currentColumnIndex); // Loop through each row in the beat grid for (var i = 0; i < GameConstants.BEAT_ROWS; i++) { if (!activeStates[i]) { // Position the highlight at the correct cell var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + i; this.columnHighlights[i].x = GameConstants.GRID_LEFT + currentColumnIndex * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.columnHighlights[i].y = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.columnHighlights[i].alpha = 0.2; // semi-transparent highlight } } }; } /** * GridService * Responsibility: To create, manage the state of, and update the visuals of the beat grid. */ function GridService(game, gameGrid, antiCheatService) { this.game = game; this.gameGrid = gameGrid; // Centralized grid this.antiCheatService = antiCheatService; this.initialize = function () { this.gameGrid.initialize(); }; // Returns the BeatCell at a given (x, y) screen coordinate, or null if not in beat grid this.getCellAt = function (x, y) { var cell = this.gameGrid.getBeatCellAt(x, y); // Check if cell is disabled by anti-cheat if (cell && this.antiCheatService) { // Find the beat row of this cell var beatRow = cell.row; var col = -1; // Find column for (var c = 0; c < GameConstants.GRID_COLS; c++) { if (this.gameGrid.getBeatCell(beatRow, c) === cell) { col = c; break; } } if (col !== -1 && this.antiCheatService.isCellDisabled(beatRow, col)) { return null; // Return null if cell is disabled } } return cell; }; // Returns an array of booleans representing the active state of each BeatCell in the given column this.getActiveStatesForColumn = function (columnIndex) { var states = []; for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; var cell = this.gameGrid.grid[gridRow][columnIndex]; // Check if cell is disabled by anti-cheat var isDisabled = this.antiCheatService && this.antiCheatService.isCellDisabled(r, columnIndex); states.push(cell && cell.active && !isDisabled ? true : false); } return states; }; // Toggle a beat cell, ensuring only one beat per layer per column this.toggleCell = function (cell, mode) { var needsChange = mode === 'add' && !cell.active || mode === 'remove' && cell.active; if (needsChange) { // If adding, remove any other active beat in this column (same col, different row) if (mode === 'add') { var col = null; // Find the column index of this cell for (var c = 0; c < GameConstants.GRID_COLS; c++) { // cell.row is the beat row (0..BEAT_ROWS-1), but grid is [playableRows+row][col] var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + cell.row; if (this.gameGrid.grid[gridRow][c] === cell) { col = c; break; } } if (col !== null) { for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; var otherCell = this.gameGrid.grid[gridRow][col]; if (r !== cell.row && otherCell && otherCell.active) { otherCell.setActive(false); this.updateCellVisual(otherCell); } } } } cell.toggle(); this.updateCellVisual(cell); } }; this.updateCellVisual = function (cell) { cell.gfx.destroy(); var assetId = 'cell'; var alpha = 1.0; // Always show the appropriate beat tile based on row if (cell.row === 0) { assetId = 'cellActive'; } else if (cell.row === 1) { assetId = 'cellLeft'; } else if (cell.row === 2) { assetId = 'cellRight'; } else if (cell.row === 3) { assetId = 'cellDown'; } // Set transparency based on active state if (!cell.active) { alpha = 0.1; } cell.gfx = cell.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, alpha: alpha }); }; // Returns the actions for a given step (column) by checking the beat grid this.getActiveActionsForStep = function (step) { // The beat grid is in the bottom rows of the grid var actions = { up: false, left: false, right: false, down: false }; for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var gridRow = GameConstants.TOTAL_ROWS - GameConstants.BEAT_ROWS + r; var cell = this.gameGrid.grid[gridRow][step]; if (!cell) { continue; } // Check if cell is disabled by anti-cheat var isDisabled = this.antiCheatService && this.antiCheatService.isCellDisabled(r, step); if (r === 0) { actions.up = cell.active && !isDisabled; } else if (r === 1) { actions.left = cell.active && !isDisabled; } else if (r === 2) { actions.right = cell.active && !isDisabled; } else if (r === 3) { actions.down = cell.active && !isDisabled; } } return actions; }; } /** * PlayerService * Responsibility: To create and manage the Hero instance, its state, and its actions. * It translates logical actions ("move left") into animations and sound calls. */ function PlayerService(game, gameGrid) { this.game = game; this.gameGrid = gameGrid; this.hero = null; this.reset = function () { if (this.hero) { this.hero.destroy(); this.hero = null; } }; this.initialize = function () { if (this.hero) { this.hero.destroy(); // Destroy old one if it exists } this.hero = new Hero(); // DO NOT set position here. DO NOT add to game here. // That will be handled by startNextRound. }; this.getHeroInstance = function () { return this.hero; }; this.handleDrag = function (x) { this.hero.x = Math.max(GameConstants.HERO_MIN_X, Math.min(GameConstants.HERO_MAX_X, x)); }; this.performActions = function (actions) { var didAction = false; var horizontalMove = 0; var hero = this.hero; var direction = "down"; var isEating = false; var isUpWalkAlt = hero.upWalkAlt || false; if (actions.left && !actions.right) { horizontalMove = -1; direction = "left"; } if (actions.right && !actions.left) { horizontalMove = 1; direction = "right"; } if (actions.up && !actions.down) { direction = "up"; // Alternate up-walk frame isUpWalkAlt = !hero.upWalkAlt; if (horizontalMove !== 0) { this.move(horizontalMove); } this.moveVertical(-1); // Move up didAction = true; } else if (actions.down && !actions.up) { direction = "down"; hero.upWalkAlt = false; // Reset alternation on down if (horizontalMove !== 0) { this.move(horizontalMove); } this.moveVertical(1); // Move down didAction = true; } else if (horizontalMove !== 0) { // Only horizontal direction = horizontalMove === -1 ? "left" : "right"; hero.upWalkAlt = false; // Reset alternation on horizontal this.move(horizontalMove); didAction = true; } // Set hero frame for movement (not eating) hero.setFrame(direction, false, isUpWalkAlt); if (didAction) { // Pop animation: scale up to 1.18, then back to 1.0 tween.stop(hero, { scaleX: true, scaleY: true }); hero.scaleX = 1.0; hero.scaleY = 1.0; tween(hero, { scaleX: 1.1, scaleY: 1.1 }, { duration: 75, easing: tween.cubicOut, onFinish: function onFinish() { tween(hero, { scaleX: 1.0, scaleY: 1.0 }, { duration: 125, easing: tween.cubicIn }); } }); AudioService.playBeat(); } }; this.move = function (direction) { var newCol = this.hero.currentCol + direction; if (newCol < 0) { newCol = GameConstants.GRID_COLS - 1; } if (newCol >= GameConstants.GRID_COLS) { newCol = 0; } this.hero.currentCol = newCol; var nx = GameConstants.GRID_LEFT + newCol * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.hero.moveTo(nx, this.hero.y, 180); AudioService.playMove(); }; // Move up or down by 1 row, with vertical teleport at edges of playable area this.moveVertical = function (direction) { var minRow = 0; var maxRow = this.gameGrid.playableRows - 1; // Only teleport within playable area (rows 0-5 after removing top row) var newRow = this.hero.gridRow !== undefined ? this.hero.gridRow : GameConstants.CHAR_ROW; newRow += direction; // Teleport vertically if out of bounds if (newRow < minRow) { newRow = maxRow; } else if (newRow > maxRow) { newRow = minRow; } this.hero.gridRow = newRow; var ny = GameConstants.GRID_TOP + newRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; this.hero.moveTo(this.hero.x, ny, 180); AudioService.playMove(); // No longer update GameConstants.CHAR_ROW here; hero.gridRow is the source of truth }; } /** * InputService * Responsibility: To handle all raw user input (down, up, move) and delegate * the appropriate actions to other services (GridService, PlayerService). */ function InputService(gridService, playerService) { this.gridService = gridService; this.playerService = playerService; this.isPainting = false; this.paintMode = null; this.lastPaintedCell = null; this.dragHero = false; this.handleDown = function (x, y) { var cell = this.gridService.getCellAt(x, y); if (cell) { this.isPainting = true; this.paintMode = cell.active ? 'remove' : 'add'; this.lastPaintedCell = cell; this.gridService.toggleCell(cell, this.paintMode); // --- Ava: Set hasPlacedFirstBeat to true on first beat placement --- if (!hasPlacedFirstBeat) { hasPlacedFirstBeat = true; } } else { var hero = this.playerService.getHeroInstance(); var dx = x - hero.x, dy = y - hero.y; if (dx * dx + dy * dy < 200 * 200) { this.dragHero = true; } } }; this.handleUp = function () { this.isPainting = false; this.paintMode = null; this.lastPaintedCell = null; this.dragHero = false; }; this.handleMove = function (x, y) { if (this.isPainting) { var cell = this.gridService.getCellAt(x, y); if (cell && cell !== this.lastPaintedCell) { this.lastPaintedCell = cell; this.gridService.toggleCell(cell, this.paintMode); } } else if (this.dragHero) { this.playerService.handleDrag(x); } }; } /** * SequencerService * Responsibility: To manage the main game loop timing (the "beat"). On each step, * it orchestrates calls to the other services to update the game state. */ function SequencerService(gridService, playerService, uiService) { this.gridService = gridService; this.playerService = playerService; this.uiService = uiService; this.currentStep = 0; this.lastStepTime = 0; this.playing = true; this.comboMultiplier = 1; this.collectedThisBeat = false; this.prevComboMultiplier = 1; // Previous Fibonacci number this.comboCount = 0; // Track position in Fibonacci sequence this.enemyCellRow = undefined; // Track enemy cell position this.enemyCellCol = undefined; // Track enemy cell position this.levelTransitioning = false; // Add this new flag // --- Life system state --- this.lives = 5; this.collectedInSequence = false; // Tracks if a coin was collected in the current 8-beat loop this.initialize = function () { this.lastStepTime = Date.now(); }; this.update = function () { var now = Date.now(); if (this.playing && now - this.lastStepTime >= GameConstants.STEP_INTERVAL) { this.lastStepTime = now; // 1. UPDATE HIGHLIGHT FIRST for the current step this.uiService.updateColumnHighlight(this.currentStep); // 2. THEN, advance the step to the next beat this.currentStep = (this.currentStep + 1) % GameConstants.GRID_COLS; // 3. FINALLY, perform actions for the new step. this.doStepActions(); } }; this.doStepActions = function () { // Reset collection flag for this beat this.collectedThisBeat = false; // Get actions for the PREVIOUS step (the one the highlight just left) var previousStep = (this.currentStep - 1 + GameConstants.GRID_COLS) % GameConstants.GRID_COLS; // --- NEW LIFE LOGIC --- // Check if a full sequence has just ended (i.e., we're about to play beat 0) if (previousStep === GameConstants.GRID_COLS - 1) { // --- Ava: Only start life removal after the first beat has been placed AND the first sequence after that has ended --- if (hasPlacedFirstBeat) { // Use a new flag to delay life removal until the sequence AFTER the first beat is placed if (typeof this.hasStartedLifeCounting === "undefined") { this.hasStartedLifeCounting = false; } if (!this.hasStartedLifeCounting) { // The first sequence after placing a beat, just set the flag, don't deduct a life this.hasStartedLifeCounting = true; } else { if (!this.collectedInSequence) { // Player failed to collect a coin in the last 8 beats. Deduct a life. this.lives--; uiService.updateLivesUI(this.lives); // Update the visual display if (this.lives <= 0) { // Wait for the last Live icon to finish its animation before showing game over var lastIcon = uiService.livesIcons[uiService.livesIcons.length - 1]; // Defensive: If already invisible, just show game over immediately if (lastIcon.alpha === 0) { LK.showGameOver(); return; // Stop the game } else { // Animate the last icon out, then trigger game over in the onComplete tween(lastIcon, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.cubicIn, onComplete: function onComplete() { LK.showGameOver(); } }); return; // Stop the game } } } } } // Reset the flag for the new sequence. this.collectedInSequence = false; } // --- END NEW LIFE LOGIC --- var actions = this.gridService.getActiveActionsForStep(previousStep); // Play beat sounds for the previous step if (actions.up) { AudioService.playBeatUp(); } else if (actions.left) { AudioService.playBeatLeft(); } else if (actions.right) { AudioService.playBeatRight(); } else if (actions.down) { AudioService.playBeatDown(); } else { AudioService.playBeat(); } // Animate active beat cells for the previous step for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { var cell = gameGrid.getBeatCell(r, previousStep); if (cell && cell.active && !antiCheatService.isCellDisabled(r, previousStep)) { // Create bump animation: scale up to 110% then back to 100% tween(cell, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, easing: tween.easeOut, onFinish: function (targetCell) { return function () { tween(targetCell, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); }; }(cell) }); } } // Store hero's previous position before performing actions var hero = this.playerService.getHeroInstance(); var prevHeroRow = hero.gridRow; var prevHeroCol = hero.currentCol; // Perform actions for the previous step this.playerService.performActions(actions); // Check if hero was on an enemy cell and has now moved away if (this.enemyCellRow !== undefined && this.enemyCellCol !== undefined) { // Check if hero has moved to a different cell if (hero.gridRow !== this.enemyCellRow || hero.currentCol !== this.enemyCellCol) { // Hero has left the enemy cell - trigger game over LK.showGameOver(); return; // Exit early } } // Check for coin collection, key, princess, or enemy collision at current position var heroRow = hero.gridRow; var heroCol = hero.currentCol; var entity = gameGrid.grid[heroRow][heroCol]; if (entity) { // --- Key logic --- if (entity instanceof Key) { playerHasKey = true; AudioService.playNewLevel(); // Play a special sound for key collection (reuse NewLevel for now) entity.destroy(); gameGrid.grid[heroRow][heroCol] = null; // --- Treat key as coin for score and sequencer logic --- this.collectedInSequence = true; // Mark as collected for life logic collectedCoins++; // Increment collected coins // Apply combo multiplier to score (incremental: 1,2,3...) var points = this.comboMultiplier; LK.setScore(LK.getScore() + points); uiService.updateScore(LK.getScore()); // Combo logic this.collectedThisBeat = true; this.comboMultiplier++; this.comboCount++; } // --- Princess logic --- else if (entity instanceof Princess) { if (playerHasKey && !this.levelTransitioning) { this.levelTransitioning = true; // Animate hero moving into the princess cell before starting next round var princessX = entity.x; var princessY = entity.y; var hero = this.playerService.getHeroInstance(); // Move hero to princess cell with a short tween, then start next round tween(hero, { x: princessX, y: princessY }, { duration: 220, easing: tween.cubicOut, onComplete: function onComplete() { startNextRound(); } }); return; } // If player doesn't have key, do nothing (can't win yet) } // --- Coin logic --- else if (entity.collect) { // It's a coin - clear any enemy tracking this.enemyCellRow = undefined; this.enemyCellCol = undefined; entity.collect(); this.collectedInSequence = true; // <-- ADD THIS LINE gameGrid.grid[heroRow][heroCol] = null; // Track collected coins collectedCoins++; // We need to manually track collected coins again // --- NEW PRINCESS SPAWNING LOGIC --- // Check if we've collected enough coins AND the princess hasn't spawned yet AND player has the key. if (!princessHasSpawned && totalCoins > 0 && collectedCoins / totalCoins > 0.51 && playerHasKey) { princessHasSpawned = true; // Set flag immediately to prevent multiple spawns // Find a random empty cell to spawn the princess var emptyCells = []; for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < GameConstants.GRID_COLS; c++) { // An empty cell has no object in it if (gameGrid.grid[r][c] === null) { emptyCells.push({ row: r, col: c }); } } } if (emptyCells.length > 0) { var spawnCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; var princess = new Princess(); princess.x = GameConstants.GRID_LEFT + spawnCell.col * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; princess.y = GameConstants.GRID_TOP + spawnCell.row * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; game.addChild(princess); gameGrid.grid[spawnCell.row][spawnCell.col] = princess; // Optional: Play a special sound effect here AudioService.playNewLevel(); } } // --- END NEW PRINCESS SPAWNING LOGIC --- // Apply combo multiplier to score (incremental: 1,2,3...) var points = this.comboMultiplier; LK.setScore(LK.getScore() + points); uiService.updateScore(LK.getScore()); AudioService.playCoinCollect(); // Set hero frame to Eat variant for this direction var eatDirection = hero.lastDirection || "down"; var eatUpWalkAlt = hero.upWalkAlt || false; if (eatDirection === "down") { // Show hero_2 when eating facing camera, then revert to hero hero.gfx.destroy(); hero.gfx = hero.attachAsset('hero_2', { anchorX: 0.5, anchorY: 0.5 }); hero.gfx.assetId = "hero_2"; LK.setTimeout(function () { hero.setFrame("down", false, false); }, 299); } else { hero.setFrame(eatDirection, true, eatUpWalkAlt); // After 299ms, revert to walk frame (not eating) LK.setTimeout(function () { hero.setFrame(eatDirection, false, eatUpWalkAlt); }, 299); } // Mark that we collected a coin this beat this.collectedThisBeat = true; // Increment combo multiplier by 1 for each consecutive coin this.comboMultiplier++; this.comboCount++; // Do NOT call checkRoundCompletion here! Only call it when the coin is actually destroyed by the projectile or collected by the hero. } } else { // No entity at current position - clear any enemy tracking this.enemyCellRow = undefined; this.enemyCellCol = undefined; // No coin collected - reset combo if we had one if (this.comboMultiplier > 1) { this.comboMultiplier = 1; this.comboCount = 0; } } }; } var currentRound = 1; var totalCoins = 0; var collectedCoins = 0; var playerHasKey = false; // Track if player has the key for win condition var princessHasSpawned = false; // Ensure princess only spawns once per round // (Projectile Counter UI removed) /** * Resets the game state and starts the next round. */ function startNextRound() { // --- Step A: Full System Reset --- // 1. Destroy ALL objects on the grid (playable AND beat cells). gameGrid.destroyAll(); // 2. Destroy the old hero. playerService.reset(); // --- Step B: Reset Game State --- currentRound++; collectedCoins = 0; totalCoins = 0; playerHasKey = false; hasPlacedFirstBeat = false; // Ava: Reset flag for new round if (sequencerService && typeof sequencerService.hasStartedLifeCounting !== "undefined") { sequencerService.hasStartedLifeCounting = false; } // --- Ava: Reset lives to full at the start of each round --- if (sequencerService) { sequencerService.lives = 5; if (uiService && typeof uiService.updateLivesUI === "function") { uiService.updateLivesUI(5); } } // --- Step C & D: Create and Shuffle the Cell Pool --- var cellPool = []; for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < GameConstants.GRID_COLS; c++) { cellPool.push({ row: r, col: c }); } } // Shuffle the pool for (var i = cellPool.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = cellPool[i]; cellPool[i] = cellPool[j]; cellPool[j] = temp; } // --- Step E: Rebuild the World --- // 1. Re-initialize the background graphics. This must happen first. gameGrid.initBackground(); // 2. Re-initialize the NEW beat grid. gameGrid.initBeatGrid(); // 3. Initialize the NEW hero and get a reference to it. playerService.initialize(); var hero = playerService.getHeroInstance(); // 4. Place the Hero. (We need to update playerService.initialize to not place it randomly) var heroCell = cellPool.shift(); hero.gridRow = heroCell.row; hero.currentCol = heroCell.col; hero.x = GameConstants.GRID_LEFT + heroCell.col * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; hero.y = GameConstants.GRID_TOP + heroCell.row * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; game.addChild(hero); // Place the Key var keyCell = cellPool.shift(); var key = new Key(); // Reset princessHasSpawned for the new round princessHasSpawned = false; key.x = GameConstants.GRID_LEFT + keyCell.col * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; key.y = GameConstants.GRID_TOP + keyCell.row * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; game.addChild(key); gameGrid.grid[keyCell.row][keyCell.col] = key; // --- Step F: Fill the Rest with Coins --- // Place a coin in every empty playable cell (not occupied by hero, princess, key, or enemy) totalCoins = 0; for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < GameConstants.GRID_COLS; c++) { // Prevent coin from spawning in the hero's cell if (!gameGrid.grid[r][c] && !(r === heroCell.row && c === heroCell.col)) { var coin = new Coin(); coin.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; coin.y = GameConstants.GRID_TOP + r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; game.addChild(coin); gameGrid.grid[r][c] = coin; totalCoins++; } else if (gameGrid.grid[r][c] && gameGrid.grid[r][c].collect && !gameGrid.grid[r][c].collected) { totalCoins++; } } } // 1. Reset the Anti-Cheat Service for the new grid layout. antiCheatService.reset(); // 2. Reset all beat grid cells to inactive so no beats remain from the previous level. for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { for (var c = 0; c < GameConstants.GRID_COLS; c++) { var cell = gameGrid.getBeatCell(r, c); if (cell && cell.active) { cell.setActive(false); gridService.updateCellVisual(cell); } } } // 3. Play the sound. sequencerService.levelTransitioning = false; // <-- RESET THE FLAG AudioService.playNewLevel(); } /** * Checks if the round is complete and triggers the next round if it is. * This function will be called whenever a coin is collected. */ function checkRoundCompletion() { // No longer used for level completion } // --- Patch coin collection logic to update counter and reset on projectile fire --- // We'll patch the doStepActions method in SequencerService below var uiService = new UIService(game); var gameGrid = new GameGrid(game); var antiCheatService = new AntiCheatService(null, gameGrid); // Initialize before gridService var gridService = new GridService(game, gameGrid, antiCheatService); var playerService = new PlayerService(game, gameGrid); // Do NOT call playerService.initialize() here; hero creation is handled in startNextRound only. var inputService = new InputService(gridService, playerService); var sequencerService = new SequencerService(gridService, playerService, uiService); // 3. Initialize Services in correct order uiService.initialize(); sequencerService.initialize(); antiCheatService.initialize(); // Set currentRound to 0 so first call to startNextRound makes it 1 currentRound = 0; startNextRound(); // 4. Connect Input Handlers to the Input Service game.down = function (x, y) { inputService.handleDown(x, y); }; game.up = function (x, y) { inputService.handleUp(x, y); }; game.move = function (x, y) { inputService.handleMove(x, y); }; // 5. Set Main Game Loop to the Sequencer Service game.update = function () { sequencerService.update(); }; // 6. Start background music AudioService.startMusic(); ; ; // End of file. All round/game start logic is now centralized in startNextRound.
===================================================================
--- original.js
+++ change.js
@@ -591,11 +591,11 @@
this.scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(this.scoreTxt);
// Lives Icons UI
this.livesIcons = [];
- var iconSpacing = 70;
- var iconStartX = 120; // leave 100px for menu, then some padding
- var iconY = 20;
+ var iconSpacing = 75;
+ var iconStartX = 250; // leave 100px for menu, then some padding
+ var iconY = 70; // Moved 50 pixels lower
for (var i = 0; i < 5; i++) {
// Place icons from left to right: leftmost is the first to go, rightmost is the last
var icon = LK.getAsset('Live', {
anchorX: 0.5,
cute 2D illustration of a delicious musical note as a collectible item in a casual mobile game. In-Game asset. 2d. High contrast. No shadows
an angry isometric red square bullfrog character for a casual mobile game, facing the camera directly. In-Game asset. 2d. High contrast. No shadows
a delicious looking isometric symphony shaped golden key drawn as a 2D illustration for a cute mobile game. In-Game asset. 2d. High contrast. No shadows
a delicious looking isometric heart icon drawn as a 2D illustration for a cute mobile game. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Hero sees Princess's beautiful piano playing, falls in love Panel 1: Hero living normal life in penguin village Panel 2: Hears beautiful piano music from Princess's ice palace Panel 3: Sees Princess playing gracefully, hearts float around Hero Panel 4: Hero determined but nervous, looking at his flippers. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Hero doubts himself, thinks he's not good enough Panel 1: Hero tries to approach Princess's palace but stops Panel 2: Sees other talented penguins playing instruments near Princess Panel 3: Hero looks at his flippers sadly, musical notes are wobbly/off-key Panel 4: Hero walks away discouraged, head down. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Old wise penguin teaches Hero about music and courage Panel 1: Hero meets old penguin with small piano on ice floe Panel 2: Old penguin demonstrates simple piano scales, notes are warm/golden Panel 3: Hero tries playing, makes mistakes but old penguin encourages Panel 4: Hero practices with determination, musical notes getting brighter. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero commits to learning piano seriously Panel 1: Hero finds small piano and sets up practice space Panel 2: Hero practicing at sunrise, warm golden morning light Panel 3: Musical notes gradually improve from wobbly to steady Panel 4: Hero still practicing under moonlight, showing dedication through full day In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero faces challenges and obstacles in his musical journey Panel 1: Hero struggles with difficult piano piece, frustrated Panel 2: Other penguins mock his practicing, musical notes look harsh/jagged Panel 3: Hero's flippers are sore, he looks exhausted Panel 4: But Hero persists, practicing by moonlight, determined expression In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero's biggest challenge - public performance disaster Panel 1: Hero attempts to play for Princess at village gathering Panel 2: Makes terrible mistakes, wrong red notes everywhere, crowd looks shocked Panel 3: Princess looks disappointed, Hero devastated and embarrassed Panel 4: Hero runs away, hiding behind ice block, feeling defeated In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero finds his true musical voice and inner strength Panel 1: Hero alone with piano, plays from his heart instead of trying to impress Panel 2: Beautiful, unique music flows from him, notes shimmer with emotion Panel 3: Princess secretly listens from distance, moved by his genuine music Panel 4: Hero realizes music should come from the heart, not ego. In-Game asset. 2d. High contrast. No shadows
4-panel comic strip, no text, cute cartoon style, bright colors, black outlines. Characters: Penguin Hero (small, determined) + Penguin Princess (elegant, crown) + Village Penguins Central Theme: Music connects hearts, piano mastery wins love. Story: Hero's grand performance wins Princess's heart and village's admiration Panel 1: Hero plays grand piano on large ice stage, whole village watching Panel 2: Beautiful music fills the air, all penguins are enchanted, notes sparkle Panel 3: Princess approaches Hero, heart symbols floating between them Panel 4: Hero and Princess together at piano, playing duet, village celebrates with hearts/music notes everywhere. In-Game asset. 2d. High contrast. No shadows
A simple top-down 2D illustration of a calm arctic lake. The scene shows the edge of the water, with a soft, snowy shoreline framing the top and one side of the image. The lake itself is a calm, light blue, with subtle light reflections on the surface to suggest water. The art style is soft and clean, like a children's book illustration.. In-Game asset. 2d. High contrast. No shadows
cold water splash 2d illustration. top-view perspective. In-Game asset. 2d. High contrast. No shadows