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Consolidate Visual Creation in GridService The GridService will now be the sole authority on creating visuals for the grid. Rename initVisuals to createAllVisuals: This makes its purpose clearer. This single function will create both the background and the beat cell graphics. Generated javascript // In GridService this.createAllVisuals = function() { // 1. Create the background cells and add them to the midground for (var r = 0; r < this.gameGrid.rows; r++) { for (var c = 0; c < this.gameGrid.cols; c++) { var bgCell = LK.getAsset('emptycell', { /*...*/ }); bgCell.x = /*...*/; bgCell.y = /*...*/; midgroundContainer.addChild(bgCell); } } // 2. Create the beat cell graphics based on the logical grid for (var r = 0; r < this.gameGrid.beatRows; r++) { for (var c = 0; c < this.gameGrid.cols; c++) { var cell = this.gameGrid.getBeatCell(r, c); if (cell) { this.createCellVisual(cell, r, c); // Your existing function is good } } } };
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The GameGrid should not be responsible for creating visuals. Let's simplify its job. Modify GameGrid.initBeatGrid: This function should only create the logical BeatCell objects and put them in the data grid. That's it. Generated javascript // In GameGrid 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); // Create the logical object. this.grid[gridRow][c] = cell; // Store it in the data grid. } } };
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Please fix the bug: 'Uncaught TypeError: this.children[t].updateTransform is not a function' in or related to this line: ';' Line Number: 1606
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Please fix the bug: 'Uncaught TypeError: this.children[t].updateTransform is not a function' in or related to this line: ';' Line Number: 1598
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Please fix the bug: 'this.children[e].setStageReference is not a function' in or related to this line: ';' Line Number: 1619
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Please fix the bug: 'this.children[e].setStageReference is not a function' in or related to this line: ';' Line Number: 1597
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make sure the sequence goes like this. All service objects are created. startNextRound sets up the logical state of the world (places hero, coins, etc. in the data grid). gridService.initVisuals then reads that logical state and creates the corresponding visual objects in the correct layers. Finally, the game loop begins.
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We need to ensure all services exist before we start building the level. Modify GameGrid.initBeatGrid: Remove the call to gridService.createCellVisual. The GameGrid should only be responsible for creating the logical BeatCells and storing them. The GridService will handle creating the visuals for them later. // In GameGrid.initBeatGrid 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); // Create logical object this.grid[gridRow][c] = cell; // Store it // DO NOT create visuals here. } } }; Use code with caution. JavaScript Create a New GridService.initVisuals Method: This method will loop through the now-existing logical beat cells in the gameGrid and create their visual counterparts. // Inside function GridService(...) this.initVisuals = function() { // Now that the grid is full of logical cells, create their graphics for (var r = 0; r < gameGrid.beatRows; r++) { for (var c = 0; c < gameGrid.cols; c++) { var cell = gameGrid.getBeatCell(r, c); if (cell) { this.createCellVisual(cell, r, c); } } } }; Use code with caution. JavaScript Finally, fix the main startup sequence at the bottom of the script: The key is to run the startNextRound logic after all services are instantiated, but before the visuals for the GridService are created. // --- AT THE BOTTOM OF THE SCRIPT --- // 1. Instantiate All Services (no change here) var uiService = new UIService(game); var gameGrid = new GameGrid(game); var antiCheatService = new AntiCheatService(null, gameGrid); var gridService = new GridService(game, gameGrid, antiCheatService); var playerService = new PlayerService(game, gameGrid); var inputService = new InputService(gridService, playerService); var sequencerService = new SequencerService(gridService, playerService, uiService); // Pass the gridService reference back to antiCheatService now that it exists antiCheatService.gridService = gridService; // 2. Initialize Core Services uiService.initialize(); sequencerService.initialize(); // 3. Start the First Round (places logical objects and non-beat-grid visuals) currentRound = 0; startNextRound(); // 4. NOW, create the beat grid visuals gridService.initVisuals(); // <-- This will now work correctly // 5. Initialize the anti-cheat system last, now that visuals exist antiCheatService.initialize(); // 6. Connect Input Handlers and Start the Game game.down = function (x, y) { /* ... */ }; game.up = function (x, y) { /* ... */ }; game.move = function (x, y) { /* ... */ }; game.update = function () { sequencerService.update(); }; AudioService.startMusic();
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The destroyAll method needs to handle the cleanup of all container children, not just grid-managed objects. The safest way is to clear the containers directly. Replace the GameGrid.destroyAll method with this logic inside startNextRound: function startNextRound() { // --- Step A: Full System Reset --- // 1. Destroy ALL visual objects by clearing the containers. backgroundContainer.removeChildren(); midgroundContainer.removeChildren(); foregroundContainer.removeChildren(); // 2. Clear the logical grid data. for (var r = 0; r < gameGrid.rows; r++) { for (var c = 0; c < gameGrid.cols; c++) { gameGrid.grid[r][c] = null; } } // 3. Destroy the old hero. playerService.reset(); // ... rest of the function ... }
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Ensure All Other Objects Use the Layers Go through your entire codebase. Find every single instance of game.addChild(...) and change it to add the object to the correct layer container. midgroundContainer.addChild(hero) in startNextRound. midgroundContainer.addChild(coin) in startNextRound. midgroundContainer.addChild(key) when it spawns. midgroundContainer.addChild(princess) when it spawns. foregroundContainer.addChild(highlight) in UIService.
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The GridService should be the only thing that creates and destroys the visual gfx objects for the beat cells. This centralizes control. In GameGrid.initBeatGrid, change how you create cells: // Inside GameGrid.initBeatGrid 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); // Create the logical object // Let GridService create the visual part gridService.createCellVisual(cell, r, c); this.grid[gridRow][c] = cell; } } }; Use code with caution. JavaScript Create a createCellVisual method in GridService: // Inside function GridService(...) this.createCellVisual = function(cell, beatRow, col) { var assetId = 'cell'; if (beatRow === 0) assetId = 'cellActive'; else if (beatRow === 1) assetId = 'cellLeft'; else if (beatRow === 2) assetId = 'cellRight'; else if (beatRow === 3) assetId = 'cellDown'; var gfx = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5, alpha: 0.1 // Start dim }); // Position it var gridRow = gameGrid.playableRows + beatRow; gfx.x = GameConstants.GRID_LEFT + col * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; gfx.y = GameConstants.GRID_TOP + gridRow * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; // ** THE CRITICAL FIX ** // Add the graphic to the correct layer and attach it to the logical cell foregroundContainer.addChild(gfx); cell.gfx = gfx; }; Use code with caution. JavaScript Modify GridService.updateCellVisual: This method now only needs to update the alpha, not recreate the object from scratch. // Inside GridService this.updateCellVisual = function(cell) { if (cell.gfx) { cell.gfx.alpha = cell.active ? 1.0 : 0.1; } };
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The BeatCell Must Not Be a Container This is the most important conceptual change. A BeatCell should not be a Container. It's a logical object that manages a graphic. The graphic itself is the thing that needs to be in a layer. Refactor BeatCell: // Change this // var BeatCell = Container.expand(function (row) { ... }); // To this: a simple constructor function function BeatCell(row) { this.active = false; this.row = row; this.gfx = null; // We will create and manage the graphic externally this.toggle = function () { this.active = !this.active; }; this.setActive = function (val) { if (this.active !== val) { this.toggle(); } }; }
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move the transition assets in the foreground container
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move the emptycells in the midground container and the beat cells like cellActive, cellDOwn etc in the foreground container
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move the emptycells in the midground container
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the cells htat have beats on them like cellTopor cellLeft etc should use the cell asset instead of the Emptycell one
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the cells htat have beats on them like cellTopor cellLeft etc should use the cell asset instead of the Emptycell one
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the cells htat have beats on them like cellTopor cellLeft etc should not also have a cellEmpty overlayed
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move the beat cells in the foreground container
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the hero can be dragged with the mouse, remove that ability please
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the empty cells have transparency, remove that please
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create a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order and attaching new instances to one of them, instead of attaching directly to the game Container and sorting them.
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please make the game background white
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at the bottom of each panel, also add a text to acompany each image. here's the texts for each of the 8 panels. "One day, Pengu heard the most beautiful piano song in the village." "Pengu dreamed of meeting the Princess, but fear held him back." "An old penguin showed Pengu that music flows from the heart." "Pengu found a piano and practiced from dawn till midnight." "Even through mockery and pain, Pengu never gave up." "His first performance was a complete fiasco." "But playing with pure heart, Pengu found his true song." "His heartfelt music finally won the Princess's love."
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create a debugg button that allows me to instantly win the level and move on the the next one, so that I can test the transitions between the levels and the final screen. use the enemy asset as the button and place it at the top of the screen left to the score text
/**** * 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: 0xffffff }); /**** * Game Code ****/ // Create layered containers for proper z-ordering var backgroundContainer = new Container(); var midgroundContainer = new Container(); var foregroundContainer = new Container(); // Add containers to game in correct order game.addChild(backgroundContainer); game.addChild(midgroundContainer); game.addChild(foregroundContainer); /** * 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. */ /************************* * CORE GAME OBJECTS *************************/ // 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; backgroundContainer.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; midgroundContainer.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; midgroundContainer.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; // --- LIVES UI STATE --- this.livesIcons = []; this.livesAnchorX = 0.5; // default center, can be set externally this.livesAnchorY = 0; // default top, can be set externally this.livesIconSpacing = 100; // px between icons 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.createLivesIcons(5); // 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 foregroundContainer.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; } }; // Create the lives icons and add to gui overlay this.createLivesIcons = function (num) { if (this.livesIcons && this.livesIcons.length) { for (var i = 0; i < this.livesIcons.length; i++) { if (this.livesIcons[i] && typeof this.livesIcons[i].destroy === "function") { this.livesIcons[i].destroy(); } } } this.livesIcons = []; for (var i = 0; i < num; i++) { var icon = LK.getAsset('Live', { anchorX: 0.5, anchorY: 0.5 }); icon.width = 80; icon.height = 78.75; this.livesIcons.push(icon); LK.gui.addChild(icon); } this.updateLivesIconsPosition(); }; // Update the position of the lives icons based on anchor this.updateLivesIconsPosition = function () { var num = this.livesIcons.length; this.livesIconSpacing = 90; // Reduced spacing to move icons closer together var totalWidth = (num - 1) * this.livesIconSpacing; var anchorX = 0.85; // Position to the right side of screen var anchorY = this.livesAnchorY; var guiW = LK.gui.width || 2038; var guiH = LK.gui.height || 2732; var baseX = Math.floor(anchorX * guiW - totalWidth / 2); var baseY = Math.floor(anchorY * guiH + 40); // 40px margin from top by default for (var i = 0; i < this.livesIcons.length; i++) { var icon = this.livesIcons[i]; icon.x = baseX + i * this.livesIconSpacing; icon.y = baseY; icon.visible = true; } }; // Set the anchor for the lives UI (0..1 for x and y) this.setLivesAnchor = function (anchorX, anchorY) { this.livesAnchorX = anchorX; this.livesAnchorY = anchorY; this.updateLivesIconsPosition(); }; // Update the lives UI to show the correct number of icons this.updateLivesUI = function (currentLives) { for (var i = 0; i < this.livesIcons.length; i++) { // Hide icons from left to right as lives are lost this.livesIcons[i].visible = i >= this.livesIcons.length - currentLives; } }; this.updateScore = function (newScore) { this.scoreTxt.setText(newScore); }; // 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); // If a beat was just placed (cell became active), notify sequencerService if (cell.active && typeof sequencerService !== "undefined" && !sequencerService.hasPlacedBeat) { sequencerService.hasPlacedBeat = true; } } }; 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); } 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 // --- LIVES SYSTEM STATE --- this.lives = 5; this.collectedInSequence = false; // Tracks if a coin was collected in the current 8-beat loop this.lifeSystemActive = false; // Only start deducting lives after first beat placed and sequence ends this.hasPlacedBeat = false; // Tracks if player has placed a beat at all 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) { // If player has placed a beat and life system is not yet active, activate it now (but don't deduct a life this sequence) if (this.hasPlacedBeat && !this.lifeSystemActive) { this.lifeSystemActive = true; } else if (this.lifeSystemActive) { 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); // 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(); if (!hero) { return; // Exit early if hero doesn't exist } 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; } // --- Princess logic --- else if (entity instanceof Princess) { if (playerHasKey && !this.levelTransitioning) { // <-- ADD THIS CHECK this.levelTransitioning = true; // <-- SET THE FLAG IMMEDIATELY // Show transition screen instead of immediately advancing showTransitionScreen(); 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(); gameGrid.grid[heroRow][heroCol] = null; // (Projectile logic removed) // 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; // Mark that we collected a coin in this sequence this.collectedInSequence = true; // Increment combo multiplier by 1 for each consecutive coin this.comboMultiplier++; this.comboCount++; // Update collected coins counter collectedCoins++; // Check if we should spawn the key (25% of coins collected) if (!keySpawned && collectedCoins >= Math.floor(totalCoins * 0.25)) { // Find any empty cell where a coin has been collected var emptyCell = null; for (var r = 0; r < gameGrid.playableRows && !emptyCell; r++) { for (var c = 0; c < GameConstants.GRID_COLS && !emptyCell; c++) { // Skip hero's current position var hero = this.playerService.getHeroInstance(); if (r === hero.gridRow && c === hero.currentCol) { continue; } // Check if cell is empty (coin was collected) if (!gameGrid.grid[r][c]) { emptyCell = { row: r, col: c }; } } } // Spawn key in the found empty cell if (emptyCell) { var key = new Key(); key.x = GameConstants.GRID_LEFT + emptyCell.col * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; key.y = GameConstants.GRID_TOP + emptyCell.row * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; midgroundContainer.addChild(key); gameGrid.grid[emptyCell.row][emptyCell.col] = key; keySpawned = true; } } // Check if we should spawn the princess (51% of coins collected AND key collected) if (!princessSpawned && collectedCoins >= Math.floor(totalCoins * 0.51) && playerHasKey) { // Find any empty cell where a coin has been collected var emptyCell = null; for (var r = 0; r < gameGrid.playableRows && !emptyCell; r++) { for (var c = 0; c < GameConstants.GRID_COLS && !emptyCell; c++) { // Skip hero's current position var hero = this.playerService.getHeroInstance(); if (r === hero.gridRow && c === hero.currentCol) { continue; } // Check if cell is empty (coin was collected) and not occupied by key if (!gameGrid.grid[r][c]) { emptyCell = { row: r, col: c }; } } } // Spawn princess in the found empty cell if (emptyCell) { var princess = new Princess(); princess.x = GameConstants.GRID_LEFT + emptyCell.col * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; princess.y = GameConstants.GRID_TOP + emptyCell.row * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; midgroundContainer.addChild(princess); gameGrid.grid[emptyCell.row][emptyCell.col] = princess; princessSpawned = true; } } // 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 keySpawnRow = 0; var keySpawnCol = 0; var princessSpawnRow = 0; var princessSpawnCol = 0; var keySpawned = false; var princessSpawned = false; var transitionScreen = null; var transitionOverlay = null; var transitionAsset = null; var transitionText = null; var currentStoryPanel = 1; // Track which story panel to show (1-8) var maxStoryPanels = 8; // Total number of story panels var storyTexts = ["One day, Pengu heard the most beautiful piano song in the village.", "Pengu dreamed of meeting the Princess, but fear held him back.", "An old penguin showed Pengu that music flows from the heart.", "Pengu found a piano and practiced from dawn till midnight.", "Even through mockery and pain, Pengu never gave up.", "His first performance was a complete fiasco.", "But playing with pure heart, Pengu found his true song.", "His heartfelt music finally won the Princess's love."]; var storyText = null; function showTransitionScreen() { // Pause the sequencer to stop beats and movement sequencerService.playing = false; // Hide score text and lives icons if (uiService.scoreTxt) { uiService.scoreTxt.visible = false; } for (var i = 0; i < uiService.livesIcons.length; i++) { uiService.livesIcons[i].visible = false; } // Create white overlay covering entire screen transitionOverlay = LK.getAsset('cellWhite', { anchorX: 0, anchorY: 0, scaleX: 20, // Scale to cover full screen width scaleY: 30 // Scale to cover full screen height }); transitionOverlay.x = 0; transitionOverlay.y = 0; foregroundContainer.addChild(transitionOverlay); // Determine which story panel to show based on current round var storyAssetName = 'Transition'; if (currentStoryPanel > 1) { storyAssetName = 'Transition_' + currentStoryPanel; } // Create transition asset with current story panel transitionAsset = LK.getAsset(storyAssetName, { anchorX: 0.5, anchorY: 0.5 }); transitionAsset.x = 2048 / 2; // Center horizontally transitionAsset.y = 2732 / 2; // Center vertically // Create "Tap to SKIP" text at top transitionText = new Text2('Tap to SKIP', { size: 80, fill: 0x000000 // Black text }); transitionText.anchor.set(0.5, 0); transitionText.x = 2048 / 2; // Center horizontally transitionText.y = 100; // Near top of screen // Create story text at bottom var storyTextContent = storyTexts[currentStoryPanel - 1]; // currentStoryPanel is 1-indexed storyText = new Text2(storyTextContent, { size: 60, fill: 0x000000 // Black text }); storyText.anchor.set(0.5, 1); // Center horizontally, anchor at bottom storyText.x = 2048 / 2; // Center horizontally storyText.y = 2732 - 100; // Near bottom of screen with margin } function hideTransitionScreen() { // Destroy all current board objects including hero, princess, coins gameGrid.destroyAll(); playerService.reset(); // Resume the sequencer sequencerService.playing = true; // Show score text and lives icons again if (uiService.scoreTxt) { uiService.scoreTxt.visible = true; } for (var i = 0; i < uiService.livesIcons.length; i++) { uiService.livesIcons[i].visible = true; } if (transitionOverlay) { transitionOverlay.destroy(); transitionOverlay = null; } if (transitionAsset) { transitionAsset.destroy(); transitionAsset = null; } if (transitionText) { transitionText.destroy(); transitionText = null; } if (storyText) { storyText.destroy(); storyText = null; } } /** * 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; playerHasKey = false; // Reset lives system sequencerService.lives = 5; sequencerService.collectedInSequence = false; sequencerService.lifeSystemActive = false; sequencerService.hasPlacedBeat = false; uiService.updateLivesUI(sequencerService.lives); // --- 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; midgroundContainer.addChild(hero); // --- Step F: Fill with Coins Only --- // Place a coin in every empty playable cell (except hero's cell) 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 (!(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; midgroundContainer.addChild(coin); gameGrid.grid[r][c] = coin; totalCoins++; } } } // Store key and princess positions for later spawning var keyCell = cellPool.shift(); var princessCell = cellPool.shift(); // Store the key and princess positions globally for spawning later keySpawnRow = keyCell.row; keySpawnCol = keyCell.col; princessSpawnRow = princessCell.row; princessSpawnCol = princessCell.col; keySpawned = false; princessSpawned = false; // 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) { // Check if transition screen is active if (transitionOverlay) { // Advance to next story panel currentStoryPanel++; // Check if we've reached the end of the story if (currentStoryPanel > maxStoryPanels) { // Story is complete - show you win and end game hideTransitionScreen(); LK.showYouWin(); return; } // Dismiss transition screen and advance to next round hideTransitionScreen(); LK.setTimeout(startNextRound, 100); return; } 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(); // Debug button for instant level completion var debugButton = LK.getAsset('enemy', { anchorX: 0.5, anchorY: 0 }); debugButton.width = 100; debugButton.height = 92.6; LK.gui.addChild(debugButton); // Position debug button to the left of score text debugButton.x = LK.gui.width * 0.3; // Left side of screen debugButton.y = 40; // Same vertical position as score // Add click handler for debug button debugButton.down = function (x, y, obj) { // Instantly trigger level completion by simulating princess collection if (!sequencerService.levelTransitioning) { playerHasKey = true; // Ensure player has key sequencerService.levelTransitioning = true; // Set transition flag showTransitionScreen(); // Show transition screen } }; ; ; // End of file. All round/game start logic is now centralized in startNextRound.;
===================================================================
--- original.js
+++ change.js
@@ -192,34 +192,42 @@
/****
* Game Code
****/
+// Create layered containers for proper z-ordering
+var backgroundContainer = new Container();
+var midgroundContainer = new Container();
+var foregroundContainer = new Container();
+// Add containers to game in correct order
+game.addChild(backgroundContainer);
+game.addChild(midgroundContainer);
+game.addChild(foregroundContainer);
/**
-* AntiCheatService
-* Responsibility: Manages disabling random cells from each beat layer each round
+* 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.
*/
-/**
-* GameConstants
-* Responsibility: To hold all static configuration and magic numbers in one place
-* for easy tuning and maintenance.
-*/
/*************************
-* GAME CONFIGURATION
+* CORE GAME OBJECTS
*************************/
-// Plugins (Unchanged)
-// Assets (Unchanged)
+// 2. Instantiate All Services
/*************************
* ASSETS & PLUGINS
*************************/
-// 2. Instantiate All Services
+// Assets (Unchanged)
+// Plugins (Unchanged)
/*************************
-* CORE GAME OBJECTS
+* GAME CONFIGURATION
*************************/
/**
-* 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.
+* 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
@@ -370,9 +378,9 @@
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);
+ backgroundContainer.addChild(bgCell);
// No coin creation here
}
}
// No return value needed
@@ -384,9 +392,9 @@
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);
+ midgroundContainer.addChild(cell);
this.grid[gridRow][c] = cell;
}
}
};
@@ -460,9 +468,9 @@
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);
+ midgroundContainer.addChild(coin);
this.grid[r][c] = coin;
coinCount++;
}
}
@@ -606,9 +614,9 @@
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);
+ foregroundContainer.addChild(highlight);
this.columnHighlights.push(highlight);
}
// Hide all highlights at start
for (var i = 0; i < this.columnHighlights.length; i++) {
@@ -1210,9 +1218,9 @@
if (emptyCell) {
var key = new Key();
key.x = GameConstants.GRID_LEFT + emptyCell.col * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2;
key.y = GameConstants.GRID_TOP + emptyCell.row * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2;
- game.addChild(key);
+ midgroundContainer.addChild(key);
gameGrid.grid[emptyCell.row][emptyCell.col] = key;
keySpawned = true;
}
}
@@ -1240,9 +1248,9 @@
if (emptyCell) {
var princess = new Princess();
princess.x = GameConstants.GRID_LEFT + emptyCell.col * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2;
princess.y = GameConstants.GRID_TOP + emptyCell.row * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2;
- game.addChild(princess);
+ midgroundContainer.addChild(princess);
gameGrid.grid[emptyCell.row][emptyCell.col] = princess;
princessSpawned = true;
}
}
@@ -1297,9 +1305,9 @@
scaleY: 30 // Scale to cover full screen height
});
transitionOverlay.x = 0;
transitionOverlay.y = 0;
- game.addChild(transitionOverlay);
+ foregroundContainer.addChild(transitionOverlay);
// Determine which story panel to show based on current round
var storyAssetName = 'Transition';
if (currentStoryPanel > 1) {
storyAssetName = 'Transition_' + currentStoryPanel;
@@ -1310,18 +1318,16 @@
anchorY: 0.5
});
transitionAsset.x = 2048 / 2; // Center horizontally
transitionAsset.y = 2732 / 2; // Center vertically
- game.addChild(transitionAsset);
// Create "Tap to SKIP" text at top
transitionText = new Text2('Tap to SKIP', {
size: 80,
fill: 0x000000 // Black text
});
transitionText.anchor.set(0.5, 0);
transitionText.x = 2048 / 2; // Center horizontally
transitionText.y = 100; // Near top of screen
- game.addChild(transitionText);
// Create story text at bottom
var storyTextContent = storyTexts[currentStoryPanel - 1]; // currentStoryPanel is 1-indexed
storyText = new Text2(storyTextContent, {
size: 60,
@@ -1329,9 +1335,8 @@
});
storyText.anchor.set(0.5, 1); // Center horizontally, anchor at bottom
storyText.x = 2048 / 2; // Center horizontally
storyText.y = 2732 - 100; // Near bottom of screen with margin
- game.addChild(storyText);
}
function hideTransitionScreen() {
// Destroy all current board objects including hero, princess, coins
gameGrid.destroyAll();
@@ -1411,9 +1416,9 @@
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);
+ midgroundContainer.addChild(hero);
// --- Step F: Fill with Coins Only ---
// Place a coin in every empty playable cell (except hero's cell)
totalCoins = 0;
for (var r = 0; r < gameGrid.playableRows; r++) {
@@ -1422,9 +1427,9 @@
if (!(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);
+ midgroundContainer.addChild(coin);
gameGrid.grid[r][c] = coin;
totalCoins++;
}
}
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