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Update All Calls to updateCellVisual Now we need to find every place we call updateCellVisual and provide the new required arguments. In GridService.toggleCell: This function already finds the column. Now it just needs to pass it along. Generated javascript // In GridService.toggleCell // ... (your logic for toggling) ... cell.toggle(); // Pass the correct row and column to the updated function. this.updateCellVisual(cell, cell.row, col); // 'col' is the column found earlier in this function Use code with caution. JavaScript In the startNextRound Cleanup Loop (The Core Fix): This is where the visual shift bug is happening. Now we can give updateCellVisual the correct, unambiguous coordinates. Generated javascript // In startNextRound, at the end 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) { if (cell.active) { cell.setActive(false); } // Call the updated function with the known correct row (r) and column (c). gridService.updateCellVisual(cell, r, c); } } }
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Refactor GridService.updateCellVisual Change the method to accept the row and col as arguments, so it doesn't have to find them itself. Current updateCellVisual: Generated javascript this.updateCellVisual = function (cell) { if (cell.gfx) { var col = -1; // Has to find the column... // ...loop to find col... var isDisabled = this.antiCheatService.isCellDisabled(cell.row, col); // ... } }; Use code with caution. JavaScript New, Corrected updateCellVisual: Generated javascript // In GridService this.updateCellVisual = function (cell, beatRow, col) { if (cell.gfx) { // No need to find the row and col, they are passed in directly. var isDisabled = this.antiCheatService.isCellDisabled(beatRow, col); if (isDisabled) { cell.gfx.alpha = 0; // Always force disabled cells to be transparent } else { cell.gfx.alpha = cell.active ? 1.0 : 0.1; // Normal behavior } } };
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the game correctly disabled 2 cells from each beat layer, but visually they are distinct. like the 2 disabled beats actually have assets over them, and the ones that are actually active appear as inactive. there's basically a shift. 2 tiles get correctly disabled, btu the ones they don't don't visually reflect thiw, two other still active cells look as if disabled. fix this
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the game correctly disabled 2 cells from each beat layer, but visually they are distinct. like the 2 disabled beats actually have assets over them, and the ones that are actually active appear as inactive
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Remove the Old, Unreliable Method You can now completely delete the getBeatCellAt(x, y) method from the GameGrid class. It is no longer needed and was a source of confusion. The GridService now handles all coordinate translation. By making these changes, you establish a single, unambiguous path for handling user input: InputService gets raw (x, y). It asks GridService.getCellAt(x, y) for the corresponding cell. GridService.getCellAt uses its new, reliable getGridPositionFromCoords to get a logical {row, col}. It checks that {row, col} against the antiCheatService. Only if the cell is valid and not disabled does it return the BeatCell object.
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Refactor getCellAt and toggleCell to Use the New Function Now we refactor the other methods to use this single source of truth. Modify GridService.getCellAt(x, y): Generated javascript // In GridService this.getCellAt = function(x, y) { var pos = this.getGridPositionFromCoords(x, y); // If the click was outside the beat grid, pos will be null. if (!pos) { return null; } // Now that we have a definitive {row, col}, check if it's disabled. if (this.antiCheatService.isCellDisabled(pos.row, pos.col)) { return null; // Return null if disabled. } // If it's valid, get the cell object from the gameGrid. return this.gameGrid.getBeatCell(pos.row, pos.col); }; Use code with caution. JavaScript Modify GridService.toggleCell(cell, mode): This function no longer needs to find the column; it already knows the cell. We just need to find its column to check the anti-cheat status one last time to be safe. Generated javascript // In GridService this.toggleCell = function (cell, mode) { // Find the column of the cell that was passed in. var col = -1; for (var c = 0; c < GameConstants.GRID_COLS; c++) { if (this.gameGrid.getBeatCell(cell.row, c) === cell) { col = c; break; } } // If we found the column, perform a final check. if (col !== -1 && this.antiCheatService.isCellDisabled(cell.row, col)) { return; // This is our definitive guard clause. } // --- The rest of your toggleCell logic can now run safely --- var needsChange = mode === 'add' && !cell.active || mode === 'remove' && cell.active; if (needsChange) { // ... your one-beat-per-column logic ... cell.toggle(); this.updateCellVisual(cell); // ... notify sequencer ... } };
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Create a Reliable Coordinate-to-Grid-Position Function Let's create one, foolproof function in GridService that does this translation. In GridService, create a new method getGridPositionFromCoords(x, y): Generated javascript // Add this new method to GridService this.getGridPositionFromCoords = function(x, y) { // Check if the click is within the horizontal bounds of the beat grid if (x < GameConstants.GRID_LEFT || x > GameConstants.GRID_LEFT + (GameConstants.GRID_COLS * GameConstants.CELL_SIZE)) { return null; } // Check if the click is within the vertical bounds of the beat grid var beatGridTop = GameConstants.GRID_TOP + (this.gameGrid.playableRows * GameConstants.CELL_SIZE); if (y < beatGridTop || y > beatGridTop + (GameConstants.BEAT_ROWS * GameConstants.CELL_SIZE)) { return null; } // If it's within the bounds, calculate the row and column var col = Math.floor((x - GameConstants.GRID_LEFT) / GameConstants.CELL_SIZE); var row = Math.floor((y - beatGridTop) / GameConstants.CELL_SIZE); // Return the logical grid position return { row: row, col: col }; };
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Go to the InputService.handleMove method. The logic can be simplified because gridService.getCellAt already filters out disabled cells. Corrected InputService.handleMove: Generated javascript // In InputService this.handleMove = function (x, y) { if (this.isPainting) { // gridService.getCellAt already returns null for disabled cells. var cell = this.gridService.getCellAt(x, y); // If we found a valid (non-disabled) cell and it's a new one... if (cell && cell !== this.lastPaintedCell) { this.lastPaintedCell = cell; // The now-fortified toggleCell will handle the rest. this.gridService.toggleCell(cell, this.paintMode); } } };
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Step 1: Fix GridService.toggleCell (The Gatekeeper) This function MUST be able to protect itself, regardless of who calls it. It needs to find the column of the cell it's given. In GridService, find the toggleCell method. The very first thing it does should be to find its own column and check its disabled status. Corrected GridService.toggleCell: Generated javascript // In GridService this.toggleCell = function (cell, mode) { // --- THIS IS THE CRITICAL FIX --- // Find the column index of the cell that was passed in. var col = -1; for (var c = 0; c < GameConstants.GRID_COLS; c++) { if (this.gameGrid.getBeatCell(cell.row, c) === cell) { col = c; break; } } // Now, perform the check. If the cell is disabled, do nothing. if (col !== -1 && this.antiCheatService.isCellDisabled(cell.row, col)) { return; // Exit immediately. } // --- The rest of your original, correct logic follows --- var needsChange = mode === 'add' && !cell.active || mode === 'remove' && cell.active; if (needsChange) { if (mode === 'add') { // ... (your logic to handle one beat per column is fine) ... } cell.toggle(); this.updateCellVisual(cell); if (cell.active && typeof sequencerService !== "undefined" && !sequencerService.hasPlacedBeat) { sequencerService.hasPlacedBeat = true; } } };
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the anti cheat system is still broken, I can enable beat cells that are disabled, can you fix that to ensure disabled beats can't be turned on?
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Go to InputService.handleDown and InputService.handleMove. Remove the manual loops and the isCellDisabled checks you added there. The logic becomes beautifully simple again. Corrected InputService.handleDown: Generated javascript // In InputService this.handleDown = function (x, y) { // gridService.getCellAt now automatically returns null for disabled cells. var cell = this.gridService.getCellAt(x, y); // If cell is not null, we know for a fact it's a valid, clickable cell. if (cell) { this.isPainting = true; this.paintMode = cell.active ? 'remove' : 'add'; this.lastPaintedCell = cell; this.gridService.toggleCell(cell, this.paintMode); } };
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Go to the GridService constructor function. Find the getCellAt method. We will modify this method to consult the antiCheatService before it returns a cell. Current GridService.getCellAt: Generated javascript this.getCellAt = function (x, y) { var cell = this.gameGrid.getBeatCellAt(x, y); // The check for disabled cells is currently happening in InputService, which is wrong. return cell; }; Use code with caution. JavaScript Corrected GridService.getCellAt: Generated javascript // In GridService this.getCellAt = function (x, y) { // First, find a potential cell based on screen coordinates. var cell = this.gameGrid.getBeatCellAt(x, y); // If no cell was found at all, just return null. if (!cell) { return null; } // --- THIS IS THE CRITICAL FIX --- // Now that we have a cell, we MUST check if it's disabled. // Find its column index. var col = -1; for (var c = 0; c < GameConstants.GRID_COLS; c++) { if (this.gameGrid.getBeatCell(cell.row, c) === cell) { col = c; break; } } // If the cell IS disabled, return null as if we never found it. if (col !== -1 && this.antiCheatService.isCellDisabled(cell.row, col)) { return null; } // If we've made it this far, the cell is valid and not disabled. Return it. return cell; };
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Go to the GridService constructor function. Find the getCellAt method. We will modify this method to consult the antiCheatService before it returns a cell. Current GridService.getCellAt: Generated javascript this.getCellAt = function (x, y) { var cell = this.gameGrid.getBeatCellAt(x, y); // The check for disabled cells is currently happening in InputService, which is wrong. return cell; }; Use code with caution. JavaScript Corrected GridService.getCellAt: Generated javascript // In GridService this.getCellAt = function (x, y) { // First, find a potential cell based on screen coordinates. var cell = this.gameGrid.getBeatCellAt(x, y); // If no cell was found at all, just return null. if (!cell) { return null; } // --- THIS IS THE CRITICAL FIX --- // Now that we have a cell, we MUST check if it's disabled. // Find its column index. var col = -1; for (var c = 0; c < GameConstants.GRID_COLS; c++) { if (this.gameGrid.getBeatCell(cell.row, c) === cell) { col = c; break; } } // If the cell IS disabled, return null as if we never found it. if (col !== -1 && this.antiCheatService.isCellDisabled(cell.row, col)) { return null; } // If we've made it this far, the cell is valid and not disabled. Return it. return cell; }; Use code with caution. JavaScript Step 2: Simplify the InputService Now that the gridService.getCellAt is a reliable gatekeeper, we can remove the redundant and complex checks from the InputService, making it much cleaner. Go to InputService.handleDown and InputService.handleMove. Remove the manual loops and the isCellDisabled checks you added there. The logic becomes beautifully simple again. Corrected InputService.handleDown: Generated javascript // In InputService this.handleDown = function (x, y) { // gridService.getCellAt now automatically returns null for disabled cells. var cell = this.gridService.getCellAt(x, y); // If cell is not null, we know for a fact it's a valid, clickable cell. if (cell) { this.isPainting = true; this.paintMode = cell.active ? 'remove' : 'add'; this.lastPaintedCell = cell; this.gridService.toggleCell(cell, this.paintMode); } };
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Step 1: Locate the Point of Failure The exact point where the error occurs is inside your InputService. Specifically, it's in the handleDown and handleMove methods. These functions correctly find a BeatCell when you click or drag over it, but they immediately proceed to call gridService.toggleCell() without ever checking if that cell is on the "disabled" list. Step 2: Give InputService Access to the "Rule Book" The InputService needs to be able to talk to the AntiCheatService. Just like you pass gridService and playerService into its constructor, you also need to pass in antiCheatService. At the bottom of your script, find the line where you create the inputService. Add antiCheatService to the list of arguments you pass to it. Modify the InputService constructor function at the top of the script to accept this new antiCheatService argument and store it as this.antiCheatService. Step 3: Implement the "Permission Check" (The Core Fix) Now that the InputService can talk to the AntiCheatService, we need to add a simple "guard clause" or "permission check" before any action is taken. Go to the InputService.handleDown method. You already have the logic: var cell = this.gridService.getCellAt(x, y);. Right after you find a cell, and before you set isPainting or call toggleCell, you must add a new if condition. This condition will use the antiCheatService.isCellDisabled(row, col) method to check if the action is allowed. You will first need to get the row and col of the cell that was found. You can get the row from cell.row. You will need to loop through the columns of that row in the gameGrid to find the matching cell object and get its column index c. Call this.antiCheatService.isCellDisabled(cell.row, col). If the result is true, you should immediately return from the function to do nothing. If the result is false, you can allow the rest of the original logic in the function to run. Repeat the exact same logic for the InputService.handleMove method to fix the paint-dragging functionality.
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In sequencerService.doStepActions, the gridService already handles this! Your getActiveActionsForStep method is correctly checking the isCellDisabled flag. Let's double-check it. Generated javascript // In GridService.getActiveActionsForStep this.getActiveActionsForStep = function (step) { var actions = { /* ... */ }; for (var r = 0; r < GameConstants.BEAT_ROWS; r++) { // ... var isDisabled = this.antiCheatService.isCellDisabled(r, step); // <-- Good, this is correct. if (r === 0) { actions.up = cell.active && !isDisabled; // <-- Correctly checks the flag. } // ... etc for other directions } return actions; }; Use code with caution. JavaScript This part is already correct and robust. No changes are needed here. Step 3: Block Visual Updates (The UI Fix) The final piece is to ensure highlights and other visual effects also respect the disabled state. In UIService.updateColumnHighlight, we need to prevent the highlight from appearing on top of a disabled cell's location. A disabled cell should always be fully transparent. Generated javascript // In UIService.updateColumnHighlight this.updateColumnHighlight = function (currentColumnIndex) { // ... (hide all highlights first) ... var activeStates = gridService.getActiveStatesForColumn(currentColumnIndex); for (var i = 0; i < GameConstants.BEAT_ROWS; i++) { // Check if the cell is disabled. var isDisabled = antiCheatService.isCellDisabled(i, currentColumnIndex); // Only show a highlight if the cell is NOT active AND NOT disabled. if (!activeStates[i] && !isDisabled) { // ... position and show the highlight ... this.columnHighlights[i].alpha = 0.2; } } };
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In InputService.handleDown, we need to check if a cell is disabled before we do anything with it. Change this: Generated javascript // In InputService.handleDown var cell = this.gridService.getCellAt(x, y); if (cell) { // ... toggle logic ... } Use code with caution. JavaScript To this: Generated javascript // In InputService.handleDown var cell = this.gridService.getCellAt(x, y); // FIRST, check if a cell was even found. if (cell) { // THEN, check if that cell is disabled by the anti-cheat service. var col = -1; for (var c = 0; c < GameConstants.GRID_COLS; c++) { if (gameGrid.getBeatCell(cell.row, c) === cell) { col = c; break; } } // If the cell IS NOT disabled, proceed as normal. if (col !== -1 && !antiCheatService.isCellDisabled(cell.row, col)) { this.isPainting = true; this.paintMode = cell.active ? 'remove' : 'add'; this.lastPaintedCell = cell; this.gridService.toggleCell(cell, this.paintMode); } // If the cell IS disabled, the code does nothing, effectively blocking the input. } Use code with caution. JavaScript (You will need to do the same check in InputService.handleMove for the paint-dragging logic.)
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At the end of startNextRound, change the final loop. Change this: Generated javascript // In startNextRound if (cell && cell.active) { cell.setActive(false); gridService.updateCellVisual(cell); } Use code with caution. JavaScript To this: Generated javascript // In startNextRound, after antiCheatService.reset() 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) { // Deactivate if it was active from the last round if (cell.active) { cell.setActive(false); } // ALWAYS update the visual to apply the new anti-cheat transparency gridService.updateCellVisual(cell); } } }
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Modify GridService.createCellVisual: When a cell's graphic is first created, it should immediately know if it should be transparent. Generated javascript // In GridService this.createCellVisual = function (cell, beatRow, col) { // ... (your existing assetId logic) ... var isDisabled = this.antiCheatService.isCellDisabled(beatRow, col); // <-- CHECK STATUS var gfx = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5, alpha: isDisabled ? 0 : 0.1 // <-- SET ALPHA BASED ON STATUS }); // ... (the rest of your positioning and addChild logic) ... foregroundContainer.addChild(gfx); cell.gfx = gfx; }; Use code with caution. JavaScript Modify GridService.updateCellVisual: This function is called whenever a cell is toggled. It also needs to enforce the anti-cheat rule. Generated javascript // In GridService this.updateCellVisual = function (cell) { if (cell.gfx) { // We need to find the column of this cell to check its status. var col = -1; for (var c = 0; c < GameConstants.GRID_COLS; c++) { if (this.gameGrid.getBeatCell(cell.row, c) === cell) { col = c; break; } } var isDisabled = this.antiCheatService.isCellDisabled(cell.row, col); if (isDisabled) { cell.gfx.alpha = 0; // Always force disabled cells to be transparent } else { cell.gfx.alpha = cell.active ? 1.0 : 0.1; // Normal behavior } } };
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Let's remove all visual logic from the anti-cheat system. Its only job is to manage data. In antiCheatService.disableRandomCells, remove the lines that change visibility. Change this: Generated javascript // Inside antiCheatService.disableRandomCells this.disabledCells.push({ /*...*/ }); // Hide the cell cell.visible = false; if (cell.gfx) { cell.gfx.visible = false; } Use code with caution. JavaScript To this (delete the visual logic): Generated javascript // Inside antiCheatService.disableRandomCells this.disabledCells.push({ row: r, col: col, cell: cell }); Use code with caution. JavaScript In antiCheatService.reset, remove the loop that makes cells visible again. That's no longer its job.
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the anti cheat system still show's the empty cells. those empty cells which can't be interacted with, should show no beat asset over them,, make that fully transparent for beats that can't be itneracted with
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In startNextRound, find the final loop where you create the visuals for the playable items. Change midgroundContainer.addChild(entity) to foregroundContainer.addChild(entity). Change this (in startNextRound): Generated javascript // This is the INCORRECT loop from the last step for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < gameGrid.cols; c++) { var entity = gameGrid.grid[r][c]; if (entity) { entity.x = /* ... */; entity.y = /* ... */; midgroundContainer.addChild(entity); // <-- PROBLEM HERE } } } Use code with caution. JavaScript To this: Generated javascript // In startNextRound // --- Step D: CREATE THE VISUALS --- // 1. Create the static background visuals. gridService.createAllVisuals(); // 2. Create the visuals for the interactive playable items. for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < gameGrid.cols; c++) { var entity = gameGrid.grid[r][c]; if (entity) { // Set its position entity.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; entity.y = GameConstants.GRID_TOP + r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; // ** THE FIX ** // Add all interactive items to the FOREGROUND layer. foregroundContainer.addChild(entity); } } } Use code with caution. JavaScript Self-correction: I previously combined the placement of the Hero into this loop. We must ensure the Hero is also placed in this loop logically first, and then added to the foreground visually.
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Your final loop that iterates through the playable grid to create visuals is almost correct. It just needs to handle the hero as well. Since we placed the hero in the grid in Step 1, this loop will now find it and place it correctly. Generated javascript // In startNextRound, in Step E: CREATE THE VISUALS // This loop now handles Hero, Coins, and later Key/Princess perfectly. for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < gameGrid.cols; c++) { var entity = gameGrid.grid[r][c]; if (entity) { // Set its position entity.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; entity.y = GameConstants.GRID_TOP + r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; // Add it to the container midgroundContainer.addChild(entity); } } }
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Your coin placement loop is almost perfect. It just needs to check if a cell is already occupied by the hero before placing a coin. Generated javascript // In startNextRound totalCoins = 0; // Loop through the entire playable area for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < GameConstants.GRID_COLS; c++) { // If the cell is currently empty (i.e., not the hero's starting cell) if (gameGrid.grid[r][c] === null) { var coin = new Coin(); gameGrid.grid[r][c] = coin; // Place the logical coin totalCoins++; } } }
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In startNextRound, modify the hero placement section. Instead of adding the hero to the container, store the hero object in the gameGrid.grid array at its starting position. Change this: Generated javascript // In startNextRound 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); Use code with caution. JavaScript To this: Generated javascript // In startNextRound var heroCell = cellPool.shift(); hero.gridRow = heroCell.row; hero.currentCol = heroCell.col; // Store the hero in the logical grid, just like a coin. gameGrid.grid[heroCell.row][heroCell.col] = hero; // DO NOT add to container here.
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Refactor startNextRound to be a Pure Data/Logic Function startNextRound should only set up data. It should not create a single visual object. This is the most critical change. Generated javascript function startNextRound() { // --- Step A: Clear Containers and Reset Logic --- backgroundContainer.removeChildren(); midgroundContainer.removeChildren(); foregroundContainer.removeChildren(); playerService.reset(); // Reset all game state variables currentRound++; collectedCoins = 0; playerHasKey = false; keySpawned = false; princessSpawned = false; sequencerService.levelTransitioning = false; // ... reset any other state like lives ... uiService.updateLivesUI(sequencerService.lives); // --- Step B: Set up the LOGICAL Grid --- // 1. Create the logical beat cells gameGrid.initBeatGrid(); // 2. Create and shuffle the cell pool for playable area var cellPool = []; // ... fill and shuffle ... // --- Step C: Place LOGICAL objects and prepare visuals --- // 1. Initialize the logical Hero object playerService.initialize(); var hero = playerService.getHeroInstance(); // 2. Place Hero (and all other items) var heroCell = cellPool.shift(); // (Your existing logic for placing hero, coins, etc. in the gameGrid.grid array is good) // IMPORTANT: When you create a new Coin(), Key(), etc., do NOT add them to a container here. // We will do that in a separate step. Just store them in gameGrid.grid. // --- Step D: CREATE THE VISUALS --- // Now that the data grid is fully prepared, create all the visuals. gridService.createAllVisuals(); // Now create the visuals for the playable items for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < gameGrid.cols; c++) { var entity = gameGrid.grid[r][c]; if (entity) { // Set its position and add it to the midground container entity.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; entity.y = GameConstants.GRID_TOP + r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; midgroundContainer.addChild(entity); } } } // --- Step E: Final Housekeeping --- antiCheatService.reset(); AudioService.playNewLevel(); }
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /** * 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 /** * 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. */ function BeatCell(row) { this.active = false; this.row = row; this.gfx = null; // We will create and manage the graphic externally this.visible = true; // Track visibility state this.toggle = function () { this.active = !this.active; }; this.setActive = function (val) { if (this.active !== val) { this.toggle(); } }; } 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; if (cell.gfx) { cell.gfx.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; if (cell.gfx) { cell.gfx.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 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); // Create the logical object. this.grid[gridRow][c] = cell; // Store it in the data grid. } } }; // 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(); }; } 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(); }; // Create visual representation for a BeatCell 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', { anchorX: 0.5, anchorY: 0.5, alpha: 1.0 }); 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; 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); } } } }; 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 = this.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; // Add the graphic to the correct layer and attach it to the logical cell foregroundContainer.addChild(gfx); cell.gfx = gfx; }; // 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) { if (cell.gfx) { cell.gfx.alpha = cell.active ? 1.0 : 0.1; } }; // 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.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); } }; this.handleUp = function () { this.isPainting = false; this.paintMode = null; this.lastPaintedCell = null; }; 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); } } }; } /** * 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) && cell.gfx) { // Create bump animation: scale up to 110% then back to 100% tween(cell.gfx, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, easing: tween.easeOut, onFinish: function (targetGfx) { return function () { tween(targetGfx, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); }; }(cell.gfx) }); } } // 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 foregroundContainer.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 foregroundContainer.addChild(transitionText); // 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 foregroundContainer.addChild(storyText); } function hideTransitionScreen() { // Destroy all current board objects including hero, princess, coins 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: Clear Containers and Reset Logic --- backgroundContainer.removeChildren(); midgroundContainer.removeChildren(); foregroundContainer.removeChildren(); playerService.reset(); // Reset all game state variables currentRound++; collectedCoins = 0; playerHasKey = false; keySpawned = false; princessSpawned = false; sequencerService.levelTransitioning = false; sequencerService.lives = 5; sequencerService.collectedInSequence = false; sequencerService.lifeSystemActive = false; sequencerService.hasPlacedBeat = false; uiService.updateLivesUI(sequencerService.lives); // --- Step B: 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; } } // --- Step C: Set up the LOGICAL Grid --- // 1. Create the logical beat cells gameGrid.initBeatGrid(); // 2. Create and shuffle the cell pool for playable area 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 D: Place LOGICAL objects and prepare data --- // 1. Initialize the logical Hero object playerService.initialize(); var hero = playerService.getHeroInstance(); // 2. Place Hero in logical grid var heroCell = cellPool.shift(); hero.gridRow = heroCell.row; hero.currentCol = heroCell.col; // Store the hero in the logical grid, just like a coin. gameGrid.grid[heroCell.row][heroCell.col] = hero; // DO NOT add to container here. // 3. Create logical coins and store in grid (NO visuals) 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(); gameGrid.grid[r][c] = coin; totalCoins++; } } } // Store key and princess positions for later spawning var keyCell = cellPool.shift(); var princessCell = cellPool.shift(); keySpawnRow = keyCell.row; keySpawnCol = keyCell.col; princessSpawnRow = princessCell.row; princessSpawnCol = princessCell.col; // --- Step E: CREATE THE VISUALS --- // Now that the data grid is fully prepared, create all the visuals. gridService.createAllVisuals(); // Now create the visuals for the playable items for (var r = 0; r < gameGrid.playableRows; r++) { for (var c = 0; c < gameGrid.cols; c++) { var entity = gameGrid.grid[r][c]; if (entity) { // Set its position and add it to the midground container entity.x = GameConstants.GRID_LEFT + c * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; entity.y = GameConstants.GRID_TOP + r * GameConstants.CELL_SIZE + GameConstants.CELL_SIZE / 2; midgroundContainer.addChild(entity); } } } // --- Step F: Final Housekeeping --- antiCheatService.reset(); // Reset all beat grid cells to inactive 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); } } } 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 // 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.createAllVisuals(); // <-- This will now work correctly // 5. Initialize the anti-cheat system last, now that visuals exist antiCheatService.initialize(); // 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
@@ -1392,8 +1392,11 @@
// 2. Place Hero in logical grid
var heroCell = cellPool.shift();
hero.gridRow = heroCell.row;
hero.currentCol = heroCell.col;
+ // Store the hero in the logical grid, just like a coin.
+ gameGrid.grid[heroCell.row][heroCell.col] = hero;
+ // DO NOT add to container here.
// 3. Create logical coins and store in grid (NO visuals)
totalCoins = 0;
for (var r = 0; r < gameGrid.playableRows; r++) {
for (var c = 0; c < GameConstants.GRID_COLS; c++) {
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