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Please fix the bug: 'Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var cloudGraphics = self.attachAsset('cloud', {' Line Number: 1461
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Please fix the bug: 'Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var cloudGraphics = self.attachAsset('cloud', {' Line Number: 1461
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Please fix the bug: 'Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var cloudGraphics = self.attachAsset('cloud', {' Line Number: 1460
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Please fix the bug: 'Cannot read properties of undefined (reading 'attachAsset')' in or related to this line: 'var cloudGraphics = self.attachAsset('cloud', {' Line Number: 1458
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Please fix the bug: 'Cannot read properties of undefined (reading 'cloud')' in or related to this line: 'self.cloud.update = function () {' Line Number: 1458
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Please fix the bug: 'cloudGraphics is not defined' in or related to this line: 'self.addChild(cloudGraphics);' Line Number: 185
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Please fix the bug: 'Cannot read properties of undefined (reading 'baseSpeed')' in or related to this line: 'entity.speed = (config.baseSpeed || 1) + Math.random() * (config.speedVariation || 0);' Line Number: 531
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Please fix the bug: 'Cannot read properties of undefined (reading 'cloud')' in or related to this line: 'self.cloud.update = function () {' Line Number: 1493
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Please fix the bug: 'Cannot read properties of undefined (reading 'cloud')' in or related to this line: 'self.cloud.update = function () {' Line Number: 1493
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Please fix the bug: 'Cannot read properties of undefined (reading 'cloud')' in or related to this line: 'self.cloud.update = function () {' Line Number: 1492
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Please fix the bug: 'Bird1Movement is not defined' in or related to this line: 'Bird1Movement(self, birdGraphics);' Line Number: 68
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Please fix the bug: 'ReferenceError: checkCollisions is not defined' in or related to this line: 'checkCollisions(this, {' Line Number: 503
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Please fix the bug: 'ReferenceError: updateMovement is not defined' in or related to this line: 'updateMovement(this, {' Line Number: 464
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list all layers
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'game.layers.ufo.addChild(ufo);' Line Number: 533
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Please fix the bug: 'spawnBird2 is not defined' in or related to this line: 'spawnBird2();' Line Number: 1001
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Please fix the bug: 'spawnBird1 is not defined' in or related to this line: 'spawnBird1();' Line Number: 993
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Please fix the bug: 'light1 is not defined' in or related to this line: 'if (game.children.includes(light1)) {' Line Number: 975
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Please fix the bug: 'BirdMovement is not defined' in or related to this line: 'Bird2Movement.prototype = Object.create(BirdMovement.prototype);' Line Number: 599
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Please fix the bug: 'Cannot read properties of undefined (reading 'clouds')' in or related to this line: 'game.layers.clouds.addChild(cloud);' Line Number: 532
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Background class to represent the background image var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(backgroundGraphics); }); // Branch asset // Bird1 class to represent the first kind of bird var Bird1 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird1-right', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new Bird1Movement(self, birdGraphics); self.setChildIndex = function (index) { if (game.children.includes(self)) { game.setChildIndex(self, index); } }; }); // Bird2 class to represent the second kind of bird var Bird2 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2-right', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new Bird2Movement(self, birdGraphics); self.setChildIndex = function (index) { if (game.children.includes(self)) { game.setChildIndex(self, index); } }; }); // This is a duplicate checkInteractions function that has been consolidated elsewhere // Layer z-index management is handled by the layerStructure configuration // Layer structure and initialization is already handled at the beginning of the file // Consolidated checkInteractions function is inserted below // Bird2Movement class to handle Bird2 movement // Bird2Movement class to handle Bird2 movement var Bird2Movement = Container.expand(function (bird, birdGraphics) { var self = Container.call(this); BirdMovement.call(this, bird, birdGraphics, 'bird2-right', 'bird2-left'); var originalUpdate = this.bird.update.bind(this.bird); this.bird.update = function () { originalUpdate(); if (this.lastY <= 2732 && this.y > 2732) { this.y = Math.random() * 2732; // Random initial y position within the screen height this.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } }.bind(this.bird); }); // Cat class to manage cat behavior var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the cat here }; }); // Cloud class to represent cloud behavior var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set default opacity to 80% }); self.movement = new CloudMovement(self, cloudGraphics); }); // CloudMovement class to handle cloud movement and fade effects // GrassBack class to represent the grass image var GrassBack = Container.expand(function () { var self = Container.call(this); var grassGraphics = self.attachAsset('grass-back', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the grass here // Example: Slightly move the grass to simulate wind effect self.x += Math.sin((LK.ticks + 100) / 90) * 0.15; // Swaying effect, increased speed }; self.addChild(grassGraphics); // Add grass graphics to the container }); // GrassFront class to represent the second grass image var GrassFront = Container.expand(function () { var self = Container.call(this); var grass2Graphics = self.attachAsset('grass-front', { anchorX: 0.5, anchorY: 1 }); self.lastX = self.x; // Initialize lastX for tracking changes on X self.addChild(grass2Graphics); // Add grass2 graphics to the container self.update = function () { // Add any specific update logic for the grass here // Example: Slightly move the grass to simulate wind effect self.x += Math.sin((LK.ticks + 50) / 100) * 0.125; // Swaying effect, reduced by 50% self.lastX = self.x; // Update lastX after movement }; }); // Jet class to represent a jet flying across the screen var Jet = Container.expand(function () { var self = Container.call(this); var jetGraphics = self.attachAsset('jet-right', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.2; // Decrease speed by 20% self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.lastX = self.x; // Track last X position for future checks self.update = function () { self.x += self.speed * self.direction; jetGraphics.texture = LK.getAsset(self.lastX < self.x ? 'jet-right' : 'jet-left', {}).texture; // Remove vertical wave pattern for straight horizontal movement // Stop playing jetSound after Jet leaves the screen if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2 || self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.destroy(); LK.getSound('jetSound').stop(); } self.lastX = self.x; // Update lastX after movement }; self.onDestroy = function () { LK.getSound('jetSound').stop(); // Ensure sound stops when jet is destroyed }; self.setChildIndex = function (index) { if (game.children.includes(self)) { game.setChildIndex(self, index); } }; }); var JetLeft = Container.expand(function () { var self = Container.call(this); var jetGraphics = self.attachAsset('jet-left', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.2; self.direction = -1; // Always left self.lastX = self.x; self.update = function () { self.x += self.speed * self.direction; if (self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.destroy(); LK.getSound('jetSound').stop(); } self.lastX = self.x; }; self.onDestroy = function () { LK.getSound('jetSound').stop(); }; }); var JetRight = Container.expand(function () { var self = Container.call(this); var jetGraphics = self.attachAsset('jet-right', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.2; self.direction = 1; // Always right self.lastX = self.x; self.update = function () { self.x += self.speed * self.direction; if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2) { self.destroy(); LK.getSound('jetSound').stop(); } self.lastX = self.x; }; self.onDestroy = function () { LK.getSound('jetSound').stop(); }; }); // Laser class to represent a laser shot from the cat var Laser = Container.expand(function (startX, startY, targetX, targetY) { var self = Container.call(this); var laserGraphics = self.attachAsset('laser2', { anchorX: 0.5, anchorY: 0.5, brightness: 2.0 // Increase brightness by 200% }); // Play the laser1 sound when the laser is created LK.getSound('laser1').play(); // Calculate direction and speed var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 60; // Speed of the laser increased by 200% self.vx = dx / distance * speed; self.vy = dy / distance * speed; // Set initial position self.x = startX; self.y = startY; // Update function to move the laser self.update = function () { self.x += self.vx; self.y += self.vy; // Remove laser if it goes off-screen if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Light1 class to represent a light object var Light1 = Container.expand(function () { var self = Container.call(this); var lightGraphics = self.attachAsset('light1', { anchorX: 0.5, anchorY: 0.5, alpha: 0.2 // Set transparency to 20% }); self.x = 450, self.y = 440; self.update = function () { // Add any specific update logic for the light here }; self.pulse = new Light1Pulse(lightGraphics); self.pulse.startPulsating(); }); // Mirror class to manage score display var Mirror = Container.expand(function () { var self = Container.call(this); var scoreGraphics = self.attachAsset('mirror1', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 14 // Rotate image right 15 degrees }); var scoreText = new Text2('0', { size: 175, fill: 0x800080, font: "Courier New, Courier, monospace", // Segmented clock style font stroke: 0x00FF00, strokeThickness: 15, dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.y = 40; // Move score text up by 20px scoreText.x = -145; // Move score text left by 10px scoreText.rotation = Math.PI / 12; // Rotate score text right 15 degrees self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText(newScore); }; }); // Mirror1 class to represent the mirror image var Mirror1 = Container.expand(function () { var self = Container.call(this); var mirror1Graphics = self.attachAsset('mirror1', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(mirror1Graphics); }); // Reticle class to manage reticle behavior var Reticle = Container.expand(function () { var self = Container.call(this); var reticleGraphics = self.attachAsset('reticle1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Add any specific update logic for the reticle here }; // Start the pulsating effect for the reticle startPulsating(self); }); // Reticle1 class to represent the reticle image var Reticle1 = Container.expand(function () { var self = Container.call(this); var reticle1Graphics = self.attachAsset('reticle1', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(reticle1Graphics); }); // ScoreImage class to represent the score image var ScoreImage = Container.expand(function () { var self = Container.call(this); var scoreImageGraphics = self.attachAsset('scoreImage', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(scoreImageGraphics); }); // Stack1 class to represent the stack1 image var Stack1 = Container.expand(function () { var self = Container.call(this); var stackGraphics = self.attachAsset('stack1', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / -12 }); self.update = function () { // Add any specific update logic for stack1 here }; }); // ScoreManager class to manage score logic // Sun class to represent a sun in the top right corner var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.pulse = new SunPulse(sunGraphics); self.pulse.startPulsating(); }); // Function to create a pulsating effect // Tree class to represent a tree with a 9:16 aspect ratio var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1, antialias: true, // Apply antialias effect stroke: 0x000000, // Add a black stroke strokeThickness: 15 // Set stroke thickness to 15px }); self.update = function () { // Add any specific update logic for the tree here }; }); // Tree2 class to represent the second type of tree var Tree2 = Container.expand(function () { var self = Container.call(this); var tree2Graphics = self.attachAsset('tree2', { anchorX: 0.5, anchorY: 1 }); self.addChild(tree2Graphics); }); // UFO class to represent a UFO var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufo2', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new UFOMovement(self, ufoGraphics); self.setChildIndex = function (index) { if (game.children.includes(self)) { game.setChildIndex(self, index); } }; }); // UFO2 class to represent the second type of UFO var UFO2 = Container.expand(function () { var self = Container.call(this); var ufo2Graphics = self.attachAsset('ufo2', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new UFOMovement(self, ufo2Graphics); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var light1; // Define light1 variable in the global scope var BirdMovement = function BirdMovement(bird, birdGraphics, rightTexture, leftTexture) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y this.bird.lastX = this.bird.x; // Initialize lastX for tracking changes on X this.bird.update = function () { this.y += this.speed; this.x += Math.sin(this.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% if (this.birdGraphics) { if (this.lastX <= this.x) { this.birdGraphics.texture = LK.getAsset(rightTexture, {}).texture; } else if (this.lastX > this.x) { this.birdGraphics.texture = LK.getAsset(leftTexture, {}).texture; } this.lastX = this.x; // Update lastX after movement } // Check if the bird has moved off-screen if (this.lastY <= 2732 && this.y > 2732) { this.y = Math.random() * 2732; // Random initial y position within the screen height this.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } this.lastY = this.y; // Update lastY after movement }.bind(this.bird); }; game.layers = { clouds: new Container(), jetLeft: new Container(), jetRight: new Container(), reticle: new Container(), laser: new Container(), enemies: new Container(), grassBack: new Container(), background: new Container() }; // CloudMovement class to handle cloud movement and fade effects // Initialize global variables var CloudMovement = function CloudMovement(cloud, cloudGraphics) { this.cloud = cloud; this.cloudGraphics = cloudGraphics; this.speed = Math.random() * 0.55 + 0.25; // Adjust speed to range between 0.25 and 0.8 this.hasAccelerated = false; // Track if the cloud has already accelerated this.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left this.lastX = this.cloud.x; // Track last X position for future checks this.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections this.cloud.update = function () { this.x += this.speed * this.direction; // If the cloud moves off-screen, reposition it to the opposite side if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2) { this.x = -this.width / 2; } else if (this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.x = 2048 + this.width / 2; } // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== this && this.intersects(clouds[i])) { if (!this.hasAccelerated) { this.speed *= 1.5; // Increase speed by 50% this.hasAccelerated = true; // Mark as accelerated } break; } else if (this.hasAccelerated && !this.intersects(clouds[i])) { this.speed /= 1.5; // Reset speed to original this.hasAccelerated = false; // Reset acceleration state } } // Check if the cloud intersects with the sun if (!this.lastIntersecting && this.intersects(sun)) { this.speed *= 2; // Double the speed when touching the sun if (this.cloudGraphics) { tween(this.cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } } else if (this.lastIntersecting && !this.intersects(sun)) { this.speed /= 2; // Reset speed to original when not touching the sun if (this.cloudGraphics) { tween(this.cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } } this.lastIntersecting = this.intersects(sun); this.lastX = this.x; // Update lastX after movement }.bind(this.cloud); }; var birds = []; var clouds = []; var ufo = null; var score = 0; var scoreDisplay = null; // Initialize game layers with a single, organized structure // Duplicate game.layers initialization removed // UFO creation function function addUFO() { if (ufo) { return; } var ufo = new UFO(); game.layers.ufo.addChild(ufo); ufo.x = Math.random() < 0.5 ? 2048 + ufo.width / 2 : -ufo.width / 2; ufo.y = Math.random() * (2732 / 2 - ufo.height); ufo.customUpdate = function () { ufo.update(); }; return ufo; } // Bird spawning functions // Consolidated bird spawning functions // Consolidated bird spawning functions are inserted below // Jet timer function var jetTimer = LK.setTimeout(function () { var jet = new Jet(); jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2; jet.y = Math.random() * (2732 / 2 - jet.height); // Add to appropriate layer based on direction if (jet.x < 1024) { game.layers.jetLeft.addChild(jet); } else { game.layers.jetRight.addChild(jet); } game.jet = jet; if (!game.jetSoundPlayed) { LK.getSound('jetSound').play(); game.jetSoundPlayed = true; } jetTimer = LK.setTimeout(arguments.callee, 5000); }, Math.random() * 5000 + 5000); // Cloud initialization for (var i = 0; i < 4; i++) { var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = Math.random() * (2732 / 2); clouds.push(cloud); game.layers.clouds.addChild(cloud); } // Handle click/tap events game.down = function (x, y, obj) { if (!game.reticle) { game.reticle = game.layers.reticle.addChild(new Reticle()); } game.reticle.x = x; game.reticle.y = y; var laser = new Laser(cat.x - 140, cat.y - 440, x, y); game.layers.laser.addChild(laser); }; // This is a duplicate checkInteractions function that has been consolidated elsewhere // Object placements are handled in the main initialization section // This is a duplicate addUFO function that has been consolidated elsewhere // Consolidated bird spawning functions // Function to spawn Bird2 function spawnBird2() { var bird2 = new Bird2(); bird2.x = Math.random() * 2048; bird2.y = Math.random() * 2732; birds.push(bird2); game.layers.enemies.addChild(bird2); } var jetTimer = LK.setTimeout(function () { var jet = new Jet(); jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2; jet.y = Math.random() * (2732 / 2 - jet.height); // Add to appropriate layer based on direction if (jet.x < 1024) { game.layers.jetLeft.addChild(jet); } else { game.layers.jetRight.addChild(jet); } game.jet = jet; if (!game.jetSoundPlayed) { LK.getSound('jetSound').play(); game.jetSoundPlayed = true; } jetTimer = LK.setTimeout(arguments.callee, 5000); }, Math.random() * 5000 + 5000); for (var i = 0; i < 4; i++) { var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = Math.random() * (2732 / 2); clouds.push(cloud); game.layers.clouds.addChild(cloud); } game.down = function (x, y, obj) { if (!game.reticle) { game.reticle = game.layers.reticle.addChild(new Reticle()); } game.reticle.x = x; game.reticle.y = y; var laser = new Laser(cat.x - 140, cat.y - 440, x, y); game.layers.laser.addChild(laser); }; // This is a duplicate checkInteractions function that has been consolidated elsewhere // Layer structure and initialization is already handled at the beginning of the file // Layer z-index management is handled by the layerStructure configuration // The spawn functions for UFO, Bird1, Bird2, and Jet are already defined earlier in the code // Layer z-index management is handled by the layerStructure configuration // The game.down function is already defined earlier in the code game.addChild(game.layers.enemies); Bird2Movement.prototype = Object.create(BirdMovement.prototype); Bird2Movement.prototype.constructor = Bird2Movement; var Bird2Movement = function Bird2Movement(bird, birdGraphics) { // Duplicate grassBack and grassFront placements removed this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; // Duplicate mirror placement removed this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y this.bird.lastX = this.bird.x; // Initialize lastX for tracking changes on X this.bird.update = function () { // Duplicate cat placement removed this.y += this.speed; this.x += Math.sin(this.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% if (this.birdGraphics) { if (this.lastX <= this.x) { this.birdGraphics.texture = LK.getAsset('bird2-right', {}).texture; } else if (this.lastX > this.x) { this.birdGraphics.texture = LK.getAsset('bird2-left', {}).texture; } this.lastX = this.x; // Update lastX after movement } // Check if the bird has moved off-screen if (this.lastY <= 2732 && this.y > 2732) { this.y = Math.random() * 2732; // Random initial y position within the screen height this.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } this.lastY = this.y; // Update lastY after movement }.bind(this.bird); }; // CloudMovement class to handle cloud movement and fade effects var CloudMovement = function CloudMovement(cloud, cloudGraphics) { this.cloud = cloud; this.cloudGraphics = cloudGraphics; this.speed = Math.random() * 0.55 + 0.25; // Adjust speed to range between 0.25 and 0.8 this.hasAccelerated = false; // Track if the cloud has already accelerated this.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left this.lastX = this.cloud.x; // Track last X position for future checks this.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections this.cloud.update = function () { this.x += this.speed * this.direction; // If the cloud moves off-screen, reposition it to the opposite side if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2) { this.x = -this.width / 2; } else if (this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.x = 2048 + this.width / 2; } // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== this && this.intersects(clouds[i])) { if (!this.hasAccelerated) { this.speed *= 1.5; // Increase speed by 50% this.hasAccelerated = true; // Mark as accelerated } break; } else if (this.hasAccelerated && !this.intersects(clouds[i])) { this.speed /= 1.5; // Reset speed to original this.hasAccelerated = false; // Reset acceleration state } } // Check if the cloud intersects with the sun if (!this.lastIntersecting && this.intersects(sun)) { this.speed *= 2; // Double the speed when touching the sun if (this.cloudGraphics) { tween(this.cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } } else if (this.lastIntersecting && !this.intersects(sun)) { this.speed /= 2; // Reset speed to original when not touching the sun if (this.cloudGraphics) { tween(this.cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } } this.lastIntersecting = this.intersects(sun); this.lastX = this.x; // Update lastX after movement }.bind(this.cloud); }; // UFOMovement class to handle UFO movement var UFOMovement = function UFOMovement(ufo, ufoGraphics) { this.ufo = ufo; this.ufoGraphics = ufoGraphics; this.ufo.speed = 3.2; // Decrease speed by 20% this.ufo.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left this.ufo.lastX = this.ufo.x; // Track last X position for future checks this.ufo.update = function () { this.x += this.speed * this.direction; this.y = 100 + Math.sin(this.x / 100) * 250; // Slow down the wave pattern by 50% // Stop playing ufo1 sound after UFO leaves the screen if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2 || this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.destroy(); ufo = null; LK.getSound('ufo1').stop(); } this.lastX = this.x; // Update lastX after movement }; }; // Generic Pulse class that can be used for both Sun and Light1 var Pulse = function Pulse(graphics, scaleMax, duration) { this.graphics = graphics; this.scaleMax = scaleMax || 1.1; this.duration = duration || 1000; this.startPulsating = function () { function pulsate() { tween(this.graphics, { scaleX: this.scaleMax, scaleY: this.scaleMax }, { duration: this.duration, easing: tween.easeInOut, onFinish: function () { tween(this.graphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: this.duration, easing: tween.easeInOut, onFinish: pulsate.bind(this) }); }.bind(this) }); } pulsate.call(this); }; }; // Light1Pulse now uses the generic Pulse class var Light1Pulse = function Light1Pulse(lightGraphics) { return new Pulse(lightGraphics, 1.6, 1500); }; // SunPulse now uses the generic Pulse class var SunPulse = function SunPulse(sunGraphics) { return new Pulse(sunGraphics, 1.1, 1000); }; var bird2; // Define bird2 variable in the global scope // Bird2Effects class to handle effects and animations for Bird2 // Consolidated function to create a pulsating effect function startPulsating(target, duration) { duration = duration || 888; function pulsate() { tween(target, { scaleX: 1.1, // Use consistent scale value scaleY: 1.1 }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { scaleX: 1.0, scaleY: 1.0 }, { duration: duration, easing: tween.easeInOut, onFinish: pulsate }); } }); } pulsate(); } // UFOSound class to manage UFO sound effects // UFOMovement class to handle UFO movement // UFOMovement class to handle UFO movement var UFOMovement = function UFOMovement(ufo, ufoGraphics) { this.ufo = ufo; this.ufoGraphics = ufoGraphics; this.ufo.speed = 3.2; // Decrease speed by 20% this.ufo.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left this.ufo.lastX = this.ufo.x; // Track last X position for future checks this.ufo.update = function () { this.x += this.speed * this.direction; this.y = 100 + Math.sin(this.x / 100) * 250; // Slow down the wave pattern by 50% // Stop playing ufo1 sound after UFO leaves the screen if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2 || this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.destroy(); ufo = null; LK.getSound('ufo1').stop(); } this.lastX = this.x; // Update lastX after movement }; }; var UFOMovement = function UFOMovement(ufo, ufoGraphics) { this.ufo = ufo; this.ufoGraphics = ufoGraphics; this.ufo.speed = 3.2; // Decrease speed by 20% this.ufo.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left this.ufo.lastX = this.ufo.x; // Track last X position for future checks this.ufo.update = function () { this.x += this.speed * this.direction; this.y = 100 + Math.sin(this.x / 100) * 250; // Slow down the wave pattern by 50% // Stop playing ufo1 sound after UFO leaves the screen if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2 || this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.destroy(); ufo = null; LK.getSound('ufo1').stop(); } this.lastX = this.x; // Update lastX after movement }; }; var UFOSound = function UFOSound() { this.play = function () { LK.getSound('ufo1').play(); }; }; // BackgroundMusic class to manage background music var BackgroundMusic = function BackgroundMusic() { this.play = function () { LK.playMusic('bgm1', { loop: true, fade: { start: 0, end: 1, duration: 4000 }, onEnd: onBgm1End }); }; }; // LaserSound class to manage laser sound effects var LaserSound = function LaserSound() { this.play = function () { LK.getSound('laser1').play(); }; }; var Bird1Movement = function Bird1Movement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y this.bird.lastX = this.bird.x; // Initialize lastX for tracking changes on X this.bird.update = function () { this.y += this.speed; this.x += Math.sin(this.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% // Check if the bird has moved off-screen if (this.lastY <= 2732 && this.y > 2732) { this.y = -this.height; this.x = Math.random() < 0.33 ? Math.random() * 2048 : Math.random() < 0.5 ? 0 : 2048; } if (this.birdGraphics) { if (this.lastX <= this.x) { this.birdGraphics.texture = LK.getAsset('bird1-right', {}).texture; } else if (this.lastX > this.x) { this.birdGraphics.texture = LK.getAsset('bird1-left', {}).texture; } this.lastX = this.x; // Update lastX after movement } this.lastY = this.y; // Update lastY after movement }.bind(this.bird); }; var Bird2Movement = function Bird2Movement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y this.bird.lastX = this.bird.x; // Initialize lastX for tracking changes on X this.bird.update = function () { this.y += this.speed; this.x += Math.sin(this.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% if (this.birdGraphics) { if (this.lastX <= this.x) { this.birdGraphics.texture = LK.getAsset('bird2-right', {}).texture; } else if (this.lastX > this.x) { this.birdGraphics.texture = LK.getAsset('bird2-left', {}).texture; } this.lastX = this.x; // Update lastX after movement } // Check if the bird has moved off-screen if (this.lastY <= 2732 && this.y > 2732) { this.y = Math.random() * 2732; // Random initial y position within the screen height this.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } this.lastY = this.y; // Update lastY after movement }.bind(this.bird); }; // CloudMovement class is already defined earlier in the file var Bird2Effects = function Bird2Effects(bird) { this.bird = bird; this.applyEffects = function () { // Add any specific effects or animations for Bird2 here }; }; // Bird1Effects class to handle effects and animations for Bird1 var Bird1Effects = function Bird1Effects(bird) { this.bird = bird; this.applyEffects = function () { // Add any specific effects or animations for Bird1 here }; }; var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2 - 100; game.layers.background.addChild(background); game.addChild(background); // ScoreManager class to manage score logic var ScoreManager = function ScoreManager() { var self = this; self.score = 0; self.addScore = function (points) { self.score += points; return self.score; }; self.resetScore = function () { self.score = 0; }; self.getScore = function () { return self.score; }; }; var birds = []; game.down = function (x, y, obj) { if (!game.reticle) { game.reticle = game.layers.reticle.addChild(new Reticle()); } game.reticle.x = x; game.reticle.y = y; var laser = new Laser(cat.x - 140, cat.y - 440, x, y); // laser starting point game.layers.laser.addChild(laser); }; var VOLUME_BGM1 = 0.02; var VOLUME_BREEZE1 = 0.02; var VOLUME_CRICKET1 = 0.02; var VOLUME_FROG1 = 0.02; var VOLUME_SONGBIRD1 = 0.02; var VOLUME_UFO1 = 0.02; var VOLUME_WINGS1 = 0.02; game.move = function (x, y, obj) { if (!game.reticle) { game.reticle = game.layers.reticle.addChild(new Reticle()); } if (obj.event) { var x = obj.event.x; var y = obj.event.y; } game.reticle.x = x; game.reticle.y = y; }; // Add a sun to the game in the top left corner // Duplicate sun placement removed // Duplicate light1 placement removed // Move light1 down by 210px // Ensure light1 is added to the game before setting its index if (game.children.includes(light1)) { game.setChildIndex(light1, 2); // Set light1 to be rendered after the sun } // Function to add a UFO to the game // Initialize clouds array var clouds = []; for (var i = 0; i < 4; i++) { // Add 3 clouds for variety var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = Math.random() * (2732 / 2); // Position clouds in the upper half of the screen clouds.push(cloud); game.layers.clouds.addChild(cloud); // No need to add cloud directly to game since it's already in the clouds layer } var bird1; // Define bird1 variable in the global scope // Function to spawn Bird1 function spawnBird1() { var bird1 = new Bird1(); bird1.x = Math.random() * 2048; bird1.y = Math.random() * 2732; birds.push(bird1); game.layers.enemies.addChild(bird1); } spawnBird1(); spawnBird2(); spawnBird2(); // Initialize a timer to add a UFO at a random time between 20 and 30 seconds var ufo; // Define the ufo variable in the global scope var laser; // Define the laser variable in the global scope // Start UFO 3 seconds after game loads var ufoTimer = LK.setTimeout(function () { ufo = addUFO(); }, 3000); // Function to handle UFO reappearance logic // Function to handle UFO reappearance logic function handleUFOReappearance() { if (!ufo) { // Start a timer for the UFO to reappear 10-20 seconds after it leaves the screen ufoTimer = LK.setTimeout(function () { ufo = addUFO(); }, Math.random() * 10000 + 10000); } } // Initialize a timer to add a Jet at a random time between 5 and 10 seconds var jet; // Define the jet variable in the global scope var jetTimer = LK.setTimeout(function () { var jet = new Jet(); jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2; // Start from either the far right or left edge of the screen jet.y = Math.random() * (2732 / 2 - jet.height); // Random initial y position within the top half of the screen // Add to appropriate layer based on direction if (jet.x < 1024) { game.layers.jetLeft.addChild(jet); } else { game.layers.jetRight.addChild(jet); } game.jet = jet; if (!game.jetSoundPlayed) { LK.getSound('jetSound').play(); // Play jet sound when it appears game.jetSoundPlayed = true; // Ensure it only plays once } // Reset the timer for the Jet to reappear every 5 seconds after it leaves the screen jetTimer = LK.setTimeout(arguments.callee, 5000); }, Math.random() * 5000 + 5000); // Initial interval for Jet appearances 5-10 seconds after page load game.update = function () { for (var i = 0; i < clouds.length; i++) { clouds[i].update(); } // Ensure at least 3 clouds are visible while (clouds.length < 3) { var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = Math.random() * (2732 / 2); // Position clouds in the upper half of the screen clouds.push(cloud); game.layers.clouds.addChild(cloud); } // Add a jet to the game if (!game.jet) { var jet = new Jet(); jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2; // Start from either the far right or left edge of the screen jet.y = Math.random() * (2732 - jet.height); // Random initial y position within the screen height // Add to appropriate layer based on direction if (jet.x < 1024) { game.layers.jetLeft.addChild(jet); } else { game.layers.jetRight.addChild(jet); } game.jet = jet; if (!game.jetSoundPlayed) { LK.getSound('jetSound').play(); // Play jet sound when it appears game.jetSoundPlayed = true; // Ensure it only plays once } } // Update jet if (game.jet) { game.jet.update(); if (game.jet.lastX <= 2048 + game.jet.width / 2 && game.jet.x > 2048 + game.jet.width / 2 || game.jet.lastX >= -game.jet.width / 2 && game.jet.x < -game.jet.width / 2) { game.jet.destroy(); game.jet = null; game.jetSoundPlayed = false; // Reset the flag when the jet is removed // Set a timer to respawn the jet 5 seconds after it leaves the screen jetTimer = LK.setTimeout(function () { var jet = new Jet(); jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2; // Start from either the far right or left edge of the screen jet.y = Math.random() * (2732 - jet.height); // Random initial y position within the screen height game.addChild(jet); game.jet = jet; if (!game.jetSoundPlayed) { LK.getSound('jetSound').play(); // Play jet sound when it appears game.jetSoundPlayed = true; // Ensure it only plays once } }, 5000); } } if (ufo) { ufo.customUpdate(); // Update each laser game.children.forEach(function (child) { if (child instanceof Laser) { child.update(); // Check for intersections with birds and UFO birds.forEach(function (bird) { if (!child.lastIntersecting && child.intersects(bird)) { if (bird instanceof Bird1) { score += 5; scoreDisplay.updateScore(score); // Update the score display bird.destroy(); // Remove the bird when hit by a laser birds.splice(birds.indexOf(bird), 1); // Remove bird from the array child.destroy(); } else if (bird instanceof Bird2) { score += 1; scoreDisplay.updateScore(score); // Update the score display bird.destroy(); // Remove the bird when hit by a laser birds.splice(birds.indexOf(bird), 1); // Remove bird from the array child.destroy(); } } child.lastIntersecting = birds.some(function (bird) { return child.intersects(bird); }); }); if (ufo && !child.lastIntersecting && child.intersects(ufo)) { score += 25; scoreDisplay.updateScore(score); // Make laser bounce away at 90 degrees var temp = child.vx; child.vx = -child.vy; child.vy = temp; child.lastIntersecting = true; // Mark as intersecting } child.lastIntersecting = birds.some(function (bird) { return child.intersects(bird); }) || ufo && child.intersects(ufo); } }); // Check for intersections between UFO and birds birds.forEach(function (bird) { if (!ufo.lastIntersecting && ufo.intersects(bird)) { bird.destroy(); // Remove the bird when touched by the UFO birds.splice(birds.indexOf(bird), 1); // Remove bird from the array LK.getSound('electro').play(); // Play the 'electro' sound } ufo.lastIntersecting = birds.some(function (bird) { return ufo.intersects(bird); }); }); if (ufo.lastX <= 2048 + ufo.width / 2 && ufo.x > 2048 + ufo.width / 2 || ufo.lastX >= -ufo.width / 2 && ufo.x < -ufo.width / 2) { // Destroy the UFO and set it to null ufo.destroy(); ufo = null; // Trigger reappearance logic handleUFOReappearance(); } ufo.lastX = ufo.x; // Update lastX for the UFO } // Removed auto-targeting update function }; // Function to spawn a third kind of bird // Consolidated bird spawning functions are inserted below // Ensure there are always 3 birds on screen game.update = function () { // Update each bird birds.forEach(function (bird, index) { bird.update(); // Check for intersections with other birds birds.forEach(function (otherBird, otherIndex) { if (index !== otherIndex && !bird.lastIntersecting && bird.intersects(otherBird)) { // Calculate bounce direction var dx = bird.x - otherBird.x; var dy = bird.y - otherBird.y; var distance = Math.sqrt(dx * dx + dy * dy); var bounceFactor = 5; // Adjust bounce factor for desired effect // Apply bounce with acceleration bird.x += dx / distance * bounceFactor; bird.y += dy / distance * bounceFactor; otherBird.x -= dx / distance * bounceFactor; otherBird.y -= dy / distance * bounceFactor; // Mark as intersecting bird.lastIntersecting = true; otherBird.lastIntersecting = true; } }); // Reset intersection state bird.lastIntersecting = birds.some(function (otherBird, otherIndex) { return index !== otherIndex && bird.intersects(otherBird); }); // Check if the bird has moved off-screen if (bird.lastY <= 2732 && bird.y > 2732) { bird.y = -bird.height; // Respawn the bird at the top bird.x = Math.random() * 2048; // Randomize the x position bird.speed = 1 + Math.random() * 0.6; // Reset speed for new bird } }); }; // Note: Tree and stack1 are already added to their respective layers earlier in the code // This section is redundant and can be removed var score = 0; // Add the grass floor to the game var grassBack = game.layers.grassBack.addChild(new GrassBack()); // grassBack layer grassBack.x = 1020; grassBack.y = 2735; // Position grassBack at the bottom // Note: grassFront and mirror are already added to their respective layers earlier in the code // This section is redundant and can be removed as it causes duplicate rendering // Function to handle bgm1 end event function onBgm1End() { // Set a timer to replay bgm1 after 50-80 seconds var bgmTimer = LK.setTimeout(function () { LK.playMusic('bgm1', { loop: true, fade: { start: 0, end: 1, duration: 4000 }, onEnd: onBgm1End }); }, Math.random() * 30000 + 50000); } ; // Add the cat to the game var cat = game.addChild(new Cat()); cat.x = 230; // Move the cat 20px to the left cat.y = 2732; // Position the cat at the bottom of the screen // Ensure cat is added to the game before setting its index if (game.children.includes(cat)) { game.setChildIndex(cat, game.children.length - 1); // Bring the cat to the front by setting its index to the highest value } // Play bgm1 once on load and set a timer to replay it every 20-50 seconds LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.02, // Set to the lowest volume duration: 4000 }, onEnd: function onEnd() { // Set a timer to replay bgm1 every 20-50 seconds LK.setTimeout(function () { LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.5, // Set to the lowest volume duration: 4000 }, onEnd: onEnd // Set the onEnd function to replay bgm1 }); }, Math.random() * 30000 + 20000); // Random time between 20-50 seconds } }); // Initialize a timer to play the wings1 sound at a random time between 10 and 30 seconds var wingsTimer = LK.setTimeout(function () { LK.getSound('wings1').play(); wingsTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 10000); }, Math.random() * 20000 + 10000); // Create an array for all sounds except ufo1, including all birdsong sounds var sounds = ['cricket1', 'frog1', 'wings1', 'songbird1']; var currentAmbientSound = null; // Initialize random timers for each sound to play between 30-50 seconds sounds.forEach(function (soundId) { var sound = LK.getSound(soundId); var ambientSoundTimer = LK.setTimeout(function () { if (currentAmbientSound) { currentAmbientSound.stop(); // Stop the currently playing ambient sound } sound.play(); currentAmbientSound = sound; // Set the current ambient sound // Set a timeout to reset the current ambient sound after it finishes playing LK.setTimeout(function () { currentAmbientSound = null; }, sound.duration * 1000); // Convert duration from seconds to milliseconds // Reset the timer to play the sound again between 30-50 seconds, plus an additional 5 seconds ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000 + 5000); }, Math.random() * 20000 + 30000); }); function checkInteractions() { // Lasers vs Enemies game.layers.laser.children.forEach(function (laser) { game.layers.enemies.children.forEach(function (enemy) { if (laser.intersects(enemy)) { // Handle scoring and destruction if (enemy instanceof Bird1) { score += 5; } else if (enemy instanceof Bird2) { score += 1; } else if (enemy instanceof UFO) { score += 25; } if (enemy instanceof UFO) { // Make laser bounce away at 90 degrees var temp = laser.vx; laser.vx = -laser.vy; laser.vy = temp; } else { enemy.destroy(); laser.destroy(); } // Update score display if it exists if (scoreDisplay) { scoreDisplay.updateScore(score); } } }); }); // UFO vs Enemies var ufo = game.layers.enemies.children.find(function (child) { return child instanceof UFO; }); if (ufo) { game.layers.enemies.children.forEach(function (enemy) { if (enemy !== ufo && ufo.intersects(enemy)) { enemy.destroy(); LK.getSound('electro').play(); } }); } }
===================================================================
--- original.js
+++ change.js
@@ -539,9 +539,16 @@
// This is a duplicate checkInteractions function that has been consolidated elsewhere
// Object placements are handled in the main initialization section
// This is a duplicate addUFO function that has been consolidated elsewhere
// Consolidated bird spawning functions
-// Consolidated bird spawning functions are inserted below
+// Function to spawn Bird2
+function spawnBird2() {
+ var bird2 = new Bird2();
+ bird2.x = Math.random() * 2048;
+ bird2.y = Math.random() * 2732;
+ birds.push(bird2);
+ game.layers.enemies.addChild(bird2);
+}
var jetTimer = LK.setTimeout(function () {
var jet = new Jet();
jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2;
jet.y = Math.random() * (2732 / 2 - jet.height);
an orange and white cat facing away from the camera. the cat is sitting straight up and looking up, ready to pounce. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
remove black box
fluffy translucent cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bright sun with wincing cartoon face and a black eye. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a goofy ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red gaming reticle. Minimal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sunny day, hilly landscape. there is an alien invasion taking place in the distance. cities burning.
large AUTUMN SHADES tree with sparse bunches of leaves. branches are exposed, but the tree is tough and old.. true-color, realistic, Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
glowing orange sphere. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sideway view of a fighter jet. . . In-Game 2d asset. transparent background. horizontal. No shadows.
shiny purple and black attack ufo.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows