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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 ****/ // Simplified background container var Background = Container.expand(function () { var self = Container.call(this); self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); }); // Branch asset // Bird entity with movement system var Bird1 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird1-right', { anchorX: 0.5, anchorY: 0.5 }); // Initializes entity movement parameters createMovementSystem(self, birdGraphics, { baseSpeed: 1, textures: { left: 'bird1-left', right: 'bird1-right' }, entityType: 'bird1' }); 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 }); // Initializes entity movement parameters createMovementSystem(self, birdGraphics, { baseSpeed: 1, speedVariation: 1.6, useWaveMotion: true, waveAmplitude: 6.5, waveFrequency: 100, horizontalMovement: false, textures: { left: 'bird2-left', right: 'bird2-right' }, respawnPosition: 'random', sounds: { move: 'wings1', destroy: null }, scoreValue: 10, entityType: 'bird2' }); self.setChildIndex = function (index) { if (game.children.includes(self)) { game.setChildIndex(self, index); } }; }); // 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 /** * Configures movement behavior for game entities with tween-based animations * @param {Container} entity - Target entity container * @param {Graphics} graphics - Visual representation to animate * @param {Object} config - Movement configuration: * @param {number} [config.baseSpeed=1] - Base movement speed * @param {Object} config.textures - Directional sprites {left, right} * @param {boolean} [config.useWaveMotion=false] - Enable sine-based path * @param {number} [config.waveAmplitude=0] - Vertical deviation magnitude * @param {number} [config.waveFrequency=100] - Horizontal wave cycle length */ // 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 container with 80% opacity var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { alpha: 0.8 }); self.movement = createMovementSystem(self, { baseSpeed: Math.random() * 0.55 + 0.25, horizontalMovement: true, entityType: 'cloud' }); self.update = function () { this.__proto__.update.call(this); for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== this && this.intersects(clouds[i])) { if (!this.hasAccelerated) { this.speed *= 1.5; this.hasAccelerated = true; } break; } else if (this.hasAccelerated && !this.intersects(clouds[i])) { this.speed /= 1.5; this.hasAccelerated = false; } } if (!this.lastIntersecting && this.intersects(sun)) { this.speed *= 2; tween(this.cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } else if (this.lastIntersecting && !this.intersects(sun)) { this.speed /= 2; tween(this.cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } this.lastIntersecting = this.intersects(sun); }; self.addChild(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 () { updateMovement(self, { movementType: 'sinusoidal', amplitude: 0.125, frequency: 100, offset: 50 }); }; }); // 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 }); // Initializes entity movement parameters createMovementSystem(self, jetGraphics, { baseSpeed: 8, speedVariation: 0, useWaveMotion: true, waveAmplitude: 100, waveFrequency: 100, horizontalMovement: true, baseY: 300, textures: { left: 'jet-left', right: 'jet-right' }, respawnPosition: 'side', sounds: { move: 'jetSound', destroy: 'jetSound' }, onDestroy: function onDestroy(entity) { handleJetReappearance(); }, entityType: 'jet' }); 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 }); // Initializes entity movement parameters with fixed left direction createMovementSystem(self, jetGraphics, { baseSpeed: 8, speedVariation: 0, useWaveMotion: true, waveAmplitude: 100, waveFrequency: 100, horizontalMovement: true, baseY: 300, textures: { left: 'jet-left', right: 'jet-right' }, respawnPosition: 'side', sounds: { move: 'jetSound', destroy: 'jetSound' }, onDestroy: function onDestroy(entity) { handleJetReappearance(); }, entityType: 'jet' }); self.direction = -1; // Always left 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 }); // Initializes entity movement parameters with fixed right direction createMovementSystem(self, jetGraphics, { baseSpeed: 8, speedVariation: 0, useWaveMotion: true, waveAmplitude: 100, waveFrequency: 100, horizontalMovement: true, baseY: 300, textures: { left: 'jet-left', right: 'jet-right' }, respawnPosition: 'side', sounds: { move: 'jetSound', destroy: 'jetSound' }, onDestroy: function onDestroy(entity) { handleJetReappearance(); }, entityType: 'jet' }); self.direction = 1; // Always right 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(); // Initializes entity movement parameters LaserMovement(self, laserGraphics, startX, startY, targetX, targetY); return self; }); // 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 }); // Initializes entity movement parameters 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 }); // Initializes entity movement parameters UFOMovement(self, ufo2Graphics); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /** * Configures movement behavior for game entities with tween-based animations * @param {Container} entity - Target entity container * @param {Graphics} graphics - Visual representation to animate * @param {Object} config - Movement configuration: * @param {number} [config.baseSpeed=1] - Base movement speed * @param {Object} config.textures - Directional sprites {left, right} * @param {boolean} [config.useWaveMotion=false] - Enable sine-based path * @param {number} [config.waveAmplitude=0] - Vertical deviation magnitude * @param {number} [config.waveFrequency=100] - Horizontal wave cycle length */ // Bird2Movement class to handle Bird2 movement // Bird2Movement class to handle Bird2 movement // Consolidated checkInteractions function is inserted below // Layer structure and initialization is already handled at the beginning of the file // Layer z-index management is handled by the layerStructure configuration // Add base BirdMovement class (missing) // Initialize global variables // Movement system is now handled by js/movements.js // CloudMovement class to handle cloud movement and fade effects function createMovementSystem(entity, graphics, config) { config = config || {}; // Ensure config is defined entity.speed = (config.baseSpeed || 1) + Math.random() * (config.speedVariation || 0); entity.lastY = entity.y; entity.lastX = entity.x; entity.direction = config.direction || (Math.random() < 0.5 ? 1 : -1); if (config.sounds && config.sounds.move) { LK.getSound(config.sounds.move).play({ loop: true }); } entity.update = function () { if (config.horizontalMovement) { entity.x += entity.speed * entity.direction; if (config.useWaveMotion) { entity.y = config.baseY + Math.sin(entity.x / config.waveFrequency) * config.waveAmplitude; } } else { entity.y += entity.speed; if (config.useWaveMotion) { entity.x += Math.sin(entity.y / config.waveFrequency) * config.waveAmplitude; } } // Handle off-screen behavior if (entity.lastY <= 2732 && entity.y > 2732 || config.horizontalMovement && (entity.x > 2048 + entity.width / 2 || entity.x < -entity.width / 2)) { if (config.sounds && config.sounds.destroy) { LK.getSound(config.sounds.destroy).stop(); } if (config.respawnPosition === 'top') { entity.y = -entity.height; entity.x = Math.random() < 0.33 ? Math.random() * 2048 : Math.random() < 0.5 ? 0 : 2048; } else if (config.respawnPosition === 'random') { entity.y = Math.random() * 2732; entity.x = Math.random() < 0.5 ? 0 : 2048; } else if (config.respawnPosition === 'side') { entity.x = entity.direction > 0 ? -entity.width : 2048 + entity.width; } if (config.onRespawn) { config.onRespawn(entity); } } // Update graphics if (graphics && config.textures) { if (entity.lastX <= entity.x) { graphics.texture = LK.getAsset(config.textures.right, {}).texture; } else if (entity.lastX > entity.x) { graphics.texture = LK.getAsset(config.textures.left, {}).texture; } } entity.lastX = entity.x; entity.lastY = entity.y; }; entity.destroy = function () { if (config.sounds) { if (config.sounds.move) { LK.getSound(config.sounds.move).stop(); } if (config.sounds.destroy) { LK.getSound(config.sounds.destroy).stop(); } } if (config.onDestroy) { config.onDestroy(entity); } }; } var birds = []; var clouds = []; var ufo = null; var score = 0; var scoreDisplay = null; // Initialize game layers with a single, organized structure // Add missing game.layers initialization game.layers = { background: new Container(), clouds: new Container(), ufo: new Container(), jetLeft: new Container(), jetRight: new Container(), birds: new Container(), enemies: new Container(), laser: new Container(), reticle: new Container(), grassBack: new Container(), grassFront: new Container() }; // Add these layers to the game Object.keys(game.layers).forEach(function (key) { game.addChild(game.layers[key]); }); // Duplicate game.layers initialization removed /** * Creates and adds a UFO to the game * @returns {Object} The created UFO object */ function addUFO() { if (ufo) { return ufo; } // Create new UFO instance var ufo = new UFO(); // Add to UFO layer game.layers.ufo.addChild(ufo); // Add to enemies layer for collision detection game.layers.enemies.addChild(ufo); // Set initial position (either left or right side of screen) ufo.x = Math.random() < 0.5 ? 2048 + ufo.width / 2 : -ufo.width / 2; ufo.y = Math.random() * (2732 / 2 - ufo.height); // Play UFO sound LK.getSound('ufo1').play(); return ufo; } // Bird spawning functions // Add missing spawn functions function spawnBird1() { var bird = new Bird1(); bird.x = Math.random() * 2048; bird.y = -bird.height; birds.push(bird); game.layers.birds.addChild(bird); game.layers.enemies.addChild(bird); return bird; } function spawnBird2() { var bird = new Bird2(); bird.x = Math.random() * 2048; bird.y = -bird.height; birds.push(bird); game.layers.birds.addChild(bird); game.layers.enemies.addChild(bird); return bird; } // 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) { playSoundEffect('jetSound', 'play', 0.3, true); 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 // Consolidated bird spawning functions are inserted below 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) { playSoundEffect('jetSound', 'play', 0.3, true); 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); // CloudMovement class to handle cloud movement and fade effects // UFOMovement class to handle UFO movement // UFOMovement has been moved to js/movements.js // Generic Pulse class that can be used for both Sun and Light1 /** * Reusable animation controller for pulsating effects using tween * @param {Graphics} graphics - Target graphics object to animate * @param {number} [scaleMax=1.1] - Maximum scale multiplier * @param {number} [duration=1000] - Full animation cycle duration in ms */ var Pulse = function Pulse(graphics, scaleMax, duration) { this.graphics = graphics; this.scaleMax = scaleMax || 1.1; this.duration = duration || 1000; /** * Starts continuous pulsating animation using recursive tween calls * Creates smooth scale oscillation through easeInOut timing */ 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 /** Factory for light fixture pulse (higher intensity/longer duration) */ var Light1Pulse = function Light1Pulse(lightGraphics) { return new Pulse(lightGraphics, 1.6, 1500); }; // SunPulse now uses the generic Pulse class /** Factory for subtle solar glow pulse (conservative scaling) */ 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(); } var UFOSound = function UFOSound() { this.play = function () { LK.getSound('ufo1').play(); }; }; // BackgroundMusic class to manage background music function playSoundEffect(soundName, action) { var volume = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1; var loops = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false; var sound = LK.getSound(soundName); switch (action) { case 'play': sound.play({ volume: volume, loops: loops }); break; case 'stop': sound.stop(); break; case 'pause': sound.pause(); break; } } var BackgroundMusic = function BackgroundMusic() { this.play = function () { LK.playMusic('bgm1', { loop: false, fade: { start: 0, end: 1, duration: 4000 }, onEnd: function onEnd() { LK.setTimeout(function () { return LK.playMusic('bgm1', { loop: false, fade: { start: 0, end: 1, duration: 4000 }, onEnd: function onEnd() { LK.setTimeout(function () { return LK.playMusic('bgm1', { loop: false, fade: { start: 0, end: 1, duration: 4000 }, onEnd: function onEnd() { LK.setTimeout(onBgm1End, Math.random() * 30000 + 20000); } }); }, Math.random() * 30000 + 20000); } }); }, Math.random() * 30000 + 50000); } }); }; }; // LaserSound class to manage laser sound effects var LaserSound = function LaserSound() { this.play = function () { LK.getSound('laser1').play(); }; }; /** * Bird1 movement configuration */ function BirdMovement(bird, birdGraphics, birdType) { createMovementSystem(bird, birdGraphics, { baseSpeed: 1, speedVariation: 1.6, useWaveMotion: true, waveAmplitude: 6.5, waveFrequency: 100, horizontalMovement: false, textures: { left: "".concat(birdType, "-left"), right: "".concat(birdType, "-right") }, respawnPosition: birdType === 'bird1' ? 'top' : 'random', sounds: { move: 'wings1', destroy: null }, scoreValue: 10, entityType: birdType }); } /** * Bird2 movement configuration */ function UFOMovement(ufo, ufoGraphics) { createMovementSystem(ufo, ufoGraphics, { baseSpeed: 3, speedVariation: 0, useWaveMotion: true, waveAmplitude: 50, waveFrequency: 100, horizontalMovement: true, baseY: 100, textures: null, sounds: { move: 'ufo1', destroy: null }, onDestroy: function onDestroy(entity) { entity.destroy(); ufo = null; handleUFOReappearance(); }, scoreValue: 20, entityType: 'ufo' }); } /** * Jet movement configuration */ /** * Laser movement configuration */ function LaserMovement(laser, laserGraphics, startX, startY, targetX, targetY) { // 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 laser.vx = dx / distance * speed; laser.vy = dy / distance * speed; // Set initial position laser.x = startX; laser.y = startY; // Initializes entity movement parameters with laser-specific configuration createMovementSystem(laser, laserGraphics, { entityType: 'laser', sounds: { move: 'laser2', destroy: null }, scoreValue: 0, screenBounds: { width: 2048, height: 2732 } }); return laser; } // CloudMovement class is already defined earlier in the file var Bird2Effects = function Bird2Effects(bird) { this.bird = bird; this.applyEffects = function () { // Apply swooping animation effect tween(this.bird, { rotation: Math.sin(this.bird.y / 100) * 0.2 }, { duration: 1000, easing: tween.easeInOut }); // Apply scale pulsing effect when moving fast if (Math.abs(this.bird.x - this.bird.lastX) > 5) { tween(this.bird, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, easing: tween.easeOut, onFinish: function () { tween(this.bird, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeIn }); }.bind(this) }); } }; }; 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; }; // Initialize sun and light1 var sun = game.layers.background.addChild(new Sun()); sun.x = 1800; sun.y = 300; var light1 = game.layers.background.addChild(new Light1()); light1.x = 450; light1.y = 440; // 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 // Add score display var scoreDisplay = game.addChild(new Mirror()); scoreDisplay.x = 1700; scoreDisplay.y = 300; } // 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 // Initialize birds 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) { playSoundEffect('jetSound', 'play', 0.3, true); // 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 // Initialize enemy movement systems function initEnemyMovement(enemy) { if (enemy instanceof Bird1) { enemy.movementSystem = new BirdMovement(enemy, enemy.graphics, 'bird1'); } if (enemy instanceof Bird2) { enemy.movementSystem = new BirdMovement(enemy, enemy.graphics, 'bird2'); } if (enemy instanceof UFO) { enemy.movementSystem = new UFOMovement(enemy, enemy.graphics); } } // Main game loop function gameTick() { game.layers.enemies.children.forEach(function (enemy) { var _enemy$movementSystem; (_enemy$movementSystem = enemy.movementSystem) === null || _enemy$movementSystem === void 0 || _enemy$movementSystem.update(); }); checkInteractions(); requestAnimationFrame(gameTick); } /** * Main game update function * Uses the unified movement system for all entities */ game.update = function () { // Update all clouds 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); } // Update all birds birds.forEach(function (bird) { bird.update(); }); // Ensure we have enough birds while (birds.length < 3) { if (birds.length % 2 === 0) { spawnBird1(); } else { spawnBird2(); } } // Update all lasers game.layers.laser.children.forEach(function (laser) { laser.update(); }); // Update UFO if it exists if (ufo) { ufo.update(); } // Check for all interactions between game entities checkInteractions(); }; // Function to spawn a third kind of bird // Consolidated bird spawning functions are inserted below // Ensure there are always 3 birds on screen // Initialize enemy movement systems 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: false, fade: { start: 0, end: 1, duration: 4000 }, onEnd: function onEnd() { LK.setTimeout(function () { return LK.playMusic('bgm1', { loop: false, fade: { start: 0, end: 1, duration: 4000 }, onEnd: function onEnd() { LK.setTimeout(function () { return LK.playMusic('bgm1', { loop: false, fade: { start: 0, end: 1, duration: 4000 }, onEnd: function onEnd() { LK.setTimeout(onBgm1End, Math.random() * 30000 + 20000); } }); }, Math.random() * 30000 + 20000); } }); }, Math.random() * 30000 + 50000); } }); }, 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: function onEnd() { LK.setTimeout(function () { return LK.playMusic('bgm1', { loop: false, fade: { start: 0, end: 1, duration: 4000 }, onEnd: function onEnd() { LK.setTimeout(function () { return LK.playMusic('bgm1', { loop: false, fade: { start: 0, end: 1, duration: 4000 }, onEnd: function onEnd() { LK.setTimeout(onBgm1End, Math.random() * 30000 + 20000); } }); }, Math.random() * 30000 + 20000); } }); }, Math.random() * 30000 + 50000); } // Proper event chaining }); }, 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); }); /** * Check for interactions between game entities */ function checkInteractions() { // Lasers vs Enemies game.layers.laser.children.forEach(function (laser) { game.layers.enemies.children.forEach(function (enemy) { if (laser.intersects(enemy)) { // Use the handleLaserCollision method if available if (enemy.handleLaserCollision) { enemy.handleLaserCollision(laser); } else { enemy.destroy(); laser.destroy(); } // Add score based on entity's score value if (enemy.getScoreValue) { var _scoreDisplay; score += enemy.getScoreValue(); (_scoreDisplay = scoreDisplay) === null || _scoreDisplay === void 0 || _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(); } }); } } /**** * Utility Functions ****/ /** * Simple movement update function that works with the consolidated movement system * This is kept for backward compatibility with existing code that uses it */ function updateMovement(obj, params) { // If the object already has a movement system applied, use that if (typeof obj.update === 'function' && obj.speed !== undefined) { obj.speed = params.speed || obj.speed; obj.direction = params.direction || obj.direction; return; } // Otherwise apply simple movement obj.x += params.speed * params.direction; if (params.boundaryCheck) { handleScreenBoundaries(obj, params.boundaryWidth); } } function updateDirection(obj, graphics, rightAsset, leftAsset) { graphics.texture = LK.getAsset(obj.lastX < obj.x ? rightAsset : leftAsset, {}).texture; } function handleScreenBoundaries(obj, screenWidth) { if (obj.lastX <= screenWidth + obj.width / 2 && obj.x > screenWidth + obj.width / 2) { obj.x = -obj.width / 2; } else if (obj.lastX >= -obj.width / 2 && obj.x < -obj.width / 2) { obj.x = screenWidth + obj.width / 2; } } function handleCollisions(obj, others, collisionHandler) { others.forEach(function (other) { if (other !== obj && obj.intersects(other)) { collisionHandler(obj, other); } }); } function handleSunInteraction(obj, sun, enterHandler, exitHandler) { var intersecting = obj.intersects(sun); if (!obj.lastIntersecting && intersecting) { enterHandler(obj); } else if (obj.lastIntersecting && !intersecting) { exitHandler(obj); } obj.lastIntersecting = intersecting; } function handleDestruction(obj, sounds) { if (obj.x > 2048 + obj.width / 2 || obj.x < -obj.width / 2) { sounds.forEach(function (sound) { return LK.getSound(sound).stop(); }); obj.destroy(); } } // Updated Cloud update method self.cloud.update = function () { updateMovement(this, { speed: this.speed, direction: this.direction, boundaryCheck: true, boundaryWidth: 2048 }); handleCollisions(this, clouds, function (cloud, other) { if (!cloud.hasAccelerated) { cloud.speed *= 1.5; cloud.hasAccelerated = true; } }); handleSunInteraction(this, sun, function (cloud) { cloud.speed *= 2; tween(cloud.cloudGraphics, { alpha: 0.5 }, { duration: 3000 }); }, function (cloud) { cloud.speed /= 2; tween(cloud.cloudGraphics, { alpha: 1.0 }, { duration: 3000 }); }); this.lastX = this.x; }; // Updated Jet update method self.update = function () { updateMovement(this, { speed: this.speed, direction: this.direction }); updateDirection(this, jetGraphics, 'jet-right', 'jet-left'); handleDestruction(this, ['jetSound']); }; // 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
===================================================================
--- original.js
+++ change.js
@@ -99,9 +99,9 @@
});
// Cloud container with 80% opacity
var Cloud = Container.expand(function () {
var self = Container.call(this);
- self.attachAsset('cloud', {
+ var cloudGraphics = self.attachAsset('cloud', {
alpha: 0.8
});
self.movement = createMovementSystem(self, {
baseSpeed: Math.random() * 0.55 + 0.25,
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