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assign the ufo the ufo layer
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add jet to the jet1 layer
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assign other elements to their respective layers
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move backgroudn image to background layer
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(grassBack, 5); // Set grassBack to be rendered after Bird3' Line Number: 1416
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Please fix the bug: 'LayerManager is not a constructor' in or related to this line: 'game.layerManager = new LayerManager(game);' Line Number: 591
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Please fix the bug: 'LayerManager is not a constructor' in or related to this line: 'game.layerManager = new LayerManager(game);' Line Number: 562
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(grassBack, 5); // Set grassBack to be rendered after Bird3' Line Number: 1395
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(grassBack, 5); // Set grassBack to be rendered after Bird3' Line Number: 1395
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Please fix the bug: 'LayerManager is not a constructor' in or related to this line: 'game.layerManager = new LayerManager(game);' Line Number: 562
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'self.movement.cloud.update();' Line Number: 107
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(grassBack, 5); // Set grassBack to be rendered after Bird3' Line Number: 1410
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Please fix the bug: 'LayerManager is not a constructor' in or related to this line: 'game.layerManager = new LayerManager(game);' Line Number: 563
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Please fix the bug: 'LayerManager is not a constructor' in or related to this line: 'game.layerManager = new LayerManager(game);' Line Number: 563
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Please fix the bug: 'TypeError: clouds[i].update is not a function' in or related to this line: 'clouds[i].update();' Line Number: 1761
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Please fix the bug: 'TypeError: clouds[i].update is not a function' in or related to this line: 'clouds[i].update();' Line Number: 1763
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Please fix the bug: 'TypeError: clouds[i].update is not a function' in or related to this line: 'clouds[i].update();' Line Number: 1761
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Please fix the bug: 'TypeError: clouds[i].update is not a function' in or related to this line: 'clouds[i].update();' Line Number: 1761
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(grassBack, 5); // Set grassBack to be rendered after Bird3' Line Number: 1364
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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); // Set the layer index for background game.layerManager.addToLayer(self, LAYERS.BACKGROUND); }); // 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', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new Bird1Movement(self, birdGraphics); // Set the layer index for bird1 game.layerManager.addToLayer(self, LAYERS.BIRD1); }); // Bird2 class to represent the second kind of bird var Bird2 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new Bird2Movement(self, birdGraphics); }); // 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 cloudType = CLOUD_TYPES[Math.floor(Math.random() * CLOUD_TYPES.length)]; var cloudGraphics = self.attachAsset(cloudType, { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set default opacity to 80% }); // Set the layer index based on cloud type var layerIndex = cloudType === 'cloud1' ? LAYERS.CLOUD1 : LAYERS.CLOUD2; game.layerManager.addToLayer(self, layerIndex); self.movement = new CloudMovement(self, cloudGraphics); }); // CloudMovement class to handle cloud movement and fade effects var CloudMovement = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud1', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set default opacity to 80% }); self.speed = Math.random() * 0.55 + 0.25; // Adjust speed to range between 0.25 and 0.8 self.hasAccelerated = false; // Track if the cloud has already accelerated 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.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections self.update = function () { // Cache current position for movement calculations var currentX = self.x; var screenWidth = 2048; var halfWidth = self.width / 2; // Update position based on speed and direction self.x += self.speed * self.direction; // Handle screen wrapping if (currentX <= screenWidth + halfWidth && self.x > screenWidth + halfWidth) { self.x = -halfWidth; } else if (currentX >= -halfWidth && self.x < -halfWidth) { self.x = screenWidth + halfWidth; } // Handle cloud interactions var isIntersecting = clouds.some(function (cloud) { return cloud !== self && self.intersects(cloud); }); if (isIntersecting && !self.hasAccelerated) { self.speed *= 1.5; self.hasAccelerated = true; } else if (!isIntersecting && self.hasAccelerated) { self.speed /= 1.5; self.hasAccelerated = false; } // Handle sun interaction var isTouchingSun = self.intersects(sun); if (!self.lastIntersecting && isTouchingSun) { self.speed *= 2; tween(cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } else if (self.lastIntersecting && !isTouchingSun) { self.speed /= 2; tween(cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } self.lastIntersecting = isTouchingSun; // Update last position self.lastX = self.x; }; }); // 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 }; }); // Jet1 class to represent a jet flying across the screen var Jet1 = Container.expand(function () { var self = Container.call(this); var jetGraphics = self.attachAsset('jet1', { anchorX: 0.5, anchorY: 0.5, flipX: 1 // Apply the same directional image flipping logic as bird1 and bird2 }); // Set the layer index for jet game.layerManager.addToLayer(self, LAYERS.JET1); // Add a label to the jet var jetLabel = new Text2('Jet', { size: 50, fill: 0xFFFFFF }); jetLabel.anchor.set(0.5, 0.5); // Center the label on the jet jetLabel.y = -60; // Position the label above the jet self.addChild(jetLabel); self.speed = 10; // Set the speed of the jet 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.x = Math.random() < 0.5 ? 2048 + self.width / 2 : -self.width / 2; // Start from either the far right or left edge of the screen self.update = function () { flipImageVerticallyBasedOnDirection(jetGraphics, self.lastX, self.x); // Use flipImageVerticallyBasedOnDirection to flip on X axis self.x += self.speed * self.direction; // If the jet moves off-screen, destroy it and set it to null if (!game.jetSoundPlayed) { LK.getSound('jet1').play(); // Play jet1 sound when the jet is on screen game.jetSoundPlayed = true; // Ensure it only plays once } 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(); game.jet = null; game.jetSoundPlayed = false; // Reset the flag when the jet is removed // Set a timer to respawn the jet between 10-20 seconds var respawnTime = Math.random() * 10000 + 10000; // Random time between 10-20 seconds game.jetSpawnTimer = LK.setTimeout(function () { var jet = new Jet1(); 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); // Random initial y position in the top half of the screen 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 } game.jetSpawnTimer = null; // Clear the timer reference }, respawnTime); } self.lastX = self.x; // Update lastX after movement }; }); // 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 () { game.children.forEach(function (child) { if (AABBIntersect(child, bird)) { // Debug visualization: Draw a rectangle around the intersecting objects var debugGraphics = new Graphics(); debugGraphics.lineStyle(2, 0xFF0000, 1); debugGraphics.drawRect(bird.x, bird.y, bird.width, bird.height); game.addChild(debugGraphics); LK.setTimeout(function () { game.removeChild(debugGraphics); }, 100); // Remove debug visualization after 100ms } }); // Close the loop for iterating over game children 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 = 450; self.update = function () { // Add any specific update logic for the light here }; self.pulse = new Light1Pulse(lightGraphics); self.pulse.startPulsating(); // Set the layer index for light game.layerManager.addToLayer(self, LAYERS.LIGHT1); }); // 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 / 36 // Rotate image left 5 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 = 160; // Move score text down by 110px scoreText.x = -155; // Move score text left by 10px scoreText.rotation = -65 * (Math.PI / 180); // Rotate score text left by 65 degrees x = 100; y = 100; 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); }); // 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(); // Set the layer index for sun game.layerManager.addToLayer(self, LAYERS.SUN); }); // 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('tree1', { 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 }; // Set the layer index for tree game.layerManager.addToLayer(self, LAYERS.TREE); }); // 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('ufo1', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new UFOMovement(self, ufoGraphics); }); // 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 ****/ // UFOMovement class to handle UFO movement /**** * Assets LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'}) ****/ // Initialize clouds array var game = new LK.Game({ // No title, no description backgroundColor: 0x87CEEB // Sky blue }); /**** * Game Code ****/ // Initialize the game's layer manager function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var LayerManager = /*#__PURE__*/function () { function LayerManager(gameInstance) { _classCallCheck(this, LayerManager); this.game = gameInstance; this.layerMap = {}; } return _createClass(LayerManager, [{ key: "setLayerIndex", value: function setLayerIndex(object, layerId) { if (!object || !this.game.children.includes(object)) { return; } layerId = Math.max(0, Math.min(layerId, this.game.children.length - 1)); this.game.setChildIndex(object, layerId); this.layerMap[object.id] = layerId; } }, { key: "getObjectsInLayer", value: function getObjectsInLayer(layerId) { var objects = []; for (var id in this.layerMap) { if (this.layerMap[id] === layerId) { for (var i = 0; i < this.game.children.length; i++) { var child = this.game.children[i]; if (child.id === id) { objects.push(child); break; } } } } return objects; } }, { key: "addToLayer", value: function addToLayer(object, layerId) { if (!object || !object.id) { return; } layerId = Math.max(0, Math.min(layerId, this.game.children.length - 1)); if (this.game.children.includes(object)) { this.game.setChildIndex(object, layerId); } else { this.game.addChild(object); this.game.setChildIndex(object, layerId); } this.layerMap[object.id] = layerId; } }, { key: "getObjectLayer", value: function getObjectLayer(object) { if (!object || !object.id) { return -1; } return this.layerMap[object.id] !== undefined ? this.layerMap[object.id] : -1; } }, { key: "removeFromTracking", value: function removeFromTracking(object) { if (!object || !object.id) { return; } delete this.layerMap[object.id]; } }, { key: "bringToFrontOfLayer", value: function bringToFrontOfLayer(object) { if (!object || !object.id) { return; } var layerId = this.getObjectLayer(object); if (layerId === -1) { return; } var highestIndex = layerId; for (var id in this.layerMap) { if (this.layerMap[id] === layerId) { for (var i = 0; i < this.game.children.length; i++) { var child = this.game.children[i]; if (child.id === id && i > highestIndex) { highestIndex = i; } } } } this.game.setChildIndex(object, highestIndex); } }, { key: "sendToBackOfLayer", value: function sendToBackOfLayer(object) { if (!object || !object.id) { return; } var layerId = this.getObjectLayer(object); if (layerId === -1) { return; } var lowestIndex = layerId; for (var id in this.layerMap) { if (this.layerMap[id] === layerId) { for (var i = 0; i < this.game.children.length; i++) { var child = this.game.children[i]; if (child.id === id && i < lowestIndex) { lowestIndex = i; } } } } this.game.setChildIndex(object, lowestIndex); } }, { key: "addMultipleToLayer", value: function addMultipleToLayer(objects, layerId) { var _this = this; if (!Array.isArray(objects)) { return; } objects.forEach(function (object) { return _this.addToLayer(object, layerId); }); } }]); }(); game.layerManager = new LayerManager(game); /**** * Layer Constants ****/ // Initialize the layer manager var LAYERS = { BACKGROUND: 0, LIGHT1: 1, SUN: 2, JET1: 3, CLOUD1: 4, UFO1: 5, CLOUD2: 6, GRASS_BACK: 7, BIRD1: 8, TREE: 9, STACK: 10, BIRD2: 11, GRASS_FRONT: 12, CAT: 13, LASER: 14, RETICLE: 15 }; /**** * Layer Management System ****/ var LayerManager = /*#__PURE__*/function () { function LayerManager(gameInstance) { _classCallCheck(this, LayerManager); this.game = gameInstance; this.layerMap = {}; } return _createClass(LayerManager, [{ key: "setLayerIndex", value: function setLayerIndex(object, layerId) { if (!object || !this.game.children.includes(object)) { return; } // Ensure the layer ID is valid layerId = Math.max(0, Math.min(layerId, this.game.children.length - 1)); // Set the child index this.game.setChildIndex(object, layerId); // Update the layer map this.layerMap[object.id] = layerId; } }, { key: "getObjectsInLayer", value: function getObjectsInLayer(layerId) { var objects = []; for (var id in this.layerMap) { if (this.layerMap[id] === layerId) { // Find the object in the game's children for (var i = 0; i < this.game.children.length; i++) { var child = this.game.children[i]; if (child.id === id) { objects.push(child); break; } } } } return objects; } /** * Add an object to a specific layer * @param {Object} object - The game object to add * @param {Number} layerId - The layer ID */ }, { key: "addToLayer", value: function addToLayer(object, layerId) { if (!object || !object.id) { return; } // Ensure the layer ID is valid layerId = Math.max(0, Math.min(layerId, this.game.children.length - 1)); // Set the child index if (this.game.children.includes(object)) { this.game.setChildIndex(object, layerId); } else { this.game.addChild(object); this.game.setChildIndex(object, layerId); } // Update the layer map this.layerMap[object.id] = layerId; } /** * Get the layer of an object * @param {Object} object - The game object * @return {Number} The layer ID or -1 if not found */ }, { key: "getObjectLayer", value: function getObjectLayer(object) { if (!object || !object.id) { return -1; } return this.layerMap[object.id] !== undefined ? this.layerMap[object.id] : -1; } /** * Remove an object from layer tracking * @param {Object} object - The game object to remove */ }, { key: "removeFromTracking", value: function removeFromTracking(object) { if (!object || !object.id) { return; } delete this.layerMap[object.id]; } /** * Bring an object to the front of its layer * @param {Object} object - The game object */ }, { key: "bringToFrontOfLayer", value: function bringToFrontOfLayer(object) { if (!object || !object.id) { return; } var layerId = this.getObjectLayer(object); if (layerId === -1) { return; } // Find the highest index within this layer var highestIndex = layerId; for (var id in this.layerMap) { if (this.layerMap[id] === layerId) { // Find the object in the game's children for (var i = 0; i < this.game.children.length; i++) { var child = this.game.children[i]; if (child.id === id && i > highestIndex) { highestIndex = i; } } } } // Set the object to the highest index within its layer this.game.setChildIndex(object, highestIndex); } /** * Send an object to the back of its layer * @param {Object} object - The game object */ }, { key: "sendToBackOfLayer", value: function sendToBackOfLayer(object) { if (!object || !object.id) { return; } var layerId = this.getObjectLayer(object); if (layerId === -1) { return; } // Find the lowest index within this layer var lowestIndex = layerId; for (var id in this.layerMap) { if (this.layerMap[id] === layerId) { // Find the object in the game's children for (var i = 0; i < this.game.children.length; i++) { var child = this.game.children[i]; if (child.id === id && i < lowestIndex) { lowestIndex = i; } } } } // Set the object to the lowest index within its layer this.game.setChildIndex(object, lowestIndex); } /** * Helper function to add multiple objects to a layer at once * @param {Array} objects - Array of game objects * @param {Number} layerId - The layer ID */ }, { key: "addMultipleToLayer", value: function addMultipleToLayer(objects, layerId) { var _this = this; if (!Array.isArray(objects)) { return; } objects.forEach(function (object) { return _this.addToLayer(object, layerId); }); } }]); }(); // Using UFO sound ID as placeholder function flipImageVerticallyBasedOnDirection(graphics, lastX, currentX) { if (graphics) { if (lastX < currentX && graphics.scaleX < 0) { graphics.scaleX *= -1; // Flip horizontally to face right } else if (lastX > currentX && graphics.scaleX > 0) { graphics.scaleX *= -1; // Flip horizontally to face left } } } function flipImageBasedOnDirection(graphics, lastX, currentX) { if (graphics) { if (lastX < currentX) { graphics.scaleY = Math.abs(graphics.scaleY); // Face right when moving right by ensuring scaleY is positive } else if (lastX > currentX) { graphics.scaleY = -Math.abs(graphics.scaleY); // Face left when moving left by ensuring scaleY is negative } } } // SunPulse class to handle the pulsating effect for Sun function AABBIntersect(obj1, obj2) { if (obj1 && obj2) { return obj1.x < obj2.x + obj2.width && obj1.x + obj1.width > obj2.x && obj1.y < obj2.y + obj2.height && obj1.y + obj1.height > obj2.y; } return false; } var CLOUD_TYPES = ['cloud1', 'cloud2']; var SunPulse = function SunPulse(sunGraphics) { this.sunGraphics = sunGraphics; this.startPulsating = function () { function pulsate() { tween(this.sunGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function () { tween(this.sunGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: pulsate.bind(this) }); }.bind(this) }); } pulsate.call(this); }; }; // Light1Pulse class to handle the pulsating effect for Light1 var Light1Pulse = function Light1Pulse(lightGraphics) { this.lightGraphics = lightGraphics; this.startPulsating = function () { function pulsate() { tween(this.lightGraphics, { scaleX: 1.6, scaleY: 1.6 }, { duration: 1000, easing: tween.easeInOut, onFinish: function () { tween(this.lightGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1500, easing: tween.easeInOut, onFinish: pulsate.bind(this) }); }.bind(this) }); } pulsate.call(this); }; }; var bird2; // Define bird2 variable in the global scope // Bird2Effects class to handle effects and animations for Bird2 // Function to create a pulsating effect function startPulsating(target) { var duration = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 888; function pulsate() { tween(target, { scaleX: 1.0, scaleY: 1.0 }, { 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 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 () { var _this2 = this; // Cache current position and dimensions var currentX = this.x; var screenWidth = 2048; var halfWidth = this.width / 2; // Update position based on pattern this.x += this.speed * Math.cos(LK.ticks / 60); this.y = 100 + Math.sin(LK.ticks / 120) * 250; // Optimize movement pattern var distanceFromCenter = Math.abs(this.x - screenWidth / 2); if (distanceFromCenter > screenWidth / 3) { this.speed *= -0.95; // Smooth direction change } // Cache intersection checks var isIntersectingCloud = clouds.some(function (cloud) { return _this2.intersects(cloud); }); if (isIntersectingCloud && !this.lastIntersecting) { this.speed *= 1.2; LK.getSound('ufo1').play(); } this.lastIntersecting = isIntersectingCloud; // Stop playing ufo1 sound after UFO leaves the screen if (this.lastX <= screenWidth + halfWidth && this.x > screenWidth + halfWidth || this.lastX >= -halfWidth && this.x < -halfWidth) { 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 = storage.bird1_lastY || this.bird.y; this.bird.lastX = storage.bird1_lastX || this.bird.x; this.bird.update = function () { var _this3 = this; // Cache current position and screen dimensions var currentX = this.x; var currentY = this.y; var screenWidth = 2048; var screenHeight = 2732; // Update position based on speed and pattern this.x += this.speed * Math.cos(LK.ticks / 50); this.y += this.speed * 0.5; // Handle screen boundaries if (currentY > screenHeight + this.height) { this.y = -this.height; this.x = Math.random() < 0.33 ? Math.random() * screenWidth : Math.random() < 0.5 ? 0 : screenWidth; } // Update rotation based on movement this.rotation = Math.atan2(this.y - currentY, this.x - currentX) * 0.1; // Cache intersection checks var isIntersectingCloud = clouds.some(function (cloud) { return _this3.intersects(cloud); }); if (isIntersectingCloud && !this.lastIntersecting) { this.speed *= 0.8; LK.getSound('wings1').play(); } this.lastIntersecting = isIntersectingCloud; // Update position tracking this.lastX = currentX; this.lastY = currentY; storage.bird1_lastX = this.lastX; storage.bird1_lastY = this.lastY; // Handle image flipping flipImageVerticallyBasedOnDirection(birdGraphics, currentX, this.x); }; }; var Bird2Movement = function Bird2Movement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = storage.bird2_lastY || this.bird.y; // Initialize lastY for tracking changes on Y this.bird.lastX = storage.bird2_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% flipImageVerticallyBasedOnDirection(birdGraphics, this.lastX, this.x); // Use flipImageVerticallyBasedOnDirection to flip on X axis // 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.lastX = this.x; // Track position for next update this.lastY = this.y; // Update lastY after movement storage.bird2_lastX = this.lastX; // Store lastX using storage plugin storage.bird2_lastY = this.lastY; // Store lastY using storage plugin }; }; 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 }; }; // Add background to the BACKGROUND layer var background = new Background(); background.x = 2048 / 2; background.y = 2732 / 2 - 140; game.layerManager.addToLayer(background, LAYERS.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.addChild(new Reticle()); if (game.children.includes(game.reticle)) { game.setChildIndex(game.reticle, 7); // Set reticle to be rendered after the tree } } game.reticle.x = x; game.reticle.y = y; var laser = new Laser(cat.x - 140, cat.y - 440, x, y); // laser starting point game.addChild(laser); if (game.children.includes(laser) && game.children.includes(game.reticle)) { game.setChildIndex(laser, game.getChildIndex(game.reticle) + 1); // Ensure laser is rendered after the reticle } }; 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.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 var sun = new Sun(); sun.x = 480; sun.y = 680; game.layerManager.addToLayer(sun, LAYERS.SUN); var light1 = new Light1(); light1.x = 510; // Move light1 right by 50px light1.y = 1500; // Move light1 down by 210px game.layerManager.addToLayer(light1, LAYERS.LIGHT1); // Function to add a UFO to the game function addUFO() { if (!ufo) { ufo = new UFO(); game.addChild(ufo); } // Ensure UFO is added to the game before setting its index if (game.children.includes(ufo) && game.children.includes(clouds[0])) { game.setChildIndex(ufo, game.getChildIndex(clouds[0]) + 1); // Set UFO to be rendered after the first cloud } ufo.x = Math.random() < 0.5 ? 2048 + ufo.width / 2 : -ufo.width / 2; // Start from either the far right or left edge of the screen ufo.y = Math.random() * (2732 / 2 - ufo.height); // Random initial y position within the top half of the screen ufo.customUpdate = function () { ufo.update(); }; // Removed ufo sound playing at startup return ufo; } // Initialize clouds array var clouds = []; for (var i = 0; i < 3; 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 game.layerManager.addToLayer(cloud, LAYERS.CLOUD1); clouds.push(cloud); } for (var i = 0; i < 3; i++) { // Add 3 cloud2 for variety var cloud2 = new Cloud(); cloud2.x = Math.random() * 2048; cloud2.y = Math.random() * (2732 / 2); // Position cloud in the upper half of the screen game.layerManager.addToLayer(cloud2, LAYERS.CLOUD2); clouds.push(cloud2); } var bird1; // Define bird1 variable in the global scope var bird; // Define bird 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 var ufoTimer = LK.setTimeout(function () { addUFO(); // Reset the timer for the UFO to reappear between 10-20 seconds ufoTimer = LK.setTimeout(arguments.callee, Math.random() * 10000 + 10000); }, Math.random() * 10000 + 10000); // Initial interval for UFO appearances between 10 to 20 seconds game.update = function () { // Update clouds for (var i = 0; i < clouds.length; i++) { clouds[i].update(); } // Add a jet to the game if it doesn't exist and no jet spawn timer is active if (!game.jet && !game.jetSpawnTimer) { var jet = new Jet1(); 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); // Random initial y position in the top half of the screen game.addChild(jet); if (game.children.includes(jet) && game.children.includes(clouds[0])) { // Set jet to render after cloud1 but before cloud2 game.setChildIndex(jet, game.getChildIndex(clouds[0]) + 1); } 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 (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 && AABBIntersect(child, bird)) { if (bird instanceof Bird1) { score += 5; } else if (bird instanceof Bird2 || bird instanceof Bird3) { 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 && AABBIntersect(child, ufo)) { score += 25; scoreDisplay.updateScore(score); child.destroy(); } 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; // Start a timer for the UFO to reappear between 30-50 seconds ufoTimer = LK.setTimeout(function () { ufo = addUFO(); }, Math.random() * 20000 + 30000); } else {} ufo.lastX = ufo.x; // Update lastX for the UFO } // Removed auto-targeting update function }; // Function to spawn a third kind of bird function spawnBird1() { var bird1 = new Bird1(); bird1.x = Math.random() * 2048; bird1.y = -bird1.height; bird1.speed = 1 + Math.random() * 0.6; bird1.lastIntersecting = false; bird1.type = 'bird1'; // Specific property for Bird1 bird1.color = 0x746130; // Specific color for Bird1 LK.setTimeout(function () { game.addChild(bird1); // Ensure bird1 is added to the game before setting its index if (game.children.includes(bird1)) { if (game.children.includes(bird1) && game.children.includes(tree)) { game.setChildIndex(bird1, game.getChildIndex(tree)); // Set Bird1 to be rendered before tree } } birds.push(bird1); }, 2000); } function spawnBird2() { var bird = new Bird2(); bird.y = Math.random() * (2732 / 2); // Random initial y position in the top half bird.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; bird.type = 'bird2'; // Specific property for Bird2 bird.color = 0xFFFFFF; // Specific color for Bird2 LK.setTimeout(function () { game.addChild(bird); // Ensure bird is added to the game before setting its index if (game.children.includes(bird)) { game.setChildIndex(bird, game.getChildIndex(stack1) + 1); // Set Bird2 to be rendered after stack1 } birds.push(bird); }, 2000); } // Update the main game update function to include bird updates var originalUpdate = game.update; game.update = function () { // Call the original update function first originalUpdate.call(this); // Update each bird birds.forEach(function (bird) { bird.update(); // 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 } }); // Update UFO and check for collisions 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 && AABBIntersect(child, bird)) { if (bird instanceof Bird1) { score += 5; } else if (bird instanceof Bird2 || bird instanceof Bird3) { 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 && AABBIntersect(child, ufo)) { score += 25; scoreDisplay.updateScore(score); child.destroy(); } child.lastIntersecting = birds.some(function (bird) { return child.intersects(bird); }) || ufo && child.intersects(ufo); } }); } }; // Add a tree to the game var tree = game.addChild(new Tree()); tree.x = 2048 / 2 + 600; // Move the tree 500px to the right tree.y = 2500; // Position the tree on the grass // Ensure tree is added to the game before setting its index if (game.children.includes(tree) && game.children.includes(bird1)) { game.setChildIndex(tree, game.getChildIndex(bird1) + 1); // Set tree to be rendered after bird1 } var score = 0; // Add stack1 image to the game var stack1 = game.addChild(new Stack1()); stack1.x = 1700; // Move 700px to the right stack1.y = 2250; // Move down by 800px // Ensure stack1 is added to the game before setting its index if (game.children.includes(stack1) && game.children.includes(tree)) { game.setChildIndex(stack1, game.getChildIndex(tree) + 1); // Set stack1 to be rendered after tree } // Add the grass floor to the game var grassBack = new GrassBack(); grassBack.x = 1020; grassBack.y = 2735; // Position grassBack at the bottom game.addChild(grassBack); // Ensure grassBack is added to the game before setting its index if (game.children.includes(grassBack)) { var maxIndex = game.children.length - 1; var targetIndex = Math.min(5, maxIndex); game.setChildIndex(grassBack, targetIndex); // Set grassBack to be rendered after Bird3 } var grassFront = new GrassFront(); grassFront.x = 1020; grassFront.y = 2785; // Position grassFront at the bottom, moved down by 50px game.addChild(grassFront); // Ensure grassFront is added to the game before setting its index if (game.children.includes(grassFront) && game.children.includes(bird2)) { game.setChildIndex(grassFront, game.getChildIndex(bird2) + 1); // Set grassFront to be rendered after bird2 } var scoreDisplay = new Mirror(); scoreDisplay.x = 2048 / 2 + 400; // Move the score display 400px to the right scoreDisplay.y = 2732 - 185 - 80 - 390 + 30; // Move the score display up by an additional 80px and down by 30px game.addChild(scoreDisplay); var mirror = new Mirror(); mirror.x = 2048 / 2 + 400; // Move the mirror 400px to the right mirror.y = 2732 - 185 - 80 - 390 + 30; // Move the mirror up by an additional 80px and down by 30px game.addChild(mirror); // Ensure mirror is added to the game before setting its index if (game.children.includes(mirror) && game.children.includes(stack1)) { game.setChildIndex(mirror, game.getChildIndex(stack1) + 1); // Set mirror to be rendered after stack1 } // Ensure laser is added to the game before setting mirror's index if (game.children.includes(laser) && game.children.includes(mirror)) { game.setChildIndex(mirror, game.getChildIndex(laser) + 1); // Set mirror to be rendered after the laser } // 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; // Sound volumes configuration // 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); }); // Using UFO sound ID as placeholder var CLOUD_TYPES = ['cloud1', 'cloud2']; var SunPulse = function SunPulse(sunGraphics) { this.sunGraphics = sunGraphics; this.startPulsating = function () { function pulsate() { tween(this.sunGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function () { tween(this.sunGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: pulsate.bind(this) }); }.bind(this) }); } pulsate.call(this); }; }; // Light1Pulse class to handle the pulsating effect for Light1 var Light1Pulse = function Light1Pulse(lightGraphics) { this.lightGraphics = lightGraphics; this.startPulsating = function () { function pulsate() { tween(this.lightGraphics, { scaleX: 1.6, scaleY: 1.6 }, { duration: 1000, easing: tween.easeInOut, onFinish: function () { tween(this.lightGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1500, easing: tween.easeInOut, onFinish: pulsate.bind(this) }); }.bind(this) }); } pulsate.call(this); }; }; var bird2; // Define bird2 variable in the global scope // 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 () { var _this4 = this; // Cache current position and dimensions var currentX = this.x; var screenWidth = 2048; var halfWidth = this.width / 2; // Update position based on pattern this.x += this.speed * Math.cos(LK.ticks / 60); this.y = 100 + Math.sin(LK.ticks / 120) * 250; // Optimize movement pattern var distanceFromCenter = Math.abs(this.x - screenWidth / 2); if (distanceFromCenter > screenWidth / 3) { this.speed *= -0.95; // Smooth direction change } // Cache intersection checks var isIntersectingCloud = clouds.some(function (cloud) { return _this4.intersects(cloud); }); if (isIntersectingCloud && !this.lastIntersecting) { this.speed *= 1.2; LK.getSound('ufo1').play(); } this.lastIntersecting = isIntersectingCloud; // Stop playing ufo1 sound after UFO leaves the screen if (this.lastX <= screenWidth + halfWidth && this.x > screenWidth + halfWidth || this.lastX >= -halfWidth && this.x < -halfWidth) { 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 = storage.bird1_lastY || this.bird.y; this.bird.lastX = storage.bird1_lastX || this.bird.x; this.bird.update = function () { var _this5 = this; // Cache current position and screen dimensions var currentX = this.x; var currentY = this.y; var screenWidth = 2048; var screenHeight = 2732; // Update position based on speed and pattern this.x += this.speed * Math.cos(LK.ticks / 50); this.y += this.speed * 0.5; // Handle screen boundaries if (currentY > screenHeight + this.height) { this.y = -this.height; this.x = Math.random() < 0.33 ? Math.random() * screenWidth : Math.random() < 0.5 ? 0 : screenWidth; } // Update rotation based on movement this.rotation = Math.atan2(this.y - currentY, this.x - currentX) * 0.1; // Cache intersection checks var isIntersectingCloud = clouds.some(function (cloud) { return _this5.intersects(cloud); }); if (isIntersectingCloud && !this.lastIntersecting) { this.speed *= 0.8; LK.getSound('wings1').play(); } this.lastIntersecting = isIntersectingCloud; // Update position tracking this.lastX = currentX; this.lastY = currentY; storage.bird1_lastX = this.lastX; storage.bird1_lastY = this.lastY; // Handle image flipping flipImageVerticallyBasedOnDirection(birdGraphics, currentX, this.x); }; }; var Bird2Movement = function Bird2Movement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = storage.bird2_lastY || this.bird.y; // Initialize lastY for tracking changes on Y this.bird.lastX = storage.bird2_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% flipImageVerticallyBasedOnDirection(birdGraphics, this.lastX, this.x); // Use flipImageVerticallyBasedOnDirection to flip on X axis // 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.lastX = this.x; // Track position for next update this.lastY = this.y; // Update lastY after movement storage.bird2_lastX = this.lastX; // Store lastX using storage plugin storage.bird2_lastY = this.lastY; // Store lastY using storage plugin }; }; 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 }; }; // Add background to the BACKGROUND layer var background = new Background(); background.x = 2048 / 2; background.y = 2732 / 2 - 140; game.layerManager.addToLayer(background, LAYERS.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.addChild(new Reticle()); if (game.children.includes(game.reticle)) { game.setChildIndex(game.reticle, 7); // Set reticle to be rendered after the tree } } game.reticle.x = x; game.reticle.y = y; var laser = new Laser(cat.x - 140, cat.y - 440, x, y); // laser starting point game.addChild(laser); if (game.children.includes(laser) && game.children.includes(game.reticle)) { game.setChildIndex(laser, game.getChildIndex(game.reticle) + 1); // Ensure laser is rendered after the reticle } }; 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.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 var sun = new Sun(); sun.x = 480; sun.y = 680; game.layerManager.addToLayer(sun, LAYERS.SUN); var light1 = new Light1(); light1.x = 510; // Move light1 right by 50px light1.y = 1500; // Move light1 down by 210px game.layerManager.addToLayer(light1, LAYERS.LIGHT1); // Function to add a UFO to the game // Initialize clouds array var clouds = []; for (var i = 0; i < 3; 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 game.layerManager.addToLayer(cloud, LAYERS.CLOUD1); clouds.push(cloud); } for (var i = 0; i < 3; i++) { // Add 3 cloud2 for variety var cloud2 = new Cloud(); cloud2.x = Math.random() * 2048; cloud2.y = Math.random() * (2732 / 2); // Position cloud in the upper half of the screen game.layerManager.addToLayer(cloud2, LAYERS.CLOUD2); clouds.push(cloud2); } var bird1; // Define bird1 variable in the global scope var bird; // Define bird 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 var ufoTimer = LK.setTimeout(function () { addUFO(); // Reset the timer for the UFO to reappear between 10-20 seconds ufoTimer = LK.setTimeout(arguments.callee, Math.random() * 10000 + 10000); }, Math.random() * 10000 + 10000); // Initial interval for UFO appearances between 10 to 20 seconds game.update = function () { // Update clouds for (var i = 0; i < clouds.length; i++) { clouds[i].update(); } // Add a jet to the game if it doesn't exist and no jet spawn timer is active if (!game.jet && !game.jetSpawnTimer) { var jet = new Jet1(); jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2; jet.y = Math.random() * (2732 / 2); game.addChild(jet); if (game.children.includes(jet) && game.children.includes(clouds[0])) { game.setChildIndex(jet, game.getChildIndex(clouds[0]) + 1); } game.jet = jet; if (!game.jetSoundPlayed) { LK.getSound('jet1').play(); game.jetSoundPlayed = true; } } // Update jet if (game.jet) { game.jet.update(); } if (ufo) { ufo.customUpdate(); // Cache game children to avoid repeated property access var gameChildren = game.children; // Update lasers and check collisions gameChildren.forEach(function (child) { if (child instanceof Laser) { child.update(); // Check for intersections with birds and UFO var hasIntersection = birds.some(function (bird) { if (!child.lastIntersecting && AABBIntersect(child, bird)) { score += bird instanceof Bird1 ? 5 : 1; scoreDisplay.updateScore(score); LK.getSound('dead1').play(); bird.destroy(); birds.splice(birds.indexOf(bird), 1); child.destroy(); return true; } return child.intersects(bird); }); if (!hasIntersection && ufo && !child.lastIntersecting && AABBIntersect(child, ufo)) { score += 25; scoreDisplay.updateScore(score); child.destroy(); } child.lastIntersecting = hasIntersection || ufo && child.intersects(ufo); } }); // Check for intersections between UFO and birds var ufoIntersection = birds.some(function (bird) { if (!ufo.lastIntersecting && ufo.intersects(bird)) { bird.destroy(); birds.splice(birds.indexOf(bird), 1); LK.getSound('electro').play(); return true; } return ufo.intersects(bird); }); ufo.lastIntersecting = ufoIntersection; // Check if UFO is out of bounds if (ufo.lastX <= 2048 + ufo.width / 2 && ufo.x > 2048 + ufo.width / 2 || ufo.lastX >= -ufo.width / 2 && ufo.x < -ufo.width / 2) { ufo.destroy(); ufo = null; ufoTimer = LK.setTimeout(function () { ufo = addUFO(); }, Math.random() * 20000 + 30000); } ufo.lastX = ufo.x; } }; // Function to spawn a third kind of bird // Update the main game update function to include bird updates var originalUpdate = game.update; game.update = function () { // Call the original update function first originalUpdate.call(this); // Update each bird birds.forEach(function (bird) { bird.update(); // 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 } }); // Update UFO and check for collisions 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 && AABBIntersect(child, bird)) { if (bird instanceof Bird1) { score += 5; } else if (bird instanceof Bird2 || bird instanceof Bird3) { 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 && AABBIntersect(child, ufo)) { score += 25; scoreDisplay.updateScore(score); child.destroy(); } child.lastIntersecting = birds.some(function (bird) { return child.intersects(bird); }) || ufo && child.intersects(ufo); } }); } }; // Add a tree to the game var tree = game.addChild(new Tree()); tree.x = 2048 / 2 + 600; // Move the tree 500px to the right tree.y = 2500; // Position the tree on the grass // Ensure tree is added to the game before setting its index if (game.children.includes(tree) && game.children.includes(bird1)) { game.setChildIndex(tree, game.getChildIndex(bird1) + 1); // Set tree to be rendered after bird1 } var score = 0; // Add stack1 image to the game var stack1 = game.addChild(new Stack1()); stack1.x = 1700; // Move 700px to the right stack1.y = 2250; // Move down by 800px // Ensure stack1 is added to the game before setting its index if (game.children.includes(stack1) && game.children.includes(tree)) { game.setChildIndex(stack1, game.getChildIndex(tree) + 1); // Set stack1 to be rendered after tree } // Add the grass floor to the game var grassBack = new GrassBack(); grassBack.x = 1020; grassBack.y = 2735; // Position grassBack at the bottom game.addChild(grassBack); // Ensure grassBack is added to the game before setting its index if (game.children.includes(grassBack)) { game.setChildIndex(grassBack, 5); // Set grassBack to be rendered after Bird3 } var grassFront = new GrassFront(); grassFront.x = 1020; grassFront.y = 2785; // Position grassFront at the bottom, moved down by 50px game.addChild(grassFront); // Ensure grassFront is added to the game before setting its index if (game.children.includes(grassFront) && game.children.includes(bird2)) { game.setChildIndex(grassFront, game.getChildIndex(bird2) + 1); // Set grassFront to be rendered after bird2 } var scoreDisplay = new Mirror(); scoreDisplay.x = 2048 / 2 + 400; // Move the score display 400px to the right scoreDisplay.y = 2732 - 185 - 80 - 390 + 30; // Move the score display up by an additional 80px and down by 30px game.addChild(scoreDisplay); var mirror = new Mirror(); mirror.x = 2048 / 2 + 400; // Move the mirror 400px to the right mirror.y = 2732 - 185 - 80 - 390 + 30; // Move the mirror up by an additional 80px and down by 30px game.addChild(mirror); // Mirror doesn't need a specific layer as it's positioned using setChildIndex // Ensure mirror is added to the game before setting its index if (game.children.includes(mirror) && game.children.includes(stack1)) { game.setChildIndex(mirror, game.getChildIndex(stack1) + 1); // Set mirror to be rendered after stack1 } // Ensure laser is added to the game before setting mirror's index if (game.children.includes(laser) && game.children.includes(mirror)) { game.setChildIndex(mirror, game.getChildIndex(laser) + 1); // Set mirror to be rendered after the laser } // Function to handle bgm1 end event ; // 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; // Display volumes of all sounds in the console // Sound volumes configuration // 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); });
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.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);
// Set the layer index for background
game.layerManager.addToLayer(self, LAYERS.BACKGROUND);
});
// 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', {
anchorX: 0.5,
anchorY: 0.5
});
self.movement = new Bird1Movement(self, birdGraphics);
// Set the layer index for bird1
game.layerManager.addToLayer(self, LAYERS.BIRD1);
});
// Bird2 class to represent the second kind of bird
var Bird2 = Container.expand(function () {
var self = Container.call(this);
var birdGraphics = self.attachAsset('bird2', {
anchorX: 0.5,
anchorY: 0.5
});
self.movement = new Bird2Movement(self, birdGraphics);
});
// 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 cloudType = CLOUD_TYPES[Math.floor(Math.random() * CLOUD_TYPES.length)];
var cloudGraphics = self.attachAsset(cloudType, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8 // Set default opacity to 80%
});
// Set the layer index based on cloud type
var layerIndex = cloudType === 'cloud1' ? LAYERS.CLOUD1 : LAYERS.CLOUD2;
game.layerManager.addToLayer(self, layerIndex);
self.movement = new CloudMovement(self, cloudGraphics);
});
// CloudMovement class to handle cloud movement and fade effects
var CloudMovement = Container.expand(function () {
var self = Container.call(this);
var cloudGraphics = self.attachAsset('cloud1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8 // Set default opacity to 80%
});
self.speed = Math.random() * 0.55 + 0.25; // Adjust speed to range between 0.25 and 0.8
self.hasAccelerated = false; // Track if the cloud has already accelerated
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.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections
self.update = function () {
// Cache current position for movement calculations
var currentX = self.x;
var screenWidth = 2048;
var halfWidth = self.width / 2;
// Update position based on speed and direction
self.x += self.speed * self.direction;
// Handle screen wrapping
if (currentX <= screenWidth + halfWidth && self.x > screenWidth + halfWidth) {
self.x = -halfWidth;
} else if (currentX >= -halfWidth && self.x < -halfWidth) {
self.x = screenWidth + halfWidth;
}
// Handle cloud interactions
var isIntersecting = clouds.some(function (cloud) {
return cloud !== self && self.intersects(cloud);
});
if (isIntersecting && !self.hasAccelerated) {
self.speed *= 1.5;
self.hasAccelerated = true;
} else if (!isIntersecting && self.hasAccelerated) {
self.speed /= 1.5;
self.hasAccelerated = false;
}
// Handle sun interaction
var isTouchingSun = self.intersects(sun);
if (!self.lastIntersecting && isTouchingSun) {
self.speed *= 2;
tween(cloudGraphics, {
alpha: 0.5
}, {
duration: 3000,
easing: tween.linear
});
} else if (self.lastIntersecting && !isTouchingSun) {
self.speed /= 2;
tween(cloudGraphics, {
alpha: 1.0
}, {
duration: 3000,
easing: tween.linear
});
}
self.lastIntersecting = isTouchingSun;
// Update last position
self.lastX = self.x;
};
});
// 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
};
});
// Jet1 class to represent a jet flying across the screen
var Jet1 = Container.expand(function () {
var self = Container.call(this);
var jetGraphics = self.attachAsset('jet1', {
anchorX: 0.5,
anchorY: 0.5,
flipX: 1 // Apply the same directional image flipping logic as bird1 and bird2
});
// Set the layer index for jet
game.layerManager.addToLayer(self, LAYERS.JET1);
// Add a label to the jet
var jetLabel = new Text2('Jet', {
size: 50,
fill: 0xFFFFFF
});
jetLabel.anchor.set(0.5, 0.5); // Center the label on the jet
jetLabel.y = -60; // Position the label above the jet
self.addChild(jetLabel);
self.speed = 10; // Set the speed of the jet
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.x = Math.random() < 0.5 ? 2048 + self.width / 2 : -self.width / 2; // Start from either the far right or left edge of the screen
self.update = function () {
flipImageVerticallyBasedOnDirection(jetGraphics, self.lastX, self.x); // Use flipImageVerticallyBasedOnDirection to flip on X axis
self.x += self.speed * self.direction;
// If the jet moves off-screen, destroy it and set it to null
if (!game.jetSoundPlayed) {
LK.getSound('jet1').play(); // Play jet1 sound when the jet is on screen
game.jetSoundPlayed = true; // Ensure it only plays once
}
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();
game.jet = null;
game.jetSoundPlayed = false; // Reset the flag when the jet is removed
// Set a timer to respawn the jet between 10-20 seconds
var respawnTime = Math.random() * 10000 + 10000; // Random time between 10-20 seconds
game.jetSpawnTimer = LK.setTimeout(function () {
var jet = new Jet1();
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); // Random initial y position in the top half of the screen
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
}
game.jetSpawnTimer = null; // Clear the timer reference
}, respawnTime);
}
self.lastX = self.x; // Update lastX after movement
};
});
// 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 () {
game.children.forEach(function (child) {
if (AABBIntersect(child, bird)) {
// Debug visualization: Draw a rectangle around the intersecting objects
var debugGraphics = new Graphics();
debugGraphics.lineStyle(2, 0xFF0000, 1);
debugGraphics.drawRect(bird.x, bird.y, bird.width, bird.height);
game.addChild(debugGraphics);
LK.setTimeout(function () {
game.removeChild(debugGraphics);
}, 100); // Remove debug visualization after 100ms
}
}); // Close the loop for iterating over game children
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 = 450;
self.update = function () {
// Add any specific update logic for the light here
};
self.pulse = new Light1Pulse(lightGraphics);
self.pulse.startPulsating();
// Set the layer index for light
game.layerManager.addToLayer(self, LAYERS.LIGHT1);
});
// 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 / 36 // Rotate image left 5 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 = 160; // Move score text down by 110px
scoreText.x = -155; // Move score text left by 10px
scoreText.rotation = -65 * (Math.PI / 180); // Rotate score text left by 65 degrees
x = 100;
y = 100;
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);
});
// 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();
// Set the layer index for sun
game.layerManager.addToLayer(self, LAYERS.SUN);
});
// 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('tree1', {
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
};
// Set the layer index for tree
game.layerManager.addToLayer(self, LAYERS.TREE);
});
// 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('ufo1', {
anchorX: 0.5,
anchorY: 0.5
});
self.movement = new UFOMovement(self, ufoGraphics);
});
// 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
****/
// UFOMovement class to handle UFO movement
/****
* Assets
LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'})
****/
// Initialize clouds array
var game = new LK.Game({
// No title, no description
backgroundColor: 0x87CEEB // Sky blue
});
/****
* Game Code
****/
// Initialize the game's layer manager
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
function _classCallCheck(a, n) {
if (!(a instanceof n)) {
throw new TypeError("Cannot call a class as a function");
}
}
function _defineProperties(e, r) {
for (var t = 0; t < r.length; t++) {
var o = r[t];
o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o);
}
}
function _createClass(e, r, t) {
return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", {
writable: !1
}), e;
}
function _toPropertyKey(t) {
var i = _toPrimitive(t, "string");
return "symbol" == _typeof(i) ? i : i + "";
}
function _toPrimitive(t, r) {
if ("object" != _typeof(t) || !t) {
return t;
}
var e = t[Symbol.toPrimitive];
if (void 0 !== e) {
var i = e.call(t, r || "default");
if ("object" != _typeof(i)) {
return i;
}
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
var LayerManager = /*#__PURE__*/function () {
function LayerManager(gameInstance) {
_classCallCheck(this, LayerManager);
this.game = gameInstance;
this.layerMap = {};
}
return _createClass(LayerManager, [{
key: "setLayerIndex",
value: function setLayerIndex(object, layerId) {
if (!object || !this.game.children.includes(object)) {
return;
}
layerId = Math.max(0, Math.min(layerId, this.game.children.length - 1));
this.game.setChildIndex(object, layerId);
this.layerMap[object.id] = layerId;
}
}, {
key: "getObjectsInLayer",
value: function getObjectsInLayer(layerId) {
var objects = [];
for (var id in this.layerMap) {
if (this.layerMap[id] === layerId) {
for (var i = 0; i < this.game.children.length; i++) {
var child = this.game.children[i];
if (child.id === id) {
objects.push(child);
break;
}
}
}
}
return objects;
}
}, {
key: "addToLayer",
value: function addToLayer(object, layerId) {
if (!object || !object.id) {
return;
}
layerId = Math.max(0, Math.min(layerId, this.game.children.length - 1));
if (this.game.children.includes(object)) {
this.game.setChildIndex(object, layerId);
} else {
this.game.addChild(object);
this.game.setChildIndex(object, layerId);
}
this.layerMap[object.id] = layerId;
}
}, {
key: "getObjectLayer",
value: function getObjectLayer(object) {
if (!object || !object.id) {
return -1;
}
return this.layerMap[object.id] !== undefined ? this.layerMap[object.id] : -1;
}
}, {
key: "removeFromTracking",
value: function removeFromTracking(object) {
if (!object || !object.id) {
return;
}
delete this.layerMap[object.id];
}
}, {
key: "bringToFrontOfLayer",
value: function bringToFrontOfLayer(object) {
if (!object || !object.id) {
return;
}
var layerId = this.getObjectLayer(object);
if (layerId === -1) {
return;
}
var highestIndex = layerId;
for (var id in this.layerMap) {
if (this.layerMap[id] === layerId) {
for (var i = 0; i < this.game.children.length; i++) {
var child = this.game.children[i];
if (child.id === id && i > highestIndex) {
highestIndex = i;
}
}
}
}
this.game.setChildIndex(object, highestIndex);
}
}, {
key: "sendToBackOfLayer",
value: function sendToBackOfLayer(object) {
if (!object || !object.id) {
return;
}
var layerId = this.getObjectLayer(object);
if (layerId === -1) {
return;
}
var lowestIndex = layerId;
for (var id in this.layerMap) {
if (this.layerMap[id] === layerId) {
for (var i = 0; i < this.game.children.length; i++) {
var child = this.game.children[i];
if (child.id === id && i < lowestIndex) {
lowestIndex = i;
}
}
}
}
this.game.setChildIndex(object, lowestIndex);
}
}, {
key: "addMultipleToLayer",
value: function addMultipleToLayer(objects, layerId) {
var _this = this;
if (!Array.isArray(objects)) {
return;
}
objects.forEach(function (object) {
return _this.addToLayer(object, layerId);
});
}
}]);
}();
game.layerManager = new LayerManager(game);
/****
* Layer Constants
****/
// Initialize the layer manager
var LAYERS = {
BACKGROUND: 0,
LIGHT1: 1,
SUN: 2,
JET1: 3,
CLOUD1: 4,
UFO1: 5,
CLOUD2: 6,
GRASS_BACK: 7,
BIRD1: 8,
TREE: 9,
STACK: 10,
BIRD2: 11,
GRASS_FRONT: 12,
CAT: 13,
LASER: 14,
RETICLE: 15
};
/****
* Layer Management System
****/
var LayerManager = /*#__PURE__*/function () {
function LayerManager(gameInstance) {
_classCallCheck(this, LayerManager);
this.game = gameInstance;
this.layerMap = {};
}
return _createClass(LayerManager, [{
key: "setLayerIndex",
value: function setLayerIndex(object, layerId) {
if (!object || !this.game.children.includes(object)) {
return;
}
// Ensure the layer ID is valid
layerId = Math.max(0, Math.min(layerId, this.game.children.length - 1));
// Set the child index
this.game.setChildIndex(object, layerId);
// Update the layer map
this.layerMap[object.id] = layerId;
}
}, {
key: "getObjectsInLayer",
value: function getObjectsInLayer(layerId) {
var objects = [];
for (var id in this.layerMap) {
if (this.layerMap[id] === layerId) {
// Find the object in the game's children
for (var i = 0; i < this.game.children.length; i++) {
var child = this.game.children[i];
if (child.id === id) {
objects.push(child);
break;
}
}
}
}
return objects;
}
/**
* Add an object to a specific layer
* @param {Object} object - The game object to add
* @param {Number} layerId - The layer ID
*/
}, {
key: "addToLayer",
value: function addToLayer(object, layerId) {
if (!object || !object.id) {
return;
}
// Ensure the layer ID is valid
layerId = Math.max(0, Math.min(layerId, this.game.children.length - 1));
// Set the child index
if (this.game.children.includes(object)) {
this.game.setChildIndex(object, layerId);
} else {
this.game.addChild(object);
this.game.setChildIndex(object, layerId);
}
// Update the layer map
this.layerMap[object.id] = layerId;
}
/**
* Get the layer of an object
* @param {Object} object - The game object
* @return {Number} The layer ID or -1 if not found
*/
}, {
key: "getObjectLayer",
value: function getObjectLayer(object) {
if (!object || !object.id) {
return -1;
}
return this.layerMap[object.id] !== undefined ? this.layerMap[object.id] : -1;
}
/**
* Remove an object from layer tracking
* @param {Object} object - The game object to remove
*/
}, {
key: "removeFromTracking",
value: function removeFromTracking(object) {
if (!object || !object.id) {
return;
}
delete this.layerMap[object.id];
}
/**
* Bring an object to the front of its layer
* @param {Object} object - The game object
*/
}, {
key: "bringToFrontOfLayer",
value: function bringToFrontOfLayer(object) {
if (!object || !object.id) {
return;
}
var layerId = this.getObjectLayer(object);
if (layerId === -1) {
return;
}
// Find the highest index within this layer
var highestIndex = layerId;
for (var id in this.layerMap) {
if (this.layerMap[id] === layerId) {
// Find the object in the game's children
for (var i = 0; i < this.game.children.length; i++) {
var child = this.game.children[i];
if (child.id === id && i > highestIndex) {
highestIndex = i;
}
}
}
}
// Set the object to the highest index within its layer
this.game.setChildIndex(object, highestIndex);
}
/**
* Send an object to the back of its layer
* @param {Object} object - The game object
*/
}, {
key: "sendToBackOfLayer",
value: function sendToBackOfLayer(object) {
if (!object || !object.id) {
return;
}
var layerId = this.getObjectLayer(object);
if (layerId === -1) {
return;
}
// Find the lowest index within this layer
var lowestIndex = layerId;
for (var id in this.layerMap) {
if (this.layerMap[id] === layerId) {
// Find the object in the game's children
for (var i = 0; i < this.game.children.length; i++) {
var child = this.game.children[i];
if (child.id === id && i < lowestIndex) {
lowestIndex = i;
}
}
}
}
// Set the object to the lowest index within its layer
this.game.setChildIndex(object, lowestIndex);
}
/**
* Helper function to add multiple objects to a layer at once
* @param {Array} objects - Array of game objects
* @param {Number} layerId - The layer ID
*/
}, {
key: "addMultipleToLayer",
value: function addMultipleToLayer(objects, layerId) {
var _this = this;
if (!Array.isArray(objects)) {
return;
}
objects.forEach(function (object) {
return _this.addToLayer(object, layerId);
});
}
}]);
}(); // Using UFO sound ID as placeholder
function flipImageVerticallyBasedOnDirection(graphics, lastX, currentX) {
if (graphics) {
if (lastX < currentX && graphics.scaleX < 0) {
graphics.scaleX *= -1; // Flip horizontally to face right
} else if (lastX > currentX && graphics.scaleX > 0) {
graphics.scaleX *= -1; // Flip horizontally to face left
}
}
}
function flipImageBasedOnDirection(graphics, lastX, currentX) {
if (graphics) {
if (lastX < currentX) {
graphics.scaleY = Math.abs(graphics.scaleY); // Face right when moving right by ensuring scaleY is positive
} else if (lastX > currentX) {
graphics.scaleY = -Math.abs(graphics.scaleY); // Face left when moving left by ensuring scaleY is negative
}
}
}
// SunPulse class to handle the pulsating effect for Sun
function AABBIntersect(obj1, obj2) {
if (obj1 && obj2) {
return obj1.x < obj2.x + obj2.width && obj1.x + obj1.width > obj2.x && obj1.y < obj2.y + obj2.height && obj1.y + obj1.height > obj2.y;
}
return false;
}
var CLOUD_TYPES = ['cloud1', 'cloud2'];
var SunPulse = function SunPulse(sunGraphics) {
this.sunGraphics = sunGraphics;
this.startPulsating = function () {
function pulsate() {
tween(this.sunGraphics, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function () {
tween(this.sunGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: pulsate.bind(this)
});
}.bind(this)
});
}
pulsate.call(this);
};
};
// Light1Pulse class to handle the pulsating effect for Light1
var Light1Pulse = function Light1Pulse(lightGraphics) {
this.lightGraphics = lightGraphics;
this.startPulsating = function () {
function pulsate() {
tween(this.lightGraphics, {
scaleX: 1.6,
scaleY: 1.6
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function () {
tween(this.lightGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: pulsate.bind(this)
});
}.bind(this)
});
}
pulsate.call(this);
};
};
var bird2; // Define bird2 variable in the global scope
// Bird2Effects class to handle effects and animations for Bird2
// Function to create a pulsating effect
function startPulsating(target) {
var duration = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 888;
function pulsate() {
tween(target, {
scaleX: 1.0,
scaleY: 1.0
}, {
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
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 () {
var _this2 = this;
// Cache current position and dimensions
var currentX = this.x;
var screenWidth = 2048;
var halfWidth = this.width / 2;
// Update position based on pattern
this.x += this.speed * Math.cos(LK.ticks / 60);
this.y = 100 + Math.sin(LK.ticks / 120) * 250;
// Optimize movement pattern
var distanceFromCenter = Math.abs(this.x - screenWidth / 2);
if (distanceFromCenter > screenWidth / 3) {
this.speed *= -0.95; // Smooth direction change
}
// Cache intersection checks
var isIntersectingCloud = clouds.some(function (cloud) {
return _this2.intersects(cloud);
});
if (isIntersectingCloud && !this.lastIntersecting) {
this.speed *= 1.2;
LK.getSound('ufo1').play();
}
this.lastIntersecting = isIntersectingCloud;
// Stop playing ufo1 sound after UFO leaves the screen
if (this.lastX <= screenWidth + halfWidth && this.x > screenWidth + halfWidth || this.lastX >= -halfWidth && this.x < -halfWidth) {
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 = storage.bird1_lastY || this.bird.y;
this.bird.lastX = storage.bird1_lastX || this.bird.x;
this.bird.update = function () {
var _this3 = this;
// Cache current position and screen dimensions
var currentX = this.x;
var currentY = this.y;
var screenWidth = 2048;
var screenHeight = 2732;
// Update position based on speed and pattern
this.x += this.speed * Math.cos(LK.ticks / 50);
this.y += this.speed * 0.5;
// Handle screen boundaries
if (currentY > screenHeight + this.height) {
this.y = -this.height;
this.x = Math.random() < 0.33 ? Math.random() * screenWidth : Math.random() < 0.5 ? 0 : screenWidth;
}
// Update rotation based on movement
this.rotation = Math.atan2(this.y - currentY, this.x - currentX) * 0.1;
// Cache intersection checks
var isIntersectingCloud = clouds.some(function (cloud) {
return _this3.intersects(cloud);
});
if (isIntersectingCloud && !this.lastIntersecting) {
this.speed *= 0.8;
LK.getSound('wings1').play();
}
this.lastIntersecting = isIntersectingCloud;
// Update position tracking
this.lastX = currentX;
this.lastY = currentY;
storage.bird1_lastX = this.lastX;
storage.bird1_lastY = this.lastY;
// Handle image flipping
flipImageVerticallyBasedOnDirection(birdGraphics, currentX, this.x);
};
};
var Bird2Movement = function Bird2Movement(bird, birdGraphics) {
this.bird = bird;
this.birdGraphics = birdGraphics;
this.bird.speed = Math.random() * 1.6 + 1;
this.bird.lastY = storage.bird2_lastY || this.bird.y; // Initialize lastY for tracking changes on Y
this.bird.lastX = storage.bird2_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%
flipImageVerticallyBasedOnDirection(birdGraphics, this.lastX, this.x); // Use flipImageVerticallyBasedOnDirection to flip on X axis
// 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.lastX = this.x; // Track position for next update
this.lastY = this.y; // Update lastY after movement
storage.bird2_lastX = this.lastX; // Store lastX using storage plugin
storage.bird2_lastY = this.lastY; // Store lastY using storage plugin
};
};
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
};
};
// Add background to the BACKGROUND layer
var background = new Background();
background.x = 2048 / 2;
background.y = 2732 / 2 - 140;
game.layerManager.addToLayer(background, LAYERS.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.addChild(new Reticle());
if (game.children.includes(game.reticle)) {
game.setChildIndex(game.reticle, 7); // Set reticle to be rendered after the tree
}
}
game.reticle.x = x;
game.reticle.y = y;
var laser = new Laser(cat.x - 140, cat.y - 440, x, y); // laser starting point
game.addChild(laser);
if (game.children.includes(laser) && game.children.includes(game.reticle)) {
game.setChildIndex(laser, game.getChildIndex(game.reticle) + 1); // Ensure laser is rendered after the reticle
}
};
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.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
var sun = new Sun();
sun.x = 480;
sun.y = 680;
game.layerManager.addToLayer(sun, LAYERS.SUN);
var light1 = new Light1();
light1.x = 510; // Move light1 right by 50px
light1.y = 1500; // Move light1 down by 210px
game.layerManager.addToLayer(light1, LAYERS.LIGHT1);
// Function to add a UFO to the game
function addUFO() {
if (!ufo) {
ufo = new UFO();
game.addChild(ufo);
}
// Ensure UFO is added to the game before setting its index
if (game.children.includes(ufo) && game.children.includes(clouds[0])) {
game.setChildIndex(ufo, game.getChildIndex(clouds[0]) + 1); // Set UFO to be rendered after the first cloud
}
ufo.x = Math.random() < 0.5 ? 2048 + ufo.width / 2 : -ufo.width / 2; // Start from either the far right or left edge of the screen
ufo.y = Math.random() * (2732 / 2 - ufo.height); // Random initial y position within the top half of the screen
ufo.customUpdate = function () {
ufo.update();
};
// Removed ufo sound playing at startup
return ufo;
}
// Initialize clouds array
var clouds = [];
for (var i = 0; i < 3; 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
game.layerManager.addToLayer(cloud, LAYERS.CLOUD1);
clouds.push(cloud);
}
for (var i = 0; i < 3; i++) {
// Add 3 cloud2 for variety
var cloud2 = new Cloud();
cloud2.x = Math.random() * 2048;
cloud2.y = Math.random() * (2732 / 2); // Position cloud in the upper half of the screen
game.layerManager.addToLayer(cloud2, LAYERS.CLOUD2);
clouds.push(cloud2);
}
var bird1; // Define bird1 variable in the global scope
var bird; // Define bird 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
var ufoTimer = LK.setTimeout(function () {
addUFO();
// Reset the timer for the UFO to reappear between 10-20 seconds
ufoTimer = LK.setTimeout(arguments.callee, Math.random() * 10000 + 10000);
}, Math.random() * 10000 + 10000); // Initial interval for UFO appearances between 10 to 20 seconds
game.update = function () {
// Update clouds
for (var i = 0; i < clouds.length; i++) {
clouds[i].update();
}
// Add a jet to the game if it doesn't exist and no jet spawn timer is active
if (!game.jet && !game.jetSpawnTimer) {
var jet = new Jet1();
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); // Random initial y position in the top half of the screen
game.addChild(jet);
if (game.children.includes(jet) && game.children.includes(clouds[0])) {
// Set jet to render after cloud1 but before cloud2
game.setChildIndex(jet, game.getChildIndex(clouds[0]) + 1);
}
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 (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 && AABBIntersect(child, bird)) {
if (bird instanceof Bird1) {
score += 5;
} else if (bird instanceof Bird2 || bird instanceof Bird3) {
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 && AABBIntersect(child, ufo)) {
score += 25;
scoreDisplay.updateScore(score);
child.destroy();
}
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;
// Start a timer for the UFO to reappear between 30-50 seconds
ufoTimer = LK.setTimeout(function () {
ufo = addUFO();
}, Math.random() * 20000 + 30000);
} else {}
ufo.lastX = ufo.x; // Update lastX for the UFO
}
// Removed auto-targeting update function
};
// Function to spawn a third kind of bird
function spawnBird1() {
var bird1 = new Bird1();
bird1.x = Math.random() * 2048;
bird1.y = -bird1.height;
bird1.speed = 1 + Math.random() * 0.6;
bird1.lastIntersecting = false;
bird1.type = 'bird1'; // Specific property for Bird1
bird1.color = 0x746130; // Specific color for Bird1
LK.setTimeout(function () {
game.addChild(bird1);
// Ensure bird1 is added to the game before setting its index
if (game.children.includes(bird1)) {
if (game.children.includes(bird1) && game.children.includes(tree)) {
game.setChildIndex(bird1, game.getChildIndex(tree)); // Set Bird1 to be rendered before tree
}
}
birds.push(bird1);
}, 2000);
}
function spawnBird2() {
var bird = new Bird2();
bird.y = Math.random() * (2732 / 2); // Random initial y position in the top half
bird.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side
bird.speed = 1 + Math.random() * 0.6;
bird.lastIntersecting = false;
bird.type = 'bird2'; // Specific property for Bird2
bird.color = 0xFFFFFF; // Specific color for Bird2
LK.setTimeout(function () {
game.addChild(bird);
// Ensure bird is added to the game before setting its index
if (game.children.includes(bird)) {
game.setChildIndex(bird, game.getChildIndex(stack1) + 1); // Set Bird2 to be rendered after stack1
}
birds.push(bird);
}, 2000);
}
// Update the main game update function to include bird updates
var originalUpdate = game.update;
game.update = function () {
// Call the original update function first
originalUpdate.call(this);
// Update each bird
birds.forEach(function (bird) {
bird.update();
// 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
}
});
// Update UFO and check for collisions
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 && AABBIntersect(child, bird)) {
if (bird instanceof Bird1) {
score += 5;
} else if (bird instanceof Bird2 || bird instanceof Bird3) {
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 && AABBIntersect(child, ufo)) {
score += 25;
scoreDisplay.updateScore(score);
child.destroy();
}
child.lastIntersecting = birds.some(function (bird) {
return child.intersects(bird);
}) || ufo && child.intersects(ufo);
}
});
}
};
// Add a tree to the game
var tree = game.addChild(new Tree());
tree.x = 2048 / 2 + 600; // Move the tree 500px to the right
tree.y = 2500; // Position the tree on the grass
// Ensure tree is added to the game before setting its index
if (game.children.includes(tree) && game.children.includes(bird1)) {
game.setChildIndex(tree, game.getChildIndex(bird1) + 1); // Set tree to be rendered after bird1
}
var score = 0;
// Add stack1 image to the game
var stack1 = game.addChild(new Stack1());
stack1.x = 1700; // Move 700px to the right
stack1.y = 2250; // Move down by 800px
// Ensure stack1 is added to the game before setting its index
if (game.children.includes(stack1) && game.children.includes(tree)) {
game.setChildIndex(stack1, game.getChildIndex(tree) + 1); // Set stack1 to be rendered after tree
}
// Add the grass floor to the game
var grassBack = new GrassBack();
grassBack.x = 1020;
grassBack.y = 2735; // Position grassBack at the bottom
game.addChild(grassBack);
// Ensure grassBack is added to the game before setting its index
if (game.children.includes(grassBack)) {
var maxIndex = game.children.length - 1;
var targetIndex = Math.min(5, maxIndex);
game.setChildIndex(grassBack, targetIndex); // Set grassBack to be rendered after Bird3
}
var grassFront = new GrassFront();
grassFront.x = 1020;
grassFront.y = 2785; // Position grassFront at the bottom, moved down by 50px
game.addChild(grassFront);
// Ensure grassFront is added to the game before setting its index
if (game.children.includes(grassFront) && game.children.includes(bird2)) {
game.setChildIndex(grassFront, game.getChildIndex(bird2) + 1); // Set grassFront to be rendered after bird2
}
var scoreDisplay = new Mirror();
scoreDisplay.x = 2048 / 2 + 400; // Move the score display 400px to the right
scoreDisplay.y = 2732 - 185 - 80 - 390 + 30; // Move the score display up by an additional 80px and down by 30px
game.addChild(scoreDisplay);
var mirror = new Mirror();
mirror.x = 2048 / 2 + 400; // Move the mirror 400px to the right
mirror.y = 2732 - 185 - 80 - 390 + 30; // Move the mirror up by an additional 80px and down by 30px
game.addChild(mirror);
// Ensure mirror is added to the game before setting its index
if (game.children.includes(mirror) && game.children.includes(stack1)) {
game.setChildIndex(mirror, game.getChildIndex(stack1) + 1); // Set mirror to be rendered after stack1
}
// Ensure laser is added to the game before setting mirror's index
if (game.children.includes(laser) && game.children.includes(mirror)) {
game.setChildIndex(mirror, game.getChildIndex(laser) + 1); // Set mirror to be rendered after the laser
}
// 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;
// Sound volumes configuration
// 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);
});
// Using UFO sound ID as placeholder
var CLOUD_TYPES = ['cloud1', 'cloud2'];
var SunPulse = function SunPulse(sunGraphics) {
this.sunGraphics = sunGraphics;
this.startPulsating = function () {
function pulsate() {
tween(this.sunGraphics, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function () {
tween(this.sunGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: pulsate.bind(this)
});
}.bind(this)
});
}
pulsate.call(this);
};
};
// Light1Pulse class to handle the pulsating effect for Light1
var Light1Pulse = function Light1Pulse(lightGraphics) {
this.lightGraphics = lightGraphics;
this.startPulsating = function () {
function pulsate() {
tween(this.lightGraphics, {
scaleX: 1.6,
scaleY: 1.6
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function () {
tween(this.lightGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: pulsate.bind(this)
});
}.bind(this)
});
}
pulsate.call(this);
};
};
var bird2; // Define bird2 variable in the global scope
// 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 () {
var _this4 = this;
// Cache current position and dimensions
var currentX = this.x;
var screenWidth = 2048;
var halfWidth = this.width / 2;
// Update position based on pattern
this.x += this.speed * Math.cos(LK.ticks / 60);
this.y = 100 + Math.sin(LK.ticks / 120) * 250;
// Optimize movement pattern
var distanceFromCenter = Math.abs(this.x - screenWidth / 2);
if (distanceFromCenter > screenWidth / 3) {
this.speed *= -0.95; // Smooth direction change
}
// Cache intersection checks
var isIntersectingCloud = clouds.some(function (cloud) {
return _this4.intersects(cloud);
});
if (isIntersectingCloud && !this.lastIntersecting) {
this.speed *= 1.2;
LK.getSound('ufo1').play();
}
this.lastIntersecting = isIntersectingCloud;
// Stop playing ufo1 sound after UFO leaves the screen
if (this.lastX <= screenWidth + halfWidth && this.x > screenWidth + halfWidth || this.lastX >= -halfWidth && this.x < -halfWidth) {
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 = storage.bird1_lastY || this.bird.y;
this.bird.lastX = storage.bird1_lastX || this.bird.x;
this.bird.update = function () {
var _this5 = this;
// Cache current position and screen dimensions
var currentX = this.x;
var currentY = this.y;
var screenWidth = 2048;
var screenHeight = 2732;
// Update position based on speed and pattern
this.x += this.speed * Math.cos(LK.ticks / 50);
this.y += this.speed * 0.5;
// Handle screen boundaries
if (currentY > screenHeight + this.height) {
this.y = -this.height;
this.x = Math.random() < 0.33 ? Math.random() * screenWidth : Math.random() < 0.5 ? 0 : screenWidth;
}
// Update rotation based on movement
this.rotation = Math.atan2(this.y - currentY, this.x - currentX) * 0.1;
// Cache intersection checks
var isIntersectingCloud = clouds.some(function (cloud) {
return _this5.intersects(cloud);
});
if (isIntersectingCloud && !this.lastIntersecting) {
this.speed *= 0.8;
LK.getSound('wings1').play();
}
this.lastIntersecting = isIntersectingCloud;
// Update position tracking
this.lastX = currentX;
this.lastY = currentY;
storage.bird1_lastX = this.lastX;
storage.bird1_lastY = this.lastY;
// Handle image flipping
flipImageVerticallyBasedOnDirection(birdGraphics, currentX, this.x);
};
};
var Bird2Movement = function Bird2Movement(bird, birdGraphics) {
this.bird = bird;
this.birdGraphics = birdGraphics;
this.bird.speed = Math.random() * 1.6 + 1;
this.bird.lastY = storage.bird2_lastY || this.bird.y; // Initialize lastY for tracking changes on Y
this.bird.lastX = storage.bird2_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%
flipImageVerticallyBasedOnDirection(birdGraphics, this.lastX, this.x); // Use flipImageVerticallyBasedOnDirection to flip on X axis
// 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.lastX = this.x; // Track position for next update
this.lastY = this.y; // Update lastY after movement
storage.bird2_lastX = this.lastX; // Store lastX using storage plugin
storage.bird2_lastY = this.lastY; // Store lastY using storage plugin
};
};
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
};
};
// Add background to the BACKGROUND layer
var background = new Background();
background.x = 2048 / 2;
background.y = 2732 / 2 - 140;
game.layerManager.addToLayer(background, LAYERS.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.addChild(new Reticle());
if (game.children.includes(game.reticle)) {
game.setChildIndex(game.reticle, 7); // Set reticle to be rendered after the tree
}
}
game.reticle.x = x;
game.reticle.y = y;
var laser = new Laser(cat.x - 140, cat.y - 440, x, y); // laser starting point
game.addChild(laser);
if (game.children.includes(laser) && game.children.includes(game.reticle)) {
game.setChildIndex(laser, game.getChildIndex(game.reticle) + 1); // Ensure laser is rendered after the reticle
}
};
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.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
var sun = new Sun();
sun.x = 480;
sun.y = 680;
game.layerManager.addToLayer(sun, LAYERS.SUN);
var light1 = new Light1();
light1.x = 510; // Move light1 right by 50px
light1.y = 1500; // Move light1 down by 210px
game.layerManager.addToLayer(light1, LAYERS.LIGHT1);
// Function to add a UFO to the game
// Initialize clouds array
var clouds = [];
for (var i = 0; i < 3; 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
game.layerManager.addToLayer(cloud, LAYERS.CLOUD1);
clouds.push(cloud);
}
for (var i = 0; i < 3; i++) {
// Add 3 cloud2 for variety
var cloud2 = new Cloud();
cloud2.x = Math.random() * 2048;
cloud2.y = Math.random() * (2732 / 2); // Position cloud in the upper half of the screen
game.layerManager.addToLayer(cloud2, LAYERS.CLOUD2);
clouds.push(cloud2);
}
var bird1; // Define bird1 variable in the global scope
var bird; // Define bird 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
var ufoTimer = LK.setTimeout(function () {
addUFO();
// Reset the timer for the UFO to reappear between 10-20 seconds
ufoTimer = LK.setTimeout(arguments.callee, Math.random() * 10000 + 10000);
}, Math.random() * 10000 + 10000); // Initial interval for UFO appearances between 10 to 20 seconds
game.update = function () {
// Update clouds
for (var i = 0; i < clouds.length; i++) {
clouds[i].update();
}
// Add a jet to the game if it doesn't exist and no jet spawn timer is active
if (!game.jet && !game.jetSpawnTimer) {
var jet = new Jet1();
jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2;
jet.y = Math.random() * (2732 / 2);
game.addChild(jet);
if (game.children.includes(jet) && game.children.includes(clouds[0])) {
game.setChildIndex(jet, game.getChildIndex(clouds[0]) + 1);
}
game.jet = jet;
if (!game.jetSoundPlayed) {
LK.getSound('jet1').play();
game.jetSoundPlayed = true;
}
}
// Update jet
if (game.jet) {
game.jet.update();
}
if (ufo) {
ufo.customUpdate();
// Cache game children to avoid repeated property access
var gameChildren = game.children;
// Update lasers and check collisions
gameChildren.forEach(function (child) {
if (child instanceof Laser) {
child.update();
// Check for intersections with birds and UFO
var hasIntersection = birds.some(function (bird) {
if (!child.lastIntersecting && AABBIntersect(child, bird)) {
score += bird instanceof Bird1 ? 5 : 1;
scoreDisplay.updateScore(score);
LK.getSound('dead1').play();
bird.destroy();
birds.splice(birds.indexOf(bird), 1);
child.destroy();
return true;
}
return child.intersects(bird);
});
if (!hasIntersection && ufo && !child.lastIntersecting && AABBIntersect(child, ufo)) {
score += 25;
scoreDisplay.updateScore(score);
child.destroy();
}
child.lastIntersecting = hasIntersection || ufo && child.intersects(ufo);
}
});
// Check for intersections between UFO and birds
var ufoIntersection = birds.some(function (bird) {
if (!ufo.lastIntersecting && ufo.intersects(bird)) {
bird.destroy();
birds.splice(birds.indexOf(bird), 1);
LK.getSound('electro').play();
return true;
}
return ufo.intersects(bird);
});
ufo.lastIntersecting = ufoIntersection;
// Check if UFO is out of bounds
if (ufo.lastX <= 2048 + ufo.width / 2 && ufo.x > 2048 + ufo.width / 2 || ufo.lastX >= -ufo.width / 2 && ufo.x < -ufo.width / 2) {
ufo.destroy();
ufo = null;
ufoTimer = LK.setTimeout(function () {
ufo = addUFO();
}, Math.random() * 20000 + 30000);
}
ufo.lastX = ufo.x;
}
};
// Function to spawn a third kind of bird
// Update the main game update function to include bird updates
var originalUpdate = game.update;
game.update = function () {
// Call the original update function first
originalUpdate.call(this);
// Update each bird
birds.forEach(function (bird) {
bird.update();
// 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
}
});
// Update UFO and check for collisions
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 && AABBIntersect(child, bird)) {
if (bird instanceof Bird1) {
score += 5;
} else if (bird instanceof Bird2 || bird instanceof Bird3) {
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 && AABBIntersect(child, ufo)) {
score += 25;
scoreDisplay.updateScore(score);
child.destroy();
}
child.lastIntersecting = birds.some(function (bird) {
return child.intersects(bird);
}) || ufo && child.intersects(ufo);
}
});
}
};
// Add a tree to the game
var tree = game.addChild(new Tree());
tree.x = 2048 / 2 + 600; // Move the tree 500px to the right
tree.y = 2500; // Position the tree on the grass
// Ensure tree is added to the game before setting its index
if (game.children.includes(tree) && game.children.includes(bird1)) {
game.setChildIndex(tree, game.getChildIndex(bird1) + 1); // Set tree to be rendered after bird1
}
var score = 0;
// Add stack1 image to the game
var stack1 = game.addChild(new Stack1());
stack1.x = 1700; // Move 700px to the right
stack1.y = 2250; // Move down by 800px
// Ensure stack1 is added to the game before setting its index
if (game.children.includes(stack1) && game.children.includes(tree)) {
game.setChildIndex(stack1, game.getChildIndex(tree) + 1); // Set stack1 to be rendered after tree
}
// Add the grass floor to the game
var grassBack = new GrassBack();
grassBack.x = 1020;
grassBack.y = 2735; // Position grassBack at the bottom
game.addChild(grassBack);
// Ensure grassBack is added to the game before setting its index
if (game.children.includes(grassBack)) {
game.setChildIndex(grassBack, 5); // Set grassBack to be rendered after Bird3
}
var grassFront = new GrassFront();
grassFront.x = 1020;
grassFront.y = 2785; // Position grassFront at the bottom, moved down by 50px
game.addChild(grassFront);
// Ensure grassFront is added to the game before setting its index
if (game.children.includes(grassFront) && game.children.includes(bird2)) {
game.setChildIndex(grassFront, game.getChildIndex(bird2) + 1); // Set grassFront to be rendered after bird2
}
var scoreDisplay = new Mirror();
scoreDisplay.x = 2048 / 2 + 400; // Move the score display 400px to the right
scoreDisplay.y = 2732 - 185 - 80 - 390 + 30; // Move the score display up by an additional 80px and down by 30px
game.addChild(scoreDisplay);
var mirror = new Mirror();
mirror.x = 2048 / 2 + 400; // Move the mirror 400px to the right
mirror.y = 2732 - 185 - 80 - 390 + 30; // Move the mirror up by an additional 80px and down by 30px
game.addChild(mirror);
// Mirror doesn't need a specific layer as it's positioned using setChildIndex
// Ensure mirror is added to the game before setting its index
if (game.children.includes(mirror) && game.children.includes(stack1)) {
game.setChildIndex(mirror, game.getChildIndex(stack1) + 1); // Set mirror to be rendered after stack1
}
// Ensure laser is added to the game before setting mirror's index
if (game.children.includes(laser) && game.children.includes(mirror)) {
game.setChildIndex(mirror, game.getChildIndex(laser) + 1); // Set mirror to be rendered after the laser
}
// Function to handle bgm1 end event
;
// 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;
// Display volumes of all sounds in the console
// Sound volumes configuration
// 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);
});
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