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Please fix the bug: 'CLOUD_TYPES is not defined' in or related to this line: 'var cloudType = CLOUD_TYPES[Math.floor(Math.random() * CLOUD_TYPES.length)];' Line Number: 109
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Please fix the bug: 'The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(bird, game.getChildIndex(stack1) + 1);' Line Number: 1150
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Please fix the bug: 'The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(bird, game.getChildIndex(stack1) + 1);' Line Number: 1149
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Please fix the bug: 'The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(bird, game.getChildIndex(stack1) + 1);' Line Number: 1150
User prompt
Please fix the bug: 'The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(bird, game.getChildIndex(stack1) + 1);' Line Number: 1149
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Please fix the bug: 'The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(bird, game.getChildIndex(stack1) + 1);' Line Number: 1150
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Please fix the bug: 'The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(bird, game.getChildIndex(stack1) + 1);' Line Number: 1149
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Please fix the bug: 'The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(bird, game.getChildIndex(stack1) + 1);' Line Number: 1147
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Please fix the bug: 'Uncaught SecurityError: Failed to read the 'localStorage' property from 'Window': The document is sandboxed and lacks the 'allow-same-origin' flag.' in or related to this line: 'self.lastX = self.x; // Update lastX after movement' Line Number: 124 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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- ensure respawn timers for bird1, bird2, ufo1, ufo2, and jet MOVEMENT are set to 20-30 seconds - ensure timers for ambient sounds and bgm1 are set to repeat every 20-30 seconds - fix scoring
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ensure there at least 3-5 clouds on screen at all times.
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Please fix the bug: 'TypeError: self.movement.update is not a function' in or related to this line: 'self.movement.update();' Line Number: 97
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move light1 to light1 layer
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Please fix the bug: 'Timeout.tick error: UFO is not defined' in or related to this line: 'ufo = new UFO();' Line Number: 1096
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ensure there are two separate ufo objects. UFO1 and UFO2. UFO should be renamed to UFO1.
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Please fix the bug: 'Timeout.tick error: UFO1 is not defined' in or related to this line: 'return c instanceof UFO1;' Line Number: 1149
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(backgroundGraphics); game.layerManager.addToLayer(self, LAYERS.BACKGROUND); }); 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); game.layerManager.addToLayer(self, LAYERS.BIRD1); }); 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); game.layerManager.addToLayer(self, LAYERS.BIRD2); }); var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 1 }); self.update = function () {}; game.layerManager.addToLayer(self, LAYERS.CAT); }); 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 }); var layerIndex = cloudType === 'cloud1' ? LAYERS.CLOUD1 : LAYERS.CLOUD2; game.layerManager.addToLayer(self, layerIndex); self.movement = new CloudMovement(self, cloudGraphics); if (typeof self.movement.update !== 'function') { self.movement.update = function () { // Default update logic if not defined }; } self.update = function () { self.movement.update(); }; return self; }); // 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 () { self.x += Math.sin((LK.ticks + 100) / 90) * 0.15; // Swaying effect, increased speed }; self.addChild(grassGraphics); // Add grass graphics to the container // Set the layer index for grass-back game.layerManager.addToLayer(self, LAYERS.GRASS_BACK); }); // 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 () { self.x += Math.sin((LK.ticks + 50) / 100) * 0.125; // Swaying effect, reduced by 50% self.lastX = self.x; // Update lastX after movement }; // Set the layer index for grass-front game.layerManager.addToLayer(self, LAYERS.GRASS_FRONT); }); var Jet1 = Container.expand(function () { var self = Container.call(this); var jetGraphics = self.attachAsset('jet1', { anchorX: 0.5, anchorY: 0.5, flipX: 1 }); game.layerManager.addToLayer(self, LAYERS.JET1); self.speed = 10; self.direction = Math.random() < 0.5 ? 1 : -1; self.lastX = self.x; self.soundPlayed = false; self.x = Math.random() < 0.5 ? 2048 + self.width / 2 : -self.width / 2; self.update = function () { flipImageVerticallyBasedOnDirection(jetGraphics, self.lastX, self.x); self.x += self.speed * self.direction; if (!self.soundPlayed && self.x > 0 && self.x < 2048) { LK.getSound('jet1').play(); self.soundPlayed = true; } 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; var respawnTime = Math.random() * 10000 + 10000; game.jetSpawnTimer = LK.setTimeout(function () { 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); game.jet = jet; game.jetSpawnTimer = null; }, respawnTime); } self.lastX = self.x; }; }); // 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; self.update = function () { game.children.forEach(function (child) { if ((child instanceof Bird1 || child instanceof Bird2) && self.intersects(child)) { child.destroy(); self.destroy(); } }); self.x += self.vx; self.y += self.vy; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; // Set the layer index for laser game.layerManager.addToLayer(self, LAYERS.LASER); }); // 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: 1.0 }); self.x = 450; self.y = 450; self.update = function () { self.x += Math.sin(LK.ticks / 90) * 0.1; }; self.pulse = new Light1Pulse(lightGraphics); self.pulse.startPulsating(); game.layerManager.addToLayer(self, LAYERS.LIGHT1); }); var Mirror = Container.expand(function () { var self = Container.call(this); var scoreGraphics = self.attachAsset('mirror1', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 60 }); 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 = -85 * (Math.PI / 180); 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); // Set the layer index for mirror game.layerManager.addToLayer(self, LAYERS.MIRROR); }); var Reticle = Container.expand(function () { var self = Container.call(this); var reticleGraphics = self.attachAsset('reticle1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.pulse) { self.pulse = new ReticlePulse(reticleGraphics); self.pulse.startPulsating(); } }; game.layerManager.addToLayer(self, LAYERS.RETICLE); }); // 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); // Set the layer index for reticle game.layerManager.addToLayer(self, LAYERS.RETICLE); }); // 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 }; // Set the layer index for stack game.layerManager.addToLayer(self, LAYERS.STACK); }); // 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); }); // 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); // Set the layer index for tree2 game.layerManager.addToLayer(self, LAYERS.TREE); }); var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufo2', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new UFOMovement(self, ufoGraphics); game.layerManager.addToLayer(self, LAYERS.UFO2); }); // UFO1 class to represent a specific type of UFO var UFO1 = Container.expand(function () { var self = Container.call(this); var ufo1Graphics = self.attachAsset('ufo1', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new UFOMovement(self, ufo1Graphics); // Set the layer index for ufo1 game.layerManager.addToLayer(self, LAYERS.UFO1); }); // 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); game.layerManager.addToLayer(self, LAYERS.UFO2); }); /**** * Initialize Game ****/ // Initialize clouds array var game = new LK.Game({ // No title, no description backgroundColor: 0x87CEEB // Sky blue }); /**** * Game Code ****/ // CloudMovement class to handle cloud movement and fade effects var CloudMovement = function CloudMovement(cloud, cloudGraphics) { this.cloud = cloud; this.cloudGraphics = cloudGraphics; this.speed = Math.random() * 0.55 + 0.25; this.direction = Math.random() < 0.5 ? 1 : -1; this.update = function () { this.cloud.x += this.speed * this.direction; var screenWidth = 2048; var halfWidth = this.cloud.width / 2; if (this.cloud.x > screenWidth + halfWidth) { this.cloud.x = -halfWidth; } else if (this.cloud.x < -halfWidth) { this.cloud.x = screenWidth + halfWidth; } }.bind(this); }; 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 CloudMovement = function CloudMovement(cloud, cloudGraphics) { this.cloud = cloud; this.cloudGraphics = cloudGraphics; this.cloud.speed = Math.random() * 0.55 + 0.25; this.cloud.hasAccelerated = false; this.cloud.direction = Math.random() < 0.5 ? 1 : -1; this.cloud.lastX = this.cloud.x; this.cloud.lastIntersecting = false; this.cloud.update = function () { var currentX = this.x; var screenWidth = 2048; var halfWidth = this.width / 2; this.x += this.speed * this.direction; if (currentX <= screenWidth + halfWidth && this.x > screenWidth + halfWidth) { this.x = -halfWidth; } else if (currentX >= -halfWidth && this.x < -halfWidth) { this.x = screenWidth + halfWidth; } this.lastX = this.x; }.bind(this.cloud); }; /**** * Layer Constants ****/ var LAYERS = { BACKGROUND: 0, GRASS_BACK: 1, TREE: 2, CLOUD1: 3, CLOUD2: 4, JET1: 5, UFO1: 6, UFO2: 7, BIRD1: 8, BIRD2: 9, LASER: 10, CAT: 11, RETICLE: 12, STACK: 13, MIRROR: 14, GRASS_FRONT: 15, SUN: 16, LIGHT1: 17 }; /**** * 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 and within bounds layerId = Math.max(0, Math.min(layerId, this.game.children.length)); // Set the child index if (layerId < this.game.children.length) { 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 and within bounds layerId = Math.max(0, Math.min(layerId, this.game.children.length)); // Add the object if it's not already a child if (!this.game.children.includes(object)) { this.game.addChild(object); } // Set the child index only if it's within bounds if (layerId < this.game.children.length) { 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 _this2 = this; if (!Array.isArray(objects)) { return; } objects.forEach(function (object) { return _this2.addToLayer(object, layerId); }); } }]); }(); game.layerManager = new LayerManager(game); // 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 function startPulsating(target) { var duration = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 888; function pulsate() { tween(target, { scaleX: 1.2, scaleY: 1.2 }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { scaleX: 1.0, scaleY: 1.0 }, { duration: duration, easing: tween.easeInOut, onFinish: pulsate }); } }); } pulsate(); } // UFOMovement class to handle UFO movement var UFOMovement = function UFOMovement(ufo, ufoGraphics) { this.ufo = ufo; this.ufoGraphics = ufoGraphics; this.ufo.speed = 3.2; this.ufo.direction = Math.random() < 0.5 ? 1 : -1; this.ufo.lastX = this.ufo.x; this.ufo.soundPlayed = false; this.ufo.update = function () { var currentX = this.x; var screenWidth = 2048; var halfWidth = this.width / 2; var tickCos = Math.cos(LK.ticks / 60); var tickSin = Math.sin(LK.ticks / 120); this.x += this.speed * tickCos; this.y = 100 + tickSin * 250; if (this.x > 0 && this.x < screenWidth && !this.soundPlayed) { LK.getSound('ufo1').play(); this.soundPlayed = true; } if (this.x < 0 || this.x > screenWidth) { this.soundPlayed = false; } if (currentX <= screenWidth + halfWidth && this.x > screenWidth + halfWidth || currentX >= -halfWidth && this.x < -halfWidth) { LK.getSound('ufo1').stop(); this.destroy(); ufo = null; } this.lastX = this.x; }; }; 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() * 3.2 + 2; this.bird.lastY = storage.bird1_lastY || this.bird.y; this.bird.lastX = storage.bird1_lastX || this.bird.x; this.bird.update = function () { // Cache all frequently used values var currentX = this.x; var currentY = this.y; var screenWidth = 2048; var screenHeight = 2732; var tickCos = Math.cos(LK.ticks / 50); // Update position with optimized calculations this.x += this.speed * tickCos; this.y += Math.sin(this.x / 100) * 6.5; // Handle screen boundaries with optimized random positioning if (currentY > screenHeight + this.height) { this.y = -this.height; var rand = Math.random(); this.x = rand < 0.33 ? rand * screenWidth : rand < 0.5 ? 0 : screenWidth; } // Update rotation with cached movement values this.rotation = Math.atan2(this.y - currentY, this.x - currentX) * 0.1; // Optimize cloud intersection check var isIntersectingCloud = false; for (var i = 0; i < clouds.length; i++) { if (this.intersects(clouds[i])) { isIntersectingCloud = true; break; } } // Handle cloud intersection effects if (isIntersectingCloud && !this.lastIntersecting) { this.speed *= 0.8; LK.getSound('wings1').play(); } this.lastIntersecting = isIntersectingCloud; // Update position tracking with throttled storage updates if (Math.abs(this.lastX - currentX) > 1 || Math.abs(this.lastY - currentY) > 1) { this.lastX = currentX; this.lastY = currentY; storage.bird1_lastX = currentX; storage.bird1_lastY = currentY; } // 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 () {}; }; var ReticlePulse = function ReticlePulse(reticleGraphics) { this.reticleGraphics = reticleGraphics; this.startPulsating = function () { function pulsate() { tween(this.reticleGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 1000, easing: tween.easeInOut, onFinish: function () { tween(this.reticleGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: pulsate.bind(this) }); }.bind(this) }); } pulsate.call(this); }; }; // 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.addChild(background); game.layerManager.addToLayer(background, LAYERS.BACKGROUND); // ScoreManager class to manage score logic var ScoreManager = function ScoreManager() { var self = this; var currentScore = 0; var highScore = storage.highScore || 0; self.addScore = function (points) { if (typeof points !== 'number' || points < 0) { return currentScore; } currentScore += Math.floor(points); if (currentScore > highScore) { highScore = currentScore; storage.highScore = highScore; } return currentScore; }; self.resetScore = function () { currentScore = 0; return currentScore; }; self.getScore = function () { return currentScore; }; self.getHighScore = function () { return highScore; }; }; 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 } }; 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; light1.y = 1500; game.layerManager.addToLayer(light1, LAYERS.LIGHT1); light1.visible = true; // Function to add a UFO to the game function addUFO() { var ufo = new UFO1(); game.addChild(ufo); if (game.children.includes(ufo) && game.children.includes(clouds[0])) { game.setChildIndex(ufo, game.getChildIndex(clouds[0]) + 1); } ufo.x = Math.random() < 0.5 ? 2048 + ufo.width / 2 : -ufo.width / 2; ufo.y = Math.random() * (2732 / 2 - ufo.height); ufo.customUpdate = function () { if (!ufo.soundPlayed && ufo.x > 0 && ufo.x < 2048) { LK.getSound('ufo1').play(); ufo.soundPlayed = true; } ufo.update(); }; return ufo; } // Initialize clouds array var clouds = []; // Initialize cloud types var CLOUD_TYPES = ['cloud1', 'cloud2']; // Add initial clouds function initializeClouds() { // Add cloud1 instances for (var i = 0; i < 3; i++) { 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.addChild(cloud); game.layerManager.addToLayer(cloud, LAYERS.CLOUD1); clouds.push(cloud); } // Add cloud2 instances for (var i = 0; i < 3; i++) { 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.addChild(cloud); game.layerManager.addToLayer(cloud, LAYERS.CLOUD2); clouds.push(cloud); } } // Call initializeClouds after game initialization initializeClouds(); var bird1; // Define bird1 variable in the global scope var bird; // Define bird variable in the global scope // Initialize birds var birds = []; spawnBird1(); spawnBird2(); // Initialize a timer to add a UFO at a random time between 10 and 20 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 () { if (!game.children.some(function (c) { return c instanceof UFO1; })) { 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 var originalUpdate = game.update; game.update = function () { // Call the original update function first originalUpdate.call(this); // Update clouds for (var i = 0; i < clouds.length; i++) { clouds[i].update(); } // 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); } }); } else { // If there's no UFO, try to spawn one ufo = addUFO(); } }; // Function to spawn a third kind of bird function spawnBird1() { if (!birds.some(function (b) { return b instanceof Bird1; })) { 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() { if (birds.filter(function (b) { return b instanceof Bird2; }).length < 3) { 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)) { // Make sure we don't set an index that's out of bounds var safeIndex = Math.min(5, game.children.length - 1); game.setChildIndex(grassBack, safeIndex); // Set grassBack to be rendered safely } 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 _this5 = 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 _this5.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 = 1 + Math.random() * 1.2; this.bird.lastY = this.bird.y; this.bird.lastX = this.bird.x; this.bird.update = function () { this.y += this.speed; this.x += Math.sin((LK.ticks + 50) / 50) * 0.25; this.lastY = this.y; this.lastX = this.x; }.bind(this.bird); }; var Bird2Movement = function Bird2Movement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = 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 () {}; }; var ReticlePulse = function ReticlePulse(reticleGraphics) { this.reticleGraphics = reticleGraphics; this.startPulsating = function () { function pulsate() { tween(this.reticleGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 1000, easing: tween.easeInOut, onFinish: function () { tween(this.reticleGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: pulsate.bind(this) }); }.bind(this) }); } pulsate.call(this); }; }; // 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; var currentScore = 0; var highScore = storage.highScore || 0; self.addScore = function (points) { if (typeof points !== 'number' || points < 0) { return currentScore; } currentScore += Math.floor(points); if (currentScore > highScore) { highScore = currentScore; storage.highScore = highScore; } return currentScore; }; self.resetScore = function () { currentScore = 0; return currentScore; }; self.getScore = function () { return currentScore; }; self.getHighScore = function () { return highScore; }; }; 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; light1.y = 1500; game.layerManager.addToLayer(light1, LAYERS.LIGHT1); light1.visible = true; // Function to add a UFO to the game // Initialize clouds array var clouds = []; // Initialize cloud types var CLOUD_TYPES = ['cloud1', 'cloud2']; // Add initial clouds // Call initializeClouds after game initialization initializeClouds(); var bird1; // Define bird1 variable in the global scope var bird; // Define bird variable in the global scope // Initialize birds spawnBird2(); if (!bird1) { spawnBird1(); } // 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); game.jet = jet; game.layerManager.addToLayer(jet, LAYERS.JET1); LK.getSound('jet1').play(); } // 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('dead2').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)) { // Make sure we don't set an index that's out of bounds var safeIndex = Math.min(5, game.children.length - 1); game.setChildIndex(grassBack, safeIndex); // Set grassBack to be rendered safely } 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; // 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); });
===================================================================
--- original.js
+++ change.js
@@ -6,142 +6,73 @@
/****
* 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);
- // Set the layer index for bird2
game.layerManager.addToLayer(self, LAYERS.BIRD2);
});
-// 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
- };
- // Set the layer index for cat
+ self.update = function () {};
game.layerManager.addToLayer(self, LAYERS.CAT);
});
-// 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%
+ alpha: 0.8
});
- // 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);
- // Add update method to the cloud instance
+ if (typeof self.movement.update !== 'function') {
+ self.movement.update = function () {
+ // Default update logic if not defined
+ };
+ }
self.update = function () {
- // The cloud's update method is already defined in CloudMovement
- // No need to call it here as it would create an infinite recursion
+ self.movement.update();
};
return self;
});
-// CloudMovement class to handle cloud movement and fade effects
-var CloudMovement = Container.expand(function () {
- var self = Container.call(this);
- 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(self.cloudGraphics, {
- alpha: 0.5
- }, {
- duration: 3000,
- easing: tween.linear
- });
- } else if (self.lastIntersecting && !isTouchingSun) {
- self.speed /= 2;
- tween(self.cloudGraphics, {
- alpha: 1.0
- }, {
- duration: 3000,
- easing: tween.linear
- });
- }
- self.lastIntersecting = isTouchingSun;
- // Update last position
- self.lastX = self.x;
- };
- return self;
-});
// 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
// Set the layer index for grass-back
@@ -156,66 +87,48 @@
});
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
};
// Set the layer index for grass-front
game.layerManager.addToLayer(self, LAYERS.GRASS_FRONT);
});
-// 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
+ flipX: 1
});
- // 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.speed = 10;
+ self.direction = Math.random() < 0.5 ? 1 : -1;
+ self.lastX = self.x;
+ self.soundPlayed = false;
+ self.x = Math.random() < 0.5 ? 2048 + self.width / 2 : -self.width / 2;
self.update = function () {
- flipImageVerticallyBasedOnDirection(jetGraphics, self.lastX, self.x); // Use flipImageVerticallyBasedOnDirection to flip on X axis
+ flipImageVerticallyBasedOnDirection(jetGraphics, self.lastX, self.x);
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.soundPlayed && self.x > 0 && self.x < 2048) {
+ LK.getSound('jet1').play();
+ self.soundPlayed = true;
}
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
+ var respawnTime = Math.random() * 10000 + 10000;
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
+ jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2;
+ jet.y = Math.random() * (2732 / 2);
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
+ game.jetSpawnTimer = null;
}, respawnTime);
}
- self.lastX = self.x; // Update lastX after movement
+ self.lastX = self.x;
};
});
// Laser class to represent a laser shot from the cat
var Laser = Container.expand(function (startX, startY, targetX, targetY) {
@@ -236,25 +149,17 @@
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
+ if ((child instanceof Bird1 || child instanceof Bird2) && self.intersects(child)) {
+ child.destroy();
+ self.destroy();
}
- }); // 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();
}
};
@@ -266,26 +171,25 @@
var self = Container.call(this);
var lightGraphics = self.attachAsset('light1', {
anchorX: 0.5,
anchorY: 0.5,
- alpha: 0.2 // Set transparency to 20%
+ alpha: 1.0
});
- self.x = 450, self.y = 450;
+ self.x = 450;
+ self.y = 450;
self.update = function () {
- // Add any specific update logic for the light here
+ self.x += Math.sin(LK.ticks / 90) * 0.1;
};
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
+ rotation: Math.PI / 60
});
var scoreText = new Text2('0', {
size: 175,
fill: 0x800080,
@@ -300,9 +204,9 @@
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
+ scoreText.rotation = -85 * (Math.PI / 180);
x = 100;
y = 100;
self.addChild(scoreText);
self.updateScore = function (newScore) {
@@ -319,20 +223,21 @@
self.addChild(mirror1Graphics);
// Set the layer index for mirror
game.layerManager.addToLayer(self, LAYERS.MIRROR);
});
-// 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
+ if (!self.pulse) {
+ self.pulse = new ReticlePulse(reticleGraphics);
+ self.pulse.startPulsating();
+ }
};
- // Start the pulsating effect for the reticle
- startPulsating(self);
+ game.layerManager.addToLayer(self, LAYERS.RETICLE);
});
// Reticle1 class to represent the reticle image
var Reticle1 = Container.expand(function () {
var self = Container.call(this);
@@ -357,9 +262,8 @@
};
// Set the layer index for stack
game.layerManager.addToLayer(self, LAYERS.STACK);
});
-// 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', {
@@ -370,9 +274,8 @@
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', {
@@ -402,15 +305,14 @@
game.layerManager.addToLayer(self, LAYERS.TREE);
});
var UFO = Container.expand(function () {
var self = Container.call(this);
- var ufoGraphics = self.attachAsset('ufo1', {
+ var ufoGraphics = self.attachAsset('ufo2', {
anchorX: 0.5,
anchorY: 0.5
});
self.movement = new UFOMovement(self, ufoGraphics);
- // Set the layer index for UFO
- game.layerManager.addToLayer(self, LAYERS.UFO1);
+ game.layerManager.addToLayer(self, LAYERS.UFO2);
});
// UFO1 class to represent a specific type of UFO
var UFO1 = Container.expand(function () {
var self = Container.call(this);
@@ -429,23 +331,14 @@
anchorX: 0.5,
anchorY: 0.5
});
self.movement = new UFOMovement(self, ufo2Graphics);
- // Set the layer index for ufo2
- game.layerManager.addToLayer(self, LAYERS.UFO1);
+ game.layerManager.addToLayer(self, LAYERS.UFO2);
});
/****
* Initialize Game
****/
-// UFOMovement class to handle UFO movement
-/****
-* Assets
-LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'})
-****/
-/****
-* Layer Constants
-****/
// Initialize clouds array
var game = new LK.Game({
// No title, no description
backgroundColor: 0x87CEEB // Sky blue
@@ -453,10 +346,25 @@
/****
* Game Code
****/
-// Initialize the game's layer manager
// CloudMovement class to handle cloud movement and fade effects
+var CloudMovement = function CloudMovement(cloud, cloudGraphics) {
+ this.cloud = cloud;
+ this.cloudGraphics = cloudGraphics;
+ this.speed = Math.random() * 0.55 + 0.25;
+ this.direction = Math.random() < 0.5 ? 1 : -1;
+ this.update = function () {
+ this.cloud.x += this.speed * this.direction;
+ var screenWidth = 2048;
+ var halfWidth = this.cloud.width / 2;
+ if (this.cloud.x > screenWidth + halfWidth) {
+ this.cloud.x = -halfWidth;
+ } else if (this.cloud.x < -halfWidth) {
+ this.cloud.x = screenWidth + halfWidth;
+ }
+ }.bind(this);
+};
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -500,55 +408,48 @@
}
var CloudMovement = function CloudMovement(cloud, cloudGraphics) {
this.cloud = cloud;
this.cloudGraphics = cloudGraphics;
- this.cloud.speed = Math.random() * 0.55 + 0.25; // Adjust speed to range between 0.25 and 0.8
- this.cloud.hasAccelerated = false; // Track if the cloud has already accelerated
- this.cloud.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left
- this.cloud.lastX = this.cloud.x; // Track last X position for future checks
- this.cloud.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections
- // Bind update method to the cloud instance
+ this.cloud.speed = Math.random() * 0.55 + 0.25;
+ this.cloud.hasAccelerated = false;
+ this.cloud.direction = Math.random() < 0.5 ? 1 : -1;
+ this.cloud.lastX = this.cloud.x;
+ this.cloud.lastIntersecting = false;
this.cloud.update = function () {
- // Cache current position for movement calculations
var currentX = this.x;
var screenWidth = 2048;
var halfWidth = this.width / 2;
- // Update position based on speed and direction
this.x += this.speed * this.direction;
- // Handle screen wrapping
if (currentX <= screenWidth + halfWidth && this.x > screenWidth + halfWidth) {
this.x = -halfWidth;
} else if (currentX >= -halfWidth && this.x < -halfWidth) {
this.x = screenWidth + halfWidth;
}
- this.lastX = this.x; // Update lastX after movement
- }.bind(this.cloud); // Bind the update function to the cloud instance
+ this.lastX = this.x;
+ }.bind(this.cloud);
};
-// UFOMovement class to handle UFO movement
/****
-* Assets
-LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'})
-****/
-/****
* Layer Constants
****/
var LAYERS = {
BACKGROUND: 0,
- LIGHT1: 1,
- SUN: 2,
- JET1: 3,
- CLOUD1: 4,
- UFO1: 5,
- CLOUD2: 6,
- GRASS_BACK: 7,
+ GRASS_BACK: 1,
+ TREE: 2,
+ CLOUD1: 3,
+ CLOUD2: 4,
+ JET1: 5,
+ UFO1: 6,
+ UFO2: 7,
BIRD1: 8,
- TREE: 9,
- STACK: 10,
- BIRD2: 11,
- GRASS_FRONT: 12,
- CAT: 13,
- LASER: 14,
- RETICLE: 15
+ BIRD2: 9,
+ LASER: 10,
+ CAT: 11,
+ RETICLE: 12,
+ STACK: 13,
+ MIRROR: 14,
+ GRASS_FRONT: 15,
+ SUN: 16,
+ LIGHT1: 17
};
/****
* Layer Management System
****/
@@ -797,16 +698,14 @@
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
+ scaleX: 1.2,
+ scaleY: 1.2
}, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
@@ -822,46 +721,37 @@
});
}
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.speed = 3.2;
+ this.ufo.direction = Math.random() < 0.5 ? 1 : -1;
+ this.ufo.lastX = this.ufo.x;
+ this.ufo.soundPlayed = false;
this.ufo.update = function () {
- var _this3 = 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 _this3.intersects(cloud);
- });
- if (isIntersectingCloud && !this.lastIntersecting) {
- this.speed *= 1.2;
+ var tickCos = Math.cos(LK.ticks / 60);
+ var tickSin = Math.sin(LK.ticks / 120);
+ this.x += this.speed * tickCos;
+ this.y = 100 + tickSin * 250;
+ if (this.x > 0 && this.x < screenWidth && !this.soundPlayed) {
LK.getSound('ufo1').play();
+ this.soundPlayed = true;
}
- 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) {
+ if (this.x < 0 || this.x > screenWidth) {
+ this.soundPlayed = false;
+ }
+ if (currentX <= screenWidth + halfWidth && this.x > screenWidth + halfWidth || currentX >= -halfWidth && this.x < -halfWidth) {
+ LK.getSound('ufo1').stop();
this.destroy();
ufo = null;
- LK.getSound('ufo1').stop();
}
- this.lastX = this.x; // Update lastX after movement
+ this.lastX = this.x;
};
};
var UFOSound = function UFOSound() {
this.play = function () {
@@ -890,42 +780,50 @@
};
var Bird1Movement = function Bird1Movement(bird, birdGraphics) {
this.bird = bird;
this.birdGraphics = birdGraphics;
- this.bird.speed = Math.random() * 1.6 + 1;
+ this.bird.speed = Math.random() * 3.2 + 2;
this.bird.lastY = storage.bird1_lastY || this.bird.y;
this.bird.lastX = storage.bird1_lastX || this.bird.x;
this.bird.update = function () {
- var _this4 = this;
- // Cache current position and screen dimensions
+ // Cache all frequently used values
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
+ var tickCos = Math.cos(LK.ticks / 50);
+ // Update position with optimized calculations
+ this.x += this.speed * tickCos;
+ this.y += Math.sin(this.x / 100) * 6.5;
+ // Handle screen boundaries with optimized random positioning
if (currentY > screenHeight + this.height) {
this.y = -this.height;
- this.x = Math.random() < 0.33 ? Math.random() * screenWidth : Math.random() < 0.5 ? 0 : screenWidth;
+ var rand = Math.random();
+ this.x = rand < 0.33 ? rand * screenWidth : rand < 0.5 ? 0 : screenWidth;
}
- // Update rotation based on movement
+ // Update rotation with cached movement values
this.rotation = Math.atan2(this.y - currentY, this.x - currentX) * 0.1;
- // Cache intersection checks
- var isIntersectingCloud = clouds.some(function (cloud) {
- return _this4.intersects(cloud);
- });
+ // Optimize cloud intersection check
+ var isIntersectingCloud = false;
+ for (var i = 0; i < clouds.length; i++) {
+ if (this.intersects(clouds[i])) {
+ isIntersectingCloud = true;
+ break;
+ }
+ }
+ // Handle cloud intersection effects
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;
+ // Update position tracking with throttled storage updates
+ if (Math.abs(this.lastX - currentX) > 1 || Math.abs(this.lastY - currentY) > 1) {
+ this.lastX = currentX;
+ this.lastY = currentY;
+ storage.bird1_lastX = currentX;
+ storage.bird1_lastY = currentY;
+ }
// Handle image flipping
flipImageVerticallyBasedOnDirection(birdGraphics, currentX, this.x);
};
};
@@ -951,10 +849,33 @@
};
};
var Bird2Effects = function Bird2Effects(bird) {
this.bird = bird;
- this.applyEffects = function () {
- // Add any specific effects or animations for Bird2 here
+ this.applyEffects = function () {};
+};
+var ReticlePulse = function ReticlePulse(reticleGraphics) {
+ this.reticleGraphics = reticleGraphics;
+ this.startPulsating = function () {
+ function pulsate() {
+ tween(this.reticleGraphics, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function () {
+ tween(this.reticleGraphics, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: pulsate.bind(this)
+ });
+ }.bind(this)
+ });
+ }
+ pulsate.call(this);
};
};
// Bird1Effects class to handle effects and animations for Bird1
var Bird1Effects = function Bird1Effects(bird) {
@@ -971,19 +892,31 @@
game.layerManager.addToLayer(background, LAYERS.BACKGROUND);
// ScoreManager class to manage score logic
var ScoreManager = function ScoreManager() {
var self = this;
- self.score = 0;
+ var currentScore = 0;
+ var highScore = storage.highScore || 0;
self.addScore = function (points) {
- self.score += points;
- return self.score;
+ if (typeof points !== 'number' || points < 0) {
+ return currentScore;
+ }
+ currentScore += Math.floor(points);
+ if (currentScore > highScore) {
+ highScore = currentScore;
+ storage.highScore = highScore;
+ }
+ return currentScore;
};
self.resetScore = function () {
- self.score = 0;
+ currentScore = 0;
+ return currentScore;
};
self.getScore = function () {
- return self.score;
+ return currentScore;
};
+ self.getHighScore = function () {
+ return highScore;
+ };
};
var birds = [];
game.down = function (x, y, obj) {
if (!game.reticle) {
@@ -999,15 +932,8 @@
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());
}
@@ -1023,30 +949,29 @@
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
+light1.x = 510;
+light1.y = 1500;
game.layerManager.addToLayer(light1, LAYERS.LIGHT1);
+light1.visible = true;
// Function to add a UFO to the game
function addUFO() {
- if (!game.children.some(function (c) {
- return c instanceof UFO1;
- })) {
- ufo = new UFO1();
- 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();
- };
- return ufo;
+ var ufo = new UFO1();
+ game.addChild(ufo);
+ if (game.children.includes(ufo) && game.children.includes(clouds[0])) {
+ game.setChildIndex(ufo, game.getChildIndex(clouds[0]) + 1);
}
- return null;
+ ufo.x = Math.random() < 0.5 ? 2048 + ufo.width / 2 : -ufo.width / 2;
+ ufo.y = Math.random() * (2732 / 2 - ufo.height);
+ ufo.customUpdate = function () {
+ if (!ufo.soundPlayed && ufo.x > 0 && ufo.x < 2048) {
+ LK.getSound('ufo1').play();
+ ufo.soundPlayed = true;
+ }
+ ufo.update();
+ };
+ return ufo;
}
// Initialize clouds array
var clouds = [];
// Initialize cloud types
@@ -1494,45 +1419,17 @@
};
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.speed = 1 + Math.random() * 1.2;
+ this.bird.lastY = this.bird.y;
+ this.bird.lastX = this.bird.x;
this.bird.update = function () {
- var _this6 = 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 _this6.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);
- };
+ this.y += this.speed;
+ this.x += Math.sin((LK.ticks + 50) / 50) * 0.25;
+ this.lastY = this.y;
+ this.lastX = this.x;
+ }.bind(this.bird);
};
var Bird2Movement = function Bird2Movement(bird, birdGraphics) {
this.bird = bird;
this.birdGraphics = birdGraphics;
@@ -1555,10 +1452,33 @@
};
};
var Bird2Effects = function Bird2Effects(bird) {
this.bird = bird;
- this.applyEffects = function () {
- // Add any specific effects or animations for Bird2 here
+ this.applyEffects = function () {};
+};
+var ReticlePulse = function ReticlePulse(reticleGraphics) {
+ this.reticleGraphics = reticleGraphics;
+ this.startPulsating = function () {
+ function pulsate() {
+ tween(this.reticleGraphics, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function () {
+ tween(this.reticleGraphics, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: pulsate.bind(this)
+ });
+ }.bind(this)
+ });
+ }
+ pulsate.call(this);
};
};
// Bird1Effects class to handle effects and animations for Bird1
var Bird1Effects = function Bird1Effects(bird) {
@@ -1574,19 +1494,31 @@
game.layerManager.addToLayer(background, LAYERS.BACKGROUND);
// ScoreManager class to manage score logic
var ScoreManager = function ScoreManager() {
var self = this;
- self.score = 0;
+ var currentScore = 0;
+ var highScore = storage.highScore || 0;
self.addScore = function (points) {
- self.score += points;
- return self.score;
+ if (typeof points !== 'number' || points < 0) {
+ return currentScore;
+ }
+ currentScore += Math.floor(points);
+ if (currentScore > highScore) {
+ highScore = currentScore;
+ storage.highScore = highScore;
+ }
+ return currentScore;
};
self.resetScore = function () {
- self.score = 0;
+ currentScore = 0;
+ return currentScore;
};
self.getScore = function () {
- return self.score;
+ return currentScore;
};
+ self.getHighScore = function () {
+ return highScore;
+ };
};
var birds = [];
game.down = function (x, y, obj) {
if (!game.reticle) {
@@ -1626,11 +1558,12 @@
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
+light1.x = 510;
+light1.y = 1500;
game.layerManager.addToLayer(light1, LAYERS.LIGHT1);
+light1.visible = true;
// Function to add a UFO to the game
// Initialize clouds array
var clouds = [];
// Initialize cloud types
@@ -1640,15 +1573,12 @@
initializeClouds();
var bird1; // Define bird1 variable in the global scope
var bird; // Define bird variable in the global scope
// Initialize birds
-if (!birds.some(function (b) {
- return b instanceof Bird1;
-})) {
+spawnBird2();
+if (!bird1) {
spawnBird1();
}
-spawnBird2();
-spawnBird2();
// Initialize a timer to add a UFO at a random time between 20 and 30 seconds
var ufo; // Define the ufo variable in the global scope
var laser; // Define the laser variable in the global scope
var ufoTimer = LK.setTimeout(function () {
@@ -1666,16 +1596,11 @@
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;
- }
+ game.layerManager.addToLayer(jet, LAYERS.JET1);
+ LK.getSound('jet1').play();
}
// Update jet
if (game.jet) {
game.jet.update();
@@ -1713,9 +1638,9 @@
var ufoIntersection = birds.some(function (bird) {
if (!ufo.lastIntersecting && ufo.intersects(bird)) {
bird.destroy();
birds.splice(birds.indexOf(bird), 1);
- LK.getSound('electro').play();
+ LK.getSound('dead2').play();
return true;
}
return ufo.intersects(bird);
});
@@ -1880,10 +1805,8 @@
}, 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 () {
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