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# Cosmic Cat Tree Game Implementation Plan ## 1. Core Game Logic & Mechanics - Implement Bird movement patterns and spawning system - Complete Cat and Kitten charm mechanics with cooldowns - Add UFO collection behavior and automation - Create sparkle generation and collection system - Implement idle progression mechanics - Add tap interaction for tree sparkle burst
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# Cosmic Cat Tree Game Implementation Plan ## 1. Core Game Logic & Mechanics - Implement Bird movement patterns and spawning system - Complete Cat and Kitten charm mechanics with cooldowns - Add UFO collection behavior and automation - Create sparkle generation and collection system - Implement idle progression mechanics - Add tap interaction for tree sparkle burst ## 2. Animation System ### Particle Effects - Sparkle Dust generation and floating - Collection beam effects for UFOs - Charm effect particles - Tree tap burst effect - Sleeping cat Zzz particles ### Character Animations - Cat/Kitten idle animations (tail swish, ear twitch) - Bird flight and perching animations - UFO hovering and collection movements - Tree leaf shimmer effect ## 3. Game Object Methods ### Cat & Kitten - tryCharmBird(): Check nearby birds and attempt to charm them - getCharmRadius(): Define interaction range - handleCharmCooldown(): Manage charm timing - playIdleAnimation(): Handle random idle animations ### Bird - setRandomPosition(): Set starting position and target - update(): Handle movement towards tree - handleCharmed(): Manage charmed state and rewards - playFlightAnimation(): Control flight animations ### UFO - findNearestSparkle(): Locate closest collectible sparkle - moveToSparkle(): Navigate to target sparkle - collectSparkle(): Handle collection and rewards - playBeamEffect(): Show collection beam ### Sparkle - update(): Handle floating animation - handleCollection(): Manage collection state ## 4. Game Class Methods - spawnBirds(): Manage bird population - updateSparkles(): Handle sparkle lifecycle - createSparkle(): Generate new sparkles - handlePurchases(): Manage resource spending - updateUI(): Keep display current - saveGameState(): Store progress to localStorage - loadGameState(): Restore saved progress - initializeSoundSystem(): Set up audio management ## 5. Asset Management ### Visual Assets - Tree background with branch positions - Cat and kitten sprites with animation frames - Bird variants with flight animations - UFO design with beam effects - Sparkle and particle effect sprites - UI elements and upgrade icons ### Audio Assets - Background music - Bird chirp sounds - UFO hover and collection sounds - Sparkle collection effects - UI interaction sounds - Cat purring and meowing ## 6. Implementation Order 1. Set up basic game structure and asset loading 2. Implement core movement and positioning 3. Add basic animations and particle system 4. Implement charm mechanics and sparkle generation 5. Add UFO collection system 6. Integrate purchase and upgrade system 7. Implement save/load functionality 8. Add sound effects and background music 9. Polish animations and visual feedback 10. Balance gameplay mechanics and economy 11. Optimize performance and memory usage 12. Final testing and bug fixes
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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: 'return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", {' Line Number: 158 āŖš” Consider importing and using the following plugins: @upit/storage.v1
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improve the ui
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continue
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refactor
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continue
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fill in any missing code.
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create classes for all assets that do not have one
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Please fix the bug: 'Maximum call stack size exceeded' in or related to this line: 'return false;' Line Number: 50
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Please fix the bug: 'Maximum call stack size exceeded' in or related to this line: 'return isLocalStorageAccessible() ? false : undefined;' Line Number: 50
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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: 'return false;' Line Number: 50
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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: 'return false;' Line Number: 50
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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: 'return typeof o;' Line Number: 135
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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: 'return typeof o;' Line Number: 131
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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: 'return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;' Line Number: 128
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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: 'return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;' Line Number: 118
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ensure all shapes are initialized and used correctly.
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improve the ui layout
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improve the code
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'createPlaceholderAsset(TREE_ASSET_ID, 0x8b4513, 5, LK.canvas.height * 0.6); // Brown Tree Trunk (adjust height as needed);' Line Number: 847
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'createPlaceholderAsset(TREE_ASSET_ID, 0x8b4513, 5, LK.canvas.height * 0.6); // Brown Tree Trunk (adjust height as needed);' Line Number: 845
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bird class to manage bird behavior var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.lastY = self.y; self.lastX = self.x; self.update = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 6.5; if (self.lastY <= 2732 && self.y > 2732) { self.destroy(); birds.splice(birds.indexOf(self), 1); return; } self.lastY = self.y; self.lastX = self.x; }; }); // Branch asset // Bird1 class to represent the first kind of bird var Bird1 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird1-right', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new Bird1Movement(self, birdGraphics); }); // Bird2 class to represent the second kind of bird var Bird2 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2-right', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new Bird2Movement(self, birdGraphics); }); // Cat class to manage cat behavior var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the cat here }; }); // Cloud class to represent cloud behavior var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set default opacity to 80% }); self.movement = new CloudMovement(self, cloudGraphics); }); // CloudMovement class to handle cloud movement and fade effects var CloudMovement = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set default opacity to 80% }); self.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 () { self.x += self.speed * self.direction; // If the cloud moves off-screen, reposition it to the opposite side if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2) { self.x = -self.width / 2; } else if (self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.x = 2048 + self.width / 2; } // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== self && self.intersects(clouds[i])) { if (!self.hasAccelerated) { self.speed *= 1.5; // Increase speed by 50% self.hasAccelerated = true; // Mark as accelerated } break; } else if (self.hasAccelerated && !self.intersects(clouds[i])) { self.speed /= 1.5; // Reset speed to original self.hasAccelerated = false; // Reset acceleration state } } // Check if the cloud intersects with the sun if (!self.lastIntersecting && self.intersects(sun)) { self.speed *= 2; // Double the speed when touching the sun tween(cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } else if (self.lastIntersecting && !self.intersects(sun)) { self.speed /= 2; // Reset speed to original when not touching the sun tween(cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } self.lastIntersecting = self.intersects(sun); self.lastX = self.x; // Update lastX after movement }; }); // 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 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 }; }); // GrassFront class to represent the second grass image var GrassFront = Container.expand(function () { var self = Container.call(this); var grass2Graphics = self.attachAsset('grass-front', { anchorX: 0.5, anchorY: 1 }); self.lastX = self.x; // Initialize lastX for tracking changes on X self.addChild(grass2Graphics); // Add grass2 graphics to the container self.update = function () { // Add any specific update logic for the grass here // Example: Slightly move the grass to simulate wind effect self.x += Math.sin((LK.ticks + 50) / 100) * 0.125; // Swaying effect, reduced by 50% self.lastX = self.x; // Update lastX after movement }; }); // Jet class to represent a jet flying across the screen var Jet = Container.expand(function () { var self = Container.call(this); var jetGraphics = self.attachAsset('jet', { anchorX: 0.5, anchorY: 0.5 }); // 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); // 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 () { self.x += self.speed * self.direction; // If the jet moves off-screen, destroy it and set it to null 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 return; // Exit the update function } 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 () { 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(); }); // Mirror class to manage score display var Mirror = Container.expand(function () { var self = Container.call(this); var scoreGraphics = self.attachAsset('mirror1', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 14 // Rotate image right 15 degrees }); var scoreText = new Text2('0', { size: 175, fill: 0x800080, font: "Courier New, Courier, monospace", // Segmented clock style font stroke: 0x00FF00, strokeThickness: 15, dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.y = 50; // Move score text up by 20px scoreText.x = -145; // Move score text left by 10px scoreText.rotation = Math.PI / 12; // Rotate score text right 15 degrees x = 100; y = 100; self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText(newScore); }; }); // 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); }); // Sparkle class to manage sparkle behavior var Sparkle = Container.expand(function () { var self = Container.call(this); var sparkleGraphics = self.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Add floating animation logic here }; self.handleCollection = function () { // Add collection state management here }; }); // Stack1 class to represent the stack1 image var Stack1 = Container.expand(function () { var self = Container.call(this); var stackGraphics = self.attachAsset('stack1', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / -12 }); self.update = function () { // Add any specific update logic for stack1 here }; }); // ScoreManager class to manage score logic // Sun class to represent a sun in the top right corner var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.pulse = new SunPulse(sunGraphics); self.pulse.startPulsating(); }); // Function to create a pulsating effect // Tree class to represent a tree with a 9:16 aspect ratio var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1, antialias: true, // Apply antialias effect stroke: 0x000000, // Add a black stroke strokeThickness: 15 // Set stroke thickness to 15px }); self.update = function () { // Add any specific update logic for the tree here }; }); // UFO class to manage UFO behavior var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufo', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.2; self.lastX = self.x; self.update = function () { self.x += self.speed; 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(); ufo = null; return; } self.lastX = self.x; }; }); /**** * 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: 0x000000 // Black }); /**** * Game Code ****/ // BugFixer class to manage final testing and bug fixes // SunPulse class to handle the pulsating effect for Sun var BugFixer = function BugFixer() { this.fixBugs = function () { // Add bug fixing logic here }; }; // PerformanceOptimizer class to manage performance and memory usage var PerformanceOptimizer = function PerformanceOptimizer() { this.optimize = function () { // Add optimization logic here }; }; // EconomySystem class to manage gameplay mechanics and economy var EconomySystem = function EconomySystem() { this.balanceMechanics = function () { // Add balancing logic here }; }; // AnimationSystem class to manage animations and visual feedback var AnimationSystem = function AnimationSystem() { this.playIdleAnimation = function (character) { // Add idle animation logic here }; this.playFlightAnimation = function (bird) { // Add flight animation logic here }; this.playBeamEffect = function (ufo) { // Add beam effect logic here }; }; // SoundSystem class to manage sound effects and music var SoundSystem = function SoundSystem() { this.initializeSoundSystem = function () { // Add sound system initialization logic here }; }; // SaveLoadSystem class to manage game state saving and loading var SaveLoadSystem = function SaveLoadSystem() { this.saveGameState = function () { // Add save logic here }; this.loadGameState = function () { // Add load logic here }; }; // PurchaseSystem class to manage purchases and upgrades var PurchaseSystem = function PurchaseSystem() { this.handlePurchases = function () { // Add purchase logic here }; this.updateUI = function () { // Add UI update logic here }; }; // CharmMechanics class to manage charm mechanics var CharmMechanics = function CharmMechanics() { this.tryCharmBird = function (cat, birds) { // Add charm logic here }; this.getCharmRadius = function () { return 100; // Example radius }; this.handleCharmCooldown = function () { // Add cooldown management here }; }; // ParticleSystem class to manage particle effects var ParticleSystem = function ParticleSystem() { this.createSparkleDust = function (x, y) { // Add sparkle dust generation logic here }; this.createBeamEffect = function (x, y) { // Add beam effect logic here }; }; // IdleProgression class to manage idle progression mechanics var IdleProgression = function IdleProgression() { this.progress = 0; this.update = function () { // Add idle progression logic here }; }; 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: 1500, 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 () { this.x += this.speed * this.direction; this.y = 100 + Math.sin(this.x / 100) * 250; // Slow down the wave pattern by 50% // Stop playing ufo1 sound after UFO leaves the screen if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2 || this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.destroy(); // Destroy the UFO when it moves off-screen ufo = null; LK.getSound('ufo1').stop(); return; // Exit the update function } this.lastX = this.x; // Update lastX after movement }; }; var UFOSound = function UFOSound() { this.play = function () { LK.getSound('ufo1').play(); }; }; // BackgroundMusic class to manage background music var BackgroundMusic = function BackgroundMusic() { this.play = function () { LK.playMusic('bgm1', { loop: true, fade: { start: 0, end: 1, duration: 4000 }, onEnd: onBgm1End }); }; }; // LaserSound class to manage laser sound effects var LaserSound = function LaserSound() { this.play = function () { LK.getSound('laser1').play(); }; }; var Bird1Movement = function Bird1Movement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y this.bird.lastX = this.bird.x; // Initialize lastX for tracking changes on X this.bird.update = function () { this.y += this.speed; this.x += Math.sin(this.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% // Check if the bird has moved off-screen if (this.lastY <= 2732 && this.y > 2732) { this.destroy(); // Destroy the bird when it moves off-screen birds.splice(birds.indexOf(this.bird), 1); // Remove bird from the array return; // Exit the update function } if (this.birdGraphics) { if (this.lastX <= this.x) { this.birdGraphics.texture = LK.getAsset('bird1-right', {}).texture; } else if (this.lastX > this.x) { this.birdGraphics.texture = LK.getAsset('bird1-left', {}).texture; } this.lastX = this.x; // Update lastX after movement } this.lastY = this.y; // Update lastY after movement }; }; var Bird2Movement = function Bird2Movement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y this.bird.lastX = this.bird.x; // Initialize lastX for tracking changes on X this.bird.update = function () { this.y += this.speed; this.x += Math.sin(this.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% if (this.birdGraphics) { if (this.lastX <= this.x) { this.birdGraphics.texture = LK.getAsset('bird2-right', {}).texture; } else if (this.lastX > this.x) { this.birdGraphics.texture = LK.getAsset('bird2-left', {}).texture; } this.lastX = this.x; // Update lastX after movement } // Check if the bird has moved off-screen if (this.lastY <= 2732 && this.y > 2732) { this.destroy(); // Destroy the bird when it moves off-screen birds.splice(birds.indexOf(this.bird), 1); // Remove bird from the array return; // Exit the update function } this.lastY = this.y; // Update lastY after movement }; }; 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 this.cloud.update = function () { this.x += this.speed * this.direction; // If the cloud moves off-screen, reposition it to the opposite side if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2 || this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.destroy(); // Destroy the cloud when it moves off-screen clouds.splice(clouds.indexOf(this.cloud), 1); // Remove cloud from the array return; // Exit the update function } // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== this && this.intersects(clouds[i])) { if (!this.hasAccelerated) { this.speed *= 1.5; // Increase speed by 50% this.hasAccelerated = true; // Mark as accelerated } break; } else if (this.hasAccelerated && !this.intersects(clouds[i])) { this.speed /= 1.5; // Reset speed to original this.hasAccelerated = false; // Reset acceleration state } } // Check if the cloud intersects with the sun if (!this.lastIntersecting && this.intersects(sun)) { this.speed *= 2; // Double the speed when touching the sun if (this.cloudGraphics) { tween(this.cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } } else if (this.lastIntersecting && !this.intersects(sun)) { this.speed /= 2; // Reset speed to original when not touching the sun if (this.cloudGraphics) { tween(this.cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } } this.lastIntersecting = this.intersects(sun); this.lastX = this.x; // Update lastX after movement }; }; var Bird2Effects = function Bird2Effects(bird) { this.bird = bird; this.applyEffects = function () { // Add any specific effects or animations for Bird2 here }; }; // Bird1Effects class to handle effects and animations for Bird1 var Bird1Effects = function Bird1Effects(bird) { this.bird = bird; this.applyEffects = function () { // Add any specific effects or animations for Bird1 here }; }; var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2 - 100; game.addChild(background); // ScoreManager class to manage score logic var ScoreManager = function ScoreManager() { var self = this; self.score = 0; self.addScore = function (points) { self.score += points; return self.score; }; self.resetScore = function () { self.score = 0; }; self.getScore = function () { return self.score; }; }; var 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) { // Check if tap is on the tree if (tree.containsPoint({ x: x, y: y })) { // Trigger sparkle burst effect createSparkleBurst(x, y); } 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 = game.addChild(new Sun()); sun.x = 480; sun.y = 680; // Ensure sun is added to the game before setting its index if (game.children.includes(sun)) { game.setChildIndex(sun, 1); // Set sun to be rendered after the background } var light1 = game.addChild(new Light1()); light1.x = 530; // Move light1 right by 50px light1.y = 1500; // Move light1 down by 210px // Ensure light1 is added to the game before setting its index if (game.children.includes(light1)) { game.setChildIndex(light1, 2); // Set light1 to be rendered after the sun } // Function to add a UFO to the game function addUFO() { var 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 < 4; i++) { // Add 3 clouds for variety var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = Math.random() * (2732 / 2); // Position clouds in the upper half of the screen clouds.push(cloud); game.addChild(cloud); // Ensure cloud is added to the game before setting its index if (game.children.includes(cloud)) { game.setChildIndex(cloud, 2); // Set clouds to be rendered after the sun } } var bird1; // Define bird1 variable in the global scope // Initialize birds spawnBird1(); spawnBird2(); spawnBird2(); // Initialize a timer to add a UFO at a random time between 20 and 30 seconds var ufo; // Define the ufo variable in the global scope var laser; // Define the laser variable in the global scope 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 () { for (var i = 0; i < clouds.length; i++) { clouds[i].update(); } // Add a jet to the game if (!game.jet) { var jet = new Jet(); jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2; // Start from either the far right or left edge of the screen jet.y = Math.random() * (2732 - jet.height); // Random initial y position within the screen height game.addChild(jet); if (game.children.includes(jet)) { game.setChildIndex(jet, game.children.length - 1); // Bring the jet to the front by setting its index to the highest value } game.jet = jet; if (!game.jetSoundPlayed) { LK.getSound('jetSound').play(); // Play jet sound when it appears game.jetSoundPlayed = true; // Ensure it only plays once } } // Update jet if (game.jet) { game.jet.update(); if (game.jet.lastX <= 2048 + game.jet.width / 2 && game.jet.x > 2048 + game.jet.width / 2 || game.jet.lastX >= -game.jet.width / 2 && game.jet.x < -game.jet.width / 2) { game.jet.destroy(); game.jet = null; game.jetSoundPlayed = false; // Reset the flag when the jet is removed // Set a timer to respawn the jet between 10-20 seconds LK.setTimeout(function () { var jet = new Jet(); jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2; // Start from either the far right or left edge of the screen jet.y = Math.random() * (2732 - jet.height); // Random initial y position within the screen height game.addChild(jet); game.jet = jet; if (!game.jetSoundPlayed) { LK.getSound('jetSound').play(); // Play jet sound when it appears game.jetSoundPlayed = true; // Ensure it only plays once } }, Math.random() * 10000 + 10000); // Random time between 10-20 seconds } } if (ufo) { ufo.customUpdate(); // Update each laser game.children.forEach(function (child) { if (child instanceof Laser) { child.update(); // Check for intersections with birds and UFO birds.forEach(function (bird) { if (!child.lastIntersecting && child.intersects(bird)) { if (bird instanceof Bird1) { score += 5; } 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 && child.intersects(ufo)) { score += 25; score.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); } // Ensure there are always 3 birds on screen game.update = function () { // 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 } }); }; // 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 = 1650; // Move 500px to the right stack1.y = 2300; // 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 mirror = new Mirror(); mirror.x = 2048 / 2 + 400; // Move the score display 400px to the right mirror.y = 2732 - 185 - 80 - 390; // Move the score display up by an additional 80px 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; // 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
@@ -1,1001 +1,1111 @@
/****
* Plugins
****/
-var storage = LK.import("@upit/storage.v1");
+var tween = LK.import("@upit/tween.v1");
/****
+* Classes
+****/
+// Bird class to manage bird behavior
+var Bird = Container.expand(function () {
+ var self = Container.call(this);
+ var birdGraphics = self.attachAsset('bird', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = Math.random() * 1.6 + 1;
+ self.lastY = self.y;
+ self.lastX = self.x;
+ self.update = function () {
+ self.y += self.speed;
+ self.x += Math.sin(self.y / 100) * 6.5;
+ if (self.lastY <= 2732 && self.y > 2732) {
+ self.destroy();
+ birds.splice(birds.indexOf(self), 1);
+ return;
+ }
+ self.lastY = self.y;
+ self.lastX = self.x;
+ };
+});
+// Branch asset
+// Bird1 class to represent the first kind of bird
+var Bird1 = Container.expand(function () {
+ var self = Container.call(this);
+ var birdGraphics = self.attachAsset('bird1-right', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.movement = new Bird1Movement(self, birdGraphics);
+});
+// Bird2 class to represent the second kind of bird
+var Bird2 = Container.expand(function () {
+ var self = Container.call(this);
+ var birdGraphics = self.attachAsset('bird2-right', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.movement = new Bird2Movement(self, birdGraphics);
+});
+// Cat class to manage cat behavior
+var Cat = Container.expand(function () {
+ var self = Container.call(this);
+ var catGraphics = self.attachAsset('cat', {
+ anchorX: 0.5,
+ anchorY: 1
+ });
+ self.update = function () {
+ // Add any specific update logic for the cat here
+ };
+});
+// Cloud class to represent cloud behavior
+var Cloud = Container.expand(function () {
+ var self = Container.call(this);
+ var cloudGraphics = self.attachAsset('cloud', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.8 // Set default opacity to 80%
+ });
+ self.movement = new CloudMovement(self, cloudGraphics);
+});
+// CloudMovement class to handle cloud movement and fade effects
+var CloudMovement = Container.expand(function () {
+ var self = Container.call(this);
+ var cloudGraphics = self.attachAsset('cloud', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.8 // Set default opacity to 80%
+ });
+ self.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 () {
+ self.x += self.speed * self.direction;
+ // If the cloud moves off-screen, reposition it to the opposite side
+ if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2) {
+ self.x = -self.width / 2;
+ } else if (self.lastX >= -self.width / 2 && self.x < -self.width / 2) {
+ self.x = 2048 + self.width / 2;
+ }
+ // Check for overlap with other clouds
+ for (var i = 0; i < clouds.length; i++) {
+ if (clouds[i] !== self && self.intersects(clouds[i])) {
+ if (!self.hasAccelerated) {
+ self.speed *= 1.5; // Increase speed by 50%
+ self.hasAccelerated = true; // Mark as accelerated
+ }
+ break;
+ } else if (self.hasAccelerated && !self.intersects(clouds[i])) {
+ self.speed /= 1.5; // Reset speed to original
+ self.hasAccelerated = false; // Reset acceleration state
+ }
+ }
+ // Check if the cloud intersects with the sun
+ if (!self.lastIntersecting && self.intersects(sun)) {
+ self.speed *= 2; // Double the speed when touching the sun
+ tween(cloudGraphics, {
+ alpha: 0.5
+ }, {
+ duration: 3000,
+ easing: tween.linear
+ });
+ } else if (self.lastIntersecting && !self.intersects(sun)) {
+ self.speed /= 2; // Reset speed to original when not touching the sun
+ tween(cloudGraphics, {
+ alpha: 1.0
+ }, {
+ duration: 3000,
+ easing: tween.linear
+ });
+ }
+ self.lastIntersecting = self.intersects(sun);
+ self.lastX = self.x; // Update lastX after movement
+ };
+});
+// 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
+ 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
+ };
+});
+// GrassFront class to represent the second grass image
+var GrassFront = Container.expand(function () {
+ var self = Container.call(this);
+ var grass2Graphics = self.attachAsset('grass-front', {
+ anchorX: 0.5,
+ anchorY: 1
+ });
+ self.lastX = self.x; // Initialize lastX for tracking changes on X
+ self.addChild(grass2Graphics); // Add grass2 graphics to the container
+ self.update = function () {
+ // Add any specific update logic for the grass here
+ // Example: Slightly move the grass to simulate wind effect
+ self.x += Math.sin((LK.ticks + 50) / 100) * 0.125; // Swaying effect, reduced by 50%
+ self.lastX = self.x; // Update lastX after movement
+ };
+});
+// Jet class to represent a jet flying across the screen
+var Jet = Container.expand(function () {
+ var self = Container.call(this);
+ var jetGraphics = self.attachAsset('jet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // 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);
+ // 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 () {
+ self.x += self.speed * self.direction;
+ // If the jet moves off-screen, destroy it and set it to null
+ 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
+ return; // Exit the update function
+ }
+ 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 () {
+ 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();
+});
+// Mirror class to manage score display
+var Mirror = Container.expand(function () {
+ var self = Container.call(this);
+ var scoreGraphics = self.attachAsset('mirror1', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ rotation: Math.PI / 14 // Rotate image right 15 degrees
+ });
+ var scoreText = new Text2('0', {
+ size: 175,
+ fill: 0x800080,
+ font: "Courier New, Courier, monospace",
+ // Segmented clock style font
+ stroke: 0x00FF00,
+ strokeThickness: 15,
+ dropShadow: true,
+ dropShadowColor: 0x000000,
+ dropShadowBlur: 5,
+ dropShadowAngle: Math.PI / 6,
+ dropShadowDistance: 6
+ });
+ scoreText.y = 50; // Move score text up by 20px
+ scoreText.x = -145; // Move score text left by 10px
+ scoreText.rotation = Math.PI / 12; // Rotate score text right 15 degrees
+ x = 100;
+ y = 100;
+ self.addChild(scoreText);
+ self.updateScore = function (newScore) {
+ scoreText.setText(newScore);
+ };
+});
+// 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);
+});
+// Sparkle class to manage sparkle behavior
+var Sparkle = Container.expand(function () {
+ var self = Container.call(this);
+ var sparkleGraphics = self.attachAsset('sparkle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Add floating animation logic here
+ };
+ self.handleCollection = function () {
+ // Add collection state management here
+ };
+});
+// Stack1 class to represent the stack1 image
+var Stack1 = Container.expand(function () {
+ var self = Container.call(this);
+ var stackGraphics = self.attachAsset('stack1', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ rotation: Math.PI / -12
+ });
+ self.update = function () {
+ // Add any specific update logic for stack1 here
+ };
+});
+// ScoreManager class to manage score logic
+// Sun class to represent a sun in the top right corner
+var Sun = Container.expand(function () {
+ var self = Container.call(this);
+ var sunGraphics = self.attachAsset('sun', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.pulse = new SunPulse(sunGraphics);
+ self.pulse.startPulsating();
+});
+// Function to create a pulsating effect
+// Tree class to represent a tree with a 9:16 aspect ratio
+var Tree = Container.expand(function () {
+ var self = Container.call(this);
+ var treeGraphics = self.attachAsset('tree', {
+ anchorX: 0.5,
+ anchorY: 1,
+ antialias: true,
+ // Apply antialias effect
+ stroke: 0x000000,
+ // Add a black stroke
+ strokeThickness: 15 // Set stroke thickness to 15px
+ });
+ self.update = function () {
+ // Add any specific update logic for the tree here
+ };
+});
+// UFO class to manage UFO behavior
+var UFO = Container.expand(function () {
+ var self = Container.call(this);
+ var ufoGraphics = self.attachAsset('ufo', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 3.2;
+ self.lastX = self.x;
+ self.update = function () {
+ self.x += self.speed;
+ 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();
+ ufo = null;
+ return;
+ }
+ self.lastX = self.x;
+ };
+});
+
+/****
* 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({
- backgroundColor: 0x000000
+ // No title, no description
+ backgroundColor: 0x000000 // Black
});
/****
* Game Code
****/
-// Game objects in global scope
-function ownKeys(e, r) {
- var t = Object.keys(e);
- if (Object.getOwnPropertySymbols) {
- var o = Object.getOwnPropertySymbols(e);
- r && (o = o.filter(function (r) {
- return Object.getOwnPropertyDescriptor(e, r).enumerable;
- })), t.push.apply(t, o);
- }
- return t;
-}
-// Check if localStorage is accessible
-function isLocalStorageAccessible() {
- try {
- storage.test = 'test';
- delete storage.test;
- return true;
- } catch (e) {
- return false;
- }
-}
-function _objectSpread(e) {
- for (var r = 1; r < arguments.length; r++) {
- var t = null != arguments[r] ? arguments[r] : {};
- r % 2 ? ownKeys(Object(t), !0).forEach(function (r) {
- _defineProperty(e, r, t[r]);
- }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) {
- Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
- });
- }
- return e;
-}
-function _defineProperty(e, r, t) {
- return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, {
- value: t,
- enumerable: !0,
- configurable: !0,
- writable: !0
- }) : e[r] = t, e;
-}
-function _callSuper(t, o, e) {
- return o = _getPrototypeOf(o), _possibleConstructorReturn(t, _isNativeReflectConstruct() ? Reflect.construct(o, e || [], _getPrototypeOf(t).constructor) : o.apply(t, e));
-}
-function _possibleConstructorReturn(t, e) {
- if (e && ("object" == _typeof(e) || "function" == typeof e)) {
- return e;
- }
- if (void 0 !== e) {
- throw new TypeError("Derived constructors may only return object or undefined");
- }
- return _assertThisInitialized(t);
-}
-function _assertThisInitialized(e) {
- if (void 0 === e) {
- throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
- }
- return e;
-}
-function _isNativeReflectConstruct() {
- try {
- var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
- } catch (t) {}
- return (_isNativeReflectConstruct = function _isNativeReflectConstruct() {
- return !!t;
- })();
-}
-function _getPrototypeOf(t) {
- return _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function (t) {
- return t.__proto__ || Object.getPrototypeOf(t);
- }, _getPrototypeOf(t);
-}
-function _inherits(t, e) {
- if ("function" != typeof e && null !== e) {
- throw new TypeError("Super expression must either be null or a function");
- }
- t.prototype = Object.create(e && e.prototype, {
- constructor: {
- value: t,
- writable: !0,
- configurable: !0
+// BugFixer class to manage final testing and bug fixes
+// SunPulse class to handle the pulsating effect for Sun
+var BugFixer = function BugFixer() {
+ this.fixBugs = function () {
+ // Add bug fixing logic here
+ };
+};
+// PerformanceOptimizer class to manage performance and memory usage
+var PerformanceOptimizer = function PerformanceOptimizer() {
+ this.optimize = function () {
+ // Add optimization logic here
+ };
+};
+// EconomySystem class to manage gameplay mechanics and economy
+var EconomySystem = function EconomySystem() {
+ this.balanceMechanics = function () {
+ // Add balancing logic here
+ };
+};
+// AnimationSystem class to manage animations and visual feedback
+var AnimationSystem = function AnimationSystem() {
+ this.playIdleAnimation = function (character) {
+ // Add idle animation logic here
+ };
+ this.playFlightAnimation = function (bird) {
+ // Add flight animation logic here
+ };
+ this.playBeamEffect = function (ufo) {
+ // Add beam effect logic here
+ };
+};
+// SoundSystem class to manage sound effects and music
+var SoundSystem = function SoundSystem() {
+ this.initializeSoundSystem = function () {
+ // Add sound system initialization logic here
+ };
+};
+// SaveLoadSystem class to manage game state saving and loading
+var SaveLoadSystem = function SaveLoadSystem() {
+ this.saveGameState = function () {
+ // Add save logic here
+ };
+ this.loadGameState = function () {
+ // Add load logic here
+ };
+};
+// PurchaseSystem class to manage purchases and upgrades
+var PurchaseSystem = function PurchaseSystem() {
+ this.handlePurchases = function () {
+ // Add purchase logic here
+ };
+ this.updateUI = function () {
+ // Add UI update logic here
+ };
+};
+// CharmMechanics class to manage charm mechanics
+var CharmMechanics = function CharmMechanics() {
+ this.tryCharmBird = function (cat, birds) {
+ // Add charm logic here
+ };
+ this.getCharmRadius = function () {
+ return 100; // Example radius
+ };
+ this.handleCharmCooldown = function () {
+ // Add cooldown management here
+ };
+};
+// ParticleSystem class to manage particle effects
+var ParticleSystem = function ParticleSystem() {
+ this.createSparkleDust = function (x, y) {
+ // Add sparkle dust generation logic here
+ };
+ this.createBeamEffect = function (x, y) {
+ // Add beam effect logic here
+ };
+};
+// IdleProgression class to manage idle progression mechanics
+var IdleProgression = function IdleProgression() {
+ this.progress = 0;
+ this.update = function () {
+ // Add idle progression logic here
+ };
+};
+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)
+ });
}
- }), Object.defineProperty(t, "prototype", {
- writable: !1
- }), e && _setPrototypeOf(t, e);
-}
-function _setPrototypeOf(t, e) {
- return _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function (t, e) {
- return t.__proto__ = e, t;
- }, _setPrototypeOf(t, e);
-}
-function _typeof(o) {
- "@babel/helpers - typeof";
- return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
- if (isLocalStorageAccessible()) {
- return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
- } else {
- return typeof o;
+ 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: 1500,
+ 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)
+ });
}
- } : function (o) {
- if (isLocalStorageAccessible()) {
- return typeof o;
- } else {
- return typeof o;
- }
- }, _typeof(o);
-}
-function _classCallCheck(a, n) {
- if (!(a instanceof n)) {
- throw new TypeError("Cannot call a class as a function");
+ 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();
}
-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;
+// 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 () {
+ this.x += this.speed * this.direction;
+ this.y = 100 + Math.sin(this.x / 100) * 250; // Slow down the wave pattern by 50%
+ // Stop playing ufo1 sound after UFO leaves the screen
+ if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2 || this.lastX >= -this.width / 2 && this.x < -this.width / 2) {
+ this.destroy(); // Destroy the UFO when it moves off-screen
+ ufo = null;
+ LK.getSound('ufo1').stop();
+ return; // Exit the update function
}
- throw new TypeError("@@toPrimitive must return a primitive value.");
- }
- return ("string" === r ? String : Number)(t);
-}
-var cats = [];
-var kittens = [];
-var birds = [];
-var ufos = [];
-var sparkles = [];
-var tree;
-var sparkleDust = 0;
-// Game parameters
-var GAME_CONFIG = {
- catCost: 10,
- kittenCost: 50,
- ufoCost: 200,
- catCharmPower: 1,
- kittenCharmPower: 3,
- catCharmInterval: 5000,
- kittenCharmInterval: 3000,
- ufoCollectSpeed: 150,
- ufoCollectRange: 100,
- birdSpawnInterval: 3000,
- maxBirds: 10
+ this.lastX = this.x; // Update lastX after movement
+ };
};
-var Cat = /*#__PURE__*/function () {
- function Cat(x, y) {
- _classCallCheck(this, Cat);
- this.sprite = LK.getAsset('cat', {
- anchorX: 0.5,
- anchorY: 0.5
+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
});
- this.sprite.x = x;
- this.sprite.y = y;
- this.charmingCooldown = false;
- }
- return _createClass(Cat, [{
- key: "getCharmRadius",
- value: function getCharmRadius() {
- return 100;
+ };
+};
+// LaserSound class to manage laser sound effects
+var LaserSound = function LaserSound() {
+ this.play = function () {
+ LK.getSound('laser1').play();
+ };
+};
+var Bird1Movement = function Bird1Movement(bird, birdGraphics) {
+ this.bird = bird;
+ this.birdGraphics = birdGraphics;
+ this.bird.speed = Math.random() * 1.6 + 1;
+ this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y
+ this.bird.lastX = this.bird.x; // Initialize lastX for tracking changes on X
+ this.bird.update = function () {
+ this.y += this.speed;
+ this.x += Math.sin(this.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30%
+ // Check if the bird has moved off-screen
+ if (this.lastY <= 2732 && this.y > 2732) {
+ this.destroy(); // Destroy the bird when it moves off-screen
+ birds.splice(birds.indexOf(this.bird), 1); // Remove bird from the array
+ return; // Exit the update function
}
- }, {
- key: "tryCharmBird",
- value: function tryCharmBird() {
- if (this.charmingCooldown) {
- return;
+ if (this.birdGraphics) {
+ if (this.lastX <= this.x) {
+ this.birdGraphics.texture = LK.getAsset('bird1-right', {}).texture;
+ } else if (this.lastX > this.x) {
+ this.birdGraphics.texture = LK.getAsset('bird1-left', {}).texture;
}
- for (var _i = 0, _birds = birds; _i < _birds.length; _i++) {
- var bird = _birds[_i];
- if (bird.charmed) {
- continue;
- }
- var dx = bird.sprite.x - this.sprite.x;
- var dy = bird.sprite.y - this.sprite.y;
- var distSq = dx * dx + dy * dy;
- if (distSq <= this.getCharmRadius() * this.getCharmRadius()) {
- var sparkleValue = bird.handleCharmed();
- this.handleCharmCooldown();
- // Create visual feedback for successful charm
- var charm = LK.getAsset('sparkle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- charm.x = bird.sprite.x;
- charm.y = bird.sprite.y;
- charm.alpha = 0.7;
- // Animate and remove the charm effect
- setTimeout(function () {
- charm.alpha = 0;
- setTimeout(function () {
- return LK.remove(charm);
- }, 500);
- }, 500);
- return sparkleValue;
- }
- }
- return 0;
+ this.lastX = this.x; // Update lastX after movement
}
- }, {
- key: "handleCharmCooldown",
- value: function handleCharmCooldown() {
- var _this = this;
- this.charmingCooldown = true;
- setTimeout(function () {
- _this.charmingCooldown = false;
- }, GAME_CONFIG.catCharmInterval);
- }
- }, {
- key: "update",
- value: function update() {
- var sparkleValue = this.tryCharmBird();
- if (sparkleValue > 0) {
- Game.instance.createSparkle(this.sprite.x, this.sprite.y, sparkleValue);
+ this.lastY = this.y; // Update lastY after movement
+ };
+};
+var Bird2Movement = function Bird2Movement(bird, birdGraphics) {
+ this.bird = bird;
+ this.birdGraphics = birdGraphics;
+ this.bird.speed = Math.random() * 1.6 + 1;
+ this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y
+ this.bird.lastX = this.bird.x; // Initialize lastX for tracking changes on X
+ this.bird.update = function () {
+ this.y += this.speed;
+ this.x += Math.sin(this.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30%
+ if (this.birdGraphics) {
+ if (this.lastX <= this.x) {
+ this.birdGraphics.texture = LK.getAsset('bird2-right', {}).texture;
+ } else if (this.lastX > this.x) {
+ this.birdGraphics.texture = LK.getAsset('bird2-left', {}).texture;
}
+ this.lastX = this.x; // Update lastX after movement
}
- }]);
-}();
-var Kitten = /*#__PURE__*/function (_Cat) {
- function Kitten(x, y) {
- var _this2;
- _classCallCheck(this, Kitten);
- _this2 = _callSuper(this, Kitten, [x, y]);
- _this2.sprite = LK.getAsset('kitten', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- return _this2;
- }
- _inherits(Kitten, _Cat);
- return _createClass(Kitten);
-}(Cat);
-var Bird = /*#__PURE__*/function () {
- function Bird() {
- _classCallCheck(this, Bird);
- this.sprite = LK.getAsset('bird', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.charmed = false;
- this.setRandomPosition();
- }
- return _createClass(Bird, [{
- key: "setRandomPosition",
- value: function setRandomPosition() {
- // Start from either side of screen
- this.sprite.x = Math.random() < 0.5 ? -50 : LK.width + 50;
- this.sprite.y = Math.random() * (LK.height * 0.6);
- // Target position near tree with more varied positions
- this.targetX = tree.x + (Math.random() * 400 - 200);
- this.targetY = tree.y - (Math.random() * 400 + 50);
- // Set random movement speed
- this.moveSpeed = 0.01 + Math.random() * 0.02;
- // Set random wobble for natural movement
- this.wobbleOffset = Math.random() * Math.PI * 2;
- this.wobbleSpeed = 1 + Math.random();
+ // Check if the bird has moved off-screen
+ if (this.lastY <= 2732 && this.y > 2732) {
+ this.destroy(); // Destroy the bird when it moves off-screen
+ birds.splice(birds.indexOf(this.bird), 1); // Remove bird from the array
+ return; // Exit the update function
}
- }, {
- key: "update",
- value: function update() {
- if (this.charmed) {
- // Charmed birds slowly float upward with spiral motion
- this.sprite.y -= 0.5;
- this.sprite.x += Math.sin(Date.now() / 500) * 0.5;
- this.sprite.rotation += 0.02;
- this.sprite.alpha = Math.max(0.2, this.sprite.alpha - 0.001);
- // Remove bird when it's nearly invisible
- if (this.sprite.alpha <= 0.2) {
- var index = birds.indexOf(this);
- if (index > -1) {
- birds.splice(index, 1);
- LK.remove(this.sprite);
- }
- }
- return;
- }
- // Move towards target with wobble
- var dx = this.targetX - this.sprite.x;
- var dy = this.targetY - this.sprite.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist > 1) {
- // Add wobble to movement
- var wobble = Math.sin(this.wobbleOffset + Date.now() / 1000) * 5 * this.wobbleSpeed;
- this.sprite.x += dx * this.moveSpeed;
- this.sprite.y += dy * this.moveSpeed + wobble * 0.1;
- // Rotate bird based on movement direction
- var angle = Math.atan2(dy, dx);
- this.sprite.rotation = angle + Math.PI / 2;
- // Check if bird is too far from tree and remove it
- var distFromTree = Math.sqrt(Math.pow(this.sprite.x - tree.x, 2) + Math.pow(this.sprite.y - tree.y, 2));
- if (distFromTree > LK.canvas.width) {
- var index = birds.indexOf(this);
- if (index > -1) {
- birds.splice(index, 1);
- LK.remove(this.sprite);
- }
- }
- }
+ this.lastY = this.y; // Update lastY after movement
+ };
+};
+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
+ this.cloud.update = function () {
+ this.x += this.speed * this.direction;
+ // If the cloud moves off-screen, reposition it to the opposite side
+ if (this.lastX <= 2048 + this.width / 2 && this.x > 2048 + this.width / 2 || this.lastX >= -this.width / 2 && this.x < -this.width / 2) {
+ this.destroy(); // Destroy the cloud when it moves off-screen
+ clouds.splice(clouds.indexOf(this.cloud), 1); // Remove cloud from the array
+ return; // Exit the update function
}
- }, {
- key: "handleCharmed",
- value: function handleCharmed() {
- var _this3 = this;
- if (this.charmed) {
- return 0;
- }
- this.charmed = true;
- // Visual feedback for charmed state
- this.sprite.tint = 0xFFAAFF;
- this.sprite.alpha = 0.8;
- // Remove bird after floating away
- setTimeout(function () {
- var index = birds.indexOf(_this3);
- if (index > -1) {
- birds.splice(index, 1);
+ // Check for overlap with other clouds
+ for (var i = 0; i < clouds.length; i++) {
+ if (clouds[i] !== this && this.intersects(clouds[i])) {
+ if (!this.hasAccelerated) {
+ this.speed *= 1.5; // Increase speed by 50%
+ this.hasAccelerated = true; // Mark as accelerated
}
- }, 3000);
- return GAME_CONFIG.catCharmPower;
- }
- }]);
-}();
-var UFO = /*#__PURE__*/function () {
- function UFO(x, y) {
- _classCallCheck(this, UFO);
- this.sprite = LK.getAsset('ufo', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- this.targetSparkle = null;
- }
- return _createClass(UFO, [{
- key: "findNearestSparkle",
- value: function findNearestSparkle() {
- var nearest = null;
- var minDist = Infinity;
- for (var _i2 = 0, _sparkles = sparkles; _i2 < _sparkles.length; _i2++) {
- var sparkle = _sparkles[_i2];
- if (sparkle.targetedByUFO) {
- continue;
- }
- var dx = sparkle.sprite.x - this.sprite.x;
- var dy = sparkle.sprite.y - this.sprite.y;
- var distSq = dx * dx + dy * dy;
- if (distSq < minDist) {
- minDist = distSq;
- nearest = sparkle;
- }
+ break;
+ } else if (this.hasAccelerated && !this.intersects(clouds[i])) {
+ this.speed /= 1.5; // Reset speed to original
+ this.hasAccelerated = false; // Reset acceleration state
}
- return nearest;
}
- }, {
- key: "moveToSparkle",
- value: function moveToSparkle() {
- if (!this.targetSparkle) {
- return;
+ // Check if the cloud intersects with the sun
+ if (!this.lastIntersecting && this.intersects(sun)) {
+ this.speed *= 2; // Double the speed when touching the sun
+ if (this.cloudGraphics) {
+ tween(this.cloudGraphics, {
+ alpha: 0.5
+ }, {
+ duration: 3000,
+ easing: tween.linear
+ });
}
- var dx = this.targetSparkle.sprite.x - this.sprite.x;
- var dy = this.targetSparkle.sprite.y - this.sprite.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist > GAME_CONFIG.ufoCollectRange) {
- this.sprite.x += dx / dist * GAME_CONFIG.ufoCollectSpeed * 0.016;
- this.sprite.y += dy / dist * GAME_CONFIG.ufoCollectSpeed * 0.016;
- // Rotate UFO based on movement direction
- this.sprite.rotation = Math.atan2(dy, dx) + Math.PI / 2;
- // Add collection beam effect when close
- if (dist < GAME_CONFIG.ufoCollectRange * 2) {
- var beam = LK.getAsset('beam', {
- anchorX: 0.5
- });
- beam.x = this.sprite.x;
- beam.y = this.sprite.y;
- beam.alpha = 0.3;
- beam.rotation = this.sprite.rotation;
- setTimeout(function () {
- LK.remove(beam);
- }, 100);
- }
- } else {
- this.collectSparkle();
+ } else if (this.lastIntersecting && !this.intersects(sun)) {
+ this.speed /= 2; // Reset speed to original when not touching the sun
+ if (this.cloudGraphics) {
+ tween(this.cloudGraphics, {
+ alpha: 1.0
+ }, {
+ duration: 3000,
+ easing: tween.linear
+ });
}
}
- }, {
- key: "collectSparkle",
- value: function collectSparkle() {
- if (!this.targetSparkle) {
- return;
- }
- sparkleDust += this.targetSparkle.value;
- var index = sparkles.indexOf(this.targetSparkle);
- if (index > -1) {
- sparkles.splice(index, 1);
- }
- this.targetSparkle = null;
+ this.lastIntersecting = this.intersects(sun);
+ this.lastX = this.x; // Update lastX after movement
+ };
+};
+var Bird2Effects = function Bird2Effects(bird) {
+ this.bird = bird;
+ this.applyEffects = function () {
+ // Add any specific effects or animations for Bird2 here
+ };
+};
+// Bird1Effects class to handle effects and animations for Bird1
+var Bird1Effects = function Bird1Effects(bird) {
+ this.bird = bird;
+ this.applyEffects = function () {
+ // Add any specific effects or animations for Bird1 here
+ };
+};
+var background = LK.getAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+background.x = 2048 / 2;
+background.y = 2732 / 2 - 100;
+game.addChild(background);
+// ScoreManager class to manage score logic
+var ScoreManager = function ScoreManager() {
+ var self = this;
+ self.score = 0;
+ self.addScore = function (points) {
+ self.score += points;
+ return self.score;
+ };
+ self.resetScore = function () {
+ self.score = 0;
+ };
+ self.getScore = function () {
+ return self.score;
+ };
+};
+var 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) {
+ // Check if tap is on the tree
+ if (tree.containsPoint({
+ x: x,
+ y: y
+ })) {
+ // Trigger sparkle burst effect
+ createSparkleBurst(x, y);
+ }
+ 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
}
- }, {
- key: "update",
- value: function update() {
- if (!this.targetSparkle) {
- this.targetSparkle = this.findNearestSparkle();
- if (this.targetSparkle) {
- this.targetSparkle.targetedByUFO = this;
- }
- }
- this.moveToSparkle();
- }
- }]);
-}();
-var Sparkle = /*#__PURE__*/function () {
- function Sparkle(x, y, value) {
- _classCallCheck(this, Sparkle);
- this.sprite = LK.getAsset('sparkle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- this.value = value;
- this.targetedByUFO = null;
- this.floatOffset = Math.random() * Math.PI * 2;
- this.floatSpeed = 1 + Math.random();
- this.collected = false;
}
- return _createClass(Sparkle, [{
- key: "update",
- value: function update() {
- if (this.collected) {
- // Fade out collected sparkles
- this.sprite.alpha = Math.max(0, this.sprite.alpha - 0.05);
- if (this.sprite.alpha <= 0) {
- var index = sparkles.indexOf(this);
- if (index > -1) {
- sparkles.splice(index, 1);
- LK.remove(this.sprite);
- }
- }
- return;
- }
- // Floating animation
- this.sprite.y += Math.sin(this.floatOffset + Date.now() / 1000) * 0.5 * this.floatSpeed;
- // Gentle sparkle rotation
- this.sprite.rotation += 0.01 * this.floatSpeed;
- // Pulsing effect
- this.sprite.alpha = 0.7 + Math.sin(Date.now() / 500) * 0.3;
+ 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 = game.addChild(new Sun());
+sun.x = 480;
+sun.y = 680;
+// Ensure sun is added to the game before setting its index
+if (game.children.includes(sun)) {
+ game.setChildIndex(sun, 1); // Set sun to be rendered after the background
+}
+var light1 = game.addChild(new Light1());
+light1.x = 530; // Move light1 right by 50px
+light1.y = 1500; // Move light1 down by 210px
+// Ensure light1 is added to the game before setting its index
+if (game.children.includes(light1)) {
+ game.setChildIndex(light1, 2); // Set light1 to be rendered after the sun
+}
+// Function to add a UFO to the game
+function addUFO() {
+ var 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 < 4; i++) {
+ // Add 3 clouds for variety
+ var cloud = new Cloud();
+ cloud.x = Math.random() * 2048;
+ cloud.y = Math.random() * (2732 / 2); // Position clouds in the upper half of the screen
+ clouds.push(cloud);
+ game.addChild(cloud);
+ // Ensure cloud is added to the game before setting its index
+ if (game.children.includes(cloud)) {
+ game.setChildIndex(cloud, 2); // Set clouds to be rendered after the sun
+ }
+}
+var bird1; // Define bird1 variable in the global scope
+// Initialize birds
+spawnBird1();
+spawnBird2();
+spawnBird2();
+// Initialize a timer to add a UFO at a random time between 20 and 30 seconds
+var ufo; // Define the ufo variable in the global scope
+var laser; // Define the laser variable in the global scope
+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 () {
+ for (var i = 0; i < clouds.length; i++) {
+ clouds[i].update();
+ }
+ // Add a jet to the game
+ if (!game.jet) {
+ var jet = new Jet();
+ jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2; // Start from either the far right or left edge of the screen
+ jet.y = Math.random() * (2732 - jet.height); // Random initial y position within the screen height
+ game.addChild(jet);
+ if (game.children.includes(jet)) {
+ game.setChildIndex(jet, game.children.length - 1); // Bring the jet to the front by setting its index to the highest value
}
- }, {
- key: "handleCollection",
- value: function handleCollection() {
- if (this.collected) {
- return false;
- }
- this.collected = true;
- return true;
+ game.jet = jet;
+ if (!game.jetSoundPlayed) {
+ LK.getSound('jetSound').play(); // Play jet sound when it appears
+ game.jetSoundPlayed = true; // Ensure it only plays once
}
- }]);
-}();
-var Game = /*#__PURE__*/function () {
- function Game() {
- _classCallCheck(this, Game);
}
- return _createClass(Game, [{
- key: "initialize",
- value: function initialize() {
- Game.instance = this;
- LK.backgroundColor = 0x87CEFA; // Set background color through LK
- // Ensure LK is initialized before accessing canvas
- if (!LK || !LK.canvas) {
- console.error('LK engine not properly initialized');
- return;
- }
- // Ensure all shapes are initialized
- if (!LK.getAsset('beam', {}) || !LK.getAsset('bird', {}) || !LK.getAsset('cat', {}) || !LK.getAsset('kitten', {}) || !LK.getAsset('sparkle', {}) || !LK.getAsset('tree', {}) || !LK.getAsset('ufo', {})) {
- console.error('One or more shapes are not properly initialized');
- return;
- }
- // Reset all game arrays
- cats = [];
- kittens = [];
- birds = [];
- ufos = [];
- sparkles = [];
- // Add a background image to the game
- var background = new Background(LK.canvas.width / 2, LK.canvas.height / 2);
- game.addChild(background);
- this.setupTree();
- this.setupInitialState();
- this.setupEventListeners();
- this.startBirdSpawner();
- }
- }, {
- key: "startBirdSpawner",
- value: function startBirdSpawner() {
- setInterval(function () {
- if (birds.length < GAME_CONFIG.maxBirds) {
- birds.push(new Bird());
+ // Update jet
+ if (game.jet) {
+ game.jet.update();
+ if (game.jet.lastX <= 2048 + game.jet.width / 2 && game.jet.x > 2048 + game.jet.width / 2 || game.jet.lastX >= -game.jet.width / 2 && game.jet.x < -game.jet.width / 2) {
+ game.jet.destroy();
+ game.jet = null;
+ game.jetSoundPlayed = false; // Reset the flag when the jet is removed
+ // Set a timer to respawn the jet between 10-20 seconds
+ LK.setTimeout(function () {
+ var jet = new Jet();
+ jet.x = Math.random() < 0.5 ? 2048 + jet.width / 2 : -jet.width / 2; // Start from either the far right or left edge of the screen
+ jet.y = Math.random() * (2732 - jet.height); // Random initial y position within the screen height
+ game.addChild(jet);
+ game.jet = jet;
+ if (!game.jetSoundPlayed) {
+ LK.getSound('jetSound').play(); // Play jet sound when it appears
+ game.jetSoundPlayed = true; // Ensure it only plays once
}
- }, GAME_CONFIG.birdSpawnInterval);
+ }, Math.random() * 10000 + 10000); // Random time between 10-20 seconds
}
- }, {
- key: "createSparkle",
- value: function createSparkle(x, y, value) {
- var sparkle = new Sparkle(x, y, value);
- sparkles.push(sparkle);
- }
- }, {
- key: "setupTree",
- value: function setupTree() {
- var _this4 = this;
- if (!LK || !LK.canvas) {
- return;
- }
- tree = LK.getAsset('tree', {
- anchorX: 0.5,
- anchorY: 1
- });
- tree.x = LK.canvas.width / 2;
- tree.y = LK.canvas.height - 10;
- // Make tree interactive for sparkle generation
- tree.interactive = true;
- // Add a reticle to indicate interactive areas
- var reticle = new Reticle1(tree.x, tree.y - 50);
- game.addChild(reticle);
- tree.on('pointerdown', function (obj) {
- var pos = scope.toLocal(obj.global);
- _this4.createSparkle(pos.x, pos.y, 1);
- });
- }
- }, {
- key: "setupInitialState",
- value: function setupInitialState() {
- sparkleDust = 50;
- this.addCat();
- this.addUFO();
- }
- }, {
- key: "setupEventListeners",
- value: function setupEventListeners() {
- var _this5 = this;
- // Create UI buttons using LK
- var buttonStyle = {
- backgroundColor: 0xFF5733,
- // Change button background color for better visibility
- textColor: 0xFFFFFF // Keep text color white for contrast
- };
- var buttonYStart = 50;
- var buttonYSpacing = 50;
- var catButton = LK.CreateButton(_objectSpread(_objectSpread({
- text: "Buy Cat (".concat(GAME_CONFIG.catCost, ")"),
- x: 10,
- y: buttonYStart,
- width: 120,
- height: 30
- }, buttonStyle), {}, {
- pointerup: function pointerup() {
- return _this5.addCat();
- },
- scope: this
- }));
- var kittenButton = LK.CreateButton(_objectSpread(_objectSpread({
- text: "Buy Kitten (".concat(GAME_CONFIG.kittenCost, ")"),
- x: 10,
- y: buttonYStart + buttonYSpacing,
- width: 120,
- height: 30
- }, buttonStyle), {}, {
- pointerup: function pointerup() {
- return _this5.addKitten();
- },
- scope: this
- }));
- var ufoButton = LK.CreateButton(_objectSpread(_objectSpread({
- text: "Buy UFO (".concat(GAME_CONFIG.ufoCost, ")"),
- x: 10,
- y: buttonYStart + buttonYSpacing * 2,
- width: 120,
- height: 30
- }, buttonStyle), {}, {
- pointerup: function pointerup() {
- return _this5.addUFO();
- },
- scope: this
- }));
- // Create sparkle dust counter
- // Add a score image next to the sparkle dust counter
- var scoreImage = new ScoreImage(150, 25);
- game.addChild(scoreImage);
- this.sparkleDustText = LK.CreateText({
- text: "Sparkle Dust: ".concat(sparkleDust),
- x: 10,
- y: 10,
- style: {
- fill: 0xFFFFFF,
- fontSize: 16
- }
- });
- }
- }, {
- key: "update",
- value: function update() {
- cats.forEach(function (cat) {
- return cat.update();
- });
- kittens.forEach(function (kitten) {
- return kitten.update();
- });
- birds.forEach(function (bird) {
- return bird.update();
- });
- ufos.forEach(function (ufo) {
- return ufo.update();
- });
- sparkles.forEach(function (sparkle) {
- return sparkle.update();
- });
- this.updateUI();
- }
- }, {
- key: "addCat",
- value: function addCat() {
- if (sparkleDust >= GAME_CONFIG.catCost) {
- var cat = new Cat(tree.x + Math.random() * 100 - 50, tree.y - Math.random() * 100);
- cats.push(cat);
- sparkleDust -= GAME_CONFIG.catCost;
- this.updateUI();
- }
- }
- }, {
- key: "addKitten",
- value: function addKitten() {
- if (sparkleDust >= GAME_CONFIG.kittenCost) {
- var kitten = new Kitten(tree.x + Math.random() * 100 - 50, tree.y - Math.random() * 100);
- kittens.push(kitten);
- sparkleDust -= GAME_CONFIG.kittenCost;
- this.updateUI();
- }
- }
- }, {
- key: "addUFO",
- value: function addUFO() {
- if (sparkleDust >= GAME_CONFIG.ufoCost) {
- var ufo = new UFO(tree.x + Math.random() * 200 - 100, tree.y - Math.random() * 200);
- ufos.push(ufo);
- sparkleDust -= GAME_CONFIG.ufoCost;
- this.updateUI();
- }
- }
- }, {
- key: "updateUI",
- value: function updateUI() {
- if (this.sparkleDustText) {
- this.sparkleDustText.text = "Sparkle Dust: ".concat(Math.floor(sparkleDust));
- }
- }
- }]);
- //addition methods
-}();
-_defineProperty(Game, "instance", null);
-var Beam = /*#__PURE__*/function () {
- function Beam(x, y) {
- _classCallCheck(this, Beam);
- this.sprite = LK.getAsset('beam', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
}
- return _createClass(Beam);
-}();
-var Tree = /*#__PURE__*/function () {
- function Tree(x, y) {
- _classCallCheck(this, Tree);
- this.sprite = LK.getAsset('tree', {
- anchorX: 0.5,
- anchorY: 1
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(Tree);
-}();
-var Sparkle = /*#__PURE__*/function () {
- function Sparkle(x, y, value) {
- _classCallCheck(this, Sparkle);
- this.sprite = LK.getAsset('sparkle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- this.value = value;
- this.targetedByUFO = null;
- this.floatOffset = Math.random() * Math.PI * 2;
- this.floatSpeed = 1 + Math.random();
- this.collected = false;
- }
- return _createClass(Sparkle, [{
- key: "update",
- value: function update() {
- if (this.collected) {
- this.sprite.alpha = Math.max(0, this.sprite.alpha - 0.05);
- if (this.sprite.alpha <= 0) {
- var index = sparkles.indexOf(this);
- if (index > -1) {
- sparkles.splice(index, 1);
- LK.remove(this.sprite);
+ if (ufo) {
+ ufo.customUpdate();
+ // Update each laser
+ game.children.forEach(function (child) {
+ if (child instanceof Laser) {
+ child.update();
+ // Check for intersections with birds and UFO
+ birds.forEach(function (bird) {
+ if (!child.lastIntersecting && child.intersects(bird)) {
+ if (bird instanceof Bird1) {
+ score += 5;
+ } 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 && child.intersects(ufo)) {
+ score += 25;
+ score.updateScore(score);
+ child.destroy();
}
- return;
+ child.lastIntersecting = birds.some(function (bird) {
+ return child.intersects(bird);
+ }) || ufo && child.intersects(ufo);
}
- this.sprite.y += Math.sin(this.floatOffset + Date.now() / 1000) * 0.5 * this.floatSpeed;
- this.sprite.rotation += 0.01 * this.floatSpeed;
- this.sprite.alpha = 0.7 + Math.sin(Date.now() / 500) * 0.3;
- }
- }, {
- key: "handleCollection",
- value: function handleCollection() {
- if (this.collected) {
- return false;
+ });
+ // 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
}
- this.collected = true;
- return true;
- }
- }]);
-}();
-var Bird = /*#__PURE__*/function () {
- function Bird() {
- _classCallCheck(this, Bird);
- this.sprite = LK.getAsset('bird', {
- anchorX: 0.5,
- anchorY: 0.5
+ ufo.lastIntersecting = birds.some(function (bird) {
+ return ufo.intersects(bird);
+ });
});
- this.charmed = false;
- this.setRandomPosition();
+ 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
}
- return _createClass(Bird, [{
- key: "setRandomPosition",
- value: function setRandomPosition() {
- this.sprite.x = Math.random() < 0.5 ? -50 : LK.width + 50;
- this.sprite.y = Math.random() * (LK.height * 0.6);
- this.targetX = tree.x + (Math.random() * 400 - 200);
- this.targetY = tree.y - (Math.random() * 400 + 50);
- this.moveSpeed = 0.01 + Math.random() * 0.02;
- this.wobbleOffset = Math.random() * Math.PI * 2;
- this.wobbleSpeed = 1 + Math.random();
- }
- }, {
- key: "update",
- value: function update() {
- if (this.charmed) {
- this.sprite.y -= 0.5;
- this.sprite.x += Math.sin(Date.now() / 500) * 0.5;
- this.sprite.rotation += 0.02;
- this.sprite.alpha = Math.max(0.2, this.sprite.alpha - 0.001);
- if (this.sprite.alpha <= 0.2) {
- var index = birds.indexOf(this);
- if (index > -1) {
- birds.splice(index, 1);
- LK.remove(this.sprite);
- }
- }
- return;
+ // 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
}
- var dx = this.targetX - this.sprite.x;
- var dy = this.targetY - this.sprite.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist > 1) {
- var wobble = Math.sin(this.wobbleOffset + Date.now() / 1000) * 5 * this.wobbleSpeed;
- this.sprite.x += dx * this.moveSpeed;
- this.sprite.y += dy * this.moveSpeed + wobble * 0.1;
- var angle = Math.atan2(dy, dx);
- this.sprite.rotation = angle + Math.PI / 2;
- var distFromTree = Math.sqrt(Math.pow(this.sprite.x - tree.x, 2) + Math.pow(this.sprite.y - tree.y, 2));
- if (distFromTree > LK.canvas.width) {
- var index = birds.indexOf(this);
- if (index > -1) {
- birds.splice(index, 1);
- LK.remove(this.sprite);
- }
- }
- }
}
- }, {
- key: "handleCharmed",
- value: function handleCharmed() {
- var _this3 = this;
- if (this.charmed) {
- return 0;
- }
- this.charmed = true;
- this.sprite.tint = 0xFFAAFF;
- this.sprite.alpha = 0.8;
- setTimeout(function () {
- var index = birds.indexOf(_this3);
- if (index > -1) {
- birds.splice(index, 1);
- }
- }, 3000);
- return GAME_CONFIG.catCharmPower;
+ 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
}
- }]);
-}();
-var Background = /*#__PURE__*/function () {
- function Background(x, y) {
- _classCallCheck(this, Background);
- this.sprite = LK.getAsset('background', {
- anchorX: 0.5,
- anchorY: 0.5
+ birds.push(bird);
+ }, 2000);
+}
+// Ensure there are always 3 birds on screen
+game.update = function () {
+ // 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
+ }
+ });
+};
+// 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 = 1650; // Move 500px to the right
+stack1.y = 2300; // 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 mirror = new Mirror();
+mirror.x = 2048 / 2 + 400; // Move the score display 400px to the right
+mirror.y = 2732 - 185 - 80 - 390; // Move the score display up by an additional 80px
+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
});
- this.sprite.x = x;
- this.sprite.y = y;
+ }, 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
}
- return _createClass(Background);
-}();
-var ScoreImage = /*#__PURE__*/function () {
- function ScoreImage(x, y) {
- _classCallCheck(this, ScoreImage);
- this.sprite = LK.getAsset('scoreImage', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(ScoreImage);
-}();
-var Tree2 = /*#__PURE__*/function () {
- function Tree2(x, y) {
- _classCallCheck(this, Tree2);
- this.sprite = LK.getAsset('tree2', {
- anchorX: 0.5,
- anchorY: 1
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(Tree2);
-}();
-var UFO2 = /*#__PURE__*/function () {
- function UFO2(x, y) {
- _classCallCheck(this, UFO2);
- this.sprite = LK.getAsset('ufo2', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(UFO2);
-}();
-var Mirror1 = /*#__PURE__*/function () {
- function Mirror1(x, y) {
- _classCallCheck(this, Mirror1);
- this.sprite = LK.getAsset('mirror1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(Mirror1);
-}();
-var Reticle1 = /*#__PURE__*/function () {
- function Reticle1(x, y) {
- _classCallCheck(this, Reticle1);
- this.sprite = LK.getAsset('reticle1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(Reticle1);
-}();
-var Stack1 = /*#__PURE__*/function () {
- function Stack1(x, y) {
- _classCallCheck(this, Stack1);
- this.sprite = LK.getAsset('stack1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(Stack1);
-}();
-var Background = /*#__PURE__*/function () {
- function Background(x, y) {
- _classCallCheck(this, Background);
- this.sprite = LK.getAsset('background', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(Background);
-}();
-var ScoreImage = /*#__PURE__*/function () {
- function ScoreImage(x, y) {
- _classCallCheck(this, ScoreImage);
- this.sprite = LK.getAsset('scoreImage', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(ScoreImage);
-}();
-var Tree2 = /*#__PURE__*/function () {
- function Tree2(x, y) {
- _classCallCheck(this, Tree2);
- this.sprite = LK.getAsset('tree2', {
- anchorX: 0.5,
- anchorY: 1
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(Tree2);
-}();
-var UFO2 = /*#__PURE__*/function () {
- function UFO2(x, y) {
- _classCallCheck(this, UFO2);
- this.sprite = LK.getAsset('ufo2', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(UFO2);
-}();
-var Mirror1 = /*#__PURE__*/function () {
- function Mirror1(x, y) {
- _classCallCheck(this, Mirror1);
- this.sprite = LK.getAsset('mirror1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(Mirror1);
-}();
-var Reticle1 = /*#__PURE__*/function () {
- function Reticle1(x, y) {
- _classCallCheck(this, Reticle1);
- this.sprite = LK.getAsset('reticle1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(Reticle1);
-}();
-var Stack1 = /*#__PURE__*/function () {
- function Stack1(x, y) {
- _classCallCheck(this, Stack1);
- this.sprite = LK.getAsset('stack1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- this.sprite.x = x;
- this.sprite.y = y;
- }
- return _createClass(Stack1);
-}();
\ No newline at end of file
+});
+// 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);
+});
\ No newline at end of file
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
wings1
Sound effect
ufo1
Sound effect
cricket1
Sound effect
frog1
Sound effect
bgm1
Music
breeze1
Sound effect
songbird1
Sound effect
laser1
Sound effect
teslacoil
Sound effect
chitter
Sound effect
laser2
Sound effect
dead1
Sound effect
electro
Sound effect