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Please fix the bug: 'Cannot read properties of undefined (reading 'createElement')' in or related to this line: 'var sparkleCountEl = document.createElement('div');' Line Number: 531
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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debug all getCharmRadius
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1568
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1514
/**** * 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; }; }); // Function to spawn birds // 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.charmRadius = 100; self.cooldown = false; self.update = function () { // Add any specific update logic for the cat here self.playIdleAnimation(); // Add sleeping cat Zzz particles if (Math.random() < 0.05) { var zzz = new ZzzParticle(); zzz.x = self.x; zzz.y = self.y - 50; game.addChild(zzz); } }; self.playIdleAnimation = function () { // Add logic for random idle animations like tail swish or ear twitch }; self.tryCharmBird = function () { if (!self.cooldown) { birds.forEach(function (bird) { if (Math.abs(bird.x - self.x) < self.getCharmRadius() && Math.abs(bird.y - self.y) < self.getCharmRadius()) { bird.handleCharmed(); // Add charm effect particles var charmEffect = new CharmEffect(); charmEffect.x = bird.x; charmEffect.y = bird.y; game.addChild(charmEffect); } }); self.handleCharmCooldown(); } }; self.handleCharmCooldown = function () { self.cooldown = true; setTimeout(function () { self.cooldown = false; }, 3000); }; self.getCharmRadius = function () { return self.charmRadius; // Return the charmRadius property of the Cat instance }; }); var CatPlatform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('catPlatform', { anchorX: 0.5, anchorY: 0.5 }); }); // 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 }; }); var CosmicTree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('cosmicTree', { anchorX: 0.5, anchorY: 1 }); self.pulse = new TreePulse(treeGraphics); self.pulse.startPulsating(); }); // 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); }; }); var PurchaseButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('purchaseButton', { anchorX: 0.5, anchorY: 0.5 }); }); // 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.y += Math.sin(LK.ticks / 20) * 0.5; // Generate sparkle dust particles if (Math.random() < 0.1) { var dust = new SparkleDust(); dust.x = self.x; dust.y = self.y; game.addChild(dust); } }; self.handleCollection = function () { // Add collection state management here self.destroy(); }; }); var SparkleCounter = Container.expand(function () { var self = Container.call(this); var counterGraphics = self.attachAsset('sparkleCounter', { anchorX: 0.5, anchorY: 0.5 }); }); // SparkleSystem class to manage sparkle generation and updates // 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 }; }); var TreeBase = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('treeBase', { anchorX: 0.5, anchorY: 0.5 }); }); // 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; }; self.findNearestSparkle = function () { var nearest = null; var minDistance = Infinity; sparkles.forEach(function (sparkle) { var distance = Math.sqrt(Math.pow(sparkle.x - self.x, 2) + Math.pow(sparkle.y - self.y, 2)); if (distance < minDistance) { minDistance = distance; nearest = sparkle; } }); return nearest; }; self.moveToSparkle = function () { var target = self.findNearestSparkle(); if (target) { self.x += (target.x - self.x) * 0.05; self.y += (target.y - self.y) * 0.05; if (Math.abs(target.x - self.x) < 5 && Math.abs(target.y - self.y) < 5) { self.collectSparkle(target); } } }; self.collectSparkle = function (sparkle) { sparkle.handleCollection(); sparkles.splice(sparkles.indexOf(sparkle), 1); // Add collection beam effect var beam = new CollectionBeam(); beam.x = self.x; beam.y = self.y; game.addChild(beam); }; }); /**** * 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 ****/ var TreePulse = function TreePulse(treeGraphics) { this.treeGraphics = treeGraphics; this.startPulsating = function () { function pulsate() { tween(this.treeGraphics, { scaleX: 1.05, scaleY: 1.05 }, { duration: 500, easing: tween.easeInOut, onFinish: function () { tween(this.treeGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, easing: tween.easeInOut, onFinish: pulsate.bind(this) }); }.bind(this) }); } pulsate.call(this); }; }; var sparkleCounter = game.addChild(new SparkleCounter()); sparkleCounter.x = 128; sparkleCounter.y = 64; var purchaseButton = game.addChild(new PurchaseButton()); purchaseButton.x = 2048 - 128; purchaseButton.y = 64; var cosmicTree = game.addChild(new CosmicTree()); cosmicTree.x = 2048 / 2; cosmicTree.y = 2732 - 500; var treeBase = game.addChild(new TreeBase()); treeBase.x = 2048 / 2; treeBase.y = 2732 - 100; var platforms = []; for (var i = 0; i < 6; i++) { var angle = i / 6 * Math.PI * 2; var platform = new CatPlatform(); platform.x = 2048 / 2 + Math.cos(angle) * 300; platform.y = 2732 - 100 + Math.sin(angle) * 300; platforms.push(platform); game.addChild(platform); } function initializeSoundSystem() { // Add logic to set up audio management } function loadGameState() { // Add logic to restore saved progress } function saveGameState() { // Add logic to store progress to localStorage } function updateUI() { // Add logic to keep display current } function handlePurchases() { // Add logic to manage resource spending } function createSparkle(x, y) { var sparkle = new Sparkle(); sparkle.x = x; sparkle.y = y; sparkles.push(sparkle); game.addChild(sparkle); } function updateSparkles() { sparkles.forEach(function (sparkle) { sparkle.update(); }); } function spawnBirds() { for (var i = 0; i < 3; i++) { var bird = new Bird(); bird.setRandomPosition(); birds.push(bird); game.addChild(bird); } } // Function to spawn birds // BugFixer class to manage final testing and bug fixes // SunPulse class to handle the pulsating effect for Sun function spawnBird() { var bird = new Bird(); bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; birds.push(bird); game.addChild(bird); } // SparkleSystem class to manage sparkle generation and updates var SparkleSystem = function SparkleSystem() { this.sparkles = []; this.createSparkle = function (x, y) { var sparkle = new Sparkle(); sparkle.x = x; sparkle.y = y; this.sparkles.push(sparkle); game.addChild(sparkle); }; this.updateSparkles = function () { this.sparkles.forEach(function (sparkle) { sparkle.update(); }); }; }; var IdleProgressionSystem = function IdleProgressionSystem() { this.progress = 0; this.update = function () { this.progress += 0.1; if (this.progress >= 100) { this.progress = 0; // Trigger some idle reward or event console.log("Idle reward triggered!"); } }; }; var SparkleSystem = function SparkleSystem() { this.sparkles = []; this.createSparkle = function (x, y) { var sparkle = new Sparkle(); sparkle.x = x; sparkle.y = y; this.sparkles.push(sparkle); game.addChild(sparkle); }; this.updateSparkles = function () { this.sparkles.forEach(function (sparkle) { sparkle.update(); }); }; }; var UFOCollection = function UFOCollection(ufo, sparkles) { this.ufo = ufo; this.sparkles = sparkles; this.findNearestSparkle = function () { var nearest = null; var minDistance = Infinity; this.sparkles.forEach(function (sparkle) { var distance = Math.sqrt(Math.pow(sparkle.x - this.ufo.x, 2) + Math.pow(sparkle.y - this.ufo.y, 2)); if (distance < minDistance) { minDistance = distance; nearest = sparkle; } }.bind(this)); return nearest; }; this.moveToSparkle = function () { var target = this.findNearestSparkle(); if (target) { this.ufo.x += (target.x - this.ufo.x) * 0.05; this.ufo.y += (target.y - this.ufo.y) * 0.05; if (Math.abs(target.x - this.ufo.x) < 5 && Math.abs(target.y - this.ufo.y) < 5) { this.collectSparkle(target); } } }; this.collectSparkle = function (sparkle) { sparkle.handleCollection(); this.sparkles.splice(this.sparkles.indexOf(sparkle), 1); }; }; var CatCharmMechanics = function CatCharmMechanics(cat, birds) { this.cat = cat; this.birds = birds; this.charmRadius = 100; this.cooldown = false; this.tryCharmBird = function () { if (!this.cooldown) { this.birds.forEach(function (bird) { if (Math.abs(bird.x - this.cat.x) < this.charmRadius && Math.abs(bird.y - this.cat.y) < this.charmRadius) { bird.handleCharmed(); } }.bind(this)); this.handleCharmCooldown(); } }; this.handleCharmCooldown = function () { this.cooldown = true; setTimeout(function () { this.cooldown = false; }.bind(this), 3000); }; }; var BirdMovement = function BirdMovement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = this.bird.y; this.bird.lastX = this.bird.x; this.bird.update = function () { this.y += this.speed; this.x += Math.sin(this.y / 100) * 6.5; if (this.lastY <= 2732 && this.y > 2732) { this.destroy(); birds.splice(birds.indexOf(this.bird), 1); return; } if (this.birdGraphics) { if (this.lastX <= this.x) { this.birdGraphics.texture = LK.getAsset('bird-right', {}).texture; } else if (this.lastX > this.x) { this.birdGraphics.texture = LK.getAsset('bird-left', {}).texture; } this.lastX = this.x; } this.lastY = this.y; }; }; 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 sparkleSystem.createSparkle(x, y); // Add tree tap burst effect var burstEffect = new TreeTapBurst(); burstEffect.x = x; burstEffect.y = y; game.addChild(burstEffect); } 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 } // Add sparkle burst effect on tree tap if (tree.containsPoint({ x: x, y: y })) { for (var i = 0; i < 5; i++) { sparkleSystem.createSparkle(x + Math.random() * 100 - 50, y + Math.random() * 100 - 50); } } }; 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); }); self.getCharmRadius = function () { return self.charmRadius; }; self.playIdleAnimation = function () { // Add logic for random idle animations like tail swish or ear twitch }; self.setRandomPosition = function () { self.x = Math.random() * 2048; self.y = -self.height; }; self.handleCharmed = function () { // Add logic to manage charmed state and rewards }; self.playFlightAnimation = function () { // Add logic to control flight animations }; self.playBeamEffect = function () { // Add logic to show collection beam };
/****
* 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;
};
});
// Function to spawn birds
// 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.charmRadius = 100;
self.cooldown = false;
self.update = function () {
// Add any specific update logic for the cat here
self.playIdleAnimation();
// Add sleeping cat Zzz particles
if (Math.random() < 0.05) {
var zzz = new ZzzParticle();
zzz.x = self.x;
zzz.y = self.y - 50;
game.addChild(zzz);
}
};
self.playIdleAnimation = function () {
// Add logic for random idle animations like tail swish or ear twitch
};
self.tryCharmBird = function () {
if (!self.cooldown) {
birds.forEach(function (bird) {
if (Math.abs(bird.x - self.x) < self.getCharmRadius() && Math.abs(bird.y - self.y) < self.getCharmRadius()) {
bird.handleCharmed();
// Add charm effect particles
var charmEffect = new CharmEffect();
charmEffect.x = bird.x;
charmEffect.y = bird.y;
game.addChild(charmEffect);
}
});
self.handleCharmCooldown();
}
};
self.handleCharmCooldown = function () {
self.cooldown = true;
setTimeout(function () {
self.cooldown = false;
}, 3000);
};
self.getCharmRadius = function () {
return self.charmRadius; // Return the charmRadius property of the Cat instance
};
});
var CatPlatform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('catPlatform', {
anchorX: 0.5,
anchorY: 0.5
});
});
// 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
};
});
var CosmicTree = Container.expand(function () {
var self = Container.call(this);
var treeGraphics = self.attachAsset('cosmicTree', {
anchorX: 0.5,
anchorY: 1
});
self.pulse = new TreePulse(treeGraphics);
self.pulse.startPulsating();
});
// 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);
};
});
var PurchaseButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('purchaseButton', {
anchorX: 0.5,
anchorY: 0.5
});
});
// 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.y += Math.sin(LK.ticks / 20) * 0.5;
// Generate sparkle dust particles
if (Math.random() < 0.1) {
var dust = new SparkleDust();
dust.x = self.x;
dust.y = self.y;
game.addChild(dust);
}
};
self.handleCollection = function () {
// Add collection state management here
self.destroy();
};
});
var SparkleCounter = Container.expand(function () {
var self = Container.call(this);
var counterGraphics = self.attachAsset('sparkleCounter', {
anchorX: 0.5,
anchorY: 0.5
});
});
// SparkleSystem class to manage sparkle generation and updates
// 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
};
});
var TreeBase = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('treeBase', {
anchorX: 0.5,
anchorY: 0.5
});
});
// 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;
};
self.findNearestSparkle = function () {
var nearest = null;
var minDistance = Infinity;
sparkles.forEach(function (sparkle) {
var distance = Math.sqrt(Math.pow(sparkle.x - self.x, 2) + Math.pow(sparkle.y - self.y, 2));
if (distance < minDistance) {
minDistance = distance;
nearest = sparkle;
}
});
return nearest;
};
self.moveToSparkle = function () {
var target = self.findNearestSparkle();
if (target) {
self.x += (target.x - self.x) * 0.05;
self.y += (target.y - self.y) * 0.05;
if (Math.abs(target.x - self.x) < 5 && Math.abs(target.y - self.y) < 5) {
self.collectSparkle(target);
}
}
};
self.collectSparkle = function (sparkle) {
sparkle.handleCollection();
sparkles.splice(sparkles.indexOf(sparkle), 1);
// Add collection beam effect
var beam = new CollectionBeam();
beam.x = self.x;
beam.y = self.y;
game.addChild(beam);
};
});
/****
* 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
****/
var TreePulse = function TreePulse(treeGraphics) {
this.treeGraphics = treeGraphics;
this.startPulsating = function () {
function pulsate() {
tween(this.treeGraphics, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function () {
tween(this.treeGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: pulsate.bind(this)
});
}.bind(this)
});
}
pulsate.call(this);
};
};
var sparkleCounter = game.addChild(new SparkleCounter());
sparkleCounter.x = 128;
sparkleCounter.y = 64;
var purchaseButton = game.addChild(new PurchaseButton());
purchaseButton.x = 2048 - 128;
purchaseButton.y = 64;
var cosmicTree = game.addChild(new CosmicTree());
cosmicTree.x = 2048 / 2;
cosmicTree.y = 2732 - 500;
var treeBase = game.addChild(new TreeBase());
treeBase.x = 2048 / 2;
treeBase.y = 2732 - 100;
var platforms = [];
for (var i = 0; i < 6; i++) {
var angle = i / 6 * Math.PI * 2;
var platform = new CatPlatform();
platform.x = 2048 / 2 + Math.cos(angle) * 300;
platform.y = 2732 - 100 + Math.sin(angle) * 300;
platforms.push(platform);
game.addChild(platform);
}
function initializeSoundSystem() {
// Add logic to set up audio management
}
function loadGameState() {
// Add logic to restore saved progress
}
function saveGameState() {
// Add logic to store progress to localStorage
}
function updateUI() {
// Add logic to keep display current
}
function handlePurchases() {
// Add logic to manage resource spending
}
function createSparkle(x, y) {
var sparkle = new Sparkle();
sparkle.x = x;
sparkle.y = y;
sparkles.push(sparkle);
game.addChild(sparkle);
}
function updateSparkles() {
sparkles.forEach(function (sparkle) {
sparkle.update();
});
}
function spawnBirds() {
for (var i = 0; i < 3; i++) {
var bird = new Bird();
bird.setRandomPosition();
birds.push(bird);
game.addChild(bird);
}
}
// Function to spawn birds
// BugFixer class to manage final testing and bug fixes
// SunPulse class to handle the pulsating effect for Sun
function spawnBird() {
var bird = new Bird();
bird.x = Math.random() * 2048;
bird.y = -bird.height;
bird.speed = 1 + Math.random() * 0.6;
bird.lastIntersecting = false;
birds.push(bird);
game.addChild(bird);
}
// SparkleSystem class to manage sparkle generation and updates
var SparkleSystem = function SparkleSystem() {
this.sparkles = [];
this.createSparkle = function (x, y) {
var sparkle = new Sparkle();
sparkle.x = x;
sparkle.y = y;
this.sparkles.push(sparkle);
game.addChild(sparkle);
};
this.updateSparkles = function () {
this.sparkles.forEach(function (sparkle) {
sparkle.update();
});
};
};
var IdleProgressionSystem = function IdleProgressionSystem() {
this.progress = 0;
this.update = function () {
this.progress += 0.1;
if (this.progress >= 100) {
this.progress = 0;
// Trigger some idle reward or event
console.log("Idle reward triggered!");
}
};
};
var SparkleSystem = function SparkleSystem() {
this.sparkles = [];
this.createSparkle = function (x, y) {
var sparkle = new Sparkle();
sparkle.x = x;
sparkle.y = y;
this.sparkles.push(sparkle);
game.addChild(sparkle);
};
this.updateSparkles = function () {
this.sparkles.forEach(function (sparkle) {
sparkle.update();
});
};
};
var UFOCollection = function UFOCollection(ufo, sparkles) {
this.ufo = ufo;
this.sparkles = sparkles;
this.findNearestSparkle = function () {
var nearest = null;
var minDistance = Infinity;
this.sparkles.forEach(function (sparkle) {
var distance = Math.sqrt(Math.pow(sparkle.x - this.ufo.x, 2) + Math.pow(sparkle.y - this.ufo.y, 2));
if (distance < minDistance) {
minDistance = distance;
nearest = sparkle;
}
}.bind(this));
return nearest;
};
this.moveToSparkle = function () {
var target = this.findNearestSparkle();
if (target) {
this.ufo.x += (target.x - this.ufo.x) * 0.05;
this.ufo.y += (target.y - this.ufo.y) * 0.05;
if (Math.abs(target.x - this.ufo.x) < 5 && Math.abs(target.y - this.ufo.y) < 5) {
this.collectSparkle(target);
}
}
};
this.collectSparkle = function (sparkle) {
sparkle.handleCollection();
this.sparkles.splice(this.sparkles.indexOf(sparkle), 1);
};
};
var CatCharmMechanics = function CatCharmMechanics(cat, birds) {
this.cat = cat;
this.birds = birds;
this.charmRadius = 100;
this.cooldown = false;
this.tryCharmBird = function () {
if (!this.cooldown) {
this.birds.forEach(function (bird) {
if (Math.abs(bird.x - this.cat.x) < this.charmRadius && Math.abs(bird.y - this.cat.y) < this.charmRadius) {
bird.handleCharmed();
}
}.bind(this));
this.handleCharmCooldown();
}
};
this.handleCharmCooldown = function () {
this.cooldown = true;
setTimeout(function () {
this.cooldown = false;
}.bind(this), 3000);
};
};
var BirdMovement = function BirdMovement(bird, birdGraphics) {
this.bird = bird;
this.birdGraphics = birdGraphics;
this.bird.speed = Math.random() * 1.6 + 1;
this.bird.lastY = this.bird.y;
this.bird.lastX = this.bird.x;
this.bird.update = function () {
this.y += this.speed;
this.x += Math.sin(this.y / 100) * 6.5;
if (this.lastY <= 2732 && this.y > 2732) {
this.destroy();
birds.splice(birds.indexOf(this.bird), 1);
return;
}
if (this.birdGraphics) {
if (this.lastX <= this.x) {
this.birdGraphics.texture = LK.getAsset('bird-right', {}).texture;
} else if (this.lastX > this.x) {
this.birdGraphics.texture = LK.getAsset('bird-left', {}).texture;
}
this.lastX = this.x;
}
this.lastY = this.y;
};
};
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
sparkleSystem.createSparkle(x, y);
// Add tree tap burst effect
var burstEffect = new TreeTapBurst();
burstEffect.x = x;
burstEffect.y = y;
game.addChild(burstEffect);
}
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
}
// Add sparkle burst effect on tree tap
if (tree.containsPoint({
x: x,
y: y
})) {
for (var i = 0; i < 5; i++) {
sparkleSystem.createSparkle(x + Math.random() * 100 - 50, y + Math.random() * 100 - 50);
}
}
};
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);
});
self.getCharmRadius = function () {
return self.charmRadius;
};
self.playIdleAnimation = function () {
// Add logic for random idle animations like tail swish or ear twitch
};
self.setRandomPosition = function () {
self.x = Math.random() * 2048;
self.y = -self.height;
};
self.handleCharmed = function () {
// Add logic to manage charmed state and rewards
};
self.playFlightAnimation = function () {
// Add logic to control flight animations
};
self.playBeamEffect = function () {
// Add logic to show collection beam
};
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