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upgrade buttons are not upgrading
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'cost')' in or related to this line: 'if (self.points >= upgrade.cost) {' Line Number: 308
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upgrade button text is missing
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'cost')' in or related to this line: 'if (self.points >= upgrade.cost) {' Line Number: 285
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'cost')' in or related to this line: 'if (self.points >= upgrade.cost) {' Line Number: 285
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'cost')' in or related to this line: 'if (self.points >= upgrade.cost) {' Line Number: 262
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'cost')' in or related to this line: 'label = 'Income +20%\nCost: ' + Math.floor(upgrade.cost);' Line Number: 583
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Please fix the bug: 'Script error.' in or related to this line: 'storage.upgrades = self.upgrades;' Line Number: 270 āŖš” Consider importing and using the following plugins: @upit/storage.v1
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move floaty text down 60px
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move the floaty text down 30px
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move score image text up 100px
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increase the height of the scroll image (scoreimg) and move its text up 50px
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move scoreimge down 100px
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move the scroll down 50px
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for the score display brlow, make the scroll object stretch down 100px more
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move the powerup buttons to the top right.
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make the score image at the bottom of the screen taller, extending down
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Please fix the bug: 'Uncaught SecurityError: Failed to read the 'localStorage' property from 'Window': The document is sandboxed and lacks the 'allow-same-origin' flag.' in or related to this line: 'self.buttonText.setText(label);' Line Number: 536 āŖš” Consider importing and using the following plugins: @upit/storage.v1
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ensure this game follows idle/hypercasual game logic. add and remove logic as needed to meet tha game style.
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continue
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ensure this game follows idle/hypercasual game logic. add and remove logic as needed to meet tha game style. āŖš” Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(tree, treeChildIndex); // Set tree to be rendered at index 7 or the last valid index' Line Number: 729
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Please fix the bug: 'Uncaught SecurityError: Failed to read the 'localStorage' property from 'Window': The document is sandboxed and lacks the 'allow-same-origin' flag.' in or related to this line: 'self.lastX = self.x; // Update lastX after movement' Line Number: 160 āŖš” Consider importing and using the following plugins: @upit/storage.v1
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birds spawn non-stop, crashng the game
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Compilation error[L1402]: Uncaught ReferenceError: Reticle is not defined
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Branch asset // Bird1 class to represent the first kind of bird var Bird1 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird1-right', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new Bird1Movement(self, birdGraphics); }); // Bird2 class to represent the second kind of bird var Bird2 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2-right', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new Bird2Movement(self, birdGraphics); }); // Cat class to manage cat behavior var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the cat here }; }); // Cloud class to represent cloud behavior var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set default opacity to 80% }); self.movement = new CloudMovement(self, cloudGraphics); }); // CloudMovement class to handle cloud movement and fade effects var CloudMovement = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set default opacity to 80% }); self.speed = Math.random() * 0.55 + 0.25; // Adjust speed to range between 0.25 and 0.8 self.hasAccelerated = false; // Track if the cloud has already accelerated self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.lastX = self.x; // Track last X position for future checks self.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections self.update = function () { self.x += self.speed * self.direction; // If the cloud moves off-screen, reposition it to the opposite side if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2) { self.x = -self.width / 2; } else if (self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.x = 2048 + self.width / 2; } // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== self && self.intersects(clouds[i])) { if (!self.hasAccelerated) { self.speed *= 1.5; // Increase speed by 50% self.hasAccelerated = true; // Mark as accelerated } break; } else if (self.hasAccelerated && !self.intersects(clouds[i])) { self.speed /= 1.5; // Reset speed to original self.hasAccelerated = false; // Reset acceleration state } } // Check if the cloud intersects with the sun if (!self.lastIntersecting && self.intersects(sun)) { self.speed *= 2; // Double the speed when touching the sun tween(cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } else if (self.lastIntersecting && !self.intersects(sun)) { self.speed /= 2; // Reset speed to original when not touching the sun tween(cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } self.lastIntersecting = self.intersects(sun); self.lastX = self.x; // Update lastX after movement }; }); // GrassBack class to represent the grass image var GrassBack = Container.expand(function () { var self = Container.call(this); var grassGraphics = self.attachAsset('grass-back', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the grass here // Example: Slightly move the grass to simulate wind effect self.x += Math.sin((LK.ticks + 100) / 90) * 0.15; // Swaying effect, increased speed }; self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container self.addChild(grassGraphics); // Add grass graphics to the container 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 }; }); // 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(); } }; }); // 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 }; }); // ScoreDisplay class to manage score display var ScoreDisplay = Container.expand(function () { var self = Container.call(this); var scoreGraphics = self.attachAsset('scoreImage', { anchorX: 0.5, anchorY: 0.5 }); var scoreText = new Text2('0', { size: 175, fill: 0x800080, font: "Courier New, Courier, monospace", // Segmented clock style font stroke: 0x000000, strokeThickness: 5, dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.y = 70; // Move score text down by 170px scoreText.x = -135; // Move score text right by 20px scoreText.rotation = -Math.PI / 12; // Rotate score text left 15 degrees x = 100; y = 100; self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText(newScore); }; }); // 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 }); self.update = function () { // Add any specific update logic for stack1 here }; }); // ScoreManager class to manage score logic // 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 }); startPulsating(self); // Start the pulsating effect }); // 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 }); self.update = function () { // Add any specific update logic for the tree here }; }); // UFO class to represent a UFO var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufo', { anchorX: 0.5, anchorY: 0.5 }); self.movement = new UFOMovement(self, ufoGraphics); }); /**** * 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 ****/ // Bird2Effects class to handle effects and animations for Bird2 // Function to create a pulsating effect // 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 / 70) * 165; // Increase the wave pattern depth by 10% // 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(); ufo = null; LK.getSound('ufo1').stop(); } this.lastX = this.x; // Update lastX after movement }; }; var UFOSound = function UFOSound() { this.play = function () { LK.getSound('ufo1').play(); }; }; // BackgroundMusic class to manage background music var BackgroundMusic = function BackgroundMusic() { this.play = function () { LK.playMusic('bgm1', { loop: true, fade: { start: 0, end: 1, duration: 4000 }, onEnd: onBgm1End }); }; }; // LaserSound class to manage laser sound effects var LaserSound = function LaserSound() { this.play = function () { LK.getSound('laser1').play(); }; }; var Bird1Movement = function Bird1Movement(bird, birdGraphics) { this.bird = bird; this.birdGraphics = birdGraphics; this.bird.speed = Math.random() * 1.6 + 1; this.bird.lastY = this.bird.y; // Initialize lastY for tracking changes on Y 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.y = -this.height; this.x = Math.random() < 0.33 ? Math.random() * 2048 : Math.random() < 0.5 ? 0 : 2048; } if (this.birdGraphics) { if (this.lastX <= 2048 / 2 && this.x > 2048 / 2) { this.birdGraphics.texture = LK.getAsset(this.bird.type + '-right', {}).texture; } else if (this.lastX > 2048 / 2 && this.x <= 2048 / 2) { this.birdGraphics.texture = LK.getAsset(this.bird.type + '-left', {}).texture; } } this.lastY = this.y; // Update lastY after movement this.lastX = this.x; // Update lastX 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.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 <= 2048 / 2 && this.x > 2048 / 2) { this.birdGraphics.texture = LK.getAsset(this.bird.type + '-right', {}).texture; } else if (this.lastX > 2048 / 2 && this.x <= 2048 / 2) { this.birdGraphics.texture = LK.getAsset(this.bird.type + '-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.y = Math.random() * 2732; // Random initial y position within the screen height this.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } this.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.x = -this.width / 2; } else if (this.lastX >= -this.width / 2 && this.x < -this.width / 2) { this.x = 2048 + this.width / 2; } // 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 }); } // Double the sun's pulsating rate startPulsating(sun, 444); // Pass the new duration for faster pulsating } 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 }); } // Reset the sun's pulsating rate to normal startPulsating(sun, 888); // Pass the original duration for normal pulsating } 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 }; }; function startPulsating(target) { var duration = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 888; function pulsate() { tween(target, { scaleX: 1.1, scaleY: 1.1 }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { scaleX: 1.0, scaleY: 1.0 }, { duration: duration, easing: tween.easeInOut, onFinish: pulsate }); } }); } pulsate(); } var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2 - 200; 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) { if (!game.reticle) { game.reticle = game.addChild(new Reticle()); var reticleChildIndex = 7; game.setChildIndex(game.reticle, reticleChildIndex); // Set reticle to be rendered after the tree } game.reticle.x = x; game.reticle.y = y; var laser = new Laser(cat.x, cat.y - 430, x, y); // laser starting point game.addChild(laser); var laserChildIndex = 10; game.setChildIndex(laser, laserChildIndex); // Ensure laser is rendered after the reticle }; var VOLUME_BGM1 = 0.02; var VOLUME_BREEZE1 = 0.02; var VOLUME_CRICKET1 = 0.02; var VOLUME_FROG1 = 0.02; var VOLUME_SONGBIRD1 = 0.02; var VOLUME_UFO1 = 0.02; var VOLUME_WINGS1 = 0.02; game.move = function (x, y, obj) { if (!game.reticle) { game.reticle = game.addChild(new Reticle()); } if (obj.event) { var x = obj.event.x; var y = obj.event.y; } game.reticle.x = x; game.reticle.y = y; }; // Add a sun to the game in the top left corner var sun = game.addChild(new Sun()); sun.x = 480; sun.y = 590; var sunChildIndex = 1; game.setChildIndex(sun, sunChildIndex); // Set sun to be rendered after the background // Function to add a UFO to the game function addUFO() { var ufo = game.addChild(new UFO()); 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 - ufo.height); // Random initial y position within the screen height, ensuring it stays within bounds 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); var cloudChildIndex = 2; game.setChildIndex(cloud, cloudChildIndex); // Set clouds to be rendered after the sun } // Initialize birds spawnBird1(); 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(); }, Math.random() * 5000 + 5000); // Adjusted interval for UFO appearances between 5 to 10 seconds game.update = function () { for (var i = 0; i < clouds.length; i++) { clouds[i].update(); } if (ufo) { ufo.customUpdate(); // Update each laser game.children.forEach(function (child) { if (child instanceof Laser) { child.update(); // Check for intersections with birds and UFO birds.forEach(function (bird) { if (!child.lastIntersecting && 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); } }); 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 bird = new Bird1(); bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; bird.type = 'Bird1'; // Specific property for Bird1 bird.color = 0x746130; // Specific color for Bird1 LK.setTimeout(function () { game.addChild(bird); var bird1ChildIndex = 4; game.setChildIndex(bird, bird1ChildIndex); // Set Bird1 to be rendered after the laser birds.push(bird); }, 2000); } function spawnBird2() { var bird = new Bird2(); bird.y = Math.random() * 2732; // Random initial y position within the screen height 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); var bird2ChildIndex = 6; game.setChildIndex(bird, bird2ChildIndex); // Set Bird2 to be rendered after the tree 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 + 500; // Move the tree 500px to the right tree.y = 2765; // Position the tree on the grass var treeChildIndex = Math.min(7, game.children.length - 1); // Ensure index is within bounds game.setChildIndex(tree, treeChildIndex); // Set tree to be rendered at index 7 or the last valid index 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 = 2200; // Move down by 800px var stack1ChildIndex = 6; game.setChildIndex(stack1, stack1ChildIndex); // Set stack1 to be rendered at index 9 or the last valid index // 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); var grassBackChildIndex = 5; game.setChildIndex(grassBack, grassBackChildIndex); // Set grassBack to be rendered after Bird3 var grassFront = new GrassFront(); grassFront.x = 1020; grassFront.y = 2735; // Position grassFront at the bottom game.addChild(grassFront); var grassFrontChildIndex = 8; game.setChildIndex(grassFront, grassFrontChildIndex); // Set grassFront to be rendered at index 8 var scoreDisplay = new ScoreDisplay(); scoreDisplay.x = 2048 / 2 + 520; // Move the score display 400px to the right scoreDisplay.y = 2732 - 185 - 80 - 128; // Move the score display up by 128px game.addChild(scoreDisplay); // Ensure laser is added to the game before setting scoreDisplay's index if (game.children.includes(laser)) { game.setChildIndex(laser, 10); // Set laser to be rendered before the scoreDisplay } // 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 = 200; // Position the cat to the far left cat.y = 2732; // Position the cat at the bottom of the screen var catChildIndex = 9; game.setChildIndex(cat, catChildIndex); // Set cat to be rendered after the grass // Play bgm1 once on load and set a timer to replay it every 20-50 seconds LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.02, // Set to the lowest volume duration: 4000 }, onEnd: function onEnd() { // Set a timer to replay bgm1 every 20-50 seconds LK.setTimeout(function () { LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.5, // Set to the lowest volume duration: 4000 }, onEnd: onEnd // Set the onEnd function to replay bgm1 }); }, Math.random() * 30000 + 20000); // Random time between 20-50 seconds } }); // Initialize a timer to play the wings1 sound at a random time between 10 and 30 seconds var wingsTimer = LK.setTimeout(function () { LK.getSound('wings1').play(); wingsTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 10000); }, Math.random() * 20000 + 10000); // Create an array for all sounds except ufo1, including all birdsong sounds var sounds = ['cricket1', 'frog1', 'wings1', 'songbird1']; var currentAmbientSound = null; // Initialize random timers for each sound to play between 30-50 seconds sounds.forEach(function (soundId) { var sound = LK.getSound(soundId); var ambientSoundTimer = LK.setTimeout(function () { if (currentAmbientSound) { currentAmbientSound.stop(); // Stop the currently playing ambient sound } sound.play(); currentAmbientSound = sound; // Set the current ambient sound // Set a timeout to reset the current ambient sound after it finishes playing LK.setTimeout(function () { currentAmbientSound = null; }, sound.duration * 1000); // Convert duration from seconds to milliseconds // Reset the timer to play the sound again between 30-50 seconds, plus an additional 5 seconds ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000 + 5000); }, Math.random() * 20000 + 30000); });
===================================================================
--- original.js
+++ change.js
@@ -1,127 +1,163 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
-var storage = LK.import("@upit/storage.v1", {
- highScore: 0
-});
/****
* Classes
****/
-var Background = Container.expand(function () {
+// Branch asset
+// Bird1 class to represent the first kind of bird
+var Bird1 = Container.expand(function () {
var self = Container.call(this);
- var backgroundGraphics = self.attachAsset('background', {
+ var birdGraphics = self.attachAsset('bird1-right', {
anchorX: 0.5,
anchorY: 0.5
});
- self.addChild(backgroundGraphics);
- game.layerManager.addToLayer(self, LAYERS.BACKGROUND);
+ self.movement = new Bird1Movement(self, birdGraphics);
});
-var Bird = Container.expand(function (type) {
+// Bird2 class to represent the second kind of bird
+var Bird2 = Container.expand(function () {
var self = Container.call(this);
- var birdGraphics = self.attachAsset(type === 'bird1' ? 'bird1' : 'bird2', {
+ var birdGraphics = self.attachAsset('bird2-right', {
anchorX: 0.5,
anchorY: 0.5
});
- self.addChild(birdGraphics);
- self.update = function () {
- self.y += self.speed;
- self.lastY = self.y;
- };
- return self;
+ 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.x = 230;
- self.y = 2732;
- self.shootingInterval = 1000; // Time between shots in milliseconds
- self.lastShotTime = 0;
- self.shoot = function (target) {
- var laser = new Laser(self.x - 140, self.y - 440, target.x, target.y);
- game.addChild(laser);
- game.layerManager.addToLayer(laser, LAYERS.LASER);
- };
- var findClosestTarget = function findClosestTarget(catX, catY) {
- var closestTarget = null;
- var closestDistance = 1000; // Set a reasonable range
- game.children.forEach(function (child) {
- if (child instanceof Bird && (child.type === 'bird1' || child.type === 'bird2') || child instanceof UFO) {
- var distance = Math.sqrt(Math.pow(child.x - catX, 2) + Math.pow(child.y - catY, 2));
- if (distance < closestDistance) {
- closestDistance = distance;
- closestTarget = child;
- }
- }
- });
- return closestTarget;
- };
self.update = function () {
- if (LK.ticks - self.lastShotTime >= self.shootingInterval) {
- self.lastShotTime = LK.ticks;
- self.shoot(findClosestTarget(self.x, self.y));
- }
+ // Add any specific update logic for the cat here
};
});
+// Cloud class to represent cloud behavior
var Cloud = Container.expand(function () {
var self = Container.call(this);
- var cloudType = CLOUD_TYPES[Math.floor(Math.random() * CLOUD_TYPES.length)];
- var cloudGraphics = self.attachAsset(cloudType, {
+ var cloudGraphics = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
- alpha: 0.8
+ alpha: 0.8 // Set default opacity to 80%
});
- var layerIndex = cloudType === 'cloud1' ? LAYERS.CLOUD1 : LAYERS.CLOUD2;
- game.layerManager.addToLayer(self, layerIndex);
self.movement = new CloudMovement(self, cloudGraphics);
- // Override destroy method to remove from layer tracking
- var originalDestroy = self.destroy;
- self.destroy = function () {
- // Remove from layer tracking before destroying
- if (game.layerManager) {
- game.layerManager.removeFromTracking(self);
+});
+// 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;
}
- // Call the original destroy method
- originalDestroy.call(self);
+ // 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
};
- self.update = function () {
- self.movement.update();
- };
- return self;
});
+// GrassBack class to represent the grass image
var GrassBack = Container.expand(function () {
var self = Container.call(this);
var grassGraphics = self.attachAsset('grass-back', {
anchorX: 0.5,
anchorY: 1
});
self.update = function () {
+ // Add any specific update logic for the grass here
+ // Example: Slightly move the grass to simulate wind effect
self.x += Math.sin((LK.ticks + 100) / 90) * 0.15; // Swaying effect, increased speed
};
self.addChild(grassGraphics); // Add grass graphics to the container
- // Set the layer index for grass-back
- game.layerManager.addToLayer(self, LAYERS.GRASS_BACK);
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ self.addChild(grassGraphics); // Add grass graphics to the container
+ 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.x_position = self.x; // Initialize x_position for tracking changes on X
+ 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.x_position = self.x; // Update x_position after movement
+ self.lastX = self.x; // Update lastX after movement
};
- // Set the layer index for grass-front
- game.layerManager.addToLayer(self, LAYERS.GRASS_FRONT);
});
+// 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,
@@ -133,539 +169,300 @@
// Calculate direction and speed
var dx = targetX - startX;
var dy = targetY - startY;
var distance = Math.sqrt(dx * dx + dy * dy);
- var speed = 30; // Reduce speed of the laser
+ 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;
- // Override destroy method to remove from layer tracking
- var originalDestroy = self.destroy;
- self.destroy = function () {
- // Remove from layer tracking before destroying
- if (game.layerManager) {
- game.layerManager.removeFromTracking(self);
- }
- // Call the original destroy method
- originalDestroy.call(self);
- };
+ // Update function to move the laser
self.update = function () {
- game.children.forEach(function (child) {
- if ((child instanceof Bird1 || child instanceof Bird2) && self.intersects(child)) {
- child.destroy();
- self.destroy();
- }
- });
self.x += self.vx;
self.y += self.vy;
+ // Remove laser if it goes off-screen
if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) {
self.destroy();
}
};
- // Set the layer index for laser
- game.layerManager.addToLayer(self, LAYERS.LASER);
});
-var Light1 = Container.expand(function () {
+// Reticle class to manage reticle behavior
+var Reticle = Container.expand(function () {
var self = Container.call(this);
- var lightGraphics = self.attachAsset('light1', {
+ var reticleGraphics = self.attachAsset('reticle1', {
anchorX: 0.5,
- anchorY: 0.5,
- alpha: 1.0
+ anchorY: 0.5
});
- self.x = 450;
- self.y = 450;
self.update = function () {
- self.x += Math.sin(LK.ticks / 90) * 0.1;
+ // Add any specific update logic for the reticle here
};
- self.pulse = new Light1Pulse(lightGraphics);
- self.pulse.startPulsating();
- game.layerManager.addToLayer(self, LAYERS.LIGHT1);
});
-var Mirror = Container.expand(function () {
+// ScoreDisplay class to manage score display
+var ScoreDisplay = Container.expand(function () {
var self = Container.call(this);
- var mirrorGraphics = self.attachAsset('mirror1', {
+ var scoreGraphics = self.attachAsset('scoreImage', {
anchorX: 0.5,
anchorY: 0.5
});
- self.addChild(mirrorGraphics);
- // Set the layer index for mirror
- game.layerManager.addToLayer(self, LAYERS.MIRROR);
- // Score display functionality
var scoreText = new Text2('0', {
size: 175,
fill: 0x800080,
font: "Courier New, Courier, monospace",
- stroke: 0x00FF00,
- strokeThickness: 15,
+ // Segmented clock style font
+ stroke: 0x000000,
+ strokeThickness: 5,
dropShadow: true,
dropShadowColor: 0x000000,
dropShadowBlur: 5,
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 6
});
- scoreText.y = 260;
- scoreText.x = -155;
- scoreText.rotation = (-83 + 2) * (Math.PI / 180);
+ scoreText.y = 70; // Move score text down by 170px
+ scoreText.x = -135; // Move score text right by 20px
+ scoreText.rotation = -Math.PI / 12; // Rotate score text left 15 degrees
+ x = 100;
+ y = 100;
self.addChild(scoreText);
self.updateScore = function (newScore) {
scoreText.setText(newScore);
};
- return self;
});
-var Reticle = Container.expand(function () {
- var self = Container.call(this);
- var reticleGraphics = self.attachAsset('reticle1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.addChild(reticleGraphics);
- // Set the layer index for reticle
- game.layerManager.addToLayer(self, LAYERS.RETICLE);
- return self;
-});
-var Reticle1 = Container.expand(function () {
- var self = Container.call(this);
- var reticle1Graphics = self.attachAsset('reticle1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.addChild(reticle1Graphics);
- // Set the layer index for reticle
- game.layerManager.addToLayer(self, LAYERS.RETICLE);
-});
+// Stack1 class to represent the stack1 image
var Stack1 = Container.expand(function () {
var self = Container.call(this);
var stackGraphics = self.attachAsset('stack1', {
anchorX: 0.5,
- anchorY: 0.5,
- rotation: Math.PI / -12
+ anchorY: 0.5
});
self.update = function () {
// Add any specific update logic for stack1 here
};
- // Set the layer index for stack
- game.layerManager.addToLayer(self, LAYERS.STACK);
});
+// ScoreManager class to manage score logic
+// ScoreManager class to manage score logic
+// Sun class to represent a sun in the top right corner
var Sun = Container.expand(function () {
var self = Container.call(this);
var sunGraphics = self.attachAsset('sun', {
anchorX: 0.5,
anchorY: 0.5
});
- self.pulse = new SunPulse(sunGraphics);
- self.pulse.startPulsating();
- // Set the layer index for sun
- game.layerManager.addToLayer(self, LAYERS.SUN);
+ startPulsating(self); // Start the pulsating effect
});
+// Function to create a pulsating effect
+// Tree class to represent a tree with a 9:16 aspect ratio
var Tree = Container.expand(function () {
var self = Container.call(this);
- var treeGraphics = self.attachAsset('tree1', {
+ 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
+ antialias: true // Apply antialias effect
});
self.update = function () {
// Add any specific update logic for the tree here
};
- // Set the layer index for tree
- game.layerManager.addToLayer(self, LAYERS.TREE);
});
-var Tree2 = Container.expand(function () {
+// UFO class to represent a UFO
+var UFO = Container.expand(function () {
var self = Container.call(this);
- var tree2Graphics = self.attachAsset('tree2', {
+ var ufoGraphics = self.attachAsset('ufo', {
anchorX: 0.5,
- anchorY: 1
- });
- self.addChild(tree2Graphics);
- // Set the layer index for tree2
- game.layerManager.addToLayer(self, LAYERS.TREE);
-});
-var UFO = Container.expand(function (type) {
- var self = Container.call(this);
- var ufoGraphics = self.attachAsset(type === 'ufo1' ? 'ufo1' : 'ufo2', {
- anchorX: 0.5,
anchorY: 0.5
});
self.movement = new UFOMovement(self, ufoGraphics);
- // Override destroy method to remove from layer tracking
- var originalDestroy = self.destroy;
- self.destroy = function () {
- // Remove from layer tracking before destroying
- if (game.layerManager) {
- game.layerManager.removeFromTracking(self);
- }
- // Call the original destroy method
- originalDestroy.call(self);
- };
- // Set the layer index for ufo
- game.layerManager.addToLayer(self, type === 'ufo1' ? LAYERS.UFO1 : LAYERS.UFO2);
});
/****
* Initialize Game
****/
+// UFOMovement class to handle UFO movement
+/****
+* Assets
+LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'})
+****/
// Initialize clouds array
var game = new LK.Game({
// No title, no description
- backgroundColor: 0x87CEEB // Sky blue
+ backgroundColor: 0x000000 // Black
});
/****
* Game Code
****/
-// CloudMovement class to handle cloud movement and fade effects
-// Define CLOUD_TYPES array to fix 'CLOUD_TYPES is not defined' error
+// Bird2Effects class to handle effects and animations for Bird2
+// Function to create a pulsating effect
+// 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.speed = Math.random() * 2 + 1; // Random speed between 1 and 3
- this.direction = Math.random() < 0.5 ? 1 : -1; // Random initial direction
- this.update = function () {
- this.ufo.x += this.speed * this.direction;
- // Check for screen boundaries and reverse direction if needed
- if (this.ufo.x > 2048 + this.ufo.width / 2 || this.ufo.x < -this.ufo.width / 2) {
- this.direction *= -1;
+ 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 / 70) * 165; // Increase the wave pattern depth by 10%
+ // 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();
+ ufo = null;
+ LK.getSound('ufo1').stop();
}
- }.bind(this);
+ this.lastX = this.x; // Update lastX after movement
+ };
};
-var CLOUD_TYPES = ['cloud1', 'cloud2'];
-var CloudMovement = function CloudMovement(cloud, cloudGraphics) {
- this.cloud = cloud;
- this.cloudGraphics = cloudGraphics;
- this.speed = Math.random() * 0.55 + 0.25;
- this.direction = Math.random() < 0.5 ? 1 : -1;
- this.update = function () {
- this.cloud.x += this.speed * this.direction;
- var screenWidth = 2048;
- var halfWidth = this.cloud.width / 2;
- if (this.cloud.x > screenWidth + halfWidth) {
- this.cloud.x = -halfWidth;
- } else if (this.cloud.x < -halfWidth) {
- this.cloud.x = screenWidth + halfWidth;
- }
- }.bind(this);
+var UFOSound = function UFOSound() {
+ this.play = function () {
+ LK.getSound('ufo1').play();
+ };
};
-function _typeof(o) {
- "@babel/helpers - typeof";
- return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
- return typeof o;
- } : function (o) {
- return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
- }, _typeof(o);
-}
-function _classCallCheck(a, n) {
- if (!(a instanceof n)) {
- throw new TypeError("Cannot call a class as a function");
- }
-}
-function _defineProperties(e, r) {
- for (var t = 0; t < r.length; t++) {
- var o = r[t];
- o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o);
- }
-}
-function _createClass(e, r, t) {
- return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", {
- writable: !1
- }), e;
-}
-function _toPropertyKey(t) {
- var i = _toPrimitive(t, "string");
- return "symbol" == _typeof(i) ? i : i + "";
-}
-function _toPrimitive(t, r) {
- if ("object" != _typeof(t) || !t) {
- return t;
- }
- var e = t[Symbol.toPrimitive];
- if (void 0 !== e) {
- var i = e.call(t, r || "default");
- if ("object" != _typeof(i)) {
- return i;
- }
- throw new TypeError("@@toPrimitive must return a primitive value.");
- }
- return ("string" === r ? String : Number)(t);
-}
-/****
-* Layer Constants
-****/
-var LAYERS = {
- BACKGROUND: 0,
- SUN: 1,
- LIGHT1: 2,
- UFO2: 3,
- CLOUD1: 4,
- JET1: 5,
- CLOUD2: 6,
- UFO1: 7,
- BIRD1: 8,
- GRASS_BACK: 9,
- TREE: 10,
- STACK: 11,
- BIRD2: 12,
- MIRROR: 13,
- GRASS_FRONT: 14,
- CAT: 15,
- LASER: 16,
- RETICLE: 17
+// 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
+ });
+ };
};
-/****
-* Layer Management System
-****/
-var LayerManager = /*#__PURE__*/function () {
- function LayerManager(gameInstance) {
- _classCallCheck(this, LayerManager);
- this.game = gameInstance;
- this.layerMap = {};
- }
- return _createClass(LayerManager, [{
- key: "setLayerIndex",
- value: function setLayerIndex(object, layerId) {
- if (!object || !this.game.children.includes(object)) {
- return;
- }
- // Ensure the layer ID is valid and within bounds
- layerId = Math.max(0, Math.min(layerId, this.game.children.length));
- // Set the child index
- if (layerId < this.game.children.length) {
- this.game.setChildIndex(object, layerId);
- }
- // Update the layer map
- this.layerMap[object.id] = layerId;
+// 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.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.y = -this.height;
+ this.x = Math.random() < 0.33 ? Math.random() * 2048 : Math.random() < 0.5 ? 0 : 2048;
}
- }, {
- key: "getObjectsInLayer",
- value: function getObjectsInLayer(layerId) {
- var objects = [];
- for (var id in this.layerMap) {
- if (this.layerMap[id] === layerId) {
- // Find the object in the game's children
- for (var i = 0; i < this.game.children.length; i++) {
- var child = this.game.children[i];
- if (child.id === id) {
- objects.push(child);
- break;
- }
- }
- }
+ if (this.birdGraphics) {
+ if (this.lastX <= 2048 / 2 && this.x > 2048 / 2) {
+ this.birdGraphics.texture = LK.getAsset(this.bird.type + '-right', {}).texture;
+ } else if (this.lastX > 2048 / 2 && this.x <= 2048 / 2) {
+ this.birdGraphics.texture = LK.getAsset(this.bird.type + '-left', {}).texture;
}
- return objects;
}
- /**
- * Add an object to a specific layer
- * @param {Object} object - The game object to add
- * @param {Number} layerId - The layer ID
- */
- }, {
- key: "addToLayer",
- value: function addToLayer(object, layerId) {
- if (!object || !object.id) {
- return;
+ this.lastY = this.y; // Update lastY after movement
+ this.lastX = this.x; // Update lastX 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.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 <= 2048 / 2 && this.x > 2048 / 2) {
+ this.birdGraphics.texture = LK.getAsset(this.bird.type + '-right', {}).texture;
+ } else if (this.lastX > 2048 / 2 && this.x <= 2048 / 2) {
+ this.birdGraphics.texture = LK.getAsset(this.bird.type + '-left', {}).texture;
}
- // Add the object if it's not already a child
- if (!this.game.children.includes(object)) {
- this.game.addChild(object);
- }
- // Set the child index to match the LAYERS order
- this.game.setChildIndex(object, layerId);
- // Update the layer map
- this.layerMap[object.id] = layerId;
}
- /**
- * Get the layer of an object
- * @param {Object} object - The game object
- * @return {Number} The layer ID or -1 if not found
- */
- }, {
- key: "getObjectLayer",
- value: function getObjectLayer(object) {
- if (!object || !object.id) {
- return -1;
- }
- return this.layerMap[object.id] !== undefined ? this.layerMap[object.id] : -1;
+ this.lastX = this.x; // Update lastX after movement
+ // Check if the bird has moved off-screen
+ if (this.lastY <= 2732 && this.y > 2732) {
+ this.y = Math.random() * 2732; // Random initial y position within the screen height
+ this.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side
}
- /**
- * Remove an object from layer tracking
- * @param {Object} object - The game object to remove
- */
- }, {
- key: "removeFromTracking",
- value: function removeFromTracking(object) {
- if (!object || !object.id) {
- return;
- }
- delete this.layerMap[object.id];
+ 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.x = -this.width / 2;
+ } else if (this.lastX >= -this.width / 2 && this.x < -this.width / 2) {
+ this.x = 2048 + this.width / 2;
}
- /**
- * Bring an object to the front of its layer
- * @param {Object} object - The game object
- */
- }, {
- key: "bringToFrontOfLayer",
- value: function bringToFrontOfLayer(object) {
- if (!object || !object.id) {
- return;
- }
- var layerId = this.getObjectLayer(object);
- if (layerId === -1) {
- return;
- }
- // Find the highest index within this layer
- var highestIndex = layerId;
- for (var id in this.layerMap) {
- if (this.layerMap[id] === layerId) {
- // Find the object in the game's children
- for (var i = 0; i < this.game.children.length; i++) {
- var child = this.game.children[i];
- if (child.id === id && i > highestIndex) {
- highestIndex = i;
- }
- }
+ // 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
}
- // Set the object to the highest index within its layer
- this.game.setChildIndex(object, highestIndex);
}
- /**
- * Send an object to the back of its layer
- * @param {Object} object - The game object
- */
- }, {
- key: "sendToBackOfLayer",
- value: function sendToBackOfLayer(object) {
- if (!object || !object.id) {
- return;
+ // Check if the cloud intersects with the sun
+ if (!this.lastIntersecting && this.intersects(sun)) {
+ this.speed *= 2; // Double the speed when touching the sun
+ if (this.cloudGraphics) {
+ tween(this.cloudGraphics, {
+ alpha: 0.5
+ }, {
+ duration: 3000,
+ easing: tween.linear
+ });
}
- var layerId = this.getObjectLayer(object);
- if (layerId === -1) {
- return;
+ // Double the sun's pulsating rate
+ startPulsating(sun, 444); // Pass the new duration for faster pulsating
+ } 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
+ });
}
- // Find the lowest index within this layer
- var lowestIndex = layerId;
- for (var id in this.layerMap) {
- if (this.layerMap[id] === layerId) {
- // Find the object in the game's children
- for (var i = 0; i < this.game.children.length; i++) {
- var child = this.game.children[i];
- if (child.id === id && i < lowestIndex) {
- lowestIndex = i;
- }
- }
- }
- }
- // Set the object to the lowest index within its layer
- this.game.setChildIndex(object, lowestIndex);
+ // Reset the sun's pulsating rate to normal
+ startPulsating(sun, 888); // Pass the original duration for normal pulsating
}
- /**
- * Helper function to add multiple objects to a layer at once
- * @param {Array} objects - Array of game objects
- * @param {Number} layerId - The layer ID
- */
- }, {
- key: "addMultipleToLayer",
- value: function addMultipleToLayer(objects, layerId) {
- var _this2 = this;
- if (!Array.isArray(objects)) {
- return;
- }
- objects.forEach(function (object) {
- return _this2.addToLayer(object, layerId);
- });
- }
- }]);
-}();
-game.layerManager = new LayerManager(game);
-// Using UFO sound ID as placeholder
-function flipImageVerticallyBasedOnDirection(graphics, lastX, currentX) {
- if (graphics) {
- if (lastX < currentX && graphics.scaleX < 0) {
- graphics.scaleX *= -1; // Flip horizontally to face right
- } else if (lastX > currentX && graphics.scaleX > 0) {
- graphics.scaleX *= -1; // Flip horizontally to face left
- }
- }
-}
-function flipImageBasedOnDirection(graphics, lastX, currentX) {
- if (graphics) {
- if (lastX < currentX) {
- graphics.scaleY = Math.abs(graphics.scaleY); // Face right when moving right by ensuring scaleY is positive
- } else if (lastX > currentX) {
- graphics.scaleY = -Math.abs(graphics.scaleY); // Face left when moving left by ensuring scaleY is negative
- }
- }
-}
-// SunPulse class to handle the pulsating effect for Sun
-function AABBIntersect(obj1, obj2) {
- if (obj1 && obj2) {
- return obj1.x < obj2.x + obj2.width && obj1.x + obj1.width > obj2.x && obj1.y < obj2.y + obj2.height && obj1.y + obj1.height > obj2.y;
- }
- return false;
-}
-// Using existing CLOUD_TYPES definition
-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);
+ this.lastIntersecting = this.intersects(sun);
+ this.lastX = this.x; // Update lastX after movement
};
};
-// Light1Pulse class to handle the pulsating effect for Light1
-var Light1Pulse = function Light1Pulse(lightGraphics) {
- this.lightGraphics = lightGraphics;
- this.startPulsating = function () {
- function pulsate() {
- tween(this.lightGraphics, {
- scaleX: 1.6,
- scaleY: 1.6
- }, {
- duration: 1000,
- easing: tween.easeInOut,
- onFinish: function () {
- tween(this.lightGraphics, {
- scaleX: 1.0,
- scaleY: 1.0
- }, {
- duration: 1500,
- easing: tween.easeInOut,
- onFinish: pulsate.bind(this)
- });
- }.bind(this)
- });
- }
- pulsate.call(this);
+var 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
+ };
+};
function startPulsating(target) {
var duration = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 888;
function pulsate() {
tween(target, {
- scaleX: 1.2,
- scaleY: 1.2
+ scaleX: 1.1,
+ scaleY: 1.1
}, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
@@ -681,374 +478,197 @@
});
}
pulsate();
}
-// UFOMovement class to handle UFO movement
-var UFOSound = function UFOSound() {
- this.play = function () {
- LK.getSound('ufo1').play();
- };
-};
-var Bird2Effects = function Bird2Effects(bird) {
- this.bird = bird;
- this.applyEffects = function () {};
-};
-// Bird1Effects class to handle effects and animations for Bird1
-var Bird1Effects = function Bird1Effects(bird) {
- this.bird = bird;
- this.applyEffects = function () {
- // Add any specific effects or animations for Bird1 here
- };
-};
-// Add background to the BACKGROUND layer
-var background = new Background();
+var background = LK.getAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
background.x = 2048 / 2;
-background.y = 2732 / 2 - 140;
+background.y = 2732 / 2 - 200;
game.addChild(background);
-game.layerManager.addToLayer(background, LAYERS.BACKGROUND);
// ScoreManager class to manage score logic
var ScoreManager = function ScoreManager() {
var self = this;
- var currentScore = 0;
- var highScore = storage.highScore;
+ self.score = 0;
self.addScore = function (points) {
- if (typeof points !== 'number' || points < 0) {
- return currentScore;
- }
- currentScore += Math.floor(points);
- if (currentScore > highScore) {
- highScore = currentScore;
- storage.highScore = highScore;
- }
- return currentScore;
+ self.score += points;
+ return self.score;
};
self.resetScore = function () {
- currentScore = 0;
- return currentScore;
+ self.score = 0;
};
self.getScore = function () {
- return currentScore;
+ return self.score;
};
- self.getHighScore = function () {
- return highScore;
+};
+var ScoreManager = function ScoreManager() {
+ var self = this;
+ self.score = 0;
+ self.addScore = function (points) {
+ self.score += points;
+ return self.score;
};
+ self.resetScore = function () {
+ self.score = 0;
+ };
+ self.getScore = function () {
+ return self.score;
+ };
};
var birds = [];
+game.down = function (x, y, obj) {
+ if (!game.reticle) {
+ game.reticle = game.addChild(new Reticle());
+ var reticleChildIndex = 7;
+ game.setChildIndex(game.reticle, reticleChildIndex); // Set reticle to be rendered after the tree
+ }
+ game.reticle.x = x;
+ game.reticle.y = y;
+ var laser = new Laser(cat.x, cat.y - 430, x, y); // laser starting point
+ game.addChild(laser);
+ var laserChildIndex = 10;
+ game.setChildIndex(laser, laserChildIndex); // Ensure laser is rendered after the reticle
+};
+var VOLUME_BGM1 = 0.02;
+var VOLUME_BREEZE1 = 0.02;
+var VOLUME_CRICKET1 = 0.02;
+var VOLUME_FROG1 = 0.02;
+var VOLUME_SONGBIRD1 = 0.02;
+var VOLUME_UFO1 = 0.02;
+var VOLUME_WINGS1 = 0.02;
+game.move = function (x, y, obj) {
+ if (!game.reticle) {
+ game.reticle = game.addChild(new Reticle());
+ }
+ if (obj.event) {
+ var x = obj.event.x;
+ var y = obj.event.y;
+ }
+ game.reticle.x = x;
+ game.reticle.y = y;
+};
// Add a sun to the game in the top left corner
-var sun = new Sun();
+var sun = game.addChild(new Sun());
sun.x = 480;
-sun.y = 680;
-game.layerManager.addToLayer(sun, LAYERS.SUN);
-var light1 = new Light1();
-light1.x = 510;
-light1.y = 1500;
-game.layerManager.addToLayer(light1, LAYERS.LIGHT1);
-light1.visible = true;
+sun.y = 590;
+var sunChildIndex = 1;
+game.setChildIndex(sun, sunChildIndex); // Set sun to be rendered after the background
// Function to add a UFO to the game
function addUFO() {
- var ufo = new UFO('ufo1');
- game.addChild(ufo);
- ufo.x = Math.random() < 0.5 ? 2048 + ufo.width / 2 : -ufo.width / 2;
- ufo.y = Math.random() * (2732 / 2 - ufo.height);
+ var ufo = game.addChild(new UFO());
+ 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 - ufo.height); // Random initial y position within the screen height, ensuring it stays within bounds
ufo.customUpdate = function () {
- if (!ufo.soundPlayed && ufo.x > 0 && ufo.x < 2048) {
- if (currentAmbientSound) {
- currentAmbientSound.stop();
- }
- LK.getSound('ufo1').play();
- ufo.soundPlayed = true;
- }
ufo.update();
};
+ // Removed ufo sound playing at startup
return ufo;
}
// Initialize clouds array
var clouds = [];
-// Using existing CLOUD_TYPES definition
-function initializeClouds() {
- function ensureCloudCount() {
- // Remove off-screen clouds
- clouds = clouds.filter(function (cloud) {
- if (cloud.x < -cloud.width || cloud.x > 2048 + cloud.width) {
- cloud.destroy();
- return false;
- }
- return true;
- });
- // Add new clouds if needed, maintaining 3-5 clouds
- while (clouds.length < 5) {
- var cloud = new Cloud();
- cloud.x = Math.random() * 2048;
- cloud.y = Math.random() * (2732 / 2);
- game.addChild(cloud);
- game.layerManager.addToLayer(cloud, clouds.length < 3 ? LAYERS.CLOUD1 : LAYERS.CLOUD2);
- clouds.push(cloud);
- }
- }
- // Initial cloud setup
- ensureCloudCount();
- // Check cloud count every second
- LK.setInterval(ensureCloudCount, 1000);
+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);
+ var cloudChildIndex = 2;
+ game.setChildIndex(cloud, cloudChildIndex); // Set clouds to be rendered after the sun
}
-// Call initializeClouds after game initialization
-initializeClouds();
-var bird1; // Define bird1 variable in the global scope
-var bird; // Define bird variable in the global scope
-// Initialize birds and score
-var birds = [];
-var score = 0;
-var scoreDisplay = new Mirror();
-scoreDisplay.x = 2048 / 2 + 400;
-scoreDisplay.y = 2732 - 185 - 80 - 390 + 30 + 50;
-game.addChild(scoreDisplay);
-// Initialize ambient sounds timer with 20-30 second intervals
-function initializeAmbientSounds() {
- function playAmbientSounds() {
- if (currentAmbientSound) {
- currentAmbientSound.stop();
- }
- if (Array.isArray(sounds) && sounds.length > 0) {
- var soundId = sounds[Math.floor(Math.random() * sounds.length)];
- } else {
- console.error("Sounds array is not defined or empty.");
- return;
- }
- var sound = LK.getSound(soundId);
- sound.play();
- currentAmbientSound = sound;
- LK.setTimeout(function () {
- currentAmbientSound = null;
- }, sound.duration * 1000);
- LK.setTimeout(playAmbientSounds, Math.random() * 10000 + 20000); // 20-30 seconds
- }
- playAmbientSounds();
-}
-// Initialize background music timer with 20-30 second intervals
-function initializeBGM() {
- function playBGM() {
- LK.playMusic('bgm1', {
- loop: false,
- fade: {
- start: 0,
- end: VOLUME_BGM1,
- duration: 4000
- },
- onEnd: function onEnd() {
- LK.setTimeout(playBGM, Math.random() * 30000 + 20000); // 20-50 seconds
- }
- });
- }
- playBGM();
-}
-// Start the game
-initializeBGM();
-initializeAmbientSounds();
+// Initialize birds
spawnBird1();
spawnBird2();
-// Initialize variables for UFOs and laser
-var ufo1, ufo2, laser;
-var score = 0;
-// Initialize timers for UFOs with 20-30 second respawn
-function initializeUFOTimers() {
- // UFO1 Timer
- // UFO1 Timer
- function spawnUFO1() {
- if (!game.children.some(function (c) {
- return c instanceof UFO && c.type === 'ufo1';
- })) {
- var ufo1 = new UFO('ufo1');
- game.addChild(ufo1);
- game.layerManager.addToLayer(ufo1, LAYERS.UFO1);
- }
- LK.setTimeout(spawnUFO1, Math.random() * 10000 + 20000);
- }
- // Initialize UFO1 spawn timer immediately
- spawnUFO1();
- // UFO2 Timer
- function spawnUFO2() {
- if (!game.children.some(function (c) {
- return c instanceof UFO;
- })) {
- ufo2 = new UFO('ufo2');
- game.addChild(ufo2);
- ufo2.x = Math.random() < 0.5 ? 2048 + ufo2.width / 2 : -ufo2.width / 2;
- ufo2.y = Math.random() * (2732 / 2 - ufo2.height);
- }
- LK.setTimeout(spawnUFO2, Math.random() * 10000 + 20000);
- }
- spawnUFO2();
-}
-initializeUFOTimers();
-var originalUpdate = game.update;
+// 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();
+}, Math.random() * 5000 + 5000); // Adjusted interval for UFO appearances between 5 to 10 seconds
game.update = function () {
- // Call the original update function first
- originalUpdate.call(this);
- // Update clouds
for (var i = 0; i < clouds.length; i++) {
clouds[i].update();
}
- // Update each bird
- birds.forEach(function (bird) {
- bird.update();
- // Check if the bird has moved off-screen
- if (bird.lastY <= 2732 && bird.y > 2732) {
- bird.y = -bird.height; // Respawn the bird at the top
- bird.x = Math.random() * 2048; // Randomize the x position
- bird.speed = 1 + Math.random() * 0.6; // Reset speed for new bird
- }
- });
- // Ensure correct number of birds with sound effects
- var bird1Count = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird1';
- }).length;
- var bird2Count = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird2';
- }).length;
- // Maintain exactly 1 Bird1
- if (bird1Count < 1) {
- var newBird1 = new Bird('bird1');
- newBird1.x = Math.random() * 2048;
- newBird1.y = -newBird1.height;
- newBird1.speed = Math.random() * 1.6 + 1;
- newBird1.lastIntersecting = false;
- newBird1.type = 'bird1';
- newBird1.color = 0x746130;
- game.addChild(newBird1);
- game.layerManager.addToLayer(newBird1, LAYERS.BIRD1);
- birds.push(newBird1);
- LK.getSound('bird1').play();
- } else if (bird1Count > 1) {
- var extraBird1s = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird1';
- }).slice(1);
- extraBird1s.forEach(function (b) {
- b.destroy();
- birds.splice(birds.indexOf(b), 1);
- });
- }
- // Maintain exactly 3 Bird2s
- if (bird2Count < 3) {
- for (var i = 0; i < 3 - bird2Count; i++) {
- var newBird2 = new Bird('bird2');
- newBird2.x = Math.random() < 0.5 ? 0 : 2048;
- newBird2.y = Math.random() * (2732 / 2);
- newBird2.speed = 1 + Math.random() * 0.6;
- newBird2.lastIntersecting = false;
- newBird2.type = 'bird2';
- newBird2.color = 0xFFFFFF;
- game.addChild(newBird2);
- game.layerManager.addToLayer(newBird2, LAYERS.BIRD2);
- birds.push(newBird2);
- LK.getSound('bird2').play();
- }
- } else if (bird2Count > 3) {
- var extraBird2s = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird2';
- }).slice(3);
- extraBird2s.forEach(function (b) {
- b.destroy();
- birds.splice(birds.indexOf(b), 1);
- });
- }
- // Update UFOs, jets, and check for collisions
- game.children.forEach(function (entity) {
- if (entity instanceof UFO) {
- if (!entity.soundPlayed && entity.x > 0 && entity.x < 2048) {
- LK.getSound('ufo1').play();
- entity.soundPlayed = true;
- }
- if (typeof entity.update === 'function') {
- entity.update();
- }
- }
- });
- // Update each laser and check collisions
- game.children.forEach(function (child) {
- if (child instanceof Laser) {
- child.update();
- // Check for intersections with birds
- birds.forEach(function (bird) {
- if (!child.lastIntersecting && AABBIntersect(child, bird)) {
- if (bird instanceof Bird && bird.type === 'bird1') {
- score += 5;
- LK.getSound('dead1').play();
- } else if (bird instanceof Bird && bird.type === 'bird2') {
- score += 1;
- LK.getSound('dead2').play();
+ 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();
}
- scoreDisplay.updateScore(score.toString()); // 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();
- LK.getSound('laser1').play();
- }
- });
- // Check for intersections with UFOs
- game.children.forEach(function (entity) {
- if (entity instanceof UFO && !child.lastIntersecting && AABBIntersect(child, entity)) {
+ child.lastIntersecting = birds.some(function (bird) {
+ return child.intersects(bird);
+ });
+ });
+ if (ufo && !child.lastIntersecting && child.intersects(ufo)) {
score += 25;
- scoreDisplay.updateScore(score.toString());
- entity.destroy();
+ score.updateScore(score);
child.destroy();
- LK.getSound('dead3').play();
- LK.getSound('laser2').play();
}
- });
- // Update lastIntersecting state
- child.lastIntersecting = birds.some(function (bird) {
- return child.intersects(bird);
- }) || game.children.some(function (entity) {
- return entity instanceof UFO && child.intersects(entity);
- });
- }
- });
- // If there's no UFO, try to spawn one
- ufo = addUFO();
+ child.lastIntersecting = birds.some(function (bird) {
+ return child.intersects(bird);
+ }) || ufo && child.intersects(ufo);
+ }
+ });
+ 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() {
- if (!birds.some(function (b) {
- return b instanceof Bird && b.type === 'bird1';
- })) {
- var bird1 = new Bird('bird1');
- bird1.x = Math.random() * 2048;
- bird1.y = -bird1.height;
- bird1.speed = Math.random() * 1.6 + 1;
- bird1.lastIntersecting = false;
- bird1.type = 'bird1';
- bird1.color = 0x746130;
- game.addChild(bird1);
- if (game.children.includes(bird1)) {
- game.layerManager.addToLayer(bird1, LAYERS.BIRD1);
- birds.push(bird1);
- }
- }
- LK.setTimeout(spawnBird1, Math.random() * 10000 + 20000);
+ var bird = new Bird1();
+ bird.x = Math.random() * 2048;
+ bird.y = -bird.height;
+ bird.speed = 1 + Math.random() * 0.6;
+ bird.lastIntersecting = false;
+ bird.type = 'Bird1'; // Specific property for Bird1
+ bird.color = 0x746130; // Specific color for Bird1
+ LK.setTimeout(function () {
+ game.addChild(bird);
+ var bird1ChildIndex = 4;
+ game.setChildIndex(bird, bird1ChildIndex); // Set Bird1 to be rendered after the laser
+ birds.push(bird);
+ }, 2000);
}
function spawnBird2() {
- var bird2Count = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird2';
- }).length;
- if (bird2Count < 3) {
- var bird = new Bird('bird2');
- bird.y = Math.random() * (2732 / 2);
- bird.x = Math.random() < 0.5 ? 0 : 2048;
- bird.speed = 1 + Math.random() * 0.6;
- bird.lastIntersecting = false;
- bird.type = 'bird2';
- bird.color = 0xFFFFFF;
+ var bird = new Bird2();
+ bird.y = Math.random() * 2732; // Random initial y position within the screen height
+ 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);
- if (game.children.includes(bird)) {
- game.layerManager.addToLayer(bird, LAYERS.BIRD2);
- birds.push(bird);
- }
- }
- LK.setTimeout(spawnBird2, Math.random() * 10000 + 20000);
+ var bird2ChildIndex = 6;
+ game.setChildIndex(bird, bird2ChildIndex); // Set Bird2 to be rendered after the tree
+ birds.push(bird);
+ }, 2000);
}
-// Update the main game update function to include bird updates
-var originalUpdate = game.update;
+// Ensure there are always 3 birds on screen
game.update = function () {
- // Call the original update function first
- originalUpdate.call(this);
// Update each bird
birds.forEach(function (bird) {
bird.update();
// Check if the bird has moved off-screen
@@ -1057,147 +677,42 @@
bird.x = Math.random() * 2048; // Randomize the x position
bird.speed = 1 + Math.random() * 0.6; // Reset speed for new bird
}
});
- // Ensure correct number of birds
- var bird1Count = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird1';
- }).length;
- var bird2Count = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird2';
- }).length;
- // Maintain exactly 1 Bird1
- if (bird1Count < 1) {
- var newBird1 = new Bird('bird1');
- newBird1.x = Math.random() * 2048;
- newBird1.y = Math.random() * (2732 / 2);
- game.addChild(newBird1);
- game.layerManager.addToLayer(newBird1, LAYERS.BIRD1);
- birds.push(newBird1);
- } else if (bird1Count > 1) {
- var extraBird1s = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird1';
- }).slice(1);
- extraBird1s.forEach(function (b) {
- b.destroy();
- birds.splice(birds.indexOf(b), 1);
- });
- }
- // Maintain exactly 3 Bird2s
- if (bird2Count < 3) {
- for (var i = 0; i < 3 - bird2Count; i++) {
- var newBird2 = new Bird('bird2');
- newBird2.x = Math.random() * 2048;
- newBird2.y = Math.random() * (2732 / 2);
- game.addChild(newBird2);
- game.layerManager.addToLayer(newBird2, LAYERS.BIRD2);
- birds.push(newBird2);
- }
- } else if (bird2Count > 3) {
- var extraBird2s = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird2';
- }).slice(3);
- extraBird2s.forEach(function (b) {
- b.destroy();
- birds.splice(birds.indexOf(b), 1);
- });
- }
- // Update UFOs, jets, and check for collisions
- game.children.forEach(function (entity) {
- if (entity instanceof UFO) {
- if (!entity.soundPlayed && entity.x > 0 && entity.x < 2048) {
- LK.getSound('ufo1').play();
- entity.soundPlayed = true;
- }
- entity.update();
- }
- });
- // Update each laser and check collisions
- game.children.forEach(function (child) {
- if (child instanceof Laser) {
- child.update();
- // Check for intersections with birds
- birds.forEach(function (bird) {
- if (!child.lastIntersecting && AABBIntersect(child, bird)) {
- if (bird instanceof Bird && bird.type === 'bird1') {
- score += 5;
- LK.getSound('dead1').play();
- } else if (bird instanceof Bird && bird.type === 'bird2') {
- score += 1;
- LK.getSound('dead2').play();
- }
- scoreDisplay.updateScore(score.toString()); // 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();
- LK.getSound('laser1').play();
- }
- });
- // Check for intersections with UFOs
- game.children.forEach(function (entity) {
- if (entity instanceof UFO && !child.lastIntersecting && AABBIntersect(child, entity)) {
- score += 25;
- scoreDisplay.updateScore(score.toString());
- entity.destroy();
- child.destroy();
- LK.getSound('dead3').play();
- LK.getSound('laser2').play();
- }
- });
- // Update lastIntersecting state
- child.lastIntersecting = birds.some(function (bird) {
- return child.intersects(bird);
- }) || game.children.some(function (entity) {
- return entity instanceof UFO && child.intersects(entity);
- });
- }
- });
};
// 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
-// Add tree to the proper layer
-if (game.children.includes(tree)) {
- game.layerManager.addToLayer(tree, LAYERS.TREE); // Use layer manager to set tree layer
-}
+tree.x = 2048 / 2 + 500; // Move the tree 500px to the right
+tree.y = 2765; // Position the tree on the grass
+var treeChildIndex = Math.min(7, game.children.length - 1); // Ensure index is within bounds
+game.setChildIndex(tree, treeChildIndex); // Set tree to be rendered at index 7 or the last valid index
var score = 0;
// Add stack1 image to the game
var stack1 = game.addChild(new Stack1());
-stack1.x = 1700; // Move 700px to the right
-stack1.y = 2250; // Move down by 800px
-// Add stack1 to the proper layer
-if (game.children.includes(stack1)) {
- game.layerManager.addToLayer(stack1, LAYERS.STACK); // Use layer manager to set stack layer
-}
+stack1.x = 1650; // Move 500px to the right
+stack1.y = 2200; // Move down by 800px
+var stack1ChildIndex = 6;
+game.setChildIndex(stack1, stack1ChildIndex); // Set stack1 to be rendered at index 9 or the last valid index
// 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);
-// Add grassBack to the proper layer
-if (game.children.includes(grassBack)) {
- game.layerManager.addToLayer(grassBack, LAYERS.GRASS_BACK); // Use layer manager to set grass-back layer
-}
+var grassBackChildIndex = 5;
+game.setChildIndex(grassBack, grassBackChildIndex); // 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
+grassFront.y = 2735; // Position grassFront at the bottom
game.addChild(grassFront);
-// Add grassFront to the proper layer
-if (game.children.includes(grassFront)) {
- game.layerManager.addToLayer(grassFront, LAYERS.GRASS_FRONT); // Use layer manager to set grass-front layer
-}
-var scoreDisplay = new Mirror();
-scoreDisplay.x = 2048 / 2 + 400; // Move the score display 400px to the right
-scoreDisplay.y = 2732 - 185 - 80 - 390 + 30 + 50; // Move the score display up by an additional 80px and down by 30px + 50px
+var grassFrontChildIndex = 8;
+game.setChildIndex(grassFront, grassFrontChildIndex); // Set grassFront to be rendered at index 8
+var scoreDisplay = new ScoreDisplay();
+scoreDisplay.x = 2048 / 2 + 520; // Move the score display 400px to the right
+scoreDisplay.y = 2732 - 185 - 80 - 128; // Move the score display up by 128px
game.addChild(scoreDisplay);
-var mirror = new Mirror();
-mirror.x = 2048 / 2 + 400; // Move the mirror 400px to the right
-mirror.y = 2732 - 185 - 80 - 390 + 30; // Move the mirror up by an additional 80px and down by 30px
-game.addChild(mirror);
-// Add mirror to the proper layer
-if (game.children.includes(mirror)) {
- game.layerManager.addToLayer(mirror, LAYERS.MIRROR); // Use layer manager to set mirror layer
+// Ensure laser is added to the game before setting scoreDisplay's index
+if (game.children.includes(laser)) {
+ game.setChildIndex(laser, 10); // Set laser to be rendered before the scoreDisplay
}
// Function to handle bgm1 end event
function onBgm1End() {
// Set a timer to replay bgm1 after 50-80 seconds
@@ -1215,34 +730,37 @@
}
;
// Add the cat to the game
var cat = game.addChild(new Cat());
-cat.x = 230; // Move the cat 20px to the left
+cat.x = 200; // Position the cat to the far left
cat.y = 2732; // Position the cat at the bottom of the screen
-// Add cat to the proper layer
-if (game.children.includes(cat)) {
- game.layerManager.addToLayer(cat, LAYERS.CAT); // Use layer manager to set cat layer
-}
-// Play bgm1 once on load and set a timer to replay it every 20-30 seconds
+var catChildIndex = 9;
+game.setChildIndex(cat, catChildIndex); // Set cat to be rendered after the grass
+// 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: 0.1,
+ 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: 0.1,
+ end: 0.5,
+ // Set to the lowest volume
duration: 4000
},
- onEnd: onEnd
+ onEnd: onEnd // Set the onEnd function to replay bgm1
});
- }, Math.random() * 10000 + 20000);
+ }, 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 () {
@@ -1251,426 +769,21 @@
}, Math.random() * 20000 + 10000);
// Create an array for all sounds except ufo1, including all birdsong sounds
var sounds = ['cricket1', 'frog1', 'wings1', 'songbird1'];
var currentAmbientSound = null;
-// Sound volumes configuration
-// Initialize random timers for each sound to play between 20-30 seconds
+// 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();
+ currentAmbientSound.stop(); // Stop the currently playing ambient sound
}
sound.play();
- currentAmbientSound = sound;
+ 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);
- ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 10000 + 20000);
- }, Math.random() * 10000 + 20000);
-});
-var bird2; // Define bird2 variable in the global scope
-// UFOMovement class to handle UFO movement
-var UFOSound = function UFOSound() {
- this.play = function () {
- LK.getSound('ufo1').play();
- };
-};
-// BackgroundMusic class to manage background music
-// LaserSound class to manage laser sound effects
-var Bird2Effects = function Bird2Effects(bird) {
- this.bird = bird;
- this.applyEffects = function () {};
-};
-// Removed invalid CSS assignment to game.style.css
-// Bird1Effects class to handle effects and animations for Bird1
-var Bird1Effects = function Bird1Effects(bird) {
- this.bird = bird;
- this.applyEffects = function () {
- // Add any specific effects or animations for Bird1 here
- };
-};
-// Add background to the BACKGROUND layer
-var background = new Background();
-background.x = 2048 / 2;
-background.y = 2732 / 2 - 140;
-game.layerManager.addToLayer(background, LAYERS.BACKGROUND);
-// ScoreManager class to manage score logic
-var ScoreManager = function ScoreManager() {
- var self = this;
- var currentScore = 0;
- var highScore = storage.highScore || 0;
- self.addScore = function (points) {
- if (typeof points !== 'number' || points < 0) {
- return currentScore;
- }
- currentScore += Math.floor(points);
- if (currentScore > highScore) {
- highScore = currentScore;
- storage.highScore = highScore;
- }
- return currentScore;
- };
- self.resetScore = function () {
- currentScore = 0;
- return currentScore;
- };
- self.getScore = function () {
- return currentScore;
- };
- self.getHighScore = function () {
- return highScore;
- };
-};
-// Game Over Function
-function gameOver() {
- // Stop the game ticker
- game.ticker.stop();
- // Display Game Over message with score
- var gameOverText = new Text("Game Over\nScore: " + score, {
- fontFamily: 'Arial',
- fontSize: 64,
- fill: 'white',
- align: 'center'
- });
- gameOverText.anchor.set(0.5);
- gameOverText.x = game.screen.width / 2;
- gameOverText.y = game.screen.height / 2;
- game.stage.addChild(gameOverText);
- // Make the game over text interactive (clickable)
- gameOverText.interactive = true;
- gameOverText.buttonMode = true;
- gameOverText.on('pointerdown', restartGame);
- console.log("Game Over. Final Score: " + score);
-}
-;
-var birds = [];
-game.down = function (x, y, obj) {
- if (!game.reticle) {
- game.reticle = game.addChild(new Reticle());
- if (game.children.includes(game.reticle)) {
- game.layerManager.addToLayer(game.reticle, LAYERS.RETICLE); // Use layer manager to set reticle layer
- }
- }
- 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.layerManager.addToLayer(laser, LAYERS.LASER); // Use layer manager to set laser layer
- }
-};
-var VOLUME_BGM1 = 0.02;
-var VOLUME_BREEZE1 = 0.02;
-var VOLUME_CRICKET1 = 0.02;
-var VOLUME_FROG1 = 0.02;
-var VOLUME_SONGBIRD1 = 0.02;
-var VOLUME_UFO1 = 0.02;
-var VOLUME_WINGS1 = 0.02;
-game.move = function (x, y, obj) {
- if (!game.reticle) {
- game.reticle = game.addChild(new Reticle());
- }
- if (obj.event) {
- var x = obj.event.x;
- var y = obj.event.y;
- }
- game.reticle.x = x;
- game.reticle.y = y;
-};
-// Add a sun to the game in the top left corner
-var sun = new Sun();
-sun.x = 480;
-sun.y = 680;
-game.layerManager.addToLayer(sun, LAYERS.SUN);
-var light1 = new Light1();
-light1.x = 510;
-light1.y = 1500;
-game.layerManager.addToLayer(light1, LAYERS.LIGHT1);
-light1.visible = true;
-// Function to add a UFO to the game
-// Using existing CLOUD_TYPES definition
-// initializeClouds already called earlier
-var bird1; // Define bird1 variable in the global scope
-var bird; // Define bird variable in the global scope
-var ufo; // Define the ufo variable in the global scope
-var laser; // Define the laser variable in the global scope
-var ufoTimer = LK.setTimeout(function () {
- addUFO();
- // Reset the timer for the UFO to reappear between 10-20 seconds
- ufoTimer = LK.setTimeout(arguments.callee, Math.random() * 10000 + 10000);
-}, Math.random() * 10000 + 10000); // Initial interval for UFO appearances between 10 to 20 seconds
-game.update = function () {
- // Update clouds
- for (var i = 0; i < clouds.length; i++) {
- clouds[i].update();
- }
- if (ufo) {
- ufo.customUpdate();
- // Cache game children to avoid repeated property access
- var gameChildren = game.children;
- // Update lasers and check collisions
- gameChildren.forEach(function (child) {
- if (child instanceof Laser) {
- child.update();
- // Check for intersections with birds and UFO
- var hasIntersection = birds.some(function (bird) {
- if (!child.lastIntersecting && AABBIntersect(child, bird)) {
- score += bird instanceof Bird1 ? 5 : bird instanceof Bird2 ? 1 : 0;
- scoreDisplay.updateScore(score);
- LK.getSound('dead1').play();
- bird.destroy();
- birds.splice(birds.indexOf(bird), 1);
- child.destroy();
- return true;
- }
- return child.intersects(bird);
- });
- if (!hasIntersection && ufo && !child.lastIntersecting && AABBIntersect(child, ufo)) {
- score += 25;
- scoreDisplay.updateScore(score);
- LK.getSound('dead3').play();
- child.destroy();
- }
- child.lastIntersecting = hasIntersection || ufo && child.intersects(ufo);
- }
- });
- // Check for intersections between UFO and birds
- var ufoIntersection = birds.some(function (bird) {
- if (!ufo.lastIntersecting && ufo.intersects(bird)) {
- bird.destroy();
- birds.splice(birds.indexOf(bird), 1);
- LK.getSound('dead2').play();
- return true;
- }
- return ufo.intersects(bird);
- });
- ufo.lastIntersecting = ufoIntersection;
- // Check if UFO is out of bounds
- if (ufo.lastX <= 2048 + ufo.width / 2 && ufo.x > 2048 + ufo.width / 2 || ufo.lastX >= -ufo.width / 2 && ufo.x < -ufo.width / 2) {
- ufo.destroy();
- ufo = null;
- ufoTimer = LK.setTimeout(function () {
- ufo = addUFO();
- }, Math.random() * 20000 + 30000);
- }
- ufo.lastX = ufo.x;
- }
- ;
- // Additional game element updates (cat, grass, etc.)
- var originalUpdate = game.update;
- game.update = function () {
- // Call the original update function first
- originalUpdate.call(this);
- // Update each bird
- birds.forEach(function (bird) {
- bird.update();
- // Check if the bird has moved off-screen
- if (bird.lastY <= 2732 && bird.y > 2732) {
- bird.y = -bird.height; // Respawn the bird at the top
- bird.x = Math.random() * 2048; // Randomize the x position
- bird.speed = 1 + Math.random() * 0.6; // Reset speed for new bird
- }
- });
- // Ensure correct number of birds
- var bird1Count = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird1';
- }).length;
- var bird2Count = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird2';
- }).length;
- // Maintain exactly 1 Bird1
- if (bird1Count < 1) {
- var newBird1 = new Bird('bird1');
- newBird1.x = Math.random() * 2048;
- newBird1.y = Math.random() * (2732 / 2);
- game.addChild(newBird1);
- game.layerManager.addToLayer(newBird1, LAYERS.BIRD1);
- birds.push(newBird1);
- } else if (bird1Count > 1) {
- var extraBird1s = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird1';
- }).slice(1);
- extraBird1s.forEach(function (b) {
- b.destroy();
- birds.splice(birds.indexOf(b), 1);
- });
- }
- // Maintain exactly 3 Bird2s
- if (bird2Count < 3) {
- for (var i = 0; i < 3 - bird2Count; i++) {
- var newBird2 = new Bird('bird2');
- newBird2.x = Math.random() * 2048;
- newBird2.y = Math.random() * (2732 / 2);
- game.addChild(newBird2);
- game.layerManager.addToLayer(newBird2, LAYERS.BIRD2);
- birds.push(newBird2);
- }
- } else if (bird2Count > 3) {
- var extraBird2s = birds.filter(function (b) {
- return b instanceof Bird && b.type === 'bird2';
- }).slice(3);
- extraBird2s.forEach(function (b) {
- b.destroy();
- birds.splice(birds.indexOf(b), 1);
- });
- }
- // Update UFOs, jets, and check for collisions
- game.children.forEach(function (entity) {
- if (entity instanceof UFO) {
- if (!entity.soundPlayed && entity.x > 0 && entity.x < 2048) {
- LK.getSound('ufo1').play();
- entity.soundPlayed = true;
- }
- if (typeof entity.update === 'function') {
- entity.update();
- }
- }
- });
- // Update each laser and check collisions
- game.children.forEach(function (child) {
- if (child instanceof Laser) {
- child.update();
- // Check for intersections with birds
- birds.forEach(function (bird) {
- if (!child.lastIntersecting && AABBIntersect(child, bird)) {
- if (bird instanceof Bird && bird.type === 'bird1') {
- score += 5;
- LK.getSound('dead1').play();
- } else if (bird instanceof Bird && bird.type === 'bird2') {
- score += 1;
- LK.getSound('dead2').play();
- }
- scoreDisplay.updateScore(score.toString()); // 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();
- LK.getSound('laser1').play();
- }
- });
- // Check for intersections with UFOs
- game.children.forEach(function (entity) {
- if (entity instanceof UFO && !child.lastIntersecting && AABBIntersect(child, entity)) {
- score += 25;
- scoreDisplay.updateScore(score.toString());
- entity.destroy();
- child.destroy();
- LK.getSound('dead3').play();
- LK.getSound('laser2').play();
- }
- });
- // Update lastIntersecting state
- child.lastIntersecting = birds.some(function (bird) {
- return child.intersects(bird);
- }) || game.children.some(function (entity) {
- return entity instanceof UFO && child.intersects(entity);
- });
- }
- });
- // 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
- // Add tree to the proper layer
- if (game.children.includes(tree)) {
- game.layerManager.addToLayer(tree, LAYERS.TREE); // Use layer manager to set tree layer
- }
- var score = 0;
- // Add stack1 image to the game
- var stack1 = game.addChild(new Stack1());
- stack1.x = 1700; // Move 700px to the right
- stack1.y = 2250; // Move down by 800px
- // Add stack1 to the proper layer
- if (game.children.includes(stack1)) {
- game.layerManager.addToLayer(stack1, LAYERS.STACK); // Use layer manager to set stack layer
- }
- // 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);
- // Add grassBack to the proper layer
- if (game.children.includes(grassBack)) {
- game.layerManager.addToLayer(grassBack, LAYERS.GRASS_BACK); // Use layer manager to set grass-back layer
- }
- var grassFront = new GrassFront();
- grassFront.x = 1020;
- grassFront.y = 2785; // Position grassFront at the bottom, moved down by 50px
- game.addChild(grassFront);
- // Add grassFront to the proper layer
- if (game.children.includes(grassFront)) {
- game.layerManager.addToLayer(grassFront, LAYERS.GRASS_FRONT); // Use layer manager to set grass-front layer
- }
- // Add cat and score display to the game, ensuring they are added only once
- if (!game.cat) {
- game.cat = game.addChild(new Cat());
- }
- game.cat.x = 230;
- game.cat.y = 2732;
- scoreDisplay.x = 2048 / 2 + 400; // Move the score display 400px to the right
- scoreDisplay.y = 2732 - 185 - 80 - 390 + 30 + 50; // Move the score display up by an additional 80px and down by 30px + 50px
- game.addChild(scoreDisplay);
- var mirror = new Mirror();
- mirror.x = 2048 / 2 + 400; // Move the mirror 400px to the right
- mirror.y = 2732 - 185 - 80 - 390 + 30; // Move the mirror up by an additional 80px and down by 30px
- game.addChild(mirror);
- mirror.visible = true;
- game.layerManager.addToLayer(game.cat, LAYERS.CAT);
- // Add mirror to the proper layer using the layer manager
- // Add mirror to the proper layer
- if (game.children.includes(mirror)) {
- game.layerManager.addToLayer(mirror, LAYERS.MIRROR); // Use layer manager to set mirror layer
- }
- // Function to handle bgm1 end event
- function onBgm1End() {}
- // 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 20-30 seconds
- sounds.forEach(function (soundId) {
- var sound = LK.getSound(soundId);
- var ambientSoundTimer = LK.setTimeout(function () {
- if (currentAmbientSound) {
- currentAmbientSound.stop();
- }
- sound.play();
- currentAmbientSound = sound;
- LK.setTimeout(function () {
- currentAmbientSound = null;
- }, sound.duration * 1000);
- ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 10000 + 20000);
- }, Math.random() * 10000 + 20000);
- });
- };
-};
\ No newline at end of file
+ }, sound.duration * 1000); // Convert duration from seconds to milliseconds
+ // Reset the timer to play the sound again between 30-50 seconds, plus an additional 5 seconds
+ ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000 + 5000);
+ }, Math.random() * 20000 + 30000);
+});
\ No newline at end of file
an orange and white cat facing away from the camera. the cat is sitting straight up and looking up, ready to pounce. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
remove black box
fluffy translucent cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bright sun with wincing cartoon face and a black eye. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a goofy ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red gaming reticle. Minimal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sunny day, hilly landscape. there is an alien invasion taking place in the distance. cities burning.
large AUTUMN SHADES tree with sparse bunches of leaves. branches are exposed, but the tree is tough and old.. true-color, realistic, Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
glowing orange sphere. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sideway view of a fighter jet. . . In-Game 2d asset. transparent background. horizontal. No shadows.
shiny purple and black attack ufo.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
wings1
Sound effect
ufo1
Sound effect
cricket1
Sound effect
frog1
Sound effect
bgm1
Music
breeze1
Sound effect
songbird1
Sound effect
laser1
Sound effect
teslacoil
Sound effect
chitter
Sound effect
laser2
Sound effect
dead1
Sound effect
electro
Sound effect