User prompt
Nota şeriti gitar efecti sonrası yerinden kayıyor
User prompt
Bir oyun müzigi daha ekle
User prompt
Notları biraz küçült
User prompt
Notanın eger bir kısmı bile hedef bölge içindeyse oyuncu patlatabilir
User prompt
Notanın eger bir parçası hedef bölge içindeyse yinede patlatılabilir
User prompt
Oyun donuyor
User prompt
Eger ekran dısında kalan kayıp görüntüler varsa oyun optimizasyonu donma kasma sorunu engellemek için kaldırın
User prompt
Not eger vurulmadıysa hedef bölgeyi biraz geçip sonra kaybolsun
User prompt
Notalar eger vurulmadıysa hedef bölgeyi geçtikten sonra kaybolsun
User prompt
Oyuncu nota kaçırırsa bir ses ekle
User prompt
Alttaki 3 nesne için dokunma hassasiyeti düzenle nota patlaması için geçikme süresini azalt
User prompt
Puanlama için her nota 1 puan
User prompt
Biraz daha aşagı
User prompt
Biraz daha aşagı
User prompt
Biraz daha aşagısı
User prompt
Score tablosu biraz aşagı yap
User prompt
Skor tablosu biraz aşagı
User prompt
Skor tablpsu sol üst
User prompt
+20
User prompt
-10
User prompt
Y 150
User prompt
Skor tablosu biraz daha yukarı
User prompt
Skor tablosu konumu yukarı 300
User prompt
Scor tablosu konumu 300
User prompt
Skor tablosu yukarı taşı
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Note = Container.expand(function (trackIndex, isPowerNote) { var self = Container.call(this); self.trackIndex = trackIndex; self.isPowerNote = isPowerNote || false; self.speed = 4; self.hasBeenTapped = false; self.lastY = 0; var noteGraphics = self.attachAsset(self.isPowerNote ? 'powerNote' : 'note', { anchorX: 0.5, anchorY: 0.5 }); if (self.isPowerNote) { noteGraphics.tint = 0xFFD93D; self.scale.set(1.2); } self.update = function () { if (self.lastY === undefined) self.lastY = self.y; if (self.lastInTargetZone === undefined) self.lastInTargetZone = false; // Check if note just entered target zone var targetY = 1600; // unifiedTargetZone.y var inTargetZone = Math.abs(self.y - targetY) <= 100; // Within target zone range // Additional check: ensure no other note is currently in target zone var otherNoteInZone = false; for (var k = 0; k < notes.length; k++) { var otherNote = notes[k]; if (otherNote !== self && !otherNote.hasBeenTapped && Math.abs(otherNote.y - targetY) <= 100) { otherNoteInZone = true; break; } } if (!self.lastInTargetZone && inTargetZone && !self.hasBeenTapped && !otherNoteInZone) { // Note just entered target zone and no other note is present - trigger explosion self.triggerExplosion(); } self.lastY = self.y; self.lastInTargetZone = inTargetZone; self.y += self.speed; }; self.checkTiming = function () { var targetY = unifiedTargetZone.y; var distance = Math.abs(self.y - targetY); if (distance <= 30) { return 'perfect'; } else if (distance <= 60) { return 'good'; } return 'miss'; }; self.triggerExplosion = function () { if (self.hasBeenTapped) return; var timing = self.checkTiming(); if (timing !== 'miss') { self.hasBeenTapped = true; var points = 0; if (timing === 'perfect') { points = self.isPowerNote ? 200 : 100; LK.getSound('perfect').play(); createParticleEffect(self.x, self.y, self.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = self.isPowerNote ? 100 : 50; LK.getSound('tap').play(); createParticleEffect(self.x, self.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } unifiedTargetZone.flash(); // Trigger explosion animation on corresponding bottom object var bottomObjects = [leftObject, centerObject, rightObject]; if (bottomObjects[self.trackIndex]) { var targetObject = bottomObjects[self.trackIndex]; // Flash the bottom object var originalAlpha = targetObject.alpha; tween(targetObject, { alpha: 1.0 }, { duration: 100, onFinish: function onFinish() { tween(targetObject, { alpha: originalAlpha }, { duration: 200 }); } }); // Scale pulse effect var originalScale = targetObject.scaleX; tween(targetObject, { scaleX: originalScale * 1.1, scaleY: originalScale * 1.1 }, { duration: 150, onFinish: function onFinish() { tween(targetObject, { scaleX: originalScale, scaleY: originalScale }, { duration: 150 }); } }); } // Explode the note tween(self, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); for (var j = 0; j < notes.length; j++) { if (notes[j] === self) { notes.splice(j, 1); break; } } } }); } }; return self; }); var TargetZone = Container.expand(function (trackIndex) { var self = Container.call(this); self.trackIndex = trackIndex; var zoneGraphics = self.attachAsset('targetZone', { anchorX: 0.5, anchorY: 0.5 }); zoneGraphics.alpha = 0.9; self.flash = function () { zoneGraphics.alpha = 1.0; tween(zoneGraphics, { alpha: 0.9 }, { duration: 200 }); }; return self; }); var Track = Container.expand(function (trackIndex) { var self = Container.call(this); self.trackIndex = trackIndex; var trackGraphics = self.attachAsset('track', { anchorX: 0.5, anchorY: 0 }); trackGraphics.alpha = 0.1; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game variables var notes = []; var tracks = []; var targetZones = []; var numTracks = 3; var trackWidth = 300; var gameWidth = 2048; var score = 0; var noteSpawnTimer = 0; var noteSpawnInterval = 120; var gameSpeed = 1; var difficultyTimer = 0; // Note queue system to prevent simultaneous target zone entry var noteQueue = []; var lastTargetZoneEntry = 0; var minTimeBetweenEntries = 80; // Further increased minimum frames between notes entering target zone // Vertical spacing system to prevent notes from overlapping var minVerticalSpacing = 250; // Increased minimum pixels between notes vertically // Bottom objects for explosion effects var leftObject, centerObject, rightObject; // Strip line references for sway effects var leftStripLine, centerStripLine, rightStripLine; // UI elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 120; // Position away from platform menu icon scoreTxt.y = 120; // Move further down from top LK.gui.topLeft.addChild(scoreTxt); // Add background image var background = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); background.x = 0; background.y = 0; background.tint = 0x000000; game.addChild(background); // Initialize tracks and unified target zone var startX = (gameWidth - numTracks * trackWidth) / 2 + trackWidth / 2; for (var i = 0; i < numTracks; i++) { var track = new Track(i); track.x = startX + i * trackWidth; track.y = 0; tracks.push(track); game.addChild(track); } // Create single unified target zone covering all tracks var unifiedTargetZone = new TargetZone(0); unifiedTargetZone.x = gameWidth / 2; // Center of screen unifiedTargetZone.y = 1600; // Scale the target zone to cover all tracks unifiedTargetZone.scale.x = numTracks * trackWidth / 350; // Scale to cover all track widths targetZones.push(unifiedTargetZone); // Add unified background covering entire play area var unifiedBg = LK.getAsset('unifiedBackground', { anchorX: 0.5, anchorY: 0 }); unifiedBg.x = gameWidth / 2; // Center horizontally unifiedBg.y = 0; // Start from top of screen unifiedBg.width = gameWidth + 800; // Extend much further beyond screen width on both sides unifiedBg.height = 3500; // Extend further downward beyond screen height unifiedBg.alpha = 0.8; // Slightly transparent to show game elements clearly game.addChild(unifiedBg); // Re-add strip lines and unified target zone to foreground for (var i = 0; i < numTracks; i++) { // Add strip line for each track (moved to foreground) var stripLine = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0 }); stripLine.x = startX + i * trackWidth; stripLine.y = 0; stripLine.alpha = 0.8; game.addChild(stripLine); // Store references to strip lines if (i === 0) leftStripLine = stripLine;else if (i === 1) centerStripLine = stripLine;else if (i === 2) rightStripLine = stripLine; } // Add unified target zone to foreground game.addChild(unifiedTargetZone); // Create rounded border around unified target zone var borderThickness = 8; var targetZoneWidth = 350 * unifiedTargetZone.scale.x; var targetZoneHeight = 200; // Top border var topBorder = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0.5 }); topBorder.width = targetZoneWidth - borderThickness; topBorder.height = borderThickness; topBorder.x = unifiedTargetZone.x; topBorder.y = unifiedTargetZone.y - targetZoneHeight / 2 - borderThickness / 2; topBorder.alpha = 1.0; game.addChild(topBorder); // Bottom border var bottomBorder = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0.5 }); bottomBorder.width = targetZoneWidth - borderThickness; bottomBorder.height = borderThickness; bottomBorder.x = unifiedTargetZone.x; bottomBorder.y = unifiedTargetZone.y + targetZoneHeight / 2 + borderThickness / 2; bottomBorder.alpha = 1.0; game.addChild(bottomBorder); // Left border var leftBorder = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0.5 }); leftBorder.width = borderThickness; leftBorder.height = targetZoneHeight - borderThickness; leftBorder.x = unifiedTargetZone.x - targetZoneWidth / 2 - borderThickness / 2; leftBorder.y = unifiedTargetZone.y; leftBorder.alpha = 1.0; game.addChild(leftBorder); // Right border var rightBorder = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0.5 }); rightBorder.width = borderThickness; rightBorder.height = targetZoneHeight - borderThickness; rightBorder.x = unifiedTargetZone.x + targetZoneWidth / 2 + borderThickness / 2; rightBorder.y = unifiedTargetZone.y; rightBorder.alpha = 1.0; game.addChild(rightBorder); // Add rounded corners with ellipses // Top-left corner var topLeftCorner = LK.getAsset('cornerEllipse', { anchorX: 0.5, anchorY: 0.5 }); topLeftCorner.x = unifiedTargetZone.x - targetZoneWidth / 2; topLeftCorner.y = unifiedTargetZone.y - targetZoneHeight / 2; topLeftCorner.alpha = 1.0; game.addChild(topLeftCorner); // Top-right corner var topRightCorner = LK.getAsset('cornerEllipse', { anchorX: 0.5, anchorY: 0.5 }); topRightCorner.x = unifiedTargetZone.x + targetZoneWidth / 2; topRightCorner.y = unifiedTargetZone.y - targetZoneHeight / 2; topRightCorner.alpha = 1.0; game.addChild(topRightCorner); // Bottom-left corner var bottomLeftCorner = LK.getAsset('cornerEllipse', { anchorX: 0.5, anchorY: 0.5 }); bottomLeftCorner.x = unifiedTargetZone.x - targetZoneWidth / 2; bottomLeftCorner.y = unifiedTargetZone.y + targetZoneHeight / 2; bottomLeftCorner.alpha = 1.0; game.addChild(bottomLeftCorner); // Bottom-right corner var bottomRightCorner = LK.getAsset('cornerEllipse', { anchorX: 0.5, anchorY: 0.5 }); bottomRightCorner.x = unifiedTargetZone.x + targetZoneWidth / 2; bottomRightCorner.y = unifiedTargetZone.y + targetZoneHeight / 2; bottomRightCorner.alpha = 1.0; game.addChild(bottomRightCorner); // Helper functions function spawnNote() { var trackIndex = Math.floor(Math.random() * numTracks); var isPowerNote = Math.random() < 0.1; // Add to queue instead of spawning directly noteQueue.push({ trackIndex: trackIndex, isPowerNote: isPowerNote, readyTime: LK.ticks + Math.max(0, lastTargetZoneEntry + minTimeBetweenEntries - LK.ticks) }); } function processNoteQueue() { for (var i = noteQueue.length - 1; i >= 0; i--) { var queuedNote = noteQueue[i]; if (LK.ticks >= queuedNote.readyTime) { // Check if any note is currently in or approaching target zone var canSpawn = true; var targetY = 1600; var spawnY = -50; var targetZoneBuffer = 200; // Extended buffer zone around target for (var j = 0; j < notes.length; j++) { var existingNote = notes[j]; // Check if note is in extended target zone area (larger buffer for safety) if (Math.abs(existingNote.y - targetY) <= targetZoneBuffer) { canSpawn = false; break; } // Check if note will reach target zone soon (prediction based on speed) var timeToTarget = (targetY - existingNote.y) / existingNote.speed; if (timeToTarget > 0 && timeToTarget <= 50) { // Within 50 frames of reaching target canSpawn = false; break; } // Check vertical spacing collision - prevent notes from being too close vertically if (Math.abs(existingNote.y - spawnY) < minVerticalSpacing) { canSpawn = false; break; } } if (canSpawn) { // Spawn the note var note = new Note(queuedNote.trackIndex, queuedNote.isPowerNote); note.x = startX + queuedNote.trackIndex * trackWidth; note.y = spawnY; note.speed = 4 * gameSpeed; notes.push(note); game.addChild(note); lastTargetZoneEntry = LK.ticks; noteQueue.splice(i, 1); } else { // Delay this note by adding minimum time queuedNote.readyTime = LK.ticks + minTimeBetweenEntries; } } } } function updateScore(points) { score += points; scoreTxt.setText('Score: ' + score); LK.setScore(score); } function createParticleEffect(x, y, color) { // Create multiple layers of particles for enhanced effect var totalParticles = 100; // Increased particle count var primaryParticles = 60; var secondaryParticles = 25; var trailParticles = 15; // Primary burst particles - fast moving with enhanced visuals for (var i = 0; i < primaryParticles; i++) { var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particle.x = x; particle.y = y; // Enhanced color with gradient-like effect var colorVariation = 0x202020 * Math.random(); particle.tint = (color || 0xFFD93D) + colorVariation; particle.alpha = 0.9 + Math.random() * 0.1; game.addChild(particle); // Calculate random direction and speed for each particle var angle = i / primaryParticles * Math.PI * 2 + (Math.random() - 0.5) * 1.8; var speed = 600 + Math.random() * 500; // Enhanced speed range var targetX = x + Math.cos(angle) * speed; var targetY = y + Math.sin(angle) * speed; // Enhanced particle scaling with better proportions particle.scaleX = 2.5 + Math.random() * 2.0; // Better balanced particle size particle.scaleY = particle.scaleX + (Math.random() - 0.5) * 0.5; // Slight asymmetry for organic feel // Animate particle flying outward with enhanced effects tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0.05, // Smoother scale transition scaleY: 0.05, rotation: (Math.random() - 0.5) * Math.PI * 12 // Enhanced rotation }, { duration: 800 + Math.random() * 700, // Optimized duration for better visual flow easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } // Secondary slower particles for depth with improved visuals for (var i = 0; i < secondaryParticles; i++) { var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particle.x = x + (Math.random() - 0.5) * 40; // Refined initial spread particle.y = y + (Math.random() - 0.5) * 40; // Enhanced secondary particle coloring var secondaryColor = color || 0xFFD93D; var brightness = 0.7 + Math.random() * 0.3; particle.tint = secondaryColor * brightness; particle.alpha = 0.75 + Math.random() * 0.25; game.addChild(particle); var angle = Math.random() * Math.PI * 2; var speed = 350 + Math.random() * 250; // Enhanced secondary particle speed var targetX = x + Math.cos(angle) * speed; var targetY = y + Math.sin(angle) * speed; // Enhanced secondary particle scaling particle.scaleX = 1.8 + Math.random() * 1.5; // Better proportioned secondary particles particle.scaleY = particle.scaleX * (0.8 + Math.random() * 0.4); // Varied proportions // Delayed animation for staggered effect with enhanced timing tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0.1, // Smoother scale transition scaleY: 0.1, rotation: (Math.random() - 0.5) * Math.PI * 10 // Enhanced rotation }, { duration: 1000 + Math.random() * 800, // Refined duration easing: tween.easeInOut, onFinish: function onFinish() { particle.destroy(); } }); } // Enhanced trail particles that move upward for (var i = 0; i < trailParticles; i++) { var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particle.x = x + (Math.random() - 0.5) * 60; // Enhanced initial spread particle.y = y; // Enhanced trail particle coloring with glow effect var trailColor = color || 0xFFD93D; var glowIntensity = 0.8 + Math.random() * 0.2; particle.tint = trailColor * glowIntensity; particle.alpha = 0.6 + Math.random() * 0.3; game.addChild(particle); // Enhanced trail particle scaling with better proportions particle.scaleX = 3.0 + Math.random() * 2.0; // Better balanced trail particles particle.scaleY = particle.scaleX * (0.6 + Math.random() * 0.8); // More varied shapes // Animate upward with enhanced gravity-like effect tween(particle, { x: particle.x + (Math.random() - 0.5) * 200, // Enhanced horizontal spread y: y - 350 - Math.random() * 250, // Enhanced upward movement alpha: 0, scaleX: 0.2, // Smoother scale transition scaleY: 0.2, rotation: (Math.random() - 0.5) * Math.PI * 8 // Enhanced rotation }, { duration: 1200 + Math.random() * 900, // Optimized duration easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } } function checkNoteInTrack(trackIndex) { for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.trackIndex === trackIndex && !note.hasBeenTapped) { var timing = note.checkTiming(); if (timing !== 'miss') { note.hasBeenTapped = true; var points = 0; if (timing === 'perfect') { points = note.isPowerNote ? 200 : 100; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = note.isPowerNote ? 100 : 50; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } unifiedTargetZone.flash(); note.destroy(); notes.splice(i, 1); return true; } } } return false; } // Touch handlers game.down = function (x, y, obj) { for (var i = 0; i < numTracks; i++) { var trackX = startX + i * trackWidth; if (x >= trackX - trackWidth / 2 && x <= trackX + trackWidth / 2) { if (!checkNoteInTrack(i)) { LK.getSound('miss').play(); } break; } } }; // Main game loop game.update = function () { // Spawn notes noteSpawnTimer++; if (noteSpawnTimer >= noteSpawnInterval) { spawnNote(); noteSpawnTimer = 0; } // Process note queue to ensure no simultaneous target zone entries processNoteQueue(); // Update difficulty difficultyTimer++; if (difficultyTimer >= 1800) { // Every 30 seconds gameSpeed += 0.2; noteSpawnInterval = Math.max(20, noteSpawnInterval - 2); difficultyTimer = 0; } // Update notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; // Check if note missed target zone if (!note.hasBeenTapped && note.lastY <= 1700 && note.y > 1700) { note.destroy(); notes.splice(i, 1); continue; } // Remove notes that are off screen if (note.y > 2800) { note.destroy(); notes.splice(i, 1); } } // Create continuous particle effects around the three objects enhanceObjectVisuals(); // Win condition if (score >= 10000) { LK.showYouWin(); } }; // Add 3 objects at bottom of target zone (left, center, right) var targetBottomY = unifiedTargetZone.y + targetZoneHeight / 2 + 800; // Move objects much further down var objectSpacing = targetZoneWidth / 1.5; // Increased spacing for better separation between objects // Left object leftObject = LK.getAsset('leftObjectAsset', { anchorX: 0.5, anchorY: 0.5 }); leftObject.x = unifiedTargetZone.x - objectSpacing; leftObject.y = targetBottomY; // Scale up the left object leftObject.scaleX = 2.0; leftObject.scaleY = 2.0; // Animate color change for left object tween(leftObject, { tint: 0xFFD700 // Change to gold color }, { duration: 1500, easing: tween.easeInOut }); leftObject.alpha = 0.8; game.addChild(leftObject); // Center object centerObject = LK.getAsset('centerObjectAsset', { anchorX: 0.5, anchorY: 0.5 }); centerObject.x = unifiedTargetZone.x; centerObject.y = targetBottomY; // Scale up the center object centerObject.scaleX = 2.0; centerObject.scaleY = 2.0; // Animate color change for center object tween(centerObject, { tint: 0xFF1493 // Change to deep pink color }, { duration: 1500, easing: tween.easeInOut }); centerObject.alpha = 0.8; game.addChild(centerObject); // Right object rightObject = LK.getAsset('rightObjectAsset', { anchorX: 0.5, anchorY: 0.5 }); rightObject.x = unifiedTargetZone.x + objectSpacing; rightObject.y = targetBottomY; // Scale up the right object rightObject.scaleX = 2.0; rightObject.scaleY = 2.0; // Animate color change for right object tween(rightObject, { tint: 0x9370DB // Change to medium purple color }, { duration: 1500, easing: tween.easeInOut }); rightObject.alpha = 0.8; game.addChild(rightObject); // Objects are now properly sized - no extreme scaling needed // Move objects to topmost layer for better visibility game.removeChild(leftObject); game.addChild(leftObject); game.removeChild(centerObject); game.addChild(centerObject); game.removeChild(rightObject); game.addChild(rightObject); // Add touch handlers to the 3 bottom objects leftObject.down = function (x, y, obj) { // Create particle effect when touched createParticleEffect(leftObject.x, leftObject.y, 0xFFD700); // Add guitar string vibration effect to left track strip line if (leftStripLine) { // Store original position before vibration starts var originalX = leftStripLine.x; var _vibrateString = function vibrateString() { if (vibrationCount >= maxVibrations) { // Reset to original position when vibration completes tween(leftStripLine, { x: originalX }, { duration: 100, easing: tween.easeOut }); return; } var amplitude = baseAmplitude * (1 - vibrationCount / maxVibrations); var direction = vibrationCount % 2 === 0 ? 1 : -1; tween(leftStripLine, { x: originalX + amplitude * direction }, { duration: 40, easing: tween.easeInOut, onFinish: function onFinish() { vibrationCount++; _vibrateString(); } }); }; // Guitar string effect - rapid horizontal vibrations that decay var vibrationCount = 0; var maxVibrations = 15; var baseAmplitude = 25; _vibrateString(); } // Check for notes in left track (track 0) within target zone for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.trackIndex === 0 && !note.hasBeenTapped) { var timing = note.checkTiming(); if (timing !== 'miss') { // Explode the note note.hasBeenTapped = true; var points = 0; if (timing === 'perfect') { points = note.isPowerNote ? 200 : 100; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = note.isPowerNote ? 100 : 50; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } unifiedTargetZone.flash(); // Scale animation for explosion effect tween(note, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 200, onFinish: function onFinish() { note.destroy(); for (var j = 0; j < notes.length; j++) { if (notes[j] === note) { notes.splice(j, 1); break; } } } }); break; } } } }; centerObject.down = function (x, y, obj) { // Create particle effect when touched createParticleEffect(centerObject.x, centerObject.y, 0xFF1493); // Add guitar string vibration effect to center track strip line if (centerStripLine) { // Store original position before vibration starts var originalX = centerStripLine.x; var _vibrateString2 = function vibrateString() { if (vibrationCount >= maxVibrations) { // Reset to original position when vibration completes tween(centerStripLine, { x: originalX }, { duration: 100, easing: tween.easeOut }); return; } var amplitude = baseAmplitude * (1 - vibrationCount / maxVibrations); var direction = vibrationCount % 2 === 0 ? 1 : -1; tween(centerStripLine, { x: originalX + amplitude * direction }, { duration: 40, easing: tween.easeInOut, onFinish: function onFinish() { vibrationCount++; _vibrateString2(); } }); }; // Guitar string effect - rapid horizontal vibrations that decay var vibrationCount = 0; var maxVibrations = 15; var baseAmplitude = 25; _vibrateString2(); } // Check for notes in center track (track 1) within target zone for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.trackIndex === 1 && !note.hasBeenTapped) { var timing = note.checkTiming(); if (timing !== 'miss') { // Explode the note note.hasBeenTapped = true; var points = 0; if (timing === 'perfect') { points = note.isPowerNote ? 200 : 100; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = note.isPowerNote ? 100 : 50; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } unifiedTargetZone.flash(); // Scale animation for explosion effect tween(note, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 200, onFinish: function onFinish() { note.destroy(); for (var j = 0; j < notes.length; j++) { if (notes[j] === note) { notes.splice(j, 1); break; } } } }); break; } } } }; rightObject.down = function (x, y, obj) { // Create particle effect when touched createParticleEffect(rightObject.x, rightObject.y, 0x9370DB); // Add guitar string vibration effect to right track strip line if (rightStripLine) { // Store original position before vibration starts var originalX = rightStripLine.x; var _vibrateString3 = function vibrateString() { if (vibrationCount >= maxVibrations) { // Reset to original position when vibration completes tween(rightStripLine, { x: originalX }, { duration: 100, easing: tween.easeOut }); return; } var amplitude = baseAmplitude * (1 - vibrationCount / maxVibrations); var direction = vibrationCount % 2 === 0 ? 1 : -1; tween(rightStripLine, { x: originalX + amplitude * direction }, { duration: 40, easing: tween.easeInOut, onFinish: function onFinish() { vibrationCount++; _vibrateString3(); } }); }; // Guitar string effect - rapid horizontal vibrations that decay var vibrationCount = 0; var maxVibrations = 15; var baseAmplitude = 25; _vibrateString3(); } // Check for notes in right track (track 2) within target zone for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.trackIndex === 2 && !note.hasBeenTapped) { var timing = note.checkTiming(); if (timing !== 'miss') { // Explode the note note.hasBeenTapped = true; var points = 0; if (timing === 'perfect') { points = note.isPowerNote ? 200 : 100; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = note.isPowerNote ? 100 : 50; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } unifiedTargetZone.flash(); // Scale animation for explosion effect tween(note, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 200, onFinish: function onFinish() { note.destroy(); for (var j = 0; j < notes.length; j++) { if (notes[j] === note) { notes.splice(j, 1); break; } } } }); break; } } } }; // Music will start when first note is hit var musicStarted = false; // Add continuous particle effects around the three bottom objects function createContinuousParticleEffect(targetObject, color) { var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); // Enhanced positioning with better distribution var angle = Math.random() * Math.PI * 2; var radius = 100 + Math.random() * 120; // Enhanced radius range var startX = targetObject.x + Math.cos(angle) * radius; var startY = targetObject.y + Math.sin(angle) * radius; particle.x = startX; particle.y = startY; // Enhanced color with subtle variations var colorVariation = 0x151515 * (Math.random() - 0.5); particle.tint = color + colorVariation; particle.alpha = 0.6 + Math.random() * 0.4; // Enhanced alpha range // Enhanced particle scaling with better proportions particle.scaleX = 1.2 + Math.random() * 1.8; // Better balanced continuous particles particle.scaleY = particle.scaleX * (0.8 + Math.random() * 0.4); // Varied shapes for organic feel game.addChild(particle); // Enhanced orbital motion parameters var orbitAngle = angle; var orbitSpeed = 0.015 + Math.random() * 0.025; // Smoother orbital speed var orbitRadius = radius; var spiralRate = 0.997 + Math.random() * 0.002; // More varied spiral rates // Enhanced particle animation with better transitions tween(particle, { alpha: 0, scaleX: 0.3, // Smoother scale transition scaleY: 0.3, rotation: (Math.random() - 0.5) * Math.PI * 4 // Added rotation for visual interest }, { duration: 1800 + Math.random() * 1200, // Enhanced duration range easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); // Enhanced orbital movement with smoother motion var orbitTimer = LK.setInterval(function () { if (particle.destroyed) { LK.clearInterval(orbitTimer); return; } orbitAngle += orbitSpeed; orbitRadius *= spiralRate; // Enhanced spiral effect // Enhanced orbital positioning with slight vertical oscillation var verticalOffset = Math.sin(orbitAngle * 3) * 10; // Subtle vertical movement particle.x = targetObject.x + Math.cos(orbitAngle) * orbitRadius; particle.y = targetObject.y + Math.sin(orbitAngle) * orbitRadius + verticalOffset; }, 16); // Maintained smooth 60fps updates } // Enhanced continuous particle system var particleSpawnTimer = 0; var particleSpawnInterval = 3; // Optimized spawn rate for smoother visual flow // Enhanced visual effects function with better particle distribution function enhanceObjectVisuals() { particleSpawnTimer++; if (particleSpawnTimer >= particleSpawnInterval) { // Enhanced particle creation with better visual balance // Create optimized particles around left object for (var i = 0; i < 6; i++) { createContinuousParticleEffect(leftObject, 0xFFD700); } // Create optimized particles around center object for (var i = 0; i < 6; i++) { createContinuousParticleEffect(centerObject, 0xFF1493); } // Create optimized particles around right object for (var i = 0; i < 6; i++) { createContinuousParticleEffect(rightObject, 0x9370DB); } particleSpawnTimer = 0; } }
===================================================================
--- original.js
+++ change.js
@@ -199,9 +199,9 @@
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
scoreTxt.x = 120; // Position away from platform menu icon
-scoreTxt.y = 80; // Move further down from top
+scoreTxt.y = 120; // Move further down from top
LK.gui.topLeft.addChild(scoreTxt);
// Add background image
var background = LK.getAsset('background', {
anchorX: 0,
Gitar gövde kısmı
Do müzik notası
Mavi pastel renkli daire. In-Game asset. 2d. High contrast. No shadows
Kalp. In-Game asset. 2d. High contrast. No shadows
Gitar aksesuarı turuncu pastel renk. In-Game asset. 2d. High contrast. No shadows
Kırmızı pastel renk gitar çalma aksesuarı. In-Game asset. 2d. High contrast. No shadows