User prompt
Notaladı hafif büyüt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Notlar eger vurulmadıysa hedef bölgesini biraz geçtikten sonra kaybolsun
User prompt
Çok hafif aşagı
User prompt
Biraz aşagı
User prompt
Aşagıdaki 3 nesneyi ekrana görüncek şekilde biraz yukarı taşi
User prompt
Hedef alanı ve hedef alanı şeridini aşagı dogru biraz genişlet
User prompt
Alttaki 3 nesneye dokundugunda yıldırım animasyonu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
3 nesnenin etrafında dönen parçaçık animasyonlarını kaldır
User prompt
Alttaki 3 nesnenin parçacık efekti animasyonlarını kaldır
User prompt
Nota parçacık efektini arttır
User prompt
Canları biraz aşagı konumlandır
User prompt
Lives için 5 sayı yerine 5 adet kalp görseli kullan
User prompt
Oyuncu için 5 can ekle
User prompt
Olmadı sıradaki müzigin çalması için oyuncunun 1. Müzik bitişinden sonra bir notu vurmasını bekleyin
User prompt
Müzik degiştirme başlangıçta oldugu gibi nota hedef alanda vuruldugunda başlayacak
User prompt
40 saniyede bir oyun müzigi degiştir
User prompt
Şarkı degişim süresini 1dk yap şarkı sesi azalarak kazybolsun yeni şarkı başlaması için oyuncunun notayı vurmasını bekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyun müzigi 3 tekrar yaptıktan sonra sıradaki şarkı için oyuncunun notayı vurmasını beklemeli
User prompt
Çok az nota düşme hızını arttır ve oyun boyunca aynı hıza sabitle
User prompt
Nota iniş hızını sabit bir hıza sabitle
User prompt
Çalışmıyor
User prompt
Oyun müzigi 3 tekrardan sonra degişir
User prompt
Oyunda müzik çalmaya başladıgında en fazla 3tekrar yapar bittikten sonra rastgele başka bir müzik nota tetiklenmesiyle çalmaya başlar
User prompt
Oyun müziklerinde 5 tekrardan sonra müzik degiştir
User prompt
Bir 3 oyun müzigi daha ekle
/**** * 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 = 6; 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(); } // Check if note just left target zone without being tapped (missed) if (self.lastInTargetZone && !inTargetZone && !self.hasBeenTapped) { // Note was missed - play miss sound and reduce lives LK.getSound('miss').play(); updateLives(-1); } 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 = 1; LK.getSound('perfect').play(); createParticleEffect(self.x, self.y, self.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = 1; LK.getSound('tap').play(); createParticleEffect(self.x, self.y, 0x87CEEB); } updateScore(points); 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 lives = 5; // Player starts with 5 lives 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 = 220; // Move even further down from top LK.gui.topLeft.addChild(scoreTxt); // Create array to hold heart graphics for lives display var heartsArray = []; var heartsContainer = new Container(); heartsContainer.x = 120; // Same x as score heartsContainer.y = 380; // Move hearts further down below score text LK.gui.topLeft.addChild(heartsContainer); // Initialize 5 hearts for (var h = 0; h < 5; h++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); heart.x = h * 60; // Space hearts 60 pixels apart heart.y = 0; heart.alpha = 1.0; // Start with full opacity heartsArray.push(heart); heartsContainer.addChild(heart); } // 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; // Store original position for vibration reset stripLine.originalX = stripLine.x; 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 = 6; // Fixed speed constant - slightly increased 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 updateLives(change) { lives += change; // Update heart display based on current lives for (var h = 0; h < heartsArray.length; h++) { if (h < lives) { heartsArray[h].alpha = 1.0; // Show heart } else { heartsArray[h].alpha = 0.3; // Dim heart to show it's lost } } if (lives <= 0) { LK.showGameOver(); } } function createParticleEffect(x, y, color) { // Create enhanced particle effects with increased count var totalParticles = 80; // Significantly increased particle count var primaryParticles = 35; var secondaryParticles = 25; var trailParticles = 20; // 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 = 0x303030 * Math.random(); particle.tint = (color || 0xFFD93D) + colorVariation; particle.alpha = 0.95 + Math.random() * 0.05; game.addChild(particle); // Calculate random direction and speed for each particle var angle = i / primaryParticles * Math.PI * 2 + (Math.random() - 0.5) * 2.2; var speed = 800 + Math.random() * 700; // Significantly increased speed range var targetX = x + Math.cos(angle) * speed; var targetY = y + Math.sin(angle) * speed; // Enhanced particle scaling with better proportions particle.scaleX = 3.5 + Math.random() * 3.0; // Larger particle size for better impact particle.scaleY = particle.scaleX + (Math.random() - 0.5) * 0.8; // More asymmetry for dynamic 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 * 16 // Increased rotation for more dynamic motion }, { duration: 1000 + Math.random() * 800, // Longer duration for better visual impact 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) * 60; // Increased initial spread particle.y = y + (Math.random() - 0.5) * 60; // Enhanced secondary particle coloring var secondaryColor = color || 0xFFD93D; var brightness = 0.8 + Math.random() * 0.2; particle.tint = secondaryColor * brightness; particle.alpha = 0.85 + Math.random() * 0.15; game.addChild(particle); var angle = Math.random() * Math.PI * 2; var speed = 450 + Math.random() * 350; // Increased secondary particle speed var targetX = x + Math.cos(angle) * speed; var targetY = y + Math.sin(angle) * speed; // Enhanced secondary particle scaling particle.scaleX = 2.5 + Math.random() * 2.0; // Larger secondary particles particle.scaleY = particle.scaleX * (0.7 + Math.random() * 0.6); // More 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 * 14 // Increased rotation }, { duration: 1200 + Math.random() * 1000, // Longer duration for better visual flow 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) * 80; // Increased initial spread particle.y = y; // Enhanced trail particle coloring with stronger glow effect var trailColor = color || 0xFFD93D; var glowIntensity = 0.9 + Math.random() * 0.1; particle.tint = trailColor * glowIntensity; particle.alpha = 0.8 + Math.random() * 0.2; game.addChild(particle); // Enhanced trail particle scaling with larger proportions particle.scaleX = 4.0 + Math.random() * 3.0; // Significantly larger trail particles particle.scaleY = particle.scaleX * (0.5 + Math.random() * 1.0); // More dramatic shape variations // Animate upward with enhanced gravity-like effect tween(particle, { x: particle.x + (Math.random() - 0.5) * 300, // Increased horizontal spread y: y - 500 - Math.random() * 350, // Significantly enhanced upward movement alpha: 0, scaleX: 0.2, // Smoother scale transition scaleY: 0.2, rotation: (Math.random() - 0.5) * Math.PI * 12 // Increased rotation for more dynamic motion }, { duration: 1500 + Math.random() * 1200, // Longer duration for better visual impact 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 = 1; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = 1; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit or after music ends if (!musicStarted) { currentMusicIndex = Math.floor(Math.random() * musicTracks.length); currentMusicTrack = musicTracks[currentMusicIndex]; LK.playMusic(currentMusicTrack); musicStarted = true; musicStartTime = LK.ticks; musicRepeatCount = 0; } else if (waitingForNoteAfterMusicEnd) { // Start next music track after previous one ended currentMusicIndex = (currentMusicIndex + 1) % musicTracks.length; currentMusicTrack = musicTracks[currentMusicIndex]; LK.playMusic(currentMusicTrack); musicStartTime = LK.ticks; musicFinished = false; waitingForNoteAfterMusicEnd = false; } 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(); updateLives(-1); } 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 - let it pass slightly further before removing if (!note.hasBeenTapped && note.lastY <= 1800 && note.y > 1800) { note.destroy(); notes.splice(i, 1); continue; } // Remove notes that are off screen if (note.y > 2800) { note.destroy(); notes.splice(i, 1); } } // Update orbital particles and clean up off-screen particles var allChildren = game.children.slice(); // Create a copy to avoid modification during iteration for (var i = allChildren.length - 1; i >= 0; i--) { var child = allChildren[i]; // Update orbital particles if (child && child.isOrbitalParticle && child.targetObject) { child.orbitAngle += child.orbitSpeed; child.orbitRadius *= child.spiralRate; // Orbital positioning with vertical oscillation var verticalOffset = Math.sin(child.orbitAngle * 3) * 10; child.x = child.targetObject.x + Math.cos(child.orbitAngle) * child.orbitRadius; child.y = child.targetObject.y + Math.sin(child.orbitAngle) * child.orbitRadius + verticalOffset; } // Check if this is a particle (has particle-like properties) if (child && child.x !== undefined && child.y !== undefined && child.width <= 10 && child.height <= 10) { // Remove particles that are far off-screen or destroyed if (child.x < -500 || child.x > 2548 || child.y < -500 || child.y > 3232 || child.destroyed) { if (child.destroy) { child.destroy(); } else { game.removeChild(child); } } } } // Create continuous particle effects around the three objects enhanceObjectVisuals(); // Check for music track changes every 40 seconds if (musicStarted && LK.ticks % 60 === 0) { // Check every second var timeElapsed = (LK.ticks - musicStartTime) / 60; // Convert to seconds since music started var musicChangeInterval = 40; // 40 seconds per music change // Check if current music should have finished if (timeElapsed >= musicChangeInterval && !musicFinished) { musicFinished = true; waitingForNoteAfterMusicEnd = true; LK.stopMusic(); // Stop current music and wait for note hit } } // 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) { // Use stored original position instead of current position var originalX = leftStripLine.originalX; 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 = 1; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = 1; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit or after music ends if (!musicStarted) { currentMusicIndex = Math.floor(Math.random() * musicTracks.length); currentMusicTrack = musicTracks[currentMusicIndex]; LK.playMusic(currentMusicTrack); musicStarted = true; musicStartTime = LK.ticks; musicRepeatCount = 0; } else if (waitingForNoteAfterMusicEnd) { // Start next music track after previous one ended currentMusicIndex = (currentMusicIndex + 1) % musicTracks.length; currentMusicTrack = musicTracks[currentMusicIndex]; LK.playMusic(currentMusicTrack); musicStartTime = LK.ticks; musicFinished = false; waitingForNoteAfterMusicEnd = false; } 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) { // Use stored original position instead of current position var originalX = centerStripLine.originalX; 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 = 1; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = 1; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit or after music ends if (!musicStarted) { currentMusicIndex = Math.floor(Math.random() * musicTracks.length); currentMusicTrack = musicTracks[currentMusicIndex]; LK.playMusic(currentMusicTrack); musicStarted = true; musicStartTime = LK.ticks; musicRepeatCount = 0; } else if (waitingForNoteAfterMusicEnd) { // Start next music track after previous one ended currentMusicIndex = (currentMusicIndex + 1) % musicTracks.length; currentMusicTrack = musicTracks[currentMusicIndex]; LK.playMusic(currentMusicTrack); musicStartTime = LK.ticks; musicFinished = false; waitingForNoteAfterMusicEnd = false; } 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) { // Use stored original position instead of current position var originalX = rightStripLine.originalX; 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 = 1; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = 1; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit or after music ends if (!musicStarted) { currentMusicIndex = Math.floor(Math.random() * musicTracks.length); currentMusicTrack = musicTracks[currentMusicIndex]; LK.playMusic(currentMusicTrack); musicStarted = true; musicStartTime = LK.ticks; musicRepeatCount = 0; } else if (waitingForNoteAfterMusicEnd) { // Start next music track after previous one ended currentMusicIndex = (currentMusicIndex + 1) % musicTracks.length; currentMusicTrack = musicTracks[currentMusicIndex]; LK.playMusic(currentMusicTrack); musicStartTime = LK.ticks; musicFinished = false; waitingForNoteAfterMusicEnd = false; } 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; var musicTracks = ['bgmusic', 'bgmusic2', 'bgmusic3', 'bgmusic4', 'bgmusic5']; var currentMusicTrack = null; var musicRepeatCount = 0; var targetRepeatCount = 3; var musicStartTime = 0; var currentMusicIndex = 0; var musicFinished = false; var waitingForNoteAfterMusicEnd = 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(); } }); // Store orbital properties on particle for main update loop particle.orbitAngle = orbitAngle; particle.orbitSpeed = orbitSpeed; particle.orbitRadius = orbitRadius; particle.spiralRate = spiralRate; particle.targetObject = targetObject; particle.isOrbitalParticle = true; } // Optimized continuous particle system var particleSpawnTimer = 0; var particleSpawnInterval = 15; // Reduced spawn rate to prevent performance issues // Optimized visual effects function function enhanceObjectVisuals() { particleSpawnTimer++; if (particleSpawnTimer >= particleSpawnInterval) { // Create fewer particles around each object // Create particles around left object for (var i = 0; i < 2; i++) { createContinuousParticleEffect(leftObject, 0xFFD700); } // Create particles around center object for (var i = 0; i < 2; i++) { createContinuousParticleEffect(centerObject, 0xFF1493); } // Create particles around right object for (var i = 0; i < 2; i++) { createContinuousParticleEffect(rightObject, 0x9370DB); } particleSpawnTimer = 0; } }
===================================================================
--- original.js
+++ change.js
@@ -437,13 +437,13 @@
LK.showGameOver();
}
}
function createParticleEffect(x, y, color) {
- // Create optimized particle effects
- var totalParticles = 40; // Reduced particle count for performance
- var primaryParticles = 20;
- var secondaryParticles = 12;
- var trailParticles = 8;
+ // Create enhanced particle effects with increased count
+ var totalParticles = 80; // Significantly increased particle count
+ var primaryParticles = 35;
+ var secondaryParticles = 25;
+ var trailParticles = 20;
// Primary burst particles - fast moving with enhanced visuals
for (var i = 0; i < primaryParticles; i++) {
var particle = LK.getAsset('particle', {
anchorX: 0.5,
@@ -451,32 +451,32 @@
});
particle.x = x;
particle.y = y;
// Enhanced color with gradient-like effect
- var colorVariation = 0x202020 * Math.random();
+ var colorVariation = 0x303030 * Math.random();
particle.tint = (color || 0xFFD93D) + colorVariation;
- particle.alpha = 0.9 + Math.random() * 0.1;
+ particle.alpha = 0.95 + Math.random() * 0.05;
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 angle = i / primaryParticles * Math.PI * 2 + (Math.random() - 0.5) * 2.2;
+ var speed = 800 + Math.random() * 700; // Significantly increased 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
+ particle.scaleX = 3.5 + Math.random() * 3.0; // Larger particle size for better impact
+ particle.scaleY = particle.scaleX + (Math.random() - 0.5) * 0.8; // More asymmetry for dynamic 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
+ rotation: (Math.random() - 0.5) * Math.PI * 16 // Increased rotation for more dynamic motion
}, {
- duration: 800 + Math.random() * 700,
- // Optimized duration for better visual flow
+ duration: 1000 + Math.random() * 800,
+ // Longer duration for better visual impact
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
@@ -487,35 +487,35 @@
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;
+ particle.x = x + (Math.random() - 0.5) * 60; // Increased initial spread
+ particle.y = y + (Math.random() - 0.5) * 60;
// Enhanced secondary particle coloring
var secondaryColor = color || 0xFFD93D;
- var brightness = 0.7 + Math.random() * 0.3;
+ var brightness = 0.8 + Math.random() * 0.2;
particle.tint = secondaryColor * brightness;
- particle.alpha = 0.75 + Math.random() * 0.25;
+ particle.alpha = 0.85 + Math.random() * 0.15;
game.addChild(particle);
var angle = Math.random() * Math.PI * 2;
- var speed = 350 + Math.random() * 250; // Enhanced secondary particle speed
+ var speed = 450 + Math.random() * 350; // Increased 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
+ particle.scaleX = 2.5 + Math.random() * 2.0; // Larger secondary particles
+ particle.scaleY = particle.scaleX * (0.7 + Math.random() * 0.6); // More 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
+ rotation: (Math.random() - 0.5) * Math.PI * 14 // Increased rotation
}, {
- duration: 1000 + Math.random() * 800,
- // Refined duration
+ duration: 1200 + Math.random() * 1000,
+ // Longer duration for better visual flow
easing: tween.easeInOut,
onFinish: function onFinish() {
particle.destroy();
}
@@ -526,33 +526,33 @@
var particle = LK.getAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
- particle.x = x + (Math.random() - 0.5) * 60; // Enhanced initial spread
+ particle.x = x + (Math.random() - 0.5) * 80; // Increased initial spread
particle.y = y;
- // Enhanced trail particle coloring with glow effect
+ // Enhanced trail particle coloring with stronger glow effect
var trailColor = color || 0xFFD93D;
- var glowIntensity = 0.8 + Math.random() * 0.2;
+ var glowIntensity = 0.9 + Math.random() * 0.1;
particle.tint = trailColor * glowIntensity;
- particle.alpha = 0.6 + Math.random() * 0.3;
+ particle.alpha = 0.8 + Math.random() * 0.2;
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
+ // Enhanced trail particle scaling with larger proportions
+ particle.scaleX = 4.0 + Math.random() * 3.0; // Significantly larger trail particles
+ particle.scaleY = particle.scaleX * (0.5 + Math.random() * 1.0); // More dramatic shape variations
// 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
+ x: particle.x + (Math.random() - 0.5) * 300,
+ // Increased horizontal spread
+ y: y - 500 - Math.random() * 350,
+ // Significantly enhanced upward movement
alpha: 0,
scaleX: 0.2,
// Smoother scale transition
scaleY: 0.2,
- rotation: (Math.random() - 0.5) * Math.PI * 8 // Enhanced rotation
+ rotation: (Math.random() - 0.5) * Math.PI * 12 // Increased rotation for more dynamic motion
}, {
- duration: 1200 + Math.random() * 900,
- // Optimized duration
+ duration: 1500 + Math.random() * 1200,
+ // Longer duration for better visual impact
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
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