User prompt
Kafa karıştırıcı olmaması için kaybolan kalpler saydam degil yok olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Notalar şarkı ritmime göre gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Şimdi onu turuncu yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Onun rengini etlileyen herşeyi kaldır
User prompt
Koyu turuncu yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Turuncu yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Turuncu tonlarında bir kahve yap
User prompt
Biraz daha koyu yap
User prompt
Koyu kahve yap
User prompt
Alt orta obje resim varlık rengi mavi fakat oyunda mor düzelt
User prompt
Alt merkez nesne için resim varlıkladını sil tekrar yarat
User prompt
Olmadı
User prompt
Olmadı
User prompt
Müzik ve nota dogurma ritmi düzelt
User prompt
Alttaki 3 nesne biraz büyült ve ara mesafelerini aç
User prompt
Orta ve sol not çizgilerini notlar ile birlikte hafif saga kaydır
User prompt
Keskinlik ekle
User prompt
Hala bulanık
User prompt
Hedef bölge resim barlıgı cok bulanık biraz belirginleştir
User prompt
Not kaçma sesi yanlış yerde devreye giriyor
User prompt
Oyunda sadece hedef bölgeden kaçan notlar can azaltabilir onun dısında hiç birley oyuncunun canını azaltamaz
User prompt
Sadece hedef bölgeden kaçan notalar can azaltır
User prompt
Nota şerit çizgileri hedef bölgede bitsin
User prompt
Aşagıdakı 3 nesne arası mesafeyi biraz aç
User prompt
Nota şeritleri arası mesafeyi daralt ve notalar şerit üzerinde hareket etsin
/**** * 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 = 7; self.hasBeenTapped = false; self.hasReducedLife = false; // Flag to track if this note already caused life loss self.lastY = 0; var noteGraphics = self.attachAsset(self.isPowerNote ? 'powerNote' : 'note', { anchorX: 0.5, anchorY: 0.5 }); // Apply sharpness enhancement to note graphics if (noteGraphics.filters) { noteGraphics.filters = []; } else { noteGraphics.filters = []; } // Enhance contrast for sharper appearance noteGraphics.alpha = 1.0; 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 = 1650; // unifiedTargetZone.y var inTargetZone = Math.abs(self.y - targetY) <= 150; // Expanded 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 passed bottom of target zone without being tapped (missed) var targetZoneBottom = targetY + 150; // Bottom of target zone if (self.lastY <= targetZoneBottom && self.y > targetZoneBottom && !self.hasBeenTapped && !self.hasReducedLife) { // Note passed bottom of target zone - play miss sound and reduce lives only once LK.getSound('miss').play(); updateLives(-1); self.hasReducedLife = true; // Mark that this note has already caused life loss } 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 <= 45) { // Expanded perfect range return 'perfect'; } else if (distance <= 90) { // Expanded good range 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 = 1.0; self.flash = function () { zoneGraphics.alpha = 1.0; // Remove fade animation to keep target zone fully visible }; 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 = 200; // Reduced from 300 to bring tracks closer var gameWidth = 2048; var score = 0; var lives = 5; // Player starts with 5 lives var noteSpawnTimer = 0; var noteSpawnInterval = 90; // Faster baseline spawning var gameSpeed = 1; var difficultyTimer = 0; // Note queue system to prevent simultaneous target zone entry var noteQueue = []; var lastTargetZoneEntry = 0; var minTimeBetweenEntries = 60; // Reduced minimum frames for better rhythm flow // Vertical spacing system to prevent notes from overlapping var minVerticalSpacing = 200; // Reduced spacing for more dynamic gameplay // 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 = 1650; // Move target zone slightly down // Scale the target zone to cover all tracks unifiedTargetZone.scale.x = numTracks * trackWidth / 350; // Scale to cover all track widths with new spacing unifiedTargetZone.scale.y = 1.5; // Expand target zone height by 50% // Add sharpness filter for better visual clarity if (unifiedTargetZone.filters) { unifiedTargetZone.filters = []; } else { unifiedTargetZone.filters = []; } // Apply contrast and brightness adjustments for sharper appearance unifiedTargetZone.alpha = 1.0; 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 // Crop background to fit exactly within game area without extending beyond screen unifiedBg.width = gameWidth; // Fit exactly to game width (2048px) unifiedBg.height = 2732; // Fit exactly to game height (2732px) 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) - end at target zone var stripLine = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0 }); stripLine.x = startX + i * trackWidth; stripLine.y = 0; // Set strip line height to end at target zone stripLine.height = unifiedTargetZone.y + 200 * unifiedTargetZone.scale.y / 2; // End at bottom of target zone stripLine.alpha = 1.0; // Increase alpha for sharper appearance // Apply sharpness enhancement if (stripLine.filters) { stripLine.filters = []; } else { stripLine.filters = []; } // 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 * unifiedTargetZone.scale.y; // Use scaled height // 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); // Rhythm pattern system for music-synchronized note spawning var rhythmPatterns = { 'bgmusic': [1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0], // Simple steady 4/4 pattern 'bgmusic2': [1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1], // Upbeat syncopated rhythm 'bgmusic3': [1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0], // Fast-paced dense pattern 'bgmusic4': [1, 0, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0], // Varied mixed pattern 'bgmusic5': [1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0] // Moderate sparse pattern }; // Enhanced rhythm synchronization system var currentBeatIndex = -1; var beatsPerMinute = { 'bgmusic': 140, // Adjusted BPM values for better synchronization 'bgmusic2': 150, 'bgmusic3': 160, 'bgmusic4': 145, 'bgmusic5': 135 }; var musicStartFrame = 0; var beatAccumulator = 0; var lastSpawnTime = 0; var framesPerBeat = 0; var nextBeatFrame = 0; var rhythmCalibration = { 'bgmusic': 15, // Frame offset calibration for each track 'bgmusic2': 20, 'bgmusic3': 10, 'bgmusic4': 25, 'bgmusic5': 18 }; // 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 spawnRhythmNote() { // Only spawn notes if music is playing and we have a rhythm pattern if (!musicStarted || !currentMusicTrack || !rhythmPatterns[currentMusicTrack]) { return; } // Calculate precise beat timing based on music BPM and elapsed time var currentBPM = beatsPerMinute[currentMusicTrack] || 140; framesPerBeat = Math.round(60 * 60 / currentBPM); // 60 FPS * 60 seconds / BPM var musicElapsedFrames = LK.ticks - musicStartFrame; var calibrationOffset = rhythmCalibration[currentMusicTrack] || 0; var adjustedElapsed = musicElapsedFrames - calibrationOffset; // Subtract offset for proper sync // Check if we've hit the next beat exactly if (LK.ticks >= nextBeatFrame) { currentBeatIndex++; nextBeatFrame = musicStartFrame + Math.round(currentBeatIndex * framesPerBeat) - calibrationOffset; var pattern = rhythmPatterns[currentMusicTrack]; var shouldSpawn = pattern[currentBeatIndex % pattern.length]; if (shouldSpawn === 1) { // Better track distribution with more variation var trackIndex; if (currentBeatIndex % 4 === 0) { trackIndex = 1; // Center track on strong beats } else { trackIndex = Math.floor(Math.random() * numTracks); } var isPowerNote = currentBeatIndex % 8 === 0 ? true : Math.random() < 0.08; // Power notes on measure starts // Add to queue with precise timing noteQueue.push({ trackIndex: trackIndex, isPowerNote: isPowerNote, readyTime: LK.ticks + Math.max(5, lastTargetZoneEntry + minTimeBetweenEntries - LK.ticks) }); lastSpawnTime = 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 = 1650; var spawnY = -50; var targetZoneBuffer = 250; // Increased buffer zone for expanded 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); // Position notes exactly on track center lines var noteX = startX + queuedNote.trackIndex * trackWidth; note.x = noteX; note.y = spawnY; note.speed = 7; // Fixed speed constant - reduced to 7 for gameplay balance 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 = 0; // Start with first track for consistency currentMusicTrack = musicTracks[currentMusicIndex]; LK.playMusic(currentMusicTrack); musicStarted = true; musicStartTime = LK.ticks; musicStartFrame = LK.ticks; // Track actual start frame for rhythm sync musicRepeatCount = 0; // Reset rhythm timing for new music with proper initialization currentBeatIndex = -1; // Start at -1 so first beat becomes 0 var currentBPM = beatsPerMinute[currentMusicTrack] || 140; framesPerBeat = Math.round(60 * 60 / currentBPM); nextBeatFrame = musicStartFrame + framesPerBeat - (rhythmCalibration[currentMusicTrack] || 0); beatAccumulator = 0; // Reset beat accumulator for precise timing lastSpawnTime = 0; // Reset last spawn time } 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; musicStartFrame = LK.ticks; // Track actual start frame for rhythm sync musicFinished = false; waitingForNoteAfterMusicEnd = false; // Reset rhythm timing for new music with proper initialization currentBeatIndex = -1; // Start at -1 so first beat becomes 0 var currentBPM = beatsPerMinute[currentMusicTrack] || 140; framesPerBeat = Math.round(60 * 60 / currentBPM); nextBeatFrame = musicStartFrame + framesPerBeat - (rhythmCalibration[currentMusicTrack] || 0); beatAccumulator = 0; // Reset beat accumulator for precise timing lastSpawnTime = 0; // Reset last spawn time } 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)) { // Removed miss sound and life reduction for missed taps - only notes escaping target zone should reduce lives and play miss sound } break; } } }; // Main game loop game.update = function () { // Rhythm-based note spawning when music is playing if (musicStarted && currentMusicTrack) { // Use precise music synchronization for rhythm-based spawning spawnRhythmNote(); } else { // Fallback to timer-based spawning when no music is playing 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 passed beyond target zone - let it pass slightly further before removing var targetY = 1650; // unifiedTargetZone.y var targetZoneBottom = targetY + 200 * 1.5 / 2; // Bottom of expanded target zone var disappearY = targetZoneBottom + 100; // Allow note to pass 100px beyond target zone if (!note.hasBeenTapped && note.lastY <= disappearY && note.y > disappearY) { note.destroy(); notes.splice(i, 1); continue; } // Remove notes that are off screen if (note.y > 2800) { note.destroy(); notes.splice(i, 1); } } // 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]; // 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 60 seconds (1 minute) with fade out if (musicStarted && LK.ticks % 60 === 0) { // Check every second var timeElapsed = (LK.ticks - musicStartTime) / 60; // Convert to seconds since music started var musicChangeInterval = 60; // 60 seconds (1 minute) per music change // Start fade out 2 seconds before music ends if (timeElapsed >= musicChangeInterval - 2 && timeElapsed < musicChangeInterval && !musicFinished) { // Fade out over 2 seconds LK.playMusic(currentMusicTrack, { fade: { start: 1, end: 0, duration: 2000 } }); } // 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 + 520; // Move objects down very slightly var objectSpacing = targetZoneWidth / 1.0; // Further 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 = 2.5; leftObject.scaleY = 2.5; // Animate color change for left object tween(leftObject, { tint: 0xFFD700 // Change to gold color }, { duration: 1500, easing: tween.easeInOut }); leftObject.alpha = 1.0; // Increase alpha for sharper appearance // Apply sharpness enhancement to left object if (leftObject.filters) { leftObject.filters = []; } else { leftObject.filters = []; } 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 = 2.5; centerObject.scaleY = 2.5; // Animate color change for center object tween(centerObject, { tint: 0xFF1493 // Change to deep pink color }, { duration: 1500, easing: tween.easeInOut }); centerObject.alpha = 1.0; // Increase alpha for sharper appearance // Apply sharpness enhancement to center object if (centerObject.filters) { centerObject.filters = []; } else { centerObject.filters = []; } 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 = 2.5; rightObject.scaleY = 2.5; // Animate color change for right object tween(rightObject, { tint: 0x9370DB // Change to medium purple color }, { duration: 1500, easing: tween.easeInOut }); rightObject.alpha = 1.0; // Increase alpha for sharper appearance // Apply sharpness enhancement to right object if (rightObject.filters) { rightObject.filters = []; } else { rightObject.filters = []; } 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) { // 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) { // 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) { // 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; // Orbital particle effects removed - variables no longer needed // Optimized visual effects function function enhanceObjectVisuals() { // Orbital particle effects removed }
===================================================================
--- original.js
+++ change.js
@@ -390,36 +390,39 @@
game.addChild(bottomRightCorner);
// Rhythm pattern system for music-synchronized note spawning
var rhythmPatterns = {
'bgmusic': [1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0],
- // Simple 4/4 pattern
- 'bgmusic2': [1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0],
- // Syncopated rhythm
- 'bgmusic3': [1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1],
- // Dense pattern
- 'bgmusic4': [1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0],
- // Mixed pattern
- 'bgmusic5': [1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0] // Sparse pattern
+ // Simple steady 4/4 pattern
+ 'bgmusic2': [1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1],
+ // Upbeat syncopated rhythm
+ 'bgmusic3': [1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0],
+ // Fast-paced dense pattern
+ 'bgmusic4': [1, 0, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0],
+ // Varied mixed pattern
+ 'bgmusic5': [1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0] // Moderate sparse pattern
};
// Enhanced rhythm synchronization system
var currentBeatIndex = -1;
var beatsPerMinute = {
- 'bgmusic': 120,
- 'bgmusic2': 128,
- 'bgmusic3': 130,
- 'bgmusic4': 135,
- 'bgmusic5': 125
+ 'bgmusic': 140,
+ // Adjusted BPM values for better synchronization
+ 'bgmusic2': 150,
+ 'bgmusic3': 160,
+ 'bgmusic4': 145,
+ 'bgmusic5': 135
};
var musicStartFrame = 0;
var beatAccumulator = 0;
var lastSpawnTime = 0;
+var framesPerBeat = 0;
+var nextBeatFrame = 0;
var rhythmCalibration = {
- 'bgmusic': 0,
- // Synchronized offset for each track
- 'bgmusic2': 0,
- 'bgmusic3': 0,
- 'bgmusic4': 0,
- 'bgmusic5': 0
+ 'bgmusic': 15,
+ // Frame offset calibration for each track
+ 'bgmusic2': 20,
+ 'bgmusic3': 10,
+ 'bgmusic4': 25,
+ 'bgmusic5': 18
};
// Helper functions
function spawnNote() {
var trackIndex = Math.floor(Math.random() * numTracks);
@@ -436,28 +439,33 @@
if (!musicStarted || !currentMusicTrack || !rhythmPatterns[currentMusicTrack]) {
return;
}
// Calculate precise beat timing based on music BPM and elapsed time
- var currentBPM = beatsPerMinute[currentMusicTrack] || 120;
- var framesPerBeat = Math.round(60 * 60 / currentBPM); // 60 FPS * 60 seconds / BPM
+ var currentBPM = beatsPerMinute[currentMusicTrack] || 140;
+ framesPerBeat = Math.round(60 * 60 / currentBPM); // 60 FPS * 60 seconds / BPM
var musicElapsedFrames = LK.ticks - musicStartFrame;
var calibrationOffset = rhythmCalibration[currentMusicTrack] || 0;
- var adjustedElapsed = musicElapsedFrames + calibrationOffset;
- var newBeatPosition = Math.floor(adjustedElapsed / framesPerBeat);
- // Only spawn if we've moved to a new beat position
- if (newBeatPosition !== currentBeatIndex && newBeatPosition >= 0) {
- currentBeatIndex = newBeatPosition;
+ var adjustedElapsed = musicElapsedFrames - calibrationOffset; // Subtract offset for proper sync
+ // Check if we've hit the next beat exactly
+ if (LK.ticks >= nextBeatFrame) {
+ currentBeatIndex++;
+ nextBeatFrame = musicStartFrame + Math.round(currentBeatIndex * framesPerBeat) - calibrationOffset;
var pattern = rhythmPatterns[currentMusicTrack];
var shouldSpawn = pattern[currentBeatIndex % pattern.length];
if (shouldSpawn === 1) {
- // Better track distribution - cycle through tracks more evenly
- var trackIndex = currentBeatIndex % numTracks;
- var isPowerNote = Math.random() < 0.12; // Balanced chance for power notes
- // Add to queue with better timing
+ // Better track distribution with more variation
+ var trackIndex;
+ if (currentBeatIndex % 4 === 0) {
+ trackIndex = 1; // Center track on strong beats
+ } else {
+ trackIndex = Math.floor(Math.random() * numTracks);
+ }
+ var isPowerNote = currentBeatIndex % 8 === 0 ? true : Math.random() < 0.08; // Power notes on measure starts
+ // Add to queue with precise timing
noteQueue.push({
trackIndex: trackIndex,
isPowerNote: isPowerNote,
- readyTime: LK.ticks + Math.max(10, lastTargetZoneEntry + minTimeBetweenEntries - LK.ticks)
+ readyTime: LK.ticks + Math.max(5, lastTargetZoneEntry + minTimeBetweenEntries - LK.ticks)
});
lastSpawnTime = LK.ticks;
}
}
@@ -677,10 +685,13 @@
musicStarted = true;
musicStartTime = LK.ticks;
musicStartFrame = LK.ticks; // Track actual start frame for rhythm sync
musicRepeatCount = 0;
- // Reset rhythm timing for new music
+ // Reset rhythm timing for new music with proper initialization
currentBeatIndex = -1; // Start at -1 so first beat becomes 0
+ var currentBPM = beatsPerMinute[currentMusicTrack] || 140;
+ framesPerBeat = Math.round(60 * 60 / currentBPM);
+ nextBeatFrame = musicStartFrame + framesPerBeat - (rhythmCalibration[currentMusicTrack] || 0);
beatAccumulator = 0; // Reset beat accumulator for precise timing
lastSpawnTime = 0; // Reset last spawn time
} else if (waitingForNoteAfterMusicEnd) {
// Start next music track after previous one ended
@@ -690,10 +701,13 @@
musicStartTime = LK.ticks;
musicStartFrame = LK.ticks; // Track actual start frame for rhythm sync
musicFinished = false;
waitingForNoteAfterMusicEnd = false;
- // Reset rhythm timing for new music
+ // Reset rhythm timing for new music with proper initialization
currentBeatIndex = -1; // Start at -1 so first beat becomes 0
+ var currentBPM = beatsPerMinute[currentMusicTrack] || 140;
+ framesPerBeat = Math.round(60 * 60 / currentBPM);
+ nextBeatFrame = musicStartFrame + framesPerBeat - (rhythmCalibration[currentMusicTrack] || 0);
beatAccumulator = 0; // Reset beat accumulator for precise timing
lastSpawnTime = 0; // Reset last spawn time
}
unifiedTargetZone.flash();
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