User prompt
arkaplana ayrı bir asset oluştur
User prompt
tüm arkaplanı kaplıtyacak bir asset oluştur
User prompt
rengi orjinal rengi olsun
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OYUN GİTGİDE YAVAŞYAVAŞ HIZLANSIN
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'getBeat')' in or related to this line: 'var currentBeat = LK.music.getBeat && LK.music.getBeat('pianoTrack');' Line Number: 204
User prompt
NOTALAR ÇİZGİYE MÜZİĞİN TAM RİTMİNİN YÜKSELDİĞİ AN DÜŞSÜN
User prompt
HER TIKLADIĞIMIZDA FARKLI BİR NOTA ÇALSIN
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KALINLAŞTIR
User prompt
ŞİMDİ TIKLAMA NOKTASINA GETİR
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BİRAZ DAHA UZAT
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YANLAMASINA UZAT
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HEDEF SATIRI YAN OLSUN APTAL
User prompt
hedef satırı ekranın ortasında yan olsun
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hedef satırı yan olsun
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dik olsun
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hedef satırı ekranın ortasının biraz aşağısında yan bir şekilde olsun
User prompt
Her blok vuruşu için farklı bir notayla bir piyano notası sesi çalın
User prompt
mavi renkli olsun ve yan olsun
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hedef satırını oyun ilk yapıldığındaki mavi yan çubuk yap ve görüntüsünü de değiştir
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targetlineı mavi çubuk yap
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targetline ı en baştaki mavi çubuk yap
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targetlineı eski resmine geri döndür
User prompt
mavi çizgiyi kalınlarştır
User prompt
hedefsatırını genişlet
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'getBeat')' in or related to this line: 'var currentBeat = LK.music.getBeat && LK.music.getBeat('pianoTrack');' Line Number: 190
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Block class: falling piano key var Block = Container.expand(function () { var self = Container.call(this); // Attach block asset var blockAsset = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); // Track if block has been hit or missed self.hit = false; self.missed = false; // For hit effect self.showHitEffect = function () { var effect = LK.getAsset('hitEffect', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); self.addChild(effect); tween(effect, { alpha: 0 }, { duration: 300, easing: tween.linear, onFinish: function onFinish() { effect.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Piano note sounds for each lane // --- GAME CONSTANTS --- // Falling block (piano key) // Target line // Block hit effect // Sound for block hit // Sound for miss // Music (looping, but we will play it once per game) // Piano note sounds for each lane (C, D, E, G as example) var NUM_LANES = 4; var LANE_WIDTH = 400; // 2048/4 = 512, but leave some margin var BLOCK_WIDTH = 300; var BLOCK_HEIGHT = 120; var BLOCK_SPEED_START = 12; // px per frame (60fps) var BLOCK_SPEED_MAX = 32; var BLOCK_SPEED_INCREMENT = 0.5; // per level var BLOCK_SPAWN_INTERVAL = 48; // frames between blocks (will decrease as tempo increases) var BLOCK_SPAWN_INTERVAL_MIN = 18; var TARGET_LINE_Y = 2732 - 320; // 320px from bottom var HIT_WINDOW = 80; // px window for perfect hit var MISS_WINDOW = 120; // px window for miss // --- GAME STATE --- var blocks = []; var score = 0; var combo = 0; var bestCombo = 0; var blockSpeed = BLOCK_SPEED_START; var blockSpawnInterval = BLOCK_SPAWN_INTERVAL; var ticksSinceLastBlock = 0; var isPlaying = false; var songTicks = 0; var songLengthTicks = 60 * 60; // 60 seconds at 60fps (will end game if song ends) var nextTempoIncrease = 600; // every 10 seconds // --- LANE POSITIONS --- var laneXs = []; for (var i = 0; i < NUM_LANES; i++) { // Center blocks in each lane laneXs[i] = LANE_WIDTH / 2 + i * LANE_WIDTH + (2048 - NUM_LANES * LANE_WIDTH) / 2; } // --- GUI ELEMENTS --- // Score text var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Combo text var comboTxt = new Text2('', { size: 80, fill: 0xFFE066 }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.y = 130; // Best combo text var bestComboTxt = new Text2('', { size: 60, fill: 0xCCCCCC }); bestComboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(bestComboTxt); bestComboTxt.y = 210; // --- TARGET LINE --- var targetLine = LK.getAsset('targetLine', { anchorX: 0.5, // center horizontally anchorY: 0.5, // center vertically x: 2048 / 2, // center of screen y: 2732 / 2, // exactly center vertically scaleX: 1, scaleY: 1 }); game.addChild(targetLine); // Make it a long, thin horizontal blue bar (yanlamasına uzatılmış mavi çubuk) at the center of the screen targetLine.width = 2000; targetLine.height = 32; targetLine.rotation = 0; // 0 degrees, horizontal (yan) targetLine.x = 2048 / 2; targetLine.y = 2732 / 2; targetLine.tint = 0x2196F3; // --- GAME START --- function startGame() { // Reset state for (var i = blocks.length - 1; i >= 0; i--) { blocks[i].destroy(); blocks.splice(i, 1); } score = 0; combo = 0; bestCombo = 0; blockSpeed = BLOCK_SPEED_START; blockSpawnInterval = BLOCK_SPAWN_INTERVAL; ticksSinceLastBlock = 0; isPlaying = true; songTicks = 0; nextTempoIncrease = 600; scoreTxt.setText('0'); comboTxt.setText(''); bestComboTxt.setText(''); // Start music LK.playMusic('pianoTrack', { loop: false }); } startGame(); // --- BLOCK SCHEDULING --- // For MVP, blocks are spawned randomly in lanes, but now in sync with the music beat using LK.music.getBeat API function spawnBlock() { var lane = Math.floor(Math.random() * NUM_LANES); var block = new Block(); block.x = laneXs[lane]; block.y = -BLOCK_HEIGHT / 2; block.lane = lane; block.hit = false; block.missed = false; blocks.push(block); game.addChild(block); } // --- BEAT SYNC SCHEDULING --- var lastBeat = -1; // --- GAME UPDATE --- game.update = function () { if (!isPlaying) return; songTicks++; ticksSinceLastBlock++; // Increase tempo every 10 seconds if (songTicks >= nextTempoIncrease) { if (blockSpeed < BLOCK_SPEED_MAX) blockSpeed += BLOCK_SPEED_INCREMENT; if (blockSpawnInterval > BLOCK_SPAWN_INTERVAL_MIN) blockSpawnInterval--; nextTempoIncrease += 600; } // Spawn new block every blockSpawnInterval frames (fallback if no beat API) if (ticksSinceLastBlock >= blockSpawnInterval) { spawnBlock(); ticksSinceLastBlock = 0; } // Move blocks for (var i = blocks.length - 1; i >= 0; i--) { var block = blocks[i]; if (block.hit || block.missed) continue; block.y += blockSpeed; // Missed block (passed target line + window) if (block.y - TARGET_LINE_Y > MISS_WINDOW) { block.missed = true; combo = 0; comboTxt.setText(''); LK.getSound('miss').play(); // Flash screen red LK.effects.flashScreen(0xff0000, 600); // End game isPlaying = false; LK.stopMusic(); LK.showGameOver(); break; } } // End game if song ends if (songTicks > songLengthTicks) { isPlaying = false; LK.stopMusic(); LK.showYouWin(); } }; // --- INPUT HANDLING --- // Tap/click on falling block at the right time game.down = function (x, y, obj) { if (!isPlaying) return; // Only allow taps below the target line (to avoid accidental taps) if (y < TARGET_LINE_Y - BLOCK_HEIGHT) return; // Find the block closest to the target line in each lane var tapped = false; for (var i = 0; i < NUM_LANES; i++) { // Check if tap is in this lane var laneLeft = laneXs[i] - LANE_WIDTH / 2; var laneRight = laneXs[i] + LANE_WIDTH / 2; if (x >= laneLeft && x < laneRight) { // Find the first block in this lane within the hit window var bestBlock = null; var bestDist = 9999; for (var j = 0; j < blocks.length; j++) { var block = blocks[j]; if (block.lane !== i || block.hit || block.missed) continue; var dist = Math.abs(block.y - TARGET_LINE_Y); if (dist < HIT_WINDOW && dist < bestDist) { bestBlock = block; bestDist = dist; } } if (bestBlock) { // Hit! bestBlock.hit = true; tapped = true; score += 1; combo += 1; if (combo > bestCombo) bestCombo = combo; scoreTxt.setText(score + ''); comboTxt.setText(combo > 1 ? combo + ' combo!' : ''); bestComboTxt.setText('Best: ' + bestCombo); bestBlock.showHitEffect(); // Play a different piano note sound for each lane var noteId = 'piano_note_' + bestBlock.lane; LK.getSound(noteId).play(); // Animate block fade out tween(bestBlock, { alpha: 0 }, { duration: 180, onFinish: function onFinish() { bestBlock.destroy(); } }); } break; } } if (!tapped) { // Missed tap (tapped empty lane or wrong time) combo = 0; comboTxt.setText(''); LK.getSound('miss').play(); LK.effects.flashScreen(0xff0000, 400); isPlaying = false; LK.stopMusic(); LK.showGameOver(); } }; // --- GAME OVER / WIN HANDLING --- // (Handled by LK engine, game will be reset automatically) // --- MUSIC RESTART ON GAME RESET --- LK.on('gameReset', function () { startGame(); });
===================================================================
--- original.js
+++ change.js
@@ -126,9 +126,9 @@
scaleY: 1
});
game.addChild(targetLine);
// Make it a long, thin horizontal blue bar (yanlamasına uzatılmış mavi çubuk) at the center of the screen
-targetLine.width = 1800;
+targetLine.width = 2000;
targetLine.height = 32;
targetLine.rotation = 0; // 0 degrees, horizontal (yan)
targetLine.x = 2048 / 2;
targetLine.y = 2732 / 2;