User prompt
okay add these - **Combo system** - Track consecutive hits and display a combo counter that grows with each successful hit, resetting on misses - **Hit timing feedback** - Show "Perfect!", "Good", or "Miss" text that appears briefly when shooting notes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
i need variable music notes
User prompt
hey, i changed music and now its gone can you fix
User prompt
add a area that deletes music notes, below the target box
User prompt
set bullet speed to 31
User prompt
Add reactive music behavior to the current game. The background music should only play when the player successfully hits a note inside the colored ring at the correct time. If the player shoots early, late, or misses the note, the music should temporarily stop or glitch for a short moment (e.g. 0.3 seconds), and then resume. Also, play a distinct "error" sound effect when this happens, like a short beep or distortion. The flow of the rhythm must stay intact overall. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
this is a question do not add anything: i want this rhytm based so like when a note inside circle and we succesfully hit the note correct place part of music we added should be come out
User prompt
question:i want this rhytm based like piano games where you click piano notes to create music how can we do this
User prompt
OK, it seems to notes are counting when fully inside box, this is not good, they have to count as score even their little part inside or close to chamber
User prompt
add 3 more (total 4) targetbox and for eachone dropping notes
User prompt
thats great, but make it a little bigger
User prompt
okay make the bullet how it must
User prompt
bullets are too wide, fix it make more upwards
User prompt
increase bullet speed to 26
User prompt
2: increase bullet speed to 26 3: gun follows the mouse ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
1: make bullets.. bullet size not wide, 2: increase bullet speed to 26 3: gun follows the mouse
User prompt
i mean grew the bullet upwards
User prompt
1: revert the bullets make them vertical
User prompt
1: make bullets flat 2: increase bullet speed to 26 3: gun follows the mouse ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
nice, now add a floating gun to attached to player, bullets comes from this gun and increase speed of bullets ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Rhythm Strike
Initial prompt
"Create a concept for a rhythm-shooter game with a top-down view. At the top of the screen, display an inverted musical staff with five horizontal lines. Musical notes scroll downwards from the top of the screen, each note aligned with one of the five lines of the staff. Directly below the inverted staff, there are five static target boxes. Each box is perfectly aligned with one of the five staff lines above it. At the very bottom of the screen is the player's character. The character's position follows the mouse cursor's horizontal movement. When the player clicks, the character fires a projectile directly towards the mouse cursor's position. The main gameplay goal is to shoot the correct target box at the exact moment a musical note is passing over it. A successful hit on a target box at the right time awards the player points and triggers a positive visual effect."
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 26; self.targetX = 0; self.targetY = 0; self.directionX = 0; self.directionY = 0; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); var Note = Container.expand(function () { var self = Container.call(this); var noteGraphics = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.lane = 0; self.hasTriggered = false; self.update = function () { self.y += self.speed; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Add floating gun var gun = self.attachAsset('gun', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -50 }); self.gun = gun; // Method to rotate gun towards target with smooth animation self.aimGunAt = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - (self.y - 50); // Account for gun offset var targetRotation = Math.atan2(dy, dx); // Smooth rotation animation tween(self.gun, { rotation: targetRotation }, { duration: 150, easing: tween.easeOut }); }; return self; }); var TargetBox = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('targetBox', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 0; self.isActive = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xF0F8FF }); /**** * Game Code ****/ // Game variables var player; var bullets = []; var notes = []; var targetBoxes = []; var staffLines = []; var score = 0; var mouseX = 1024; var noteSpawnTimer = 0; var noteSpawnInterval = 90; // frames between note spawns var pianoSounds = ['piano_c', 'piano_d', 'piano_e', 'piano_f']; // Map lanes to piano notes // Setup staff lines var staffY = 400; var staffSpacing = 80; for (var i = 0; i < 5; i++) { var staffLine = game.addChild(LK.getAsset('staffLine', { anchorX: 0, anchorY: 0.5, x: 0, y: staffY + i * staffSpacing })); staffLines.push(staffLine); } // Setup target boxes var targetY = staffY + 4 * staffSpacing + 120; var targetBoxPositions = [512, 853, 1194, 1536]; // 4 evenly spaced positions for (var i = 0; i < 4; i++) { var targetBox = game.addChild(new TargetBox()); targetBox.x = targetBoxPositions[i]; targetBox.y = targetY; targetBox.lane = i; targetBoxes.push(targetBox); } // Setup player player = game.addChild(new Player()); player.x = 1024; player.y = 2500; // Setup score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0x000000 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Input handling game.move = function (x, y, obj) { mouseX = x; player.x = x; // Continuously aim gun at mouse position player.aimGunAt(x, y); }; game.down = function (x, y, obj) { // Check if clicking on any target box for (var i = 0; i < targetBoxes.length; i++) { var targetBox = targetBoxes[i]; var dx = x - targetBox.x; var dy = y - targetBox.y; var distance = Math.sqrt(dx * dx + dy * dy); // If clicking within target box area (radius of about 80 pixels) if (distance < 80) { // Play piano sound for this lane LK.getSound(pianoSounds[targetBox.lane]).play(); // Visual feedback LK.effects.flashObject(targetBox, 0x00FFFF, 300); // Check if there's a note in timing window for this lane var hitNote = null; for (var k = 0; k < notes.length; k++) { var note = notes[k]; if (note.lane === targetBox.lane && !note.hasTriggered && isNoteInTimingWindow(note, targetBox)) { hitNote = note; break; } } if (hitNote) { // Perfect hit! score += 100; hitNote.hasTriggered = true; LK.effects.flashObject(targetBox, 0x00FF00, 500); LK.getSound('hit').play(); // Remove the note hitNote.destroy(); var noteIndex = notes.indexOf(hitNote); if (noteIndex > -1) { notes.splice(noteIndex, 1); } } else { // Miss - clicked target but no note in timing score = Math.max(0, score - 10); // Reduced penalty for piano mode } // Update score display scoreTxt.setText('Score: ' + score); LK.setScore(score); break; } } }; // Spawn notes function spawnNote() { var lane = Math.floor(Math.random() * 4); var note = game.addChild(new Note()); var targetBoxPositions = [512, 853, 1194, 1536]; // Match target box positions note.x = targetBoxPositions[lane]; note.y = staffY + lane * staffSpacing - 200; note.lane = lane; notes.push(note); } // Check if note is in timing window function isNoteInTimingWindow(note, targetBox) { var noteTop = note.y - 35; // Top of note (note height is 70, so 35 from center) var noteBottom = note.y + 35; // Bottom of note var targetTop = targetBox.y - 65; // Expanded target area (target height is 130, so 65 from center) var targetBottom = targetBox.y + 65; // Expanded target area // Check if any part of the note overlaps with the expanded target area return noteBottom >= targetTop && noteTop <= targetBottom; } // Game update loop game.update = function () { // Spawn notes noteSpawnTimer++; if (noteSpawnTimer >= noteSpawnInterval) { spawnNote(); noteSpawnTimer = 0; } // Clean up any remaining bullets (in case there are any) for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Remove bullets that go off screen if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); bullets.splice(i, 1); } } // Update and check notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; // Remove notes that go off screen if (note.y > 2800) { if (!note.hasTriggered) { // Missed note penalty score = Math.max(0, score - 50); scoreTxt.setText('Score: ' + score); LK.setScore(score); } note.destroy(); notes.splice(i, 1); } } // Increase difficulty over time if (LK.ticks % 1800 === 0) { // Every 30 seconds noteSpawnInterval = Math.max(30, noteSpawnInterval - 5); // Increase note speed slightly for (var i = 0; i < notes.length; i++) { notes[i].speed = Math.min(6, notes[i].speed + 0.1); } } };
===================================================================
--- original.js
+++ change.js
@@ -96,8 +96,9 @@
var score = 0;
var mouseX = 1024;
var noteSpawnTimer = 0;
var noteSpawnInterval = 90; // frames between note spawns
+var pianoSounds = ['piano_c', 'piano_d', 'piano_e', 'piano_f']; // Map lanes to piano notes
// Setup staff lines
var staffY = 400;
var staffSpacing = 80;
for (var i = 0; i < 5; i++) {
@@ -137,23 +138,51 @@
// Continuously aim gun at mouse position
player.aimGunAt(x, y);
};
game.down = function (x, y, obj) {
- // Aim gun at target position
- player.aimGunAt(x, y);
- // Create bullet from gun position
- var bullet = game.addChild(new Bullet());
- bullet.x = player.x;
- bullet.y = player.y - 50; // Spawn from gun position
- // Calculate direction to mouse position
- var dx = x - player.x;
- var dy = y - (player.y - 50); // Account for gun offset
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 0) {
- bullet.directionX = dx / distance;
- bullet.directionY = dy / distance;
+ // Check if clicking on any target box
+ for (var i = 0; i < targetBoxes.length; i++) {
+ var targetBox = targetBoxes[i];
+ var dx = x - targetBox.x;
+ var dy = y - targetBox.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // If clicking within target box area (radius of about 80 pixels)
+ if (distance < 80) {
+ // Play piano sound for this lane
+ LK.getSound(pianoSounds[targetBox.lane]).play();
+ // Visual feedback
+ LK.effects.flashObject(targetBox, 0x00FFFF, 300);
+ // Check if there's a note in timing window for this lane
+ var hitNote = null;
+ for (var k = 0; k < notes.length; k++) {
+ var note = notes[k];
+ if (note.lane === targetBox.lane && !note.hasTriggered && isNoteInTimingWindow(note, targetBox)) {
+ hitNote = note;
+ break;
+ }
+ }
+ if (hitNote) {
+ // Perfect hit!
+ score += 100;
+ hitNote.hasTriggered = true;
+ LK.effects.flashObject(targetBox, 0x00FF00, 500);
+ LK.getSound('hit').play();
+ // Remove the note
+ hitNote.destroy();
+ var noteIndex = notes.indexOf(hitNote);
+ if (noteIndex > -1) {
+ notes.splice(noteIndex, 1);
+ }
+ } else {
+ // Miss - clicked target but no note in timing
+ score = Math.max(0, score - 10); // Reduced penalty for piano mode
+ }
+ // Update score display
+ scoreTxt.setText('Score: ' + score);
+ LK.setScore(score);
+ break;
+ }
}
- bullets.push(bullet);
};
// Spawn notes
function spawnNote() {
var lane = Math.floor(Math.random() * 4);
@@ -180,57 +209,16 @@
if (noteSpawnTimer >= noteSpawnInterval) {
spawnNote();
noteSpawnTimer = 0;
}
- // Update and check bullets
+ // Clean up any remaining bullets (in case there are any)
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Remove bullets that go off screen
if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) {
bullet.destroy();
bullets.splice(i, 1);
- continue;
}
- // Check collision with target boxes
- for (var j = 0; j < targetBoxes.length; j++) {
- var targetBox = targetBoxes[j];
- if (bullet.intersects(targetBox)) {
- // Check if there's a note in timing window for this lane
- var hitNote = null;
- for (var k = 0; k < notes.length; k++) {
- var note = notes[k];
- if (note.lane === targetBox.lane && !note.hasTriggered && isNoteInTimingWindow(note, targetBox)) {
- hitNote = note;
- break;
- }
- }
- if (hitNote) {
- // Perfect hit!
- score += 100;
- hitNote.hasTriggered = true;
- LK.effects.flashObject(targetBox, 0x00FF00, 500);
- LK.getSound('hit').play();
- // Remove the note
- hitNote.destroy();
- var noteIndex = notes.indexOf(hitNote);
- if (noteIndex > -1) {
- notes.splice(noteIndex, 1);
- }
- } else {
- // Miss - hit target but no note in timing
- score = Math.max(0, score - 25);
- LK.effects.flashObject(targetBox, 0xFF0000, 300);
- LK.getSound('miss').play();
- }
- // Remove bullet
- bullet.destroy();
- bullets.splice(i, 1);
- // Update score display
- scoreTxt.setText('Score: ' + score);
- LK.setScore(score);
- break;
- }
- }
}
// Update and check notes
for (var i = notes.length - 1; i >= 0; i--) {
var note = notes[i];
Music Note. In-Game asset. 2d. High contrast. No shadows
a circle empty inside, at the edges there is rainbow curly things. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A simple blue cartoon cat standing upright, no accessories or effects, clean and minimal style, no musical notes or particles, not too stylish, designed as the main character for a rhythm game with a cold, minimal theme, light outlines and smooth shading, no background. In-Game asset. 2d. High contrast. No shadows
A dumb looking flat fish like a sardine looking up, ice blue color.. In-Game asset. 2d. High contrast. No shadows
A simple ice blue fishbone icon, clean vector style, no background, minimal design, symmetrical and centered, soft lines, suitable for a 2D rhythm game UI element. In-Game asset. 2d. High contrast. No shadows
Ice blue with a bright color stroke music note. In-Game asset. 2d. High contrast. No shadows
Ice blue with a dark color stroke music notes (note must be simetric).. In-Game asset. 2d. High contrast. No shadows
Good Power Up Green color. In-Game asset. 2d. High contrast. No shadows
Red Color, delete "GOOD" Write "BAD"
Red Spike "Music Note" shape. In-Game asset. 2d. High contrast. No shadows
circle shape, empty inside, transparent , stroke is navy blue.. In-Game asset. 2d. High contrast. No shadows
A huge Laser beam, red. In-Game asset. 2d. High contrast. No shadows