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PowerUpRed will not cause you to end your game
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write a description for the game
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Change game name to Cats Are Rhythmic
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remove - **Blurred Vision** - Screen becomes slightly blurred making targeting harder
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lets add new bad power ups inside asset of "powerUpRed" - **Reverse Controls** - Mouse controls are inverted for a duration - **Blurred Vision** - Screen becomes slightly blurred making targeting harder - **Shrinking Targets** - Target boxes become smaller βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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change to 33
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change bullet speed to 36
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make it 6
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spikes falls faster
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change laser beam's position to the top of the screen from chracter
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each level pops on screen when pass to next one βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'levelTxt.setText('Level: ' + currentLevel);' Line Number: 850
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add a level system βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
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i notice, when Power ups touches the secretwall, game over happens, fix it
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make each good power up difrent asset, named by what they do
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lets add more power ups, these are good power ups; **Laser Beam** - Creates a continuous laser that can hit multiple notes in a line **Shield** - Protects player from one spike hit **Note Destroyer** - Automatically destroys all spikes on screen βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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make moving target 4 seconds,
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okay now lets head back to "power ups" when we hit a power up the effect of power up shows on left of screen and duration time βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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spikes spawns less than music notes
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i said lower, not above
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put the score text a little lower
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Put the "Combo" text to left of "Score"
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"spikes" can pass the "secret line"
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edit the "spike", spike can pass the secretline and our bullets does not affects it, only when crushes to player we lose
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put the text exact below of the "Music ....." and edit to this : "You can change the music! For "Music 2" Press 'Original' For the "Music 3" Press 'Music 2'
/**** * 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 = 31; 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); // Default note type self.noteType = 'normal'; self.pointValue = 100; self.speed = 3; // Initialize with normal note graphics var noteGraphics = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5 }); self.graphics = noteGraphics; self.lane = 0; self.hasTriggered = false; self.pulseTimer = 0; // Method to set note type with different properties self.setNoteType = function (type) { self.noteType = type; // Remove current graphics self.removeChild(self.graphics); switch (type) { case 'fast': self.graphics = self.attachAsset('noteRed', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.pointValue = 150; break; case 'slow': self.graphics = self.attachAsset('noteBlue', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.5; self.pointValue = 200; break; case 'bonus': self.graphics = self.attachAsset('noteGold', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2.5; self.pointValue = 300; break; case 'challenge': self.graphics = self.attachAsset('notePurple', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.pointValue = 250; break; case 'multiShot': self.graphics = self.attachAsset('powerUpGreen', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.pointValue = 150; break; case 'slowMotion': self.graphics = self.attachAsset('powerUpGreen', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.pointValue = 150; break; case 'scoreMultiplier': self.graphics = self.attachAsset('powerUpGreen', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.pointValue = 150; break; case 'movingTarget': self.graphics = self.attachAsset('powerUpRed', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.pointValue = 100; break; default: self.graphics = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.pointValue = 100; } }; self.update = function () { self.y += self.speed; // Add visual effects for special notes if (self.noteType === 'bonus') { // Golden notes pulse self.pulseTimer++; var scale = 1 + Math.sin(self.pulseTimer * 0.2) * 0.1; self.graphics.scaleX = scale; self.graphics.scaleY = scale; } else if (self.noteType === 'challenge') { // Purple notes rotate self.graphics.rotation += 0.05; } else if (self.noteType === 'multiShot' || self.noteType === 'slowMotion' || self.noteType === 'scoreMultiplier') { // Good power-ups glow green self.pulseTimer++; var scale = 1 + Math.sin(self.pulseTimer * 0.3) * 0.15; self.graphics.scaleX = scale; self.graphics.scaleY = scale; } else if (self.noteType === 'movingTarget') { // Bad power-up pulses red self.pulseTimer++; var scale = 1 + Math.sin(self.pulseTimer * 0.4) * 0.2; self.graphics.scaleX = scale; self.graphics.scaleY = scale; } }; 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 Spike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('spike', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2.5; self.lane = 0; self.pulseTimer = 0; self.update = function () { self.y += self.speed; // Add pulsing danger effect self.pulseTimer++; var scale = 1 + Math.sin(self.pulseTimer * 0.4) * 0.2; spikeGraphics.scaleX = scale; spikeGraphics.scaleY = scale; // Add rotation for more menacing look spikeGraphics.rotation += 0.08; }; 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 spikes = []; var targetBoxes = []; var staffLines = []; var score = 0; var mouseX = 1024; var noteSpawnTimer = 0; var noteSpawnInterval = 90; // frames between note spawns var spikeSpawnTimer = 0; var spikeSpawnInterval = 180; // frames between spike spawns (less frequent than notes) var musicPlaying = false; var musicGlitchTimer = 0; var musicGlitchDuration = 18; // 0.3 seconds at 60fps // Music selection variables var currentMusicTrack = 'bgmusic'; var musicTracks = ['bgmusic', 'rock_track', 'electronic_track']; var musicTrackNames = ['Original', 'Music 2', 'Music 3']; var musicSelectionMenu = []; var showMusicMenu = false; // Note preview system var previewNotes = []; var nextNoteTypes = []; // Combo system variables var combo = 0; var maxCombo = 0; // Feedback text variables var feedbackTexts = []; // Power-up system variables var multiShotActive = false; var multiShotTimer = 0; var multiShotDuration = 300; // 5 seconds at 60fps var slowMotionActive = false; var slowMotionTimer = 0; var slowMotionDuration = 300; // 5 seconds at 60fps var scoreMultiplierActive = false; var scoreMultiplierTimer = 0; var scoreMultiplierDuration = 300; // 5 seconds at 60fps var movingTargetActive = false; var movingTargetTimer = 0; var movingTargetDuration = 600; // 10 seconds at 60fps // 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 note preview indicators var targetBoxPositions = [512, 853, 1194, 1536]; for (var i = 0; i < 4; i++) { var previewNote = LK.getAsset('note', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, alpha: 0.8, x: targetBoxPositions[i], y: staffY - 100 }); previewNote.visible = false; game.addChild(previewNote); previewNotes.push(previewNote); nextNoteTypes.push(null); } // 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 deletion area below target boxes var deletionAreaY = targetY + 200; // Create visible secret wall var secretWall = game.addChild(LK.getAsset('secretWall', { anchorX: 0, anchorY: 0.5, x: 0, y: deletionAreaY })); // Setup player player = game.addChild(new Player()); player.x = 1024; player.y = 2500; // Create aim assistance line var aimLine = LK.getAsset('staffLine', { anchorX: 0, anchorY: 0.5, width: 2, height: 2, alpha: 0.3, tint: 0xFF0000 }); game.addChild(aimLine); // Setup score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0x000000 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 50; // Position score text lower LK.gui.top.addChild(scoreTxt); // Setup combo display var comboTxt = new Text2('', { size: 60, fill: 0xFF6600 }); comboTxt.anchor.set(0.5, 0); comboTxt.y = 90; // Position below score LK.gui.top.addChild(comboTxt); // Setup music selection button var musicMenuBtn = new Text2('Music: ' + musicTrackNames[0], { size: 50, fill: 0x000000 }); musicMenuBtn.anchor.set(1, 0); musicMenuBtn.x = -20; // Position from right edge musicMenuBtn.y = 20; LK.gui.topRight.addChild(musicMenuBtn); // Add help text below music button var musicHelpTxt = new Text2('You can change the music! For "Music 2" Press \'Original\'\nFor the "Music 3" Press \'Music 2\'', { size: 35, fill: 0x666666 }); musicHelpTxt.anchor.set(1, 0); musicHelpTxt.x = -20; musicHelpTxt.y = 80; LK.gui.topRight.addChild(musicHelpTxt); // Create music selection menu (initially hidden) for (var i = 0; i < musicTracks.length; i++) { var menuItem = new Text2(musicTrackNames[i], { size: 45, fill: 0x000000 }); menuItem.anchor.set(1, 0); menuItem.x = -20; menuItem.y = 80 + i * 60; menuItem.alpha = 0; menuItem.trackIndex = i; LK.gui.topRight.addChild(menuItem); musicSelectionMenu.push(menuItem); } // Input handling game.move = function (x, y, obj) { mouseX = x; player.x = x; // Continuously aim gun at mouse position player.aimGunAt(x, y); // Update aim line var gunX = player.x; var gunY = player.y - 50; var dx = x - gunX; var dy = y - gunY; var distance = Math.sqrt(dx * dx + dy * dy); aimLine.x = gunX; aimLine.y = gunY; aimLine.width = Math.min(distance, 300); // Limit line length aimLine.rotation = Math.atan2(dy, dx); }; game.down = function (x, y, obj) { // Check if clicking on music menu button - use simpler coordinate check if (x > 1600 && y < 80) { // Toggle music menu showMusicMenu = !showMusicMenu; for (var i = 0; i < musicSelectionMenu.length; i++) { var menuItem = musicSelectionMenu[i]; if (showMusicMenu) { tween(menuItem, { alpha: 1 }, { duration: 200, easing: tween.easeOut }); } else { tween(menuItem, { alpha: 0 }, { duration: 200, easing: tween.easeIn }); } } return; // Don't shoot when clicking menu } // Check if clicking on menu items if (showMusicMenu) { for (var i = 0; i < musicSelectionMenu.length; i++) { var menuItem = musicSelectionMenu[i]; // Check if clicking in the menu area for this item if (x > 1600 && y > 80 + i * 60 && y < 130 + i * 60) { // Select this music track - directly use the menu item's trackIndex var selectedTrackIndex = menuItem.trackIndex; currentMusicTrack = musicTracks[selectedTrackIndex]; musicMenuBtn.setText('Music: ' + musicTrackNames[selectedTrackIndex]); // Stop current music and play new track LK.stopMusic(); try { LK.playMusic(currentMusicTrack); musicPlaying = true; } catch (e) { console.log('Error playing music:', currentMusicTrack, 'at index', selectedTrackIndex); musicPlaying = false; } // Hide menu showMusicMenu = false; for (var j = 0; j < musicSelectionMenu.length; j++) { tween(musicSelectionMenu[j], { alpha: 0 }, { duration: 200, easing: tween.easeIn }); } return; // Don't shoot when selecting music } } } // Aim gun at target position player.aimGunAt(x, y); if (multiShotActive) { // Create 3 bullets in spread pattern for (var i = 0; i < 3; i++) { var bullet = game.addChild(new Bullet()); bullet.x = player.x; bullet.y = player.y - 50; // Spawn from gun position // Calculate direction to mouse position with spread 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) { var angle = Math.atan2(dy, dx); var spreadAngle = (i - 1) * 0.3; // -0.3, 0, 0.3 radians spread bullet.directionX = Math.cos(angle + spreadAngle); bullet.directionY = Math.sin(angle + spreadAngle); } bullets.push(bullet); } } else { // Create single 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; } bullets.push(bullet); } }; // Generate note type based on probabilities function generateNoteType() { var random = Math.random(); if (random < 0.05) { return 'bonus'; // 5% chance for bonus notes } else if (random < 0.1) { return 'challenge'; // 5% chance for challenge notes } else if (random < 0.2) { return 'fast'; // 10% chance for fast notes } else if (random < 0.3) { return 'slow'; // 10% chance for slow notes } else if (random < 0.35) { return 'multiShot'; // 5% chance for multi-shot power-up } else if (random < 0.4) { return 'slowMotion'; // 5% chance for slow motion power-up } else if (random < 0.45) { return 'scoreMultiplier'; // 5% chance for score multiplier power-up } else if (random < 0.5) { return 'movingTarget'; // 5% chance for moving target power-up } else { return 'normal'; // 50% chance for normal notes } } // Update note preview display function updateNotePreview(lane, noteType) { if (lane >= 0 && lane < previewNotes.length) { var preview = previewNotes[lane]; nextNoteTypes[lane] = noteType; // Set preview note appearance based on type preview.removeChildren(); var assetId = 'note'; var tintColor = 0xFFFFFF; switch (noteType) { case 'fast': assetId = 'noteRed'; break; case 'slow': assetId = 'noteBlue'; break; case 'bonus': assetId = 'noteGold'; break; case 'challenge': assetId = 'notePurple'; break; case 'multiShot': case 'slowMotion': case 'scoreMultiplier': assetId = 'powerUpGreen'; break; case 'movingTarget': assetId = 'powerUpRed'; break; } var previewGraphics = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, alpha: 0.8 }); preview.addChild(previewGraphics); preview.visible = true; // Animate preview appearance tween(preview, { alpha: 1.0, scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut }); // Hide preview after delay tween(preview, { alpha: 0.6, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeIn }); } } // 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; // Use generated note type var noteType = generateNoteType(); note.setNoteType(noteType); // Show preview for next note var nextLane = Math.floor(Math.random() * 4); var nextNoteType = generateNoteType(); updateNotePreview(nextLane, nextNoteType); notes.push(note); } // Spawn spikes function spawnSpike() { var lane = Math.floor(Math.random() * 4); var spike = game.addChild(new Spike()); var targetBoxPositions = [512, 853, 1194, 1536]; // Match target box positions spike.x = targetBoxPositions[lane]; spike.y = staffY + lane * staffSpacing - 200; spike.lane = lane; spikes.push(spike); } // 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; } // Get timing quality based on note position relative to target center function getTimingQuality(note, targetBox) { var distance = Math.abs(note.y - targetBox.y); if (distance <= 20) { return 'Perfect!'; } else if (distance <= 40) { return 'Good'; } else { return 'Hit'; } } // Create particle burst effect function createParticleBurst(x, y, color, count) { for (var i = 0; i < count; i++) { var particle = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, tint: color }); particle.x = x; particle.y = y; game.addChild(particle); // Random direction and speed var angle = Math.PI * 2 * i / count + (Math.random() - 0.5) * 0.5; var speed = 100 + Math.random() * 100; var targetX = x + Math.cos(angle) * speed; var targetY = y + Math.sin(angle) * speed; // Animate particle outward tween(particle, { x: targetX, y: targetY, scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 800 + Math.random() * 400, easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } } // Create feedback text with animation function createFeedbackText(text, x, y, color) { var feedbackText = new Text2(text, { size: 50, fill: color }); feedbackText.anchor.set(0.5, 0.5); feedbackText.x = x; feedbackText.y = y; feedbackText.alpha = 1; feedbackText.scaleX = 0.5; feedbackText.scaleY = 0.5; game.addChild(feedbackText); feedbackTexts.push(feedbackText); // Animate text appearance tween(feedbackText, { scaleX: 1.2, scaleY: 1.2, y: y - 50 }, { duration: 300, easing: tween.easeOut }); // Fade out and remove tween(feedbackText, { alpha: 0, y: y - 100 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { feedbackText.destroy(); var index = feedbackTexts.indexOf(feedbackText); if (index > -1) { feedbackTexts.splice(index, 1); } } }); } // Game update loop game.update = function () { // Spawn notes noteSpawnTimer++; if (noteSpawnTimer >= noteSpawnInterval) { spawnNote(); noteSpawnTimer = 0; } // Spawn spikes spikeSpawnTimer++; if (spikeSpawnTimer >= spikeSpawnInterval) { spawnSpike(); spikeSpawnTimer = 0; } // Update and check bullets 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; } // Spikes are no longer affected by bullets - they can pass through everything // 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) { // Get timing quality for feedback var timingQuality = getTimingQuality(hitNote, targetBox); var basePoints = hitNote.pointValue; var bonusPoints = 0; var feedbackColor = 0x00FF00; // Handle power-up activation if (hitNote.noteType === 'multiShot') { multiShotActive = true; multiShotTimer = multiShotDuration; createFeedbackText('Multi-Shot!', targetBox.x, targetBox.y - 120, 0x00FF00); } else if (hitNote.noteType === 'slowMotion') { slowMotionActive = true; slowMotionTimer = slowMotionDuration; createFeedbackText('Slow Motion!', targetBox.x, targetBox.y - 120, 0x00FF00); } else if (hitNote.noteType === 'scoreMultiplier') { scoreMultiplierActive = true; scoreMultiplierTimer = scoreMultiplierDuration; createFeedbackText('Score x2!', targetBox.x, targetBox.y - 120, 0x00FF00); } else if (hitNote.noteType === 'movingTarget') { movingTargetActive = true; movingTargetTimer = movingTargetDuration; createFeedbackText('Moving Targets!', targetBox.x, targetBox.y - 120, 0xFF0000); } // Apply combo multiplier and timing bonus combo++; if (combo > maxCombo) { maxCombo = combo; } // Timing bonuses if (timingQuality === 'Perfect!') { bonusPoints = Math.floor(basePoints * 0.5); feedbackColor = 0xFFD700; // Gold } else if (timingQuality === 'Good') { bonusPoints = Math.floor(basePoints * 0.2); feedbackColor = 0x00FF00; // Green } else { feedbackColor = 0x88FF88; // Light green } // Combo multiplier (every 5 combo adds 10% bonus) var comboMultiplier = 1 + Math.floor(combo / 5) * 0.1; // Score multiplier power-up if (scoreMultiplierActive) { comboMultiplier *= 2; } var totalPoints = Math.floor((basePoints + bonusPoints) * comboMultiplier); score += totalPoints; hitNote.hasTriggered = true; // Create feedback text createFeedbackText(timingQuality, targetBox.x, targetBox.y - 80, feedbackColor); // Create particle burst effect var particleColor = feedbackColor; var particleCount = 8; if (hitNote.noteType === 'bonus') { particleColor = 0xFFD700; particleCount = 12; // More particles for bonus notes } else if (hitNote.noteType === 'challenge') { particleColor = 0x8844FF; } else if (hitNote.noteType === 'fast') { particleColor = 0xFF4444; } else if (hitNote.noteType === 'slow') { particleColor = 0x4444FF; } createParticleBurst(hitNote.x, hitNote.y, particleColor, particleCount); // Show combo if >= 5 if (combo >= 5) { comboTxt.setText('Combo x' + combo); // Scale combo text briefly for emphasis tween(comboTxt, { scaleX: 1.3, scaleY: 1.3 }, { duration: 150, easing: tween.easeOut }); tween(comboTxt, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeIn }); } // Flash different colors based on note type var flashColor = 0x00FF00; // Default green if (hitNote.noteType === 'bonus') flashColor = 0xFFD700; // Gold else if (hitNote.noteType === 'challenge') flashColor = 0x8844FF; // Purple else if (hitNote.noteType === 'fast') flashColor = 0xFF4444; // Red else if (hitNote.noteType === 'slow') flashColor = 0x4444FF; // Blue LK.effects.flashObject(targetBox, flashColor, 500); LK.getSound('hit').play(); // Start or resume music on successful hit if (!musicPlaying && musicGlitchTimer === 0) { try { LK.playMusic(currentMusicTrack); musicPlaying = true; } catch (e) { console.log('Error playing music:', currentMusicTrack); musicPlaying = false; } } else if (musicGlitchTimer > 0) { // Resume music after glitch try { LK.playMusic(currentMusicTrack); musicGlitchTimer = 0; } catch (e) { console.log('Error resuming music:', currentMusicTrack); } } // Remove the note hitNote.destroy(); var noteIndex = notes.indexOf(hitNote); if (noteIndex > -1) { notes.splice(noteIndex, 1); } } // Remove bullet bullet.destroy(); bullets.splice(i, 1); // Update score display scoreTxt.setText('Score: ' + score); LK.setScore(score); break; } } } // Update power-up timers if (multiShotTimer > 0) { multiShotTimer--; if (multiShotTimer === 0) { multiShotActive = false; } } if (slowMotionTimer > 0) { slowMotionTimer--; if (slowMotionTimer === 0) { slowMotionActive = false; } } if (scoreMultiplierTimer > 0) { scoreMultiplierTimer--; if (scoreMultiplierTimer === 0) { scoreMultiplierActive = false; } } if (movingTargetTimer > 0) { movingTargetTimer--; if (movingTargetTimer === 0) { movingTargetActive = false; // Reset target boxes to original positions for (var j = 0; j < targetBoxes.length; j++) { targetBoxes[j].x = targetBoxPositions[j]; } } } // Move target boxes if moving target power-up is active if (movingTargetActive) { for (var j = 0; j < targetBoxes.length; j++) { var targetBox = targetBoxes[j]; var originalX = targetBoxPositions[j]; var offset = Math.sin(LK.ticks * 0.05 + j * 0.5) * 100; targetBox.x = originalX + offset; } } // Update and check notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; // Apply slow motion effect if (slowMotionActive) { note.speed *= 0.5; } // Check if note has passed through deletion area if (note.y > deletionAreaY && !note.hasTriggered) { // Only trigger game over for regular music notes, not power-ups if (note.noteType !== 'multiShot' && note.noteType !== 'slowMotion' && note.noteType !== 'scoreMultiplier' && note.noteType !== 'movingTarget') { // Note crashed into secret wall - game over LK.showGameOver(); return; // Exit update loop since game is over } else { // Power-up notes just get removed without penalty note.destroy(); notes.splice(i, 1); continue; } } // Remove notes that go off screen if (note.y > 2800) { note.destroy(); notes.splice(i, 1); } // Restore note speed after slow motion effect if (slowMotionActive) { note.speed *= 2; // Restore original speed for next frame } } // Update and check spikes for (var i = spikes.length - 1; i >= 0; i--) { var spike = spikes[i]; // Apply slow motion effect if (slowMotionActive) { spike.speed *= 0.5; } // Check collision with player - game over if spike hits player if (spike.intersects(player)) { // Flash screen red for danger LK.effects.flashScreen(0xff0000, 1000); // Show game over immediately LK.showGameOver(); return; // Exit update loop since game is over } // Spikes can pass through the secret line - no collision check needed // Remove spikes that go off screen if (spike.y > 2800) { spike.destroy(); spikes.splice(i, 1); } // Restore spike speed after slow motion effect if (slowMotionActive) { spike.speed *= 2; // Restore original speed for next frame } } // Handle music glitch timer if (musicGlitchTimer > 0) { musicGlitchTimer--; if (musicGlitchTimer === 0 && musicPlaying) { // Resume music after glitch period try { LK.playMusic(currentMusicTrack); } catch (e) { console.log('Error resuming music after glitch:', currentMusicTrack); } } } // 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
@@ -326,9 +326,9 @@
size: 80,
fill: 0x000000
});
scoreTxt.anchor.set(0.5, 0);
-scoreTxt.y = 30; // Position score text lower
+scoreTxt.y = 50; // Position score text lower
LK.gui.top.addChild(scoreTxt);
// Setup combo display
var comboTxt = new Text2('', {
size: 60,
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
bgmusic
Music
rock_track
Music
electronic_track
Music
shake
Sound effect
kick
Sound effect
cymbal
Sound effect
drums
Sound effect
bass
Sound effect
saxophone
Sound effect
hihat
Sound effect
guitar
Sound effect
piano
Sound effect
violin
Sound effect