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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 ↪💡 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 ↪💡 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 ↪💡 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 ↪💡 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 ↪💡 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"); var storage = LK.import("@upit/storage.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 = 36; 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; case 'laserBeam': self.graphics = self.attachAsset('powerUpBlue', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.pointValue = 200; break; case 'shield': self.graphics = self.attachAsset('powerUpBlue', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.pointValue = 150; break; case 'noteDestroyer': self.graphics = self.attachAsset('powerUpBlue', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.pointValue = 300; 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 === 'laserBeam' || self.noteType === 'shield' || self.noteType === 'noteDestroyer') { // New power-ups glow blue self.pulseTimer++; var scale = 1 + Math.sin(self.pulseTimer * 0.35) * 0.18; 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 = 6.0; 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; // Level system variables var currentLevel = storage.currentLevel || 1; var levelScore = storage.levelScore || 0; // Score accumulated in current level var totalScore = storage.totalScore || 0; // Total score across all levels var levelThresholds = [0, 1000, 2500, 5000, 8000, 12000, 17000, 23000, 30000, 38000, 47000, 57000, 68000, 80000, 93000, 107000, 122000, 138000, 155000, 173000]; // Score needed for each level var maxLevel = levelThresholds.length; var mouseX = 1024; var noteSpawnTimer = 0; var noteSpawnInterval = 90; // frames between note spawns var spikeSpawnTimer = 0; var spikeSpawnInterval = 300; // frames between spike spawns (much 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 = 240; // 4 seconds at 60fps // Power-up display variables var powerUpDisplayContainer; var powerUpIconDisplay; var powerUpNameDisplay; var powerUpTimerDisplay; var powerUpProgressBar; var activePowerUpType = null; var activePowerUpMaxDuration = 0; // New power-up system variables var laserBeamActive = false; var laserBeamTimer = 0; var laserBeamDuration = 180; // 3 seconds at 60fps var laserBeamGraphics = null; var shieldActive = false; var shieldHits = 0; var maxShieldHits = 1; var shieldGraphics = null; var noteDestroyerActive = false; var noteDestroyerTimer = 0; var noteDestroyerDuration = 1; // Instant effect, 1 frame duration // 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; // Initialize level system updateLevelDisplay(); increaseDifficultyForLevel(); // 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); LK.gui.top.addChild(scoreTxt); // Setup level display var levelTxt = new Text2('Level: ' + currentLevel, { size: 60, fill: 0x0066CC }); levelTxt.anchor.set(0, 0); levelTxt.x = 20; levelTxt.y = 20; LK.gui.topLeft.addChild(levelTxt); // Setup level progress display var levelProgressTxt = new Text2('', { size: 45, fill: 0x666666 }); levelProgressTxt.anchor.set(0, 0); levelProgressTxt.x = 20; levelProgressTxt.y = 90; LK.gui.topLeft.addChild(levelProgressTxt); // 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); } // Create power-up display container on left side of screen powerUpDisplayContainer = new Container(); powerUpDisplayContainer.x = 50; powerUpDisplayContainer.y = 200; powerUpDisplayContainer.alpha = 0; LK.gui.left.addChild(powerUpDisplayContainer); // Power-up icon display powerUpIconDisplay = LK.getAsset('powerUpGreen', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); powerUpIconDisplay.x = 40; powerUpIconDisplay.y = 40; powerUpDisplayContainer.addChild(powerUpIconDisplay); // Power-up name text powerUpNameDisplay = new Text2('', { size: 40, fill: 0x00FF00 }); powerUpNameDisplay.anchor.set(0, 0.5); powerUpNameDisplay.x = 90; powerUpNameDisplay.y = 25; powerUpDisplayContainer.addChild(powerUpNameDisplay); // Power-up timer text powerUpTimerDisplay = new Text2('', { size: 30, fill: 0xFFFFFF }); powerUpTimerDisplay.anchor.set(0, 0.5); powerUpTimerDisplay.x = 90; powerUpTimerDisplay.y = 55; powerUpDisplayContainer.addChild(powerUpTimerDisplay); // Power-up progress bar background var progressBarBg = LK.getAsset('staffLine', { anchorX: 0, anchorY: 0.5, width: 200, height: 8, tint: 0x333333 }); progressBarBg.x = 90; progressBarBg.y = 75; powerUpDisplayContainer.addChild(progressBarBg); // Power-up progress bar fill powerUpProgressBar = LK.getAsset('staffLine', { anchorX: 0, anchorY: 0.5, width: 200, height: 8, tint: 0x00FF00 }); powerUpProgressBar.x = 90; powerUpProgressBar.y = 75; powerUpDisplayContainer.addChild(powerUpProgressBar); // 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 < 0.33) { return 'multiShot'; // 3% chance for multi-shot power-up } else if (random < 0.36) { return 'slowMotion'; // 3% chance for slow motion power-up } else if (random < 0.39) { return 'scoreMultiplier'; // 3% chance for score multiplier power-up } else if (random < 0.42) { return 'movingTarget'; // 3% chance for moving target power-up } else if (random < 0.445) { return 'laserBeam'; // 2.5% chance for laser beam power-up } else if (random < 0.47) { return 'shield'; // 2.5% chance for shield power-up } else if (random < 0.49) { return 'noteDestroyer'; // 2% chance for note destroyer power-up } else { return 'normal'; // 51% 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; case 'laserBeam': case 'shield': case 'noteDestroyer': assetId = 'powerUpBlue'; 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(); } }); } } // Check and handle level progression function checkLevelUp() { if (currentLevel < maxLevel) { var nextLevelThreshold = levelThresholds[currentLevel]; if (totalScore >= nextLevelThreshold) { levelUp(); } } } // Handle level up function levelUp() { var previousLevel = currentLevel; currentLevel++; // Save level progress storage.currentLevel = currentLevel; storage.totalScore = totalScore; storage.levelScore = 0; // Reset level score for new level levelScore = 0; // Create animated level pop-up display var levelPopUpContainer = new Container(); levelPopUpContainer.x = 1024; // Center of screen levelPopUpContainer.y = 1366; // Center of screen levelPopUpContainer.alpha = 0; levelPopUpContainer.scaleX = 0.1; levelPopUpContainer.scaleY = 0.1; game.addChild(levelPopUpContainer); // Background for pop-up var popUpBg = LK.getAsset('targetBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 3, tint: 0x000080, alpha: 0.9 }); levelPopUpContainer.addChild(popUpBg); // Level text var levelPopUpText = new Text2('LEVEL ' + currentLevel, { size: 120, fill: 0xFFD700 }); levelPopUpText.anchor.set(0.5, 0.5); levelPopUpText.y = -30; levelPopUpContainer.addChild(levelPopUpText); // Level up text var levelUpText = new Text2('LEVEL UP!', { size: 80, fill: 0x00FF00 }); levelUpText.anchor.set(0.5, 0.5); levelUpText.y = 60; levelPopUpContainer.addChild(levelUpText); // Animate pop-up appearance tween(levelPopUpContainer, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 600, easing: tween.easeOut }); // Add pulsing effect to level text tween(levelPopUpText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeInOut }); tween(levelPopUpText, { scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.easeInOut }); // Remove pop-up after delay tween(levelPopUpContainer, { alpha: 0, scaleX: 0.8, scaleY: 0.8, y: 1200 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { levelPopUpContainer.destroy(); } }); // Create level up feedback createFeedbackText('LEVEL UP!', 1024, 800, 0xFFD700); createFeedbackText('Level ' + currentLevel, 1024, 860, 0x0066CC); // Flash screen gold for level up LK.effects.flashScreen(0xFFD700, 800); // Update level display updateLevelDisplay(); // Increase difficulty with level increaseDifficultyForLevel(); } // Update level display function updateLevelDisplay() { if (levelTxt) { levelTxt.setText('Level: ' + currentLevel); } if (currentLevel < maxLevel) { var nextThreshold = levelThresholds[currentLevel]; var progress = totalScore - (currentLevel > 1 ? levelThresholds[currentLevel - 1] : 0); var needed = nextThreshold - (currentLevel > 1 ? levelThresholds[currentLevel - 1] : 0); if (levelProgressTxt) { levelProgressTxt.setText(progress + ' / ' + needed); } } else { if (levelProgressTxt) { levelProgressTxt.setText('MAX LEVEL'); } } } // Increase difficulty based on current level function increaseDifficultyForLevel() { // Reduce spawn intervals based on level noteSpawnInterval = Math.max(30, 90 - (currentLevel - 1) * 3); spikeSpawnInterval = Math.max(120, 300 - (currentLevel - 1) * 8); } // 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); } } }); } // Show power-up effect display function showPowerUpDisplay(powerUpType, duration) { activePowerUpType = powerUpType; activePowerUpMaxDuration = duration; // Set power-up name and icon based on type var powerUpName = ''; var iconAsset = 'powerUpGreen'; var textColor = 0x00FF00; switch (powerUpType) { case 'multiShot': powerUpName = 'Multi-Shot'; iconAsset = 'powerUpGreen'; textColor = 0x00FF00; break; case 'slowMotion': powerUpName = 'Slow Motion'; iconAsset = 'powerUpGreen'; textColor = 0x00FFFF; break; case 'scoreMultiplier': powerUpName = 'Score x2'; iconAsset = 'powerUpGreen'; textColor = 0xFFD700; break; case 'movingTarget': powerUpName = 'Moving Targets'; iconAsset = 'powerUpRed'; textColor = 0xFF0000; break; case 'laserBeam': powerUpName = 'Laser Beam'; iconAsset = 'powerUpBlue'; textColor = 0x00FFFF; break; case 'shield': powerUpName = 'Shield'; iconAsset = 'powerUpBlue'; textColor = 0x00FFFF; break; case 'noteDestroyer': powerUpName = 'Spike Destroyer'; iconAsset = 'powerUpBlue'; textColor = 0x00FFFF; break; } // Update display elements powerUpDisplayContainer.removeChild(powerUpIconDisplay); powerUpIconDisplay = LK.getAsset(iconAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); powerUpIconDisplay.x = 40; powerUpIconDisplay.y = 40; powerUpDisplayContainer.addChild(powerUpIconDisplay); powerUpNameDisplay.setText(powerUpName); powerUpNameDisplay.fill = textColor; powerUpProgressBar.tint = textColor; // Animate display appearance tween(powerUpDisplayContainer, { alpha: 1, scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); tween(powerUpDisplayContainer, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } // Hide power-up effect display function hidePowerUpDisplay() { activePowerUpType = null; activePowerUpMaxDuration = 0; tween(powerUpDisplayContainer, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 300, easing: tween.easeIn }); } // 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; showPowerUpDisplay('multiShot', multiShotDuration); createFeedbackText('Multi-Shot!', targetBox.x, targetBox.y - 120, 0x00FF00); } else if (hitNote.noteType === 'slowMotion') { slowMotionActive = true; slowMotionTimer = slowMotionDuration; showPowerUpDisplay('slowMotion', slowMotionDuration); createFeedbackText('Slow Motion!', targetBox.x, targetBox.y - 120, 0x00FF00); } else if (hitNote.noteType === 'scoreMultiplier') { scoreMultiplierActive = true; scoreMultiplierTimer = scoreMultiplierDuration; showPowerUpDisplay('scoreMultiplier', scoreMultiplierDuration); createFeedbackText('Score x2!', targetBox.x, targetBox.y - 120, 0x00FF00); } else if (hitNote.noteType === 'movingTarget') { movingTargetActive = true; movingTargetTimer = movingTargetDuration; showPowerUpDisplay('movingTarget', movingTargetDuration); createFeedbackText('Moving Targets!', targetBox.x, targetBox.y - 120, 0xFF0000); } else if (hitNote.noteType === 'laserBeam') { laserBeamActive = true; laserBeamTimer = laserBeamDuration; showPowerUpDisplay('laserBeam', laserBeamDuration); createFeedbackText('Laser Beam!', targetBox.x, targetBox.y - 120, 0x00FFFF); // Create laser beam visual effect if (laserBeamGraphics) { laserBeamGraphics.destroy(); } laserBeamGraphics = LK.getAsset('laserBeam', { anchorX: 0.5, anchorY: 0, x: player.x, y: 0, height: 2732, alpha: 0.8 }); game.addChild(laserBeamGraphics); } else if (hitNote.noteType === 'shield') { if (!shieldActive) { shieldActive = true; shieldHits = 0; showPowerUpDisplay('shield', 999); // Show indefinitely until used createFeedbackText('Shield Active!', targetBox.x, targetBox.y - 120, 0x00FFFF); // Create shield visual effect if (shieldGraphics) { shieldGraphics.destroy(); } shieldGraphics = LK.getAsset('shieldEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); shieldGraphics.x = 0; shieldGraphics.y = 0; player.addChild(shieldGraphics); // Animate shield appearance tween(shieldGraphics, { alpha: 0.6, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeOut }); } } else if (hitNote.noteType === 'noteDestroyer') { noteDestroyerActive = true; noteDestroyerTimer = noteDestroyerDuration; showPowerUpDisplay('noteDestroyer', noteDestroyerDuration); createFeedbackText('Spike Destroyer!', targetBox.x, targetBox.y - 120, 0x00FFFF); // Immediately destroy all spikes on screen for (var s = spikes.length - 1; s >= 0; s--) { var spike = spikes[s]; createParticleBurst(spike.x, spike.y, 0xFF4444, 8); spike.destroy(); spikes.splice(s, 1); } // Add bonus points for destroyed spikes var destroyedCount = spikes.length; if (destroyedCount > 0) { score += destroyedCount * 50; createFeedbackText('+' + destroyedCount * 50 + ' Spike Bonus!', player.x, player.y - 150, 0x00FFFF); } } // 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; levelScore += totalPoints; totalScore += totalPoints; // Check for level up checkLevelUp(); // Save progress storage.levelScore = levelScore; storage.totalScore = totalScore; 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(totalScore); // Use total score for leaderboards // Update level display updateLevelDisplay(); break; } } } // Update power-up timers if (multiShotTimer > 0) { multiShotTimer--; if (multiShotTimer === 0) { multiShotActive = false; if (activePowerUpType === 'multiShot') { hidePowerUpDisplay(); } } } if (slowMotionTimer > 0) { slowMotionTimer--; if (slowMotionTimer === 0) { slowMotionActive = false; if (activePowerUpType === 'slowMotion') { hidePowerUpDisplay(); } } } if (scoreMultiplierTimer > 0) { scoreMultiplierTimer--; if (scoreMultiplierTimer === 0) { scoreMultiplierActive = false; if (activePowerUpType === 'scoreMultiplier') { hidePowerUpDisplay(); } } } if (movingTargetTimer > 0) { movingTargetTimer--; if (movingTargetTimer === 0) { movingTargetActive = false; if (activePowerUpType === 'movingTarget') { hidePowerUpDisplay(); } // Reset target boxes to original positions for (var j = 0; j < targetBoxes.length; j++) { targetBoxes[j].x = targetBoxPositions[j]; } } } // Update new power-up timers if (laserBeamTimer > 0) { laserBeamTimer--; if (laserBeamTimer === 0) { laserBeamActive = false; if (laserBeamGraphics) { laserBeamGraphics.destroy(); laserBeamGraphics = null; } if (activePowerUpType === 'laserBeam') { hidePowerUpDisplay(); } } } if (noteDestroyerTimer > 0) { noteDestroyerTimer--; if (noteDestroyerTimer === 0) { noteDestroyerActive = false; if (activePowerUpType === 'noteDestroyer') { hidePowerUpDisplay(); } } } // Handle laser beam collision with notes if (laserBeamActive && laserBeamGraphics) { // Update laser position to follow player horizontally but stay at top laserBeamGraphics.x = player.x; laserBeamGraphics.y = 0; // Check laser collision with all notes for (var l = notes.length - 1; l >= 0; l--) { var note = notes[l]; if (Math.abs(note.x - laserBeamGraphics.x) < 50 && note.y < player.y) { // Laser hit this note var laserPoints = note.pointValue; if (scoreMultiplierActive) { laserPoints *= 2; } score += laserPoints; createFeedbackText('+' + laserPoints, note.x, note.y - 50, 0x00FFFF); createParticleBurst(note.x, note.y, 0x00FFFF, 6); note.destroy(); notes.splice(l, 1); } } } // Update power-up display timer and progress bar if (activePowerUpType && activePowerUpMaxDuration > 0) { var currentTimer = 0; if (activePowerUpType === 'multiShot') currentTimer = multiShotTimer;else if (activePowerUpType === 'slowMotion') currentTimer = slowMotionTimer;else if (activePowerUpType === 'scoreMultiplier') currentTimer = scoreMultiplierTimer;else if (activePowerUpType === 'movingTarget') currentTimer = movingTargetTimer;else if (activePowerUpType === 'laserBeam') currentTimer = laserBeamTimer;else if (activePowerUpType === 'shield') { // Shield shows number of hits remaining instead of timer powerUpTimerDisplay.setText('Hits: ' + (maxShieldHits - shieldHits)); powerUpProgressBar.width = 200 * ((maxShieldHits - shieldHits) / maxShieldHits); } else if (activePowerUpType === 'noteDestroyer') currentTimer = noteDestroyerTimer; // Update timer text (convert frames to seconds) for timed power-ups if (activePowerUpType !== 'shield') { var secondsLeft = Math.ceil(currentTimer / 60); powerUpTimerDisplay.setText(secondsLeft + 's'); // Update progress bar var progress = currentTimer / activePowerUpMaxDuration; powerUpProgressBar.width = 200 * progress; } } // 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.noteType !== 'laserBeam' && note.noteType !== 'shield' && note.noteType !== 'noteDestroyer') { // 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 (unless shield is active) if (spike.intersects(player)) { if (shieldActive && shieldHits < maxShieldHits) { // Shield absorbs the hit shieldHits++; createFeedbackText('Shield Hit!', player.x, player.y - 100, 0x00FFFF); createParticleBurst(spike.x, spike.y, 0x00FFFF, 10); LK.effects.flashObject(player, 0x00FFFF, 500); // Remove the spike spike.destroy(); spikes.splice(i, 1); // Deactivate shield if max hits reached if (shieldHits >= maxShieldHits) { shieldActive = false; if (shieldGraphics) { tween(shieldGraphics, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { shieldGraphics.destroy(); shieldGraphics = null; } }); } if (activePowerUpType === 'shield') { hidePowerUpDisplay(); } createFeedbackText('Shield Depleted!', player.x, player.y - 120, 0xFF0000); } continue; } else { // No shield or shield depleted - game over LK.effects.flashScreen(0xff0000, 1000); 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
@@ -12,9 +12,9 @@
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 31;
+ self.speed = 36;
self.targetX = 0;
self.targetY = 0;
self.directionX = 0;
self.directionY = 0;
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