User prompt
down a little more
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take the new text a little down
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take it a little down
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add a text to "start menu" music wont start till you hit a music note
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game still usually spawns "note" more than other music assets
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it still spawns "note" asset so much
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game usually spawns "note" asset, make the game spawn others "music notes" in equal way
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so in the "note" asset usuallt plays the "violin" sound effect, change that it must be randomly
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take targetbox's and secretline a little down
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make spikes a little bit faster
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make spikes smaller with smaller collider
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change the name of "original" with "Soul Track"
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add 3 more sound effect and add the some of the music note assets mixed
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keep the assets same but enable back the cymbal
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replace cymbal's name with hithat
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Change "snare" sound asset with "shake" Change "hi-hat" sound asset with "saxophone"
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lets head into the start-menu, make all fonts ice blue and change places of "original" and "electronic track"
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Change names into musical instruments randomly, but as rhytm they must be compatible each other
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add a sound asset to every music note
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Please fix the bug: 'ReferenceError: targetBoxPositions is not defined' in or related to this line: 'var originalX = targetBoxPositions[j];' Line Number: 1575
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Please fix the bug: 'ReferenceError: deletionAreaY is not defined' in or related to this line: 'if (note.y > deletionAreaY && !note.hasTriggered) {' Line Number: 1587
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Please fix the bug: 'ReferenceError: staffY is not defined' in or related to this line: 'note.y = staffY + lane * staffSpacing - 200;' Line Number: 805
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Please fix the bug: 'Uncaught ReferenceError: aimLine is not defined' in or related to this line: 'aimLine.x = gunX;' Line Number: 653
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add a start-menu where we choose music (3 difrent choose)
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first delete the music choosing button, but keep showing the active music
/**** * 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 = 33; 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': // Mix different note assets for variety var fastAssets = ['noteRed', 'notePurple']; var fastAsset = fastAssets[Math.floor(Math.random() * fastAssets.length)]; self.graphics = self.attachAsset(fastAsset, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.pointValue = 150; break; case 'slow': // Mix different note assets for variety var slowAssets = ['noteBlue', 'note']; var slowAsset = slowAssets[Math.floor(Math.random() * slowAssets.length)]; self.graphics = self.attachAsset(slowAsset, { 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; case 'reverseControls': self.graphics = self.attachAsset('powerUpRed', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.pointValue = 100; break; case 'shrinkingTargets': 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; } }; // Method to play sound based on note type self.playNoteSound = function () { switch (self.noteType) { case 'fast': // Mix different sounds for fast notes var fastSounds = ['shake', 'guitar']; var randomFastSound = fastSounds[Math.floor(Math.random() * fastSounds.length)]; LK.getSound(randomFastSound).play(); break; case 'slow': // Mix different sounds for slow notes var slowSounds = ['kick', 'piano', 'violin']; var randomSlowSound = slowSounds[Math.floor(Math.random() * slowSounds.length)]; LK.getSound(randomSlowSound).play(); break; case 'bonus': LK.getSound('hihat').play(); break; case 'challenge': LK.getSound('cymbal').play(); break; case 'multiShot': case 'slowMotion': case 'scoreMultiplier': case 'movingTarget': case 'laserBeam': case 'shield': case 'noteDestroyer': case 'reverseControls': case 'shrinkingTargets': LK.getSound('bass').play(); break; default: // Mix of different instrument sounds for normal notes var normalSounds = ['saxophone', 'piano', 'guitar', 'violin']; var randomSound = normalSounds[Math.floor(Math.random() * normalSounds.length)]; LK.getSound(randomSound).play(); } }; 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' || self.noteType === 'reverseControls' || self.noteType === 'shrinkingTargets') { // Bad power-ups pulse 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, name: 'Cats Are Rhythmic' }); /**** * Game Code ****/ // Game state variables var gameState = 'menu'; // 'menu' or 'playing' var startMenuContainer; var musicButtons = []; // Game variables var player; var bullets = []; var notes = []; var spikes = []; var targetBoxes = []; var staffLines = []; var aimLine; var deletionAreaY; var targetBoxPositions = [512, 853, 1194, 1536]; // Define globally for access throughout the game var score = 0; var staffY = 400; var staffSpacing = 80; // 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 = ['Electronic Track', 'Rock Track', 'Soul Track']; // 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 // Bad power-up system variables var reverseControlsActive = false; var reverseControlsTimer = 0; var reverseControlsDuration = 300; // 5 seconds at 60fps var shrinkingTargetsActive = false; var shrinkingTargetsTimer = 0; var shrinkingTargetsDuration = 240; // 4 seconds at 60fps var originalTargetSizes = []; // Create start menu function createStartMenu() { startMenuContainer = new Container(); startMenuContainer.x = 1024; // Center of screen startMenuContainer.y = 1366; // Center of screen game.addChild(startMenuContainer); // Game title var titleText = new Text2('Cats Are Rhythmic', { size: 120, fill: 0x87CEEB }); titleText.anchor.set(0.5, 0.5); titleText.y = -400; startMenuContainer.addChild(titleText); // Subtitle var subtitleText = new Text2('Choose Your Music', { size: 80, fill: 0x87CEEB }); subtitleText.anchor.set(0.5, 0.5); subtitleText.y = -300; startMenuContainer.addChild(subtitleText); // Create music selection buttons var buttonSpacing = 200; var startY = -100; for (var i = 0; i < musicTracks.length; i++) { var buttonContainer = new Container(); buttonContainer.x = 0; buttonContainer.y = startY + i * buttonSpacing; startMenuContainer.addChild(buttonContainer); // Button background var buttonBg = LK.getAsset('targetBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 1.5, tint: 0x4444FF }); buttonContainer.addChild(buttonBg); // Button text var buttonText = new Text2(musicTrackNames[i], { size: 60, fill: 0x87CEEB }); buttonText.anchor.set(0.5, 0.5); buttonContainer.addChild(buttonText); // Store button data buttonContainer.musicIndex = i; buttonContainer.background = buttonBg; buttonContainer.text = buttonText; // Add click handler buttonContainer.down = function (x, y, obj) { selectMusic(this.musicIndex); }; musicButtons.push(buttonContainer); } // Instructions var instructionText = new Text2('Tap a music option to start the game', { size: 50, fill: 0x87CEEB }); instructionText.anchor.set(0.5, 0.5); instructionText.y = 400; startMenuContainer.addChild(instructionText); } function selectMusic(musicIndex) { currentMusicTrack = musicTracks[musicIndex]; // Update active music display activeMusicDisplay.setText('Music: ' + musicTrackNames[musicIndex]); // Animate menu exit tween(startMenuContainer, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { startMenuContainer.destroy(); startMenuContainer = null; musicButtons = []; startGame(); } }); } function startGame() { gameState = 'playing'; setupGameElements(); } function setupGameElements() { // 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 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 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); // Display active music (non-interactive) var activeMusicDisplay = new Text2('Music: ' + musicTrackNames[0], { size: 50, fill: 0x000000 }); activeMusicDisplay.anchor.set(1, 0); activeMusicDisplay.x = -20; // Position from right edge activeMusicDisplay.y = 20; LK.gui.topRight.addChild(activeMusicDisplay); // 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); // Initialize start menu createStartMenu(); // Input handling game.move = function (x, y, obj) { if (gameState !== 'playing') return; mouseX = x; // Apply reverse controls effect if (reverseControlsActive) { var centerX = 1024; var distanceFromCenter = x - centerX; player.x = centerX - distanceFromCenter; } else { 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) { if (gameState !== 'playing') return; // 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 if (random < 0.515) { return 'reverseControls'; // 2.5% chance for reverse controls power-up } else if (random < 0.54) { return 'shrinkingTargets'; // 2.5% chance for shrinking targets power-up } else { return 'normal'; // 46% 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': case 'reverseControls': case 'shrinkingTargets': 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; case 'reverseControls': powerUpName = 'Reverse Controls'; iconAsset = 'powerUpRed'; textColor = 0xFF0000; break; case 'shrinkingTargets': powerUpName = 'Shrinking Targets'; iconAsset = 'powerUpRed'; textColor = 0xFF0000; 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 () { if (gameState !== 'playing') return; // 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); } } else if (hitNote.noteType === 'reverseControls') { reverseControlsActive = true; reverseControlsTimer = reverseControlsDuration; showPowerUpDisplay('reverseControls', reverseControlsDuration); createFeedbackText('Reverse Controls!', targetBox.x, targetBox.y - 120, 0xFF0000); } else if (hitNote.noteType === 'shrinkingTargets') { shrinkingTargetsActive = true; shrinkingTargetsTimer = shrinkingTargetsDuration; showPowerUpDisplay('shrinkingTargets', shrinkingTargetsDuration); createFeedbackText('Shrinking Targets!', targetBox.x, targetBox.y - 120, 0xFF0000); // Store original target box sizes originalTargetSizes = []; for (var t = 0; t < targetBoxes.length; t++) { originalTargetSizes.push({ scaleX: targetBoxes[t].scaleX, scaleY: targetBoxes[t].scaleY }); // Animate targets shrinking tween(targetBoxes[t], { scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeOut }); } } // 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); // Play note-specific sound hitNote.playNoteSound(); // 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(); } } } // Update bad power-up timers if (reverseControlsTimer > 0) { reverseControlsTimer--; if (reverseControlsTimer === 0) { reverseControlsActive = false; if (activePowerUpType === 'reverseControls') { hidePowerUpDisplay(); } } } if (shrinkingTargetsTimer > 0) { shrinkingTargetsTimer--; if (shrinkingTargetsTimer === 0) { shrinkingTargetsActive = false; // Restore original target box sizes for (var t = 0; t < targetBoxes.length; t++) { if (originalTargetSizes[t]) { tween(targetBoxes[t], { scaleX: originalTargetSizes[t].scaleX, scaleY: originalTargetSizes[t].scaleY }, { duration: 500, easing: tween.easeOut }); } } if (activePowerUpType === 'shrinkingTargets') { 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 === 'reverseControls') currentTimer = reverseControlsTimer;else if (activePowerUpType === 'shrinkingTargets') currentTimer = shrinkingTargetsTimer;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.noteType !== 'reverseControls' && note.noteType !== 'shrinkingTargets') { // 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
@@ -342,9 +342,9 @@
var musicGlitchDuration = 18; // 0.3 seconds at 60fps
// Music selection variables
var currentMusicTrack = 'bgmusic';
var musicTracks = ['bgmusic', 'rock_track', 'electronic_track'];
-var musicTrackNames = ['Electronic Track', 'Rock Track', 'Original'];
+var musicTrackNames = ['Electronic Track', 'Rock Track', 'Soul Track'];
// Note preview system
var previewNotes = [];
var nextNoteTypes = [];
// Combo system variables
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