User prompt
Put your skin on the left from my photo in assets
User prompt
If we did the writing well, it should be green, if we did it badly, it should be red.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.textObj.style.fill = color;' Line Number: 80
Code edit (1 edits merged)
Please save this source code
User prompt
Arrow Rush: Reaction Challenge
Initial prompt
right arrow left arrow up and down arrow will come and when they come you will click on the right left up and down arrows on the screenright arrow left arrow up and down arrow will come and when they come you will click on the right left up and down arrows on the screen and if it is not read on time, write things like bad, very good, disgusting and if it is not read on time, write things like bad, very good, disgustingLet these arrows continue to go and all come from top to bottom.If you stop the arrows in time, you will get points and the game will not stop when you click on the screen.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // FallingArrow: a single falling arrow var FallingArrow = Container.expand(function () { var self = Container.call(this); // Arrow type: 'up', 'down', 'left', 'right' self.arrowType = 'up'; self.speed = 8; // Will be set on spawn // Attach arrow asset, set anchor to center self.arrowAsset = null; self.setArrowType = function (type) { self.arrowType = type; if (self.arrowAsset) { self.removeChild(self.arrowAsset); } var assetId = ''; if (type === 'up') assetId = 'arrowUp'; if (type === 'down') assetId = 'arrowDown'; if (type === 'left') assetId = 'arrowLeft'; if (type === 'right') assetId = 'arrowRight'; self.arrowAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Rotate asset to match direction if (type === 'up') self.arrowAsset.rotation = 0; if (type === 'down') self.arrowAsset.rotation = Math.PI; if (type === 'left') self.arrowAsset.rotation = -Math.PI / 2; if (type === 'right') self.arrowAsset.rotation = Math.PI / 2; }; // Called every tick self.update = function () { self.y += self.speed; }; return self; }); // FeedbackText: floating feedback text (e.g. "Very Good", "Bad", etc) var FeedbackText = Container.expand(function () { var self = Container.call(this); self.textObj = new Text2('', { size: 120, fill: "#fff", font: "Impact" }); self.textObj.anchor.set(0.5, 0.5); self.addChild(self.textObj); self.show = function (msg, color) { self.textObj.setText(msg); // Use setStyle to update fill color, as direct assignment may not work in this context self.textObj.setStyle({ fill: color }); self.alpha = 1; // Animate up and fade out tween(self, { y: self.y - 120, alpha: 0 }, { duration: 700, easing: tween.cubicOut, onFinish: function onFinish() { if (self.parent) self.parent.removeChild(self); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue background for a sky effect }); /**** * Game Code ****/ // Add several semi-transparent white ellipses as clouds // --- Clouds background --- // No need to init Text2 assets, just use Text2 // Feedback text colors // Target zone highlight // Arrow shapes (up, down, left, right) - colored for clarity // --- Constants --- var cloudConfigs = [{ x: 400, y: 350, width: 520, height: 180 }, { x: 1200, y: 420, width: 400, height: 140 }, { x: 900, y: 200, width: 320, height: 110 }, { x: 1700, y: 300, width: 380, height: 120 }, { x: 600, y: 700, width: 600, height: 200 }, { x: 1500, y: 800, width: 500, height: 170 }]; for (var i = 0; i < cloudConfigs.length; i++) { var cfg = cloudConfigs[i]; var cloud = LK.getAsset('cloudShape' + i, { width: cfg.width, height: cfg.height, color: 0xffffff, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: cfg.x, y: cfg.y }); cloud.alpha = 1; game.addChildAt(cloud, 0); // Add behind all other elements } var ARROW_TYPES = ['left', 'down', 'up', 'right']; var ARROW_COLORS = { 'up': '#4fc3f7', 'down': '#ffb74d', 'left': '#81c784', 'right': '#e57373' }; var FEEDBACKS = [{ msg: "Very Good", color: 0x00E676 }, { msg: "Good", color: 0xFFD600 }, { msg: "Bad", color: 0xFF3D00 }, { msg: "Disgusting", color: 0xB71C1C }]; // --- Layout --- var GAME_W = 2048, GAME_H = 2732; var ARROW_SIZE = 180; var BUTTON_SIZE = 220; var BUTTON_MARGIN = 60; var TARGET_ZONE_HEIGHT = 220; var TARGET_ZONE_Y = GAME_H - 600; // --- State --- var fallingArrows = []; var arrowSpawnInterval = 60; // ticks between spawns (start slow) var arrowSpeed = 8; // px per tick (start slow) var minArrowInterval = 24; // fastest spawn interval var maxArrowSpeed = 32; // fastest speed var ticksSinceLastArrow = 0; var score = 0; var combo = 0; var lastArrowTypeTapped = null; var gameOver = false; // --- Monster event state --- var monsterEventActive = false; var monsterEventStartTick = null; var monsterEventDuration = 600; // 10 seconds at 60fps var monsterEventTriggered = false; var normalArrowSpawnInterval = 60; var normalArrowSpeed = 8; // --- UI Elements --- // Add player's skin image to the left side of the screen var skinImg = LK.getAsset('Skin', { anchorX: 0.5, anchorY: 0.5, x: 200, // Move higher: raise the y position by 220px (was 120px) y: TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2 - 220, width: 320, height: 320 }); game.addChild(skinImg); // Target zone highlight var targetZone = LK.getAsset('targetZone', { anchorX: 0, anchorY: 0, x: 0, y: TARGET_ZONE_Y, width: GAME_W, height: TARGET_ZONE_HEIGHT }); targetZone.alpha = 0.18; game.addChild(targetZone); // Score text var scoreTxt = new Text2('0', { size: 120, fill: "#fff", font: "Impact" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Feedback text (floating, created as needed) // --- Arrow Button Controls --- var buttonY = GAME_H - BUTTON_SIZE / 2 - 60; var buttonXs = [GAME_W / 2 - (BUTTON_SIZE * 1.5 + BUTTON_MARGIN), GAME_W / 2 - (BUTTON_SIZE / 2 + BUTTON_MARGIN / 2), GAME_W / 2 + (BUTTON_SIZE / 2 + BUTTON_MARGIN / 2), GAME_W / 2 + (BUTTON_SIZE * 1.5 + BUTTON_MARGIN)]; var arrowButtonOrder = ['left', 'down', 'up', 'right']; var arrowButtons = []; // Create arrow buttons for (var i = 0; i < 4; i++) { (function (i) { var type = arrowButtonOrder[i]; var btn = new Container(); var assetId = ''; if (type === 'up') assetId = 'arrowUp'; if (type === 'down') assetId = 'arrowDown'; if (type === 'left') assetId = 'arrowLeft'; if (type === 'right') assetId = 'arrowRight'; var arrowAsset = btn.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, width: BUTTON_SIZE - 20, height: BUTTON_SIZE - 20 }); // Rotate to match direction if (type === 'up') arrowAsset.rotation = 0; if (type === 'down') arrowAsset.rotation = Math.PI; if (type === 'left') arrowAsset.rotation = -Math.PI / 2; if (type === 'right') arrowAsset.rotation = Math.PI / 2; btn.x = buttonXs[i]; btn.y = buttonY; btn.type = type; btn.interactive = true; // Add a subtle background highlight var bg = LK.getAsset('targetZone', { anchorX: 0.5, anchorY: 0.5, width: BUTTON_SIZE, height: BUTTON_SIZE, x: 0, y: 0 }); bg.alpha = 0.10; btn.addChildAt(bg, 0); // Touch/click handler btn.down = function (x, y, obj) { handleArrowButtonPress(type); }; game.addChild(btn); arrowButtons.push(btn); })(i); } // --- Helper: Find the closest arrow in the target zone for a given type --- function findMatchingArrowInZone(type) { var best = null; var bestDist = 99999; for (var i = 0; i < fallingArrows.length; i++) { var arr = fallingArrows[i]; if (arr.arrowType !== type) continue; // Check if in target zone var arrowY = arr.y; if (arrowY >= TARGET_ZONE_Y && arrowY <= TARGET_ZONE_Y + TARGET_ZONE_HEIGHT) { // Closer to center of zone is better var dist = Math.abs(arrowY - (TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2)); if (dist < bestDist) { best = arr; bestDist = dist; } } } return best; } // --- Helper: Show feedback text at a position --- function showFeedback(msg, color, x, y) { // Determine color: green for good, red for bad var feedbackColor; if (msg === "Very Good" || msg === "Good") { feedbackColor = "#00e676"; // green } else { feedbackColor = "#ff1744"; // red } var fb = new FeedbackText(); fb.x = x; fb.y = y; fb.show(msg, feedbackColor); game.addChild(fb); } // --- Handle arrow button press --- function handleArrowButtonPress(type) { if (gameOver) return; // --- Begin: Temporarily increase KSK music volume for 1s when arrow pressed --- LK.playMusic('Ksk', { fade: { start: 1, end: 2, duration: 50 } }); LK.setTimeout(function () { LK.playMusic('Ksk', { fade: { start: 2, end: 1, duration: 200 } }); }, 1000); // --- End: music volume boost --- var arr = findMatchingArrowInZone(type); if (arr) { // Good timing! var centerY = arr.y; var dist = Math.abs(centerY - (TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2)); var feedback, points; if (dist < 30) { feedback = FEEDBACKS[0]; // Very Good points = 3; } else if (dist < 60) { feedback = FEEDBACKS[1]; // Good points = 2; } else { feedback = FEEDBACKS[2]; // Bad points = 1; } score += points; combo += 1; showFeedback(feedback.msg, feedback.color, arr.x, arr.y - 100); // Remove arrow arr.destroy(); for (var i = 0; i < fallingArrows.length; i++) { if (fallingArrows[i] === arr) { fallingArrows.splice(i, 1); break; } } // Animate button var btn = null; for (var i = 0; i < arrowButtons.length; i++) { if (arrowButtons[i].type === type) btn = arrowButtons[i]; } if (btn) { tween(btn, { scaleX: 1.2, scaleY: 1.2 }, { duration: 80, easing: tween.cubicOut, onFinish: function onFinish() { tween(btn, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.cubicIn }); } }); } } else { // No matching arrow in zone: mistake! combo = 0; showFeedback(FEEDBACKS[3].msg, FEEDBACKS[3].color, GAME_W / 2, TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2); // Animate all buttons red for (var i = 0; i < arrowButtons.length; i++) { var btn = arrowButtons[i]; tween(btn, { alpha: 0.5 }, { duration: 80, onFinish: function onFinish() { tween(btn, { alpha: 1 }, { duration: 120 }); } }); } } scoreTxt.setText(score); } // --- Spawn a new falling arrow --- function spawnArrow() { var type = ARROW_TYPES[Math.floor(Math.random() * 4)]; var arr = new FallingArrow(); arr.setArrowType(type); arr.arrowType = type; arr.speed = arrowSpeed; var idx = arrowButtonOrder.indexOf(type); arr.x = buttonXs[idx]; arr.y = -ARROW_SIZE / 2; fallingArrows.push(arr); game.addChild(arr); } // --- Game update loop --- game.update = function () { if (gameOver) return; // Spawn arrows ticksSinceLastArrow++; if (ticksSinceLastArrow >= arrowSpawnInterval) { if (monsterEventActive) { // Spawn only 1 arrow during monster event (make it easier) var arr = new FallingArrow(); var type = ARROW_TYPES[Math.floor(Math.random() * 4)]; arr.setArrowType(type); arr.arrowType = type; arr.speed = arrowSpeed; var idx = arrowButtonOrder.indexOf(type); arr.x = buttonXs[idx]; arr.y = -ARROW_SIZE / 2; fallingArrows.push(arr); game.addChild(arr); } else { // Spawn arrows in pairs spawnArrow(); } ticksSinceLastArrow = 0; } // Update arrows, check for misses for (var i = fallingArrows.length - 1; i >= 0; i--) { var arr = fallingArrows[i]; // If arrow passes target zone without being hit if (arr.y > TARGET_ZONE_Y + TARGET_ZONE_HEIGHT + ARROW_SIZE / 2) { // Missed! showFeedback(FEEDBACKS[2].msg, FEEDBACKS[2].color, arr.x, TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2); combo = 0; arr.destroy(); fallingArrows.splice(i, 1); continue; } } // --- Monster event logic --- if (!monsterEventTriggered && LK.ticks >= 1200) { // 20 seconds * 60fps monsterEventActive = true; monsterEventTriggered = true; monsterEventStartTick = LK.ticks; // Save normal values normalArrowSpawnInterval = arrowSpawnInterval; normalArrowSpeed = arrowSpeed; // Make arrows slightly faster and a bit harder during monster event arrowSpawnInterval = 40; // slightly faster than before arrowSpeed = 10; // slightly faster than before } if (monsterEventActive && LK.ticks - monsterEventStartTick >= monsterEventDuration) { // Revert to normal after 10 seconds monsterEventActive = false; arrowSpawnInterval = normalArrowSpawnInterval; arrowSpeed = normalArrowSpeed; } // Gradually increase difficulty (skip if monster event is active) if (!monsterEventActive && LK.ticks % 300 === 0) { // every 5 seconds if (arrowSpawnInterval > minArrowInterval) arrowSpawnInterval -= 2; if (arrowSpeed < maxArrowSpeed) arrowSpeed += 1; } }; // --- Touch handling for game area (ignore, only arrow buttons are interactive) --- game.down = function (x, y, obj) { // Do nothing }; game.move = function (x, y, obj) { // Do nothing }; game.up = function (x, y, obj) { // Do nothing }; // --- Reset state on game over --- game.onGameOver = function () { gameOver = true; // Remove all arrows for (var i = 0; i < fallingArrows.length; i++) { fallingArrows[i].destroy(); } fallingArrows = []; monsterEventActive = false; monsterEventTriggered = false; monsterEventStartTick = null; arrowSpawnInterval = normalArrowSpawnInterval; arrowSpeed = normalArrowSpeed; }; // --- Score display update --- scoreTxt.setText(score); // --- Start the game --- score = 0; combo = 0; arrowSpawnInterval = 60; arrowSpeed = 8; normalArrowSpawnInterval = 60; normalArrowSpeed = 8; monsterEventActive = false; monsterEventTriggered = false; monsterEventStartTick = null; gameOver = false; fallingArrows = []; ticksSinceLastArrow = 0; // Play 'Ksk' music at game start LK.playMusic('Ksk');
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// FallingArrow: a single falling arrow
var FallingArrow = Container.expand(function () {
var self = Container.call(this);
// Arrow type: 'up', 'down', 'left', 'right'
self.arrowType = 'up';
self.speed = 8; // Will be set on spawn
// Attach arrow asset, set anchor to center
self.arrowAsset = null;
self.setArrowType = function (type) {
self.arrowType = type;
if (self.arrowAsset) {
self.removeChild(self.arrowAsset);
}
var assetId = '';
if (type === 'up') assetId = 'arrowUp';
if (type === 'down') assetId = 'arrowDown';
if (type === 'left') assetId = 'arrowLeft';
if (type === 'right') assetId = 'arrowRight';
self.arrowAsset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Rotate asset to match direction
if (type === 'up') self.arrowAsset.rotation = 0;
if (type === 'down') self.arrowAsset.rotation = Math.PI;
if (type === 'left') self.arrowAsset.rotation = -Math.PI / 2;
if (type === 'right') self.arrowAsset.rotation = Math.PI / 2;
};
// Called every tick
self.update = function () {
self.y += self.speed;
};
return self;
});
// FeedbackText: floating feedback text (e.g. "Very Good", "Bad", etc)
var FeedbackText = Container.expand(function () {
var self = Container.call(this);
self.textObj = new Text2('', {
size: 120,
fill: "#fff",
font: "Impact"
});
self.textObj.anchor.set(0.5, 0.5);
self.addChild(self.textObj);
self.show = function (msg, color) {
self.textObj.setText(msg);
// Use setStyle to update fill color, as direct assignment may not work in this context
self.textObj.setStyle({
fill: color
});
self.alpha = 1;
// Animate up and fade out
tween(self, {
y: self.y - 120,
alpha: 0
}, {
duration: 700,
easing: tween.cubicOut,
onFinish: function onFinish() {
if (self.parent) self.parent.removeChild(self);
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb // Sky blue background for a sky effect
});
/****
* Game Code
****/
// Add several semi-transparent white ellipses as clouds
// --- Clouds background ---
// No need to init Text2 assets, just use Text2
// Feedback text colors
// Target zone highlight
// Arrow shapes (up, down, left, right) - colored for clarity
// --- Constants ---
var cloudConfigs = [{
x: 400,
y: 350,
width: 520,
height: 180
}, {
x: 1200,
y: 420,
width: 400,
height: 140
}, {
x: 900,
y: 200,
width: 320,
height: 110
}, {
x: 1700,
y: 300,
width: 380,
height: 120
}, {
x: 600,
y: 700,
width: 600,
height: 200
}, {
x: 1500,
y: 800,
width: 500,
height: 170
}];
for (var i = 0; i < cloudConfigs.length; i++) {
var cfg = cloudConfigs[i];
var cloud = LK.getAsset('cloudShape' + i, {
width: cfg.width,
height: cfg.height,
color: 0xffffff,
shape: 'ellipse',
anchorX: 0.5,
anchorY: 0.5,
x: cfg.x,
y: cfg.y
});
cloud.alpha = 1;
game.addChildAt(cloud, 0); // Add behind all other elements
}
var ARROW_TYPES = ['left', 'down', 'up', 'right'];
var ARROW_COLORS = {
'up': '#4fc3f7',
'down': '#ffb74d',
'left': '#81c784',
'right': '#e57373'
};
var FEEDBACKS = [{
msg: "Very Good",
color: 0x00E676
}, {
msg: "Good",
color: 0xFFD600
}, {
msg: "Bad",
color: 0xFF3D00
}, {
msg: "Disgusting",
color: 0xB71C1C
}];
// --- Layout ---
var GAME_W = 2048,
GAME_H = 2732;
var ARROW_SIZE = 180;
var BUTTON_SIZE = 220;
var BUTTON_MARGIN = 60;
var TARGET_ZONE_HEIGHT = 220;
var TARGET_ZONE_Y = GAME_H - 600;
// --- State ---
var fallingArrows = [];
var arrowSpawnInterval = 60; // ticks between spawns (start slow)
var arrowSpeed = 8; // px per tick (start slow)
var minArrowInterval = 24; // fastest spawn interval
var maxArrowSpeed = 32; // fastest speed
var ticksSinceLastArrow = 0;
var score = 0;
var combo = 0;
var lastArrowTypeTapped = null;
var gameOver = false;
// --- Monster event state ---
var monsterEventActive = false;
var monsterEventStartTick = null;
var monsterEventDuration = 600; // 10 seconds at 60fps
var monsterEventTriggered = false;
var normalArrowSpawnInterval = 60;
var normalArrowSpeed = 8;
// --- UI Elements ---
// Add player's skin image to the left side of the screen
var skinImg = LK.getAsset('Skin', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
// Move higher: raise the y position by 220px (was 120px)
y: TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2 - 220,
width: 320,
height: 320
});
game.addChild(skinImg);
// Target zone highlight
var targetZone = LK.getAsset('targetZone', {
anchorX: 0,
anchorY: 0,
x: 0,
y: TARGET_ZONE_Y,
width: GAME_W,
height: TARGET_ZONE_HEIGHT
});
targetZone.alpha = 0.18;
game.addChild(targetZone);
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff",
font: "Impact"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Feedback text (floating, created as needed)
// --- Arrow Button Controls ---
var buttonY = GAME_H - BUTTON_SIZE / 2 - 60;
var buttonXs = [GAME_W / 2 - (BUTTON_SIZE * 1.5 + BUTTON_MARGIN), GAME_W / 2 - (BUTTON_SIZE / 2 + BUTTON_MARGIN / 2), GAME_W / 2 + (BUTTON_SIZE / 2 + BUTTON_MARGIN / 2), GAME_W / 2 + (BUTTON_SIZE * 1.5 + BUTTON_MARGIN)];
var arrowButtonOrder = ['left', 'down', 'up', 'right'];
var arrowButtons = [];
// Create arrow buttons
for (var i = 0; i < 4; i++) {
(function (i) {
var type = arrowButtonOrder[i];
var btn = new Container();
var assetId = '';
if (type === 'up') assetId = 'arrowUp';
if (type === 'down') assetId = 'arrowDown';
if (type === 'left') assetId = 'arrowLeft';
if (type === 'right') assetId = 'arrowRight';
var arrowAsset = btn.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
width: BUTTON_SIZE - 20,
height: BUTTON_SIZE - 20
});
// Rotate to match direction
if (type === 'up') arrowAsset.rotation = 0;
if (type === 'down') arrowAsset.rotation = Math.PI;
if (type === 'left') arrowAsset.rotation = -Math.PI / 2;
if (type === 'right') arrowAsset.rotation = Math.PI / 2;
btn.x = buttonXs[i];
btn.y = buttonY;
btn.type = type;
btn.interactive = true;
// Add a subtle background highlight
var bg = LK.getAsset('targetZone', {
anchorX: 0.5,
anchorY: 0.5,
width: BUTTON_SIZE,
height: BUTTON_SIZE,
x: 0,
y: 0
});
bg.alpha = 0.10;
btn.addChildAt(bg, 0);
// Touch/click handler
btn.down = function (x, y, obj) {
handleArrowButtonPress(type);
};
game.addChild(btn);
arrowButtons.push(btn);
})(i);
}
// --- Helper: Find the closest arrow in the target zone for a given type ---
function findMatchingArrowInZone(type) {
var best = null;
var bestDist = 99999;
for (var i = 0; i < fallingArrows.length; i++) {
var arr = fallingArrows[i];
if (arr.arrowType !== type) continue;
// Check if in target zone
var arrowY = arr.y;
if (arrowY >= TARGET_ZONE_Y && arrowY <= TARGET_ZONE_Y + TARGET_ZONE_HEIGHT) {
// Closer to center of zone is better
var dist = Math.abs(arrowY - (TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2));
if (dist < bestDist) {
best = arr;
bestDist = dist;
}
}
}
return best;
}
// --- Helper: Show feedback text at a position ---
function showFeedback(msg, color, x, y) {
// Determine color: green for good, red for bad
var feedbackColor;
if (msg === "Very Good" || msg === "Good") {
feedbackColor = "#00e676"; // green
} else {
feedbackColor = "#ff1744"; // red
}
var fb = new FeedbackText();
fb.x = x;
fb.y = y;
fb.show(msg, feedbackColor);
game.addChild(fb);
}
// --- Handle arrow button press ---
function handleArrowButtonPress(type) {
if (gameOver) return;
// --- Begin: Temporarily increase KSK music volume for 1s when arrow pressed ---
LK.playMusic('Ksk', {
fade: {
start: 1,
end: 2,
duration: 50
}
});
LK.setTimeout(function () {
LK.playMusic('Ksk', {
fade: {
start: 2,
end: 1,
duration: 200
}
});
}, 1000);
// --- End: music volume boost ---
var arr = findMatchingArrowInZone(type);
if (arr) {
// Good timing!
var centerY = arr.y;
var dist = Math.abs(centerY - (TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2));
var feedback, points;
if (dist < 30) {
feedback = FEEDBACKS[0]; // Very Good
points = 3;
} else if (dist < 60) {
feedback = FEEDBACKS[1]; // Good
points = 2;
} else {
feedback = FEEDBACKS[2]; // Bad
points = 1;
}
score += points;
combo += 1;
showFeedback(feedback.msg, feedback.color, arr.x, arr.y - 100);
// Remove arrow
arr.destroy();
for (var i = 0; i < fallingArrows.length; i++) {
if (fallingArrows[i] === arr) {
fallingArrows.splice(i, 1);
break;
}
}
// Animate button
var btn = null;
for (var i = 0; i < arrowButtons.length; i++) {
if (arrowButtons[i].type === type) btn = arrowButtons[i];
}
if (btn) {
tween(btn, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 80,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(btn, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicIn
});
}
});
}
} else {
// No matching arrow in zone: mistake!
combo = 0;
showFeedback(FEEDBACKS[3].msg, FEEDBACKS[3].color, GAME_W / 2, TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2);
// Animate all buttons red
for (var i = 0; i < arrowButtons.length; i++) {
var btn = arrowButtons[i];
tween(btn, {
alpha: 0.5
}, {
duration: 80,
onFinish: function onFinish() {
tween(btn, {
alpha: 1
}, {
duration: 120
});
}
});
}
}
scoreTxt.setText(score);
}
// --- Spawn a new falling arrow ---
function spawnArrow() {
var type = ARROW_TYPES[Math.floor(Math.random() * 4)];
var arr = new FallingArrow();
arr.setArrowType(type);
arr.arrowType = type;
arr.speed = arrowSpeed;
var idx = arrowButtonOrder.indexOf(type);
arr.x = buttonXs[idx];
arr.y = -ARROW_SIZE / 2;
fallingArrows.push(arr);
game.addChild(arr);
}
// --- Game update loop ---
game.update = function () {
if (gameOver) return;
// Spawn arrows
ticksSinceLastArrow++;
if (ticksSinceLastArrow >= arrowSpawnInterval) {
if (monsterEventActive) {
// Spawn only 1 arrow during monster event (make it easier)
var arr = new FallingArrow();
var type = ARROW_TYPES[Math.floor(Math.random() * 4)];
arr.setArrowType(type);
arr.arrowType = type;
arr.speed = arrowSpeed;
var idx = arrowButtonOrder.indexOf(type);
arr.x = buttonXs[idx];
arr.y = -ARROW_SIZE / 2;
fallingArrows.push(arr);
game.addChild(arr);
} else {
// Spawn arrows in pairs
spawnArrow();
}
ticksSinceLastArrow = 0;
}
// Update arrows, check for misses
for (var i = fallingArrows.length - 1; i >= 0; i--) {
var arr = fallingArrows[i];
// If arrow passes target zone without being hit
if (arr.y > TARGET_ZONE_Y + TARGET_ZONE_HEIGHT + ARROW_SIZE / 2) {
// Missed!
showFeedback(FEEDBACKS[2].msg, FEEDBACKS[2].color, arr.x, TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2);
combo = 0;
arr.destroy();
fallingArrows.splice(i, 1);
continue;
}
}
// --- Monster event logic ---
if (!monsterEventTriggered && LK.ticks >= 1200) {
// 20 seconds * 60fps
monsterEventActive = true;
monsterEventTriggered = true;
monsterEventStartTick = LK.ticks;
// Save normal values
normalArrowSpawnInterval = arrowSpawnInterval;
normalArrowSpeed = arrowSpeed;
// Make arrows slightly faster and a bit harder during monster event
arrowSpawnInterval = 40; // slightly faster than before
arrowSpeed = 10; // slightly faster than before
}
if (monsterEventActive && LK.ticks - monsterEventStartTick >= monsterEventDuration) {
// Revert to normal after 10 seconds
monsterEventActive = false;
arrowSpawnInterval = normalArrowSpawnInterval;
arrowSpeed = normalArrowSpeed;
}
// Gradually increase difficulty (skip if monster event is active)
if (!monsterEventActive && LK.ticks % 300 === 0) {
// every 5 seconds
if (arrowSpawnInterval > minArrowInterval) arrowSpawnInterval -= 2;
if (arrowSpeed < maxArrowSpeed) arrowSpeed += 1;
}
};
// --- Touch handling for game area (ignore, only arrow buttons are interactive) ---
game.down = function (x, y, obj) {
// Do nothing
};
game.move = function (x, y, obj) {
// Do nothing
};
game.up = function (x, y, obj) {
// Do nothing
};
// --- Reset state on game over ---
game.onGameOver = function () {
gameOver = true;
// Remove all arrows
for (var i = 0; i < fallingArrows.length; i++) {
fallingArrows[i].destroy();
}
fallingArrows = [];
monsterEventActive = false;
monsterEventTriggered = false;
monsterEventStartTick = null;
arrowSpawnInterval = normalArrowSpawnInterval;
arrowSpeed = normalArrowSpeed;
};
// --- Score display update ---
scoreTxt.setText(score);
// --- Start the game ---
score = 0;
combo = 0;
arrowSpawnInterval = 60;
arrowSpeed = 8;
normalArrowSpawnInterval = 60;
normalArrowSpeed = 8;
monsterEventActive = false;
monsterEventTriggered = false;
monsterEventStartTick = null;
gameOver = false;
fallingArrows = [];
ticksSinceLastArrow = 0;
// Play 'Ksk' music at game start
LK.playMusic('Ksk');