User prompt
When I press the arrows, the volume of the KSK music increases for a second
User prompt
When I press the arrows, the game sound increases for a second
User prompt
When I press the arrows, the game sound will increase for 0.5 seconds
User prompt
can you add ksk from music to the game
User prompt
bring arrows single
User prompt
bring the arrows together
User prompt
Always in pairs and not at the same time, one in front and one a little further back
User prompt
arrows come in pairs
User prompt
slightly speed up monster activity
User prompt
slightly speed up monster activity
User prompt
slow down monster activity
User prompt
It shouldn't be that hard, when the monster comes, reduce the arrows a little
User prompt
It shouldn't be that hard, when the monster comes, reduce the arrows a little
User prompt
At the twentieth second of the game, the monster comes and the arrows suddenly become very fast and multiply, then return to normal after ten seconds.
User prompt
Move the skin's location a little higher from assets
User prompt
let the clouds be white
User prompt
Make the background sky cloudy
User prompt
make background
Initial prompt
Let it be a little bigger, let it be a little higher
/**** * 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: 0x222e3a // A richer, more visually appealing blue-gray background }); /**** * Game Code ****/ // --- Constants --- // Arrow shapes (up, down, left, right) - colored for clarity // Target zone highlight // Feedback text colors // No need to init Text2 assets, just use Text2 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; // --- 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 120px y: TARGET_ZONE_Y + TARGET_ZONE_HEIGHT / 2 - 120, 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; 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 arr = new FallingArrow(); // Random type var type = ARROW_TYPES[Math.floor(Math.random() * 4)]; arr.setArrowType(type); arr.arrowType = type; arr.speed = arrowSpeed; // X position: match button 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) { 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; } } // Gradually increase difficulty if (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 = []; }; // --- Score display update --- scoreTxt.setText(score); // --- Start the game --- score = 0; combo = 0; arrowSpawnInterval = 60; arrowSpeed = 8; gameOver = false; fallingArrows = []; ticksSinceLastArrow = 0;
===================================================================
--- original.js
+++ change.js
@@ -75,19 +75,19 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x181818
+ backgroundColor: 0x222e3a // A richer, more visually appealing blue-gray background
});
/****
* Game Code
****/
-// 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 ---
+// Arrow shapes (up, down, left, right) - colored for clarity
+// Target zone highlight
+// Feedback text colors
+// No need to init Text2 assets, just use Text2
var ARROW_TYPES = ['left', 'down', 'up', 'right'];
var ARROW_COLORS = {
'up': '#4fc3f7',
'down': '#ffb74d',