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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreText.setText('Score: ' + LK.getScore());' Line Number: 453
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Oyunu tekrar gelistir. Ama ekledigin herşeyin bı manası olsun. Level atlamanın da bı manası olsun. Ne yaparsan bı karsilik da üret. ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Başka seyler daha ekle. Bağımlı yapacak uzun soluklu eğlenceli bı oyun olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'multiplierText.style.fill = 0xFFFFFF; // White for 1x' Line Number: 195
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Oyuna kendin birşeyler kat iyilestir
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Hataları düzelt
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Pluginler de yükleme hatası var düzelt
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Kendin oyunu geliştirecek fikirler ekle
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Her 5 tuş da bı %2 kadar oyun hızi artsın
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Nice yapmak sifirlamasin artık. Eğer 2/3 ise onu 1/3 E indirsin. Her "nice" -1 Early yapsın.
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Recoveryyi kaldır. Adını early diye yaz. Oyuncu eğer üst üste early yaparsa kaybedecek. Ve o early skorunda 0/3 yazacak. Her hata yaptığında 1 artcak. Ta ki 3/3 olana kadar. Ama 2/3 iken "Nice" yaparsa sifirlancak
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Delete that game over scene. Also if the gamer makes 3 earlies at the same time the game will end we lose. But if he manages to take control. It resets (make a score for that) also doing it early should not be -5 instead it should be -30
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = self.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 80
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Bı Game over sahnesi yaz. Tekrar başlatma düğmesi de olsun
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Oyuncu yanlışlıkla early yaptigi zaman combo başa sarmalı
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Çift tiklamali tuşu kaldır. Yerine sadece bı tane koy
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Iki kez tıklamanız gereken yeni bı tile üret assetsle beraber
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Bazen iki tuş aynı anda gelebilsin (2 den fazla olmasın)
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Score displayini ayır ikiye. +10 a ait başka bı asset -5 ait başka bı assets olsun. Böylece ikisine ayrı Ui koyabilirim.
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Ortadaki feedback kısmına kazandığımız ve kaybettiğimiz skoru yazan bı assets koy.
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Bütün Piano1 Piano2 Piano3 Piano4 ve Piano5 seslerini tuşlara rastgele bir şekilde gelecek şekilde ekle.
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Add the music to game
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Tap0 Piano,Piano2 ve Bass soundlarını 4 Tuşa eşit dağıt
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4 ayrı "Tap" ses kimliği oluştur. 4 notaya da ayrı ses vericem çünkü.
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"Early" "Missed" ve "Nice" yazısını assetse çevir. Bende boylelikle image değiştirebilirim
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var QuickTile = Container.expand(function (laneIndex) {
var self = Container.call(this);
var assetName = 'quickTile' + laneIndex;
var graphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 12;
self.lane = laneIndex || 0;
self.hit = false;
self.missed = false;
self.earlyPressed = false;
self.update = function () {
self.y += self.speed;
// Check if tile is past hit line and not hit
if (self.y > hitLineY + 80 && !self.hit && !self.missed) {
self.missed = true;
showFeedback('MISSED', self.lane);
LK.getSound('miss').play();
LK.showGameOver();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
var lanes = [];
var hitLineY = 2200;
var tiles = [];
var activeLanes = [false, false, false, false];
var comboCount = 0;
var tileSpawnTimer = 0;
var feedbackTexts = [];
var tileSpawnInterval = 45;
var gameSpeed = 1;
// Create lanes
for (var i = 0; i < 4; i++) {
var lane = game.addChild(LK.getAsset('lane', {
anchorX: 0.5,
anchorY: 0.5
}));
lane.x = 256 + i * 512;
lane.y = 1366;
lanes.push(lane);
}
// Create hit line
var hitLine = game.addChild(LK.getAsset('hitLine', {
anchorX: 0.5,
anchorY: 0.5
}));
hitLine.x = 1024;
hitLine.y = hitLineY;
// Create lane dividers
for (var i = 1; i < 4; i++) {
var divider = game.addChild(LK.getAsset('laneDivider', {
anchorX: 0.5,
anchorY: 0.5
}));
divider.x = i * 512;
divider.y = 1366;
}
// Create UI
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var comboText = new Text2('Combo: 0', {
size: 60,
fill: 0xFFFF00
});
comboText.anchor.set(0.5, 0);
comboText.y = 100;
LK.gui.top.addChild(comboText);
function updateScoreDisplay() {
scoreText.setText('Score: ' + LK.getScore());
comboText.setText('Combo: ' + comboCount);
}
function showFeedback(text, laneIndex) {
var assetName = 'feedback' + text.charAt(0).toUpperCase() + text.slice(1).toLowerCase();
var feedbackImage = game.addChild(LK.getAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
}));
feedbackImage.x = 1024; // Center of screen
feedbackImage.y = 1366; // Center of screen vertically
feedbackImage.alpha = 1;
feedbackTexts.push(feedbackImage);
// Add score display
var scoreDisplay = game.addChild(LK.getAsset('scoreDisplay', {
anchorX: 0.5,
anchorY: 0.5
}));
scoreDisplay.x = 1024; // Center of screen
scoreDisplay.y = 1450; // Below feedback
scoreDisplay.alpha = 1;
feedbackTexts.push(scoreDisplay);
// Create score text overlay
var scoreChangeText = new Text2('', {
size: 60,
fill: text === 'NICE' ? 0x00FF00 : 0xFF0000
});
scoreChangeText.anchor.set(0.5, 0.5);
scoreChangeText.x = scoreDisplay.x;
scoreChangeText.y = scoreDisplay.y;
if (text === 'NICE') {
scoreChangeText.setText('+10');
} else if (text === 'EARLY') {
scoreChangeText.setText('-5');
} else if (text === 'MISSED') {
scoreChangeText.setText('0');
}
game.addChild(scoreChangeText);
feedbackTexts.push(scoreChangeText);
tween(feedbackImage, {
alpha: 0,
y: feedbackImage.y - 100
}, {
duration: 1000,
onFinish: function onFinish() {
feedbackImage.destroy();
var index = feedbackTexts.indexOf(feedbackImage);
if (index > -1) feedbackTexts.splice(index, 1);
}
});
tween(scoreDisplay, {
alpha: 0,
y: scoreDisplay.y - 100
}, {
duration: 1000,
onFinish: function onFinish() {
scoreDisplay.destroy();
var index = feedbackTexts.indexOf(scoreDisplay);
if (index > -1) feedbackTexts.splice(index, 1);
}
});
tween(scoreChangeText, {
alpha: 0,
y: scoreChangeText.y - 100
}, {
duration: 1000,
onFinish: function onFinish() {
scoreChangeText.destroy();
var index = feedbackTexts.indexOf(scoreChangeText);
if (index > -1) feedbackTexts.splice(index, 1);
}
});
}
function spawnTile() {
var laneIndex = Math.floor(Math.random() * 4);
var tile = new QuickTile(laneIndex);
tile.x = 256 + laneIndex * 512;
tile.y = -100;
tiles.push(tile);
game.addChild(tile);
}
function getLaneFromX(x) {
if (x < 512) return 0;
if (x < 1024) return 1;
if (x < 1536) return 2;
return 3;
}
function activateLane(laneIndex) {
if (laneIndex >= 0 && laneIndex < 4) {
activeLanes[laneIndex] = true;
lanes[laneIndex].removeChild(lanes[laneIndex].children[0]);
var activeLane = LK.getAsset('laneActive', {
anchorX: 0.5,
anchorY: 0.5
});
lanes[laneIndex].addChild(activeLane);
}
}
function deactivateLane(laneIndex) {
if (laneIndex >= 0 && laneIndex < 4) {
activeLanes[laneIndex] = false;
lanes[laneIndex].removeChild(lanes[laneIndex].children[0]);
var normalLane = LK.getAsset('lane', {
anchorX: 0.5,
anchorY: 0.5
});
lanes[laneIndex].addChild(normalLane);
}
}
game.down = function (x, y, obj) {
var laneIndex = getLaneFromX(x);
activateLane(laneIndex);
// Add lane press animation
tween(lanes[laneIndex], {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 100,
easing: tween.easeOut
});
// Check for quick tile hits
var hitTile = false;
for (var i = 0; i < tiles.length; i++) {
var tile = tiles[i];
if (tile instanceof QuickTile && tile.lane === laneIndex && !tile.hit && !tile.missed && !tile.earlyPressed) {
var distance = Math.abs(tile.y - hitLineY);
if (distance <= 80) {
tile.hit = true;
LK.setScore(LK.getScore() + 10);
comboCount++;
showFeedback('NICE', laneIndex);
// Use random Piano1-Piano5 sounds for each tile hit
var pianoSounds = ['Piano1', 'Piano2', 'Piano3', 'Piano4', 'Piano5'];
var randomSound = pianoSounds[Math.floor(Math.random() * pianoSounds.length)];
LK.getSound(randomSound).play();
// Visual effect
tween(tile, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
onFinish: function onFinish() {
tile.destroy();
}
});
updateScoreDisplay();
hitTile = true;
break;
} else if (tile.y < hitLineY - 80) {
// Early press
tile.earlyPressed = true;
showFeedback('EARLY', laneIndex);
LK.getSound('early').play();
LK.setScore(LK.getScore() - 5); // Deduct points for early press
// Destroy tile immediately on early press
tween(tile, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 200,
onFinish: function onFinish() {
tile.destroy();
}
});
updateScoreDisplay();
hitTile = true;
break;
}
}
}
};
game.up = function (x, y, obj) {
var laneIndex = getLaneFromX(x);
deactivateLane(laneIndex);
// Add lane release animation
tween(lanes[laneIndex], {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
};
// Start background music
LK.playMusic('Music');
game.update = function () {
// Spawn tiles
tileSpawnTimer++;
if (tileSpawnTimer >= tileSpawnInterval) {
spawnTile();
tileSpawnTimer = 0;
// Increase difficulty over time
if (LK.ticks % 300 === 0) {
gameSpeed += 0.15;
tileSpawnInterval = Math.max(25, tileSpawnInterval - 1);
}
}
// Clean up tiles
for (var i = tiles.length - 1; i >= 0; i--) {
var tile = tiles[i];
if (tile.y > 2800 || tile.hit || tile.completed || tile.missed && tile.y > hitLineY + 200 || tile.earlyPressed && tile.y > 2800) {
if (!tile.destroyed) {
tile.destroy();
tiles.splice(i, 1);
}
}
}
// Update tile speeds based on game speed
for (var i = 0; i < tiles.length; i++) {
tiles[i].speed = 12 * gameSpeed;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -103,8 +103,34 @@
feedbackImage.x = 1024; // Center of screen
feedbackImage.y = 1366; // Center of screen vertically
feedbackImage.alpha = 1;
feedbackTexts.push(feedbackImage);
+ // Add score display
+ var scoreDisplay = game.addChild(LK.getAsset('scoreDisplay', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ scoreDisplay.x = 1024; // Center of screen
+ scoreDisplay.y = 1450; // Below feedback
+ scoreDisplay.alpha = 1;
+ feedbackTexts.push(scoreDisplay);
+ // Create score text overlay
+ var scoreChangeText = new Text2('', {
+ size: 60,
+ fill: text === 'NICE' ? 0x00FF00 : 0xFF0000
+ });
+ scoreChangeText.anchor.set(0.5, 0.5);
+ scoreChangeText.x = scoreDisplay.x;
+ scoreChangeText.y = scoreDisplay.y;
+ if (text === 'NICE') {
+ scoreChangeText.setText('+10');
+ } else if (text === 'EARLY') {
+ scoreChangeText.setText('-5');
+ } else if (text === 'MISSED') {
+ scoreChangeText.setText('0');
+ }
+ game.addChild(scoreChangeText);
+ feedbackTexts.push(scoreChangeText);
tween(feedbackImage, {
alpha: 0,
y: feedbackImage.y - 100
}, {
@@ -114,8 +140,30 @@
var index = feedbackTexts.indexOf(feedbackImage);
if (index > -1) feedbackTexts.splice(index, 1);
}
});
+ tween(scoreDisplay, {
+ alpha: 0,
+ y: scoreDisplay.y - 100
+ }, {
+ duration: 1000,
+ onFinish: function onFinish() {
+ scoreDisplay.destroy();
+ var index = feedbackTexts.indexOf(scoreDisplay);
+ if (index > -1) feedbackTexts.splice(index, 1);
+ }
+ });
+ tween(scoreChangeText, {
+ alpha: 0,
+ y: scoreChangeText.y - 100
+ }, {
+ duration: 1000,
+ onFinish: function onFinish() {
+ scoreChangeText.destroy();
+ var index = feedbackTexts.indexOf(scoreChangeText);
+ if (index > -1) feedbackTexts.splice(index, 1);
+ }
+ });
}
function spawnTile() {
var laneIndex = Math.floor(Math.random() * 4);
var tile = new QuickTile(laneIndex);
A line. In-Game asset. 2d. High contrast. No shadows
A "single" tile of musical note 🎵. In-Game asset. 2d. High contrast. No shadows
A single tile of musical note 🎵 blue. In-Game asset. 2d. High contrast. No shadows
A single tile of musical note green. In-Game asset. 2d. High contrast. No shadows
A single musical tile red. In-Game asset. 2d. High contrast. No shadows
An UI written "NICE". In-Game asset. 2d. High contrast. No shadows
An UI written "Missed". In-Game asset. 2d. High contrast. No shadows
An UI written "Early". In-Game asset. 2d. High contrast. No shadows
A score display written +10 on it. In-Game asset. 2d. High contrast. No shadows
A score Ui that written -30 on it. In-Game asset. 2d. High contrast. No shadows
An image of "Perfect" Written on it. In-Game asset. 2d. High contrast. No shadows