User prompt
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
User prompt
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
User prompt
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
User prompt
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
User prompt
Oyuna kendin birşeyler kat iyilestir
User prompt
Hataları düzelt
User prompt
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
User prompt
Nice yapmak sifirlamasin artık. Eğer 2/3 ise onu 1/3 E indirsin. Her "nice" -1 Early yapsın.
User prompt
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
User prompt
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
User prompt
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
User prompt
Bı Game over sahnesi yaz. Tekrar başlatma düğmesi de olsun
User prompt
Oyuncu yanlışlıkla early yaptigi zaman combo başa sarmalı
User prompt
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.
User prompt
Ortadaki feedback kısmına kazandığımız ve kaybettiğimiz skoru yazan bı assets koy.
User prompt
Bütün Piano1 Piano2 Piano3 Piano4 ve Piano5 seslerini tuşlara rastgele bir şekilde gelecek şekilde ekle.
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Add the music to game
User prompt
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.
User prompt
"Early" "Missed" ve "Nice" yazısını assetse çevir. Bende boylelikle image değiştirebilirim
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var DoubleTapTile = Container.expand(function (laneIndex) {
var self = Container.call(this);
var assetName = 'doubleTapTile' + 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.completed = false;
self.tapCount = 0;
self.requiredTaps = 2;
self.update = function () {
self.y += self.speed;
// Check if tile is past hit line and not completed
if (self.y > hitLineY + 80 && !self.completed && !self.missed) {
self.missed = true;
showFeedback('MISSED', self.lane);
LK.getSound('miss').play();
LK.showGameOver();
}
};
return self;
});
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 based on feedback type
var scoreDisplay;
if (text === 'NICE') {
scoreDisplay = game.addChild(LK.getAsset('positiveScoreDisplay', {
anchorX: 0.5,
anchorY: 0.5
}));
} else {
scoreDisplay = game.addChild(LK.getAsset('negativeScoreDisplay', {
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() {
// 30% chance to spawn two tiles simultaneously
var spawnTwo = Math.random() < 0.3;
if (spawnTwo) {
// Spawn two tiles in different lanes
var laneIndex1 = Math.floor(Math.random() * 4);
var laneIndex2;
// Make sure second lane is different from first
do {
laneIndex2 = Math.floor(Math.random() * 4);
} while (laneIndex2 === laneIndex1);
// Create first tile (20% chance for double tap)
var tile1;
if (Math.random() < 0.2) {
tile1 = new DoubleTapTile(laneIndex1);
} else {
tile1 = new QuickTile(laneIndex1);
}
tile1.x = 256 + laneIndex1 * 512;
tile1.y = -100;
tiles.push(tile1);
game.addChild(tile1);
// Create second tile (20% chance for double tap)
var tile2;
if (Math.random() < 0.2) {
tile2 = new DoubleTapTile(laneIndex2);
} else {
tile2 = new QuickTile(laneIndex2);
}
tile2.x = 256 + laneIndex2 * 512;
tile2.y = -100;
tiles.push(tile2);
game.addChild(tile2);
} else {
// Spawn single tile (20% chance for double tap)
var laneIndex = Math.floor(Math.random() * 4);
var tile;
if (Math.random() < 0.2) {
tile = new DoubleTapTile(laneIndex);
} else {
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 tile hits
var hitTile = false;
for (var i = 0; i < tiles.length; i++) {
var tile = tiles[i];
if (tile.lane === laneIndex && !tile.missed && !tile.earlyPressed) {
var distance = Math.abs(tile.y - hitLineY);
if (distance <= 80) {
// Handle QuickTile
if (tile instanceof QuickTile && !tile.hit) {
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;
}
// Handle DoubleTapTile
else if (tile instanceof DoubleTapTile && !tile.completed) {
tile.tapCount++;
// Use random Piano1-Piano5 sounds for each tap
var pianoSounds = ['Piano1', 'Piano2', 'Piano3', 'Piano4', 'Piano5'];
var randomSound = pianoSounds[Math.floor(Math.random() * pianoSounds.length)];
LK.getSound(randomSound).play();
// Visual feedback for each tap
tween(tile, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(tile, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
if (tile.tapCount >= tile.requiredTaps) {
// Tile completed
tile.completed = true;
LK.setScore(LK.getScore() + 20); // Double points for double tap tile
comboCount++;
showFeedback('NICE', laneIndex);
// Visual effect for completion
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
@@ -5,8 +5,35 @@
/****
* Classes
****/
+var DoubleTapTile = Container.expand(function (laneIndex) {
+ var self = Container.call(this);
+ var assetName = 'doubleTapTile' + 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.completed = false;
+ self.tapCount = 0;
+ self.requiredTaps = 2;
+ self.update = function () {
+ self.y += self.speed;
+ // Check if tile is past hit line and not completed
+ if (self.y > hitLineY + 80 && !self.completed && !self.missed) {
+ self.missed = true;
+ showFeedback('MISSED', self.lane);
+ LK.getSound('miss').play();
+ LK.showGameOver();
+ }
+ };
+ return self;
+});
var QuickTile = Container.expand(function (laneIndex) {
var self = Container.call(this);
var assetName = 'quickTile' + laneIndex;
var graphics = self.attachAsset(assetName, {
@@ -182,24 +209,39 @@
// Make sure second lane is different from first
do {
laneIndex2 = Math.floor(Math.random() * 4);
} while (laneIndex2 === laneIndex1);
- // Create first tile
- var tile1 = new QuickTile(laneIndex1);
+ // Create first tile (20% chance for double tap)
+ var tile1;
+ if (Math.random() < 0.2) {
+ tile1 = new DoubleTapTile(laneIndex1);
+ } else {
+ tile1 = new QuickTile(laneIndex1);
+ }
tile1.x = 256 + laneIndex1 * 512;
tile1.y = -100;
tiles.push(tile1);
game.addChild(tile1);
- // Create second tile
- var tile2 = new QuickTile(laneIndex2);
+ // Create second tile (20% chance for double tap)
+ var tile2;
+ if (Math.random() < 0.2) {
+ tile2 = new DoubleTapTile(laneIndex2);
+ } else {
+ tile2 = new QuickTile(laneIndex2);
+ }
tile2.x = 256 + laneIndex2 * 512;
tile2.y = -100;
tiles.push(tile2);
game.addChild(tile2);
} else {
- // Spawn single tile as before
+ // Spawn single tile (20% chance for double tap)
var laneIndex = Math.floor(Math.random() * 4);
- var tile = new QuickTile(laneIndex);
+ var tile;
+ if (Math.random() < 0.2) {
+ tile = new DoubleTapTile(laneIndex);
+ } else {
+ tile = new QuickTile(laneIndex);
+ }
tile.x = 256 + laneIndex * 512;
tile.y = -100;
tiles.push(tile);
game.addChild(tile);
@@ -243,37 +285,84 @@
}, {
duration: 100,
easing: tween.easeOut
});
- // Check for quick tile hits
+ // Check for 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) {
+ if (tile.lane === laneIndex && !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();
+ // Handle QuickTile
+ if (tile instanceof QuickTile && !tile.hit) {
+ 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;
+ }
+ // Handle DoubleTapTile
+ else if (tile instanceof DoubleTapTile && !tile.completed) {
+ tile.tapCount++;
+ // Use random Piano1-Piano5 sounds for each tap
+ var pianoSounds = ['Piano1', 'Piano2', 'Piano3', 'Piano4', 'Piano5'];
+ var randomSound = pianoSounds[Math.floor(Math.random() * pianoSounds.length)];
+ LK.getSound(randomSound).play();
+ // Visual feedback for each tap
+ tween(tile, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(tile, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 100
+ });
+ }
+ });
+ if (tile.tapCount >= tile.requiredTaps) {
+ // Tile completed
+ tile.completed = true;
+ LK.setScore(LK.getScore() + 20); // Double points for double tap tile
+ comboCount++;
+ showFeedback('NICE', laneIndex);
+ // Visual effect for completion
+ tween(tile, {
+ alpha: 0,
+ scaleX: 1.5,
+ scaleY: 1.5
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ tile.destroy();
+ }
+ });
+ updateScoreDisplay();
}
- });
- updateScoreDisplay();
- hitTile = true;
- break;
+ hitTile = true;
+ break;
+ }
} else if (tile.y < hitLineY - 80) {
// Early press
tile.earlyPressed = true;
showFeedback('EARLY', 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