User prompt
75bpmden 5er 5er artarak 100bpm'e kadar muÌzik assetleri oluştur. her muÌzigÌin her şeyi tam ancak kickleri eksik olsun. isminde yazılı olan bpme goÌre bastıgÌımızda şarkıyı tamamlayacak şekilde tasarla muÌzikleri
User prompt
story modunu ve o moda ait tuÌm detayları assetleri kaldır
User prompt
karakter hareket etmiyor
User prompt
karakter bastıgÌımız alana dogÌru ilerlesin
User prompt
"/**** * Assets ****/ LK.init.shape('Menu', {width:100, height:100, color:0x484b0e, shape:'box'}) LK.init.shape('intro_blur', {width:1248, height:156, color:0x000000, shape:'box'}) LK.init.shape('music_off', {width:180, height:180, color:0xdf4536, shape:'box'}) LK.init.shape('music_on', {width:180, height:180, color:0xae36de, shape:'box'}) LK.init.image('Storypopup', {width:2139.41, height:2808.66, id:'683d00e15715f4c9136ea2d2'}) LK.init.image('bush', {width:240, height:130.84, id:'683cfd65ebe79108d1f155f6'}) LK.init.image('exit', {width:700, height:257.03, id:'683ccbec5715f4c9136ea28d'}) LK.init.image('flower', {width:160, height:160, id:'683cb7bf5715f4c9136ea26f'}) LK.init.image('flower_yellow', {width:120, height:120, id:'683cc05f5715f4c9136ea278'}) LK.init.image('golet', {width:400, height:400, id:'683d68035715f4c9136ea31a'}) LK.init.image('grass_sprite', {width:90, height:135, id:'683cbbbc5715f4c9136ea271'}) LK.init.image('help', {width:700, height:267.97, id:'683ccc1f5715f4c9136ea28f'}) LK.init.image('home', {width:700.57, height:663.54, id:'683d75c35715f4c9136ea33a'}) LK.init.image('intro', {width:2048, height:2048, id:'683caaa2ebe79108d1f155a1'}) LK.init.image('musicschool', {width:800, height:800, id:'683d72c7ebe79108d1f15649'}) LK.init.image('mussicdukkan', {width:800, height:596.88, id:'683d750eebe79108d1f1564b'}) LK.init.image('newtree', {width:520, height:520, id:'683c8bb85715f4c9136ea23e'}) LK.init.image('player_idle_1', {width:220, height:220, id:'683d6478ebe79108d1f15632'}) LK.init.image('player_idle_2', {width:220, height:220, id:'683d6478ebe79108d1f15634'}) LK.init.image('player_idle_3', {width:220, height:220, id:'683d647aebe79108d1f15636'}) LK.init.image('player_idle_4', {width:230, height:230, id:'683d647aebe79108d1f15637'}) LK.init.image('player_idle_5', {width:220, height:220, id:'683d6479ebe79108d1f15635'}) LK.init.image('player_idle_6', {width:215, height:233.63, id:'683d647bebe79108d1f15638', flipX:1}) LK.init.image('player_walk_down_1', {width:220, height:220, id:'683d521a5715f4c9136ea300'}) LK.init.image('player_walk_down_2', {width:220, height:220, id:'683d521b5715f4c9136ea302'}) LK.init.image('player_walk_down_3', {width:220, height:220, id:'683d521b5715f4c9136ea303'}) LK.init.image('player_walk_down_4', {width:230, height:230, id:'683d521b5715f4c9136ea304'}) LK.init.image('player_walk_down_5', {width:220, height:220, id:'683d521c5715f4c9136ea305'}) LK.init.image('player_walk_down_6', {width:215, height:233.63, id:'683d521c5715f4c9136ea306'}) LK.init.image('player_walk_left_1', {width:220, height:220, id:'683d52e55715f4c9136ea307', flipX:1}) LK.init.image('player_walk_left_2', {width:220, height:220, id:'683d52e55715f4c9136ea309', flipX:1}) LK.init.image('player_walk_left_3', {width:220, height:220, id:'683d52e65715f4c9136ea30a', flipX:1}) LK.init.image('player_walk_left_4', {width:230, height:230, id:'683d52e6ebe79108d1f1562f', flipX:1}) LK.init.image('player_walk_left_5', {width:220, height:220, id:'683d52e7ebe79108d1f15630', flipX:1}) LK.init.image('player_walk_left_6', {width:215, height:233.63, id:'683d52e7ebe79108d1f15631', flipX:1}) LK.init.image('player_walk_right_1', {width:220, height:220, id:'683d52e55715f4c9136ea307'}) LK.init.image('player_walk_right_2', {width:220, height:220, id:'683d52e55715f4c9136ea309'}) LK.init.image('player_walk_right_3', {width:220, height:220, id:'683d52e65715f4c9136ea30a'}) LK.init.image('player_walk_right_4', {width:230, height:230, id:'683d52e6ebe79108d1f1562f'}) LK.init.image('player_walk_right_5', {width:220, height:220, id:'683d52e7ebe79108d1f15630'}) LK.init.image('player_walk_right_6', {width:215, height:233.63, id:'683d52e7ebe79108d1f15631'}) LK.init.image('player_walk_up_1', {width:220, height:220, id:'683d63965715f4c9136ea313'}) LK.init.image('player_walk_up_2', {width:220, height:220, id:'683d63975715f4c9136ea315'}) LK.init.image('player_walk_up_3', {width:220, height:220, id:'683d63985715f4c9136ea316'}) LK.init.image('player_walk_up_4', {width:230, height:230, id:'683d63995715f4c9136ea317'}) LK.init.image('player_walk_up_5', {width:220, height:220, id:'683d63995715f4c9136ea318'}) LK.init.image('player_walk_up_6', {width:215, height:233.63, id:'683d639a5715f4c9136ea319'}) LK.init.image('popup', {width:110, height:164.68, id:'683cd7585715f4c9136ea2ae'}) LK.init.image('settings', {width:180, height:180, id:'683cd806ebe79108d1f155da'}) LK.init.image('start_screen_bg', {width:2054.68, height:3076.01, id:'683cc9485715f4c9136ea285'}) LK.init.image('story', {width:700, height:267.97, id:'683ccc245715f4c9136ea292'}) LK.init.image('tile_grass', {width:256, height:256, id:'683cbd8d5715f4c9136ea273'}) LK.init.image('tile_water', {width:256, height:256, id:'683cbd8d5715f4c9136ea273'}) LK.init.image('tree', {width:400, height:658.33, id:'683d6d065715f4c9136ea31e'}) LK.init.music('Gamemus', {volume:0.3, start:0.016, end:0.994, id:'683d0a1e5715f4c9136ea2d6'}) LK.init.music('Startscreenmus', {volume:1, start:0.006, end:1, id:'683d05525715f4c9136ea2d4'}) LK.init.sound('buttonsound', {volume:0.2, start:0, end:1, id:'683d7f7df8b8d0488620180c'}) LK.init.music('intromus', {volume:1, start:0, end:1, id:'683d0718ebe79108d1f155f8'}) /**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Flower class var Flower = Container.expand(function () { var self = Container.call(this); // Randomly choose between pink and yellow flower var flowerType = Math.random() < 0.5 ? 'flower' : 'flower_yellow'; var flowerSprite = self.attachAsset(flowerType, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () {}; return self; }); // Grass sprite class var GrassSprite = Container.expand(function () { var self = Container.call(this); var grassGraphic = self.attachAsset('grass_sprite', { anchorX: 0.5, anchorY: 1 }); // Random rotation for variety grassGraphic.rotation = (Math.random() - 0.5) * 0.3; // Random scale for variety var scale = 0.7 + Math.random() * 0.6; grassGraphic.scaleX = scale; grassGraphic.scaleY = scale; // Random tint for variety var tintVariation = 0.8 + Math.random() * 0.4; grassGraphic.tint = Math.floor(0x7c * tintVariation) * 0x10000 + 0xb342; self.update = function () {}; return self; }); // Home class var Home = Container.expand(function () { var self = Container.call(this); var homeSprite = self.attachAsset('home', { anchorX: 0.5, anchorY: 1 }); self.update = function () {}; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); // --- Animation setup --- // Idle animation frames self.idleFrames = ['player_idle_1', 'player_idle_2', 'player_idle_3', 'player_idle_4', 'player_idle_5', 'player_idle_6']; self.idleSprites = []; for (var i = 0; i < self.idleFrames.length; i++) { var idleSpr = self.attachAsset(self.idleFrames[i], { anchorX: 0.5, anchorY: 0.5, visible: i === 0 // Only first frame visible initially }); self.idleSprites.push(idleSpr); } self.walkDownFrames = ['player_walk_down_1', 'player_walk_down_2', 'player_walk_down_3', 'player_walk_down_4', 'player_walk_down_5', 'player_walk_down_6']; self.walkDownSprites = []; for (var i = 0; i < self.walkDownFrames.length; i++) { var spr = self.attachAsset(self.walkDownFrames[i], { anchorX: 0.5, anchorY: 0.5, visible: false // All walk sprites initially hidden }); self.walkDownSprites.push(spr); } // Walk up animation frames self.walkUpFrames = ['player_walk_up_1', 'player_walk_up_2', 'player_walk_up_3', 'player_walk_up_4', 'player_walk_up_5', 'player_walk_up_6']; self.walkUpSprites = []; for (var i = 0; i < self.walkUpFrames.length; i++) { var sprUp = self.attachAsset(self.walkUpFrames[i], { anchorX: 0.5, anchorY: 0.5, visible: false }); self.walkUpSprites.push(sprUp); } // Walk right animation frames self.walkRightFrames = ['player_walk_right_1', 'player_walk_right_2', 'player_walk_right_3', 'player_walk_right_4', 'player_walk_right_5', 'player_walk_right_6']; self.walkRightSprites = []; for (var i = 0; i < self.walkRightFrames.length; i++) { var sprRight = self.attachAsset(self.walkRightFrames[i], { anchorX: 0.5, anchorY: 0.5, visible: false }); self.walkRightSprites.push(sprRight); } // Walk left animation frames self.walkLeftFrames = ['player_walk_left_1', 'player_walk_left_2', 'player_walk_left_3', 'player_walk_left_4', 'player_walk_left_5', 'player_walk_left_6']; self.walkLeftSprites = []; for (var i = 0; i < self.walkLeftFrames.length; i++) { var sprLeft = self.attachAsset(self.walkLeftFrames[i], { anchorX: 0.5, anchorY: 0.5, visible: false }); self.walkLeftSprites.push(sprLeft); } self.currentAnim = 'idle'; self.animFrame = 0; self.animTick = 0; self.idleTick = 0; // Separate tick counter for idle animation self.idleFrame = 0; // Current idle animation frame self.animFrameCount = self.walkDownFrames.length; // This will be adjusted based on current animation self.animFrameDelay = 6; // frames per animation frame (60fps/6 = 10fps) self.idleFrameDelay = 30; // Slower animation for idle (60fps/30 = 2fps) // Use first frame for radius self.radius = self.walkDownSprites[0].width / 2; // --- Animation update --- self.update = function () { // Animate only if moving down (dy > 0), up (dy < 0), or right (dx > 2) // We'll check global playerSpeed and targetX/targetY, so this works for our game // Defensive: check if self is the global player var isMovingDown = false; var isMovingUp = false; var isMovingRight = false; var isMovingLeft = false; // Added for left movement if (typeof player !== "undefined" && self === player) { if (typeof targetY !== "undefined" && typeof playerSpeed !== "undefined" && typeof targetX !== "undefined") { var dy = targetY - player._worldY; var dx = targetX - player._worldX; // Only animate if moving down and not at target if (dy > 2 && Math.abs(dy) >= Math.abs(dx)) { isMovingDown = true; } // Only animate if moving up and not at target else if (dy < -2 && Math.abs(dy) >= Math.abs(dx)) { isMovingUp = true; } // Added else if // Only animate if moving right and not at target (and moving more in x than y) else if (dx > 2 && Math.abs(dx) > Math.abs(dy)) { isMovingRight = true; } // Added else if // Only animate if moving left and not at target (and moving more in x than y) else if (dx < -2 && Math.abs(dx) > Math.abs(dy)) { isMovingLeft = true; } // Added else if } } var currentAnimationFramesCount = self.walkDownFrames.length; // Default // Animate walk down if (isMovingDown) { self.currentAnim = 'down'; currentAnimationFramesCount = self.walkDownFrames.length; self.animTick++; if (self.animTick >= self.animFrameDelay) { self.animTick = 0; self.animFrame = (self.animFrame + 1) % currentAnimationFramesCount; } // Show only the current frame for walkDown, hide others for (var i = 0; i < self.walkDownSprites.length; i++) { self.walkDownSprites[i].visible = i === self.animFrame; } for (var i = 0; i < self.walkUpSprites.length; i++) { self.walkUpSprites[i].visible = false; } for (var i = 0; i < self.walkRightSprites.length; i++) { self.walkRightSprites[i].visible = false; } for (var i = 0; i < self.walkLeftSprites.length; i++) { self.walkLeftSprites[i].visible = false; } // Hide idle sprites for (var i = 0; i < self.idleSprites.length; i++) { self.idleSprites[i].visible = false; } } else if (isMovingUp) { self.currentAnim = 'up'; currentAnimationFramesCount = self.walkUpFrames.length; self.animTick++; if (self.animTick >= self.animFrameDelay) { self.animTick = 0; self.animFrame = (self.animFrame + 1) % currentAnimationFramesCount; } // Show only the current frame for walkUp, hide others for (var i = 0; i < self.walkUpSprites.length; i++) { self.walkUpSprites[i].visible = i === self.animFrame; } for (var i = 0; i < self.walkDownSprites.length; i++) { self.walkDownSprites[i].visible = false; } for (var i = 0; i < self.walkRightSprites.length; i++) { self.walkRightSprites[i].visible = false; } for (var i = 0; i < self.walkLeftSprites.length; i++) { self.walkLeftSprites[i].visible = false; } // Hide idle sprites for (var i = 0; i < self.idleSprites.length; i++) { self.idleSprites[i].visible = false; } } else if (isMovingRight) { self.currentAnim = 'right'; currentAnimationFramesCount = self.walkRightFrames.length; self.animTick++; if (self.animTick >= self.animFrameDelay) { self.animTick = 0; self.animFrame = (self.animFrame + 1) % currentAnimationFramesCount; } // Show only the current frame for walkRight, hide others for (var i = 0; i < self.walkRightSprites.length; i++) { self.walkRightSprites[i].visible = i === self.animFrame; } for (var i = 0; i < self.walkDownSprites.length; i++) { self.walkDownSprites[i].visible = false; } for (var i = 0; i < self.walkUpSprites.length; i++) { self.walkUpSprites[i].visible = false; } for (var i = 0; i < self.walkLeftSprites.length; i++) { self.walkLeftSprites[i].visible = false; } // Hide idle sprites for (var i = 0; i < self.idleSprites.length; i++) { self.idleSprites[i].visible = false; } } else if (isMovingLeft) { // Added walk-left animation self.currentAnim = 'left'; currentAnimationFramesCount = self.walkLeftFrames.length; self.animTick++; if (self.animTick >= self.animFrameDelay) { self.animTick = 0; self.animFrame = (self.animFrame + 1) % currentAnimationFramesCount; } // Show only the current frame for walkLeft, hide others for (var i = 0; i < self.walkLeftSprites.length; i++) { self.walkLeftSprites[i].visible = i === self.animFrame; } for (var i = 0; i < self.walkDownSprites.length; i++) { self.walkDownSprites[i].visible = false; } for (var i = 0; i < self.walkUpSprites.length; i++) { self.walkUpSprites[i].visible = false; } for (var i = 0; i < self.walkRightSprites.length; i++) { self.walkRightSprites[i].visible = false; } // Hide idle sprites for (var i = 0; i < self.idleSprites.length; i++) { self.idleSprites[i].visible = false; } } else { // Not moving: show idle animation self.animFrame = 0; self.animTick = 0; self.currentAnim = 'idle'; // Update idle animation self.idleTick++; if (self.idleTick >= self.idleFrameDelay) { self.idleTick = 0; self.idleFrame = (self.idleFrame + 1) % self.idleFrames.length; } // Show only the current idle frame for (var i = 0; i < self.idleSprites.length; i++) { self.idleSprites[i].visible = i === self.idleFrame; } // Hide all walk sprites for (var i = 0; i < self.walkDownSprites.length; i++) { self.walkDownSprites[i].visible = false; } for (var i = 0; i < self.walkUpSprites.length; i++) { self.walkUpSprites[i].visible = false; } for (var i = 0; i < self.walkRightSprites.length; i++) { self.walkRightSprites[i].visible = false; } for (var i = 0; i < self.walkLeftSprites.length; i++) { self.walkLeftSprites[i].visible = false; } } }; return self; }); // Tree class (scenery) var Tree = Container.expand(function () { var self = Container.call(this); var treeSprite = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1 }); self.update = function () {}; return self; }); // World tile class var WorldTile = Container.expand(function () { var self = Container.call(this); self.type = 'grass'; // default self.setType = function (type) { self.type = type; self.removeChildren(); var assetId = 'tile_grass'; if (type === 'water') { assetId = 'tile_water'; } self.attachAsset(assetId, { anchorX: 0, anchorY: 0 }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x6ec6f5 // light blue sky }); /**** * Game Code ****/ // Ava: new blurred image for intro text backgrounds // Ava: new Settings visual asset // --- Start Menu --- var startMenuContainer = new Container(); var startBg = LK.getAsset('start_screen_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); startMenuContainer.addChild(startBg); // 'Başlamak için dokunun' text removed as per requirements // Add a settings icon to the start screen var settingsIcon = LK.getAsset('settings', { anchorX: 1, anchorY: 0, x: 2048 - 80, y: 80 }); startMenuContainer.addChild(settingsIcon); // --- Settings Popup --- var settingsPopupContainer = new Container(); settingsPopupContainer.visible = false; // Settings popup background overlay var settingsOverlay = LK.getAsset('popup', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 20.48, scaleY: 27.32, alpha: 0.8, tint: 0x000000 }); settingsPopupContainer.addChild(settingsOverlay); // Settings popup box var settingsBox = new Container(); var settingsBoxBg = LK.getAsset('popup', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 12, scaleY: 12, tint: 0xffffff }); settingsBox.addChild(settingsBoxBg); // Settings title var settingsTitle = new Text2('SETTINGS', { size: 90, fill: "#fff", align: "center", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); settingsTitle.anchor.set(0.5, 0.5); settingsTitle.x = 0; settingsTitle.y = -350 - 300; settingsBox.addChild(settingsTitle); // Settings close button var settingsCloseBtn = LK.getAsset('exit', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 350, scaleX: 0.5, scaleY: 0.5 }); settingsBox.addChild(settingsCloseBtn); settingsBox.x = 1024; settingsBox.y = 1366; settingsPopupContainer.addChild(settingsBox); // Close button handler // Track if settingsCloseBtn was pressed var settingsCloseBtnPressed = false; settingsCloseBtn.down = function (x, y, obj) { // Animate scale down tween(settingsCloseBtn, { scaleX: 0.75, scaleY: 0.75 }, { duration: 80, easing: tween.cubicOut }); LK.getSound('buttonsound').play(); settingsCloseBtnPressed = true; }; settingsCloseBtn.up = function (x, y, obj) { // Animate scale up tween(settingsCloseBtn, { scaleX: 0.5, scaleY: 0.5 }, { duration: 80, easing: tween.cubicOut }); if (settingsCloseBtnPressed) { settingsPopupContainer.visible = false; } settingsCloseBtnPressed = false; }; // Block tap on settings overlay settingsOverlay.down = function (x, y, obj) { // Do nothing - prevents taps from going through }; game.addChild(settingsPopupContainer); // Settings icon tap handler // Track if settingsIcon was pressed var settingsIconPressed = false; settingsIcon.down = function (x, y, obj) { // Animate scale down tween(settingsIcon, { scaleX: 0.75, scaleY: 0.75 }, { duration: 80, easing: tween.cubicOut }); LK.getSound('buttonsound').play(); settingsIconPressed = true; }; settingsIcon.up = function (x, y, obj) { // Animate scale up tween(settingsIcon, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicOut }); if (settingsIconPressed) { if (!startMenuContainer.visible) { settingsIconPressed = false; return; } // Always bring settingsPopupContainer to top by removing and re-adding if (settingsPopupContainer.parent) { settingsPopupContainer.parent.removeChild(settingsPopupContainer); } game.addChild(settingsPopupContainer); settingsPopupContainer.visible = true; } settingsIconPressed = false; }; // Add a start button var startButton = new Container(); var startButtonBg = LK.getAsset('bush', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 3, scaleY: 2 }); startButton.addChild(startButtonBg); // Removed START text from the start button startButton.x = 2048 / 2 + 30 - 5 - 4 - 20 - 3; startButton.y = 1200 + 30; startMenuContainer.addChild(startButton); // Add Help visual below the start button var helpIcon = LK.getAsset('help', { anchorX: 0.5, anchorY: 0, x: 2048 / 2 + 5, y: startButton.y + startButtonBg.height * 1.1 // place just below the start button }); // Track if helpIcon was pressed var helpIconPressed = false; helpIcon.down = function (x, y, obj) { tween(helpIcon, { scaleX: 0.75, scaleY: 0.75 }, { duration: 80, easing: tween.cubicOut }); LK.getSound('buttonsound').play(); helpIconPressed = true; }; helpIcon.up = function (x, y, obj) { tween(helpIcon, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicOut }); // If you want to add an action, do it here: helpIconPressed = false; }; startMenuContainer.addChild(helpIcon); // Add Exit visual below the Help icon var exitIcon = LK.getAsset('exit', { anchorX: 0.5, anchorY: 0, x: 2048 / 2 - 4 - 3, // 3 units left y: helpIcon.y + helpIcon.height * 1.1 + 100 // moved 350 units further up (450 - 350 = 100) }); startMenuContainer.addChild(exitIcon); // Ava: End the game when exit button is tapped // Track if exitIcon was pressed var exitIconPressed = false; exitIcon.down = function (x, y, obj) { tween(exitIcon, { scaleX: 0.75, scaleY: 0.75 }, { duration: 80, easing: tween.cubicOut }); LK.getSound('buttonsound').play(); exitIconPressed = true; }; exitIcon.up = function (x, y, obj) { tween(exitIcon, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicOut }); if (exitIconPressed) { LK.showGameOver(); } exitIconPressed = false; }; // Add Story visual at a fixed position, independent of exit button var storyIcon = LK.getAsset('story', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 900 + 670 // moved 670 units further down }); startMenuContainer.addChild(storyIcon); // Story button click handler // Track if storyIcon was pressed var storyIconPressed = false; storyIcon.down = function (x, y, obj) { tween(storyIcon, { scaleX: 0.75, scaleY: 0.75 }, { duration: 80, easing: tween.cubicOut }); LK.getSound('buttonsound').play(); storyIconPressed = true; }; storyIcon.up = function (x, y, obj) { tween(storyIcon, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicOut }); if (storyIconPressed) { if (!startMenuContainer.visible) { storyIconPressed = false; return; } // Remove any previous storypopup if present if (game.storypopupImage && game.storypopupImage.parent) { game.storypopupImage.parent.removeChild(game.storypopupImage); game.storypopupImage = null; } // Create and show the storypopup image var storypopupImage = LK.getAsset('Storypopup', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(storypopupImage); game.storypopupImage = storypopupImage; // Add a close handler to the image (tap anywhere to close) storypopupImage.down = function (x, y, obj) { if (game.storypopupImage && game.storypopupImage.parent) { game.storypopupImage.parent.removeChild(game.storypopupImage); game.storypopupImage = null; } }; } storyIconPressed = false; }; // --- Story Popup --- var storyPopupContainer = new Container(); storyPopupContainer.visible = false; // Story popup background overlay var storyOverlay = LK.getAsset('popup', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 20.48, scaleY: 27.32, alpha: 0.8, tint: 0x000000 }); storyPopupContainer.addChild(storyOverlay); // Story popup box var storyBox = new Container(); var storyBoxBg = LK.getAsset('popup', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 18, scaleY: 18, tint: 0xffffff }); storyBox.addChild(storyBoxBg); // Story title var storyTitle = new Text2('LENO\'S STORY', { size: 80, fill: "#fff", align: "center", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); storyTitle.anchor.set(0.5, 0.5); storyTitle.x = 0; storyTitle.y = -1100; storyBox.addChild(storyTitle); // Story content var storyContent = new Text2("Leno was a 12-year-old boy\nliving alone in a quiet village.\n\nHis mother had passed away years ago.\nHis father left for the city and never returned.\n\nHe had grown used to silence,\nbut the emptiness inside never went away.\n\nOne day, he found a dusty radio in the attic.\nWhen he turned it on, crackling melodies\nopened new doors in his heart.\n\nMusic sparked his imagination.\nHe realized he wanted to create music himself.\n\nLater, he found an old, broken guitar.\nThe strings were missing, but he tried to fix it.\nThough the first sounds were rough,\nhe believed music would become his voice.\n\nTo get a new guitar, he started working\naround the village, slowly getting closer to his dream.", { size: 60, fill: "#fff", align: "center", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); storyContent.anchor.set(0.5, 0.5); storyContent.x = 0; storyContent.y = -220; storyBox.addChild(storyContent); // Close button var storyCloseBtn = LK.getAsset('exit', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 750, scaleX: 0.5, scaleY: 0.5 }); storyBox.addChild(storyCloseBtn); storyBox.x = 1024; storyBox.y = 1366; storyPopupContainer.addChild(storyBox); // Close button handler // Track if storyCloseBtn was pressed var storyCloseBtnPressed = false; storyCloseBtn.down = function (x, y, obj) { tween(storyCloseBtn, { scaleX: 0.75, scaleY: 0.75 }, { duration: 80, easing: tween.cubicOut }); LK.getSound('buttonsound').play(); storyCloseBtnPressed = true; }; storyCloseBtn.up = function (x, y, obj) { tween(storyCloseBtn, { scaleX: 0.5, scaleY: 0.5 }, { duration: 80, easing: tween.cubicOut }); if (storyCloseBtnPressed) { storyPopupContainer.visible = false; } storyCloseBtnPressed = false; }; // Block tap on story overlay storyOverlay.down = function (x, y, obj) { // Do nothing - prevents taps from going through }; // --- Intro Screen --- game.addChild(storyPopupContainer); // Always add storyPopupContainer last so it's on top var introContainer = new Container(); introContainer.visible = false; // Blurred background for intro (semi-transparent overlay) var introBlurBg = LK.getAsset('start_screen_bg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2048 / 180, scaleY: 2732 / 180, alpha: 0.7 }); introContainer.addChild(introBlurBg); var introBg = LK.getAsset('intro', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2732 / 2048, scaleY: 2732 / 2048 }); introContainer.addChild(introBg); // Create blur backgrounds for text var textBlur1 = new Container(); var blur1Bg = LK.getAsset('intro_blur', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 1.5, alpha: 0.5 }); textBlur1.addChild(blur1Bg); textBlur1.x = 2048 / 2; textBlur1.y = 2732 / 2 - 230; textBlur1.alpha = 0.92; introContainer.addChild(textBlur1); // Story text in the center, above introBg var introStoryText = new Text2('\"In a quiet village forgotten by time...\"', { size: 120, fill: "#fff", align: "center", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); introStoryText.anchor.set(0.5, 0.5); introStoryText.x = 2048 / 2; introStoryText.y = 2732 / 2 - 230; introStoryText.alpha = 0.92; introContainer.addChild(introStoryText); // Create blur background for second text var textBlur2 = new Container(); var blur2Bg = LK.getAsset('intro_blur', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 2, alpha: 0.5 }); textBlur2.addChild(blur2Bg); textBlur2.x = 2048 / 2; textBlur2.y = 2732 / 2 + 80; textBlur2.alpha = 0; introContainer.addChild(textBlur2); // Second intro story text, initially invisible var introStoryText2 = new Text2('Leno, a boy with empty pockets...\nbut a heart full of dreams.', { size: 110, fill: "#fff", align: "center", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); introStoryText2.anchor.set(0.5, 0.5); introStoryText2.x = 2048 / 2; introStoryText2.y = 2732 / 2 + 80; introStoryText2.alpha = 0; introContainer.addChild(introStoryText2); // Create blur background for third text var textBlur3 = new Container(); var blur3Bg = LK.getAsset('intro_blur', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, scaleY: 2, alpha: 0.5 }); textBlur3.addChild(blur3Bg); textBlur3.x = 2048 / 2; textBlur3.y = 2732 / 2; textBlur3.alpha = 0; introContainer.addChild(textBlur3); // Third intro story text, initially invisible var introStoryText3 = new Text2('He wanted nothing more than a guitar of his own.\nBut even one string... was too expensive.', { size: 80, fill: "#fff", align: "center", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); introStoryText3.anchor.set(0.5, 0.5); introStoryText3.x = 2048 / 2; introStoryText3.y = 2732 / 2; introStoryText3.alpha = 0; introContainer.addChild(introStoryText3); // Create blur background for fourth text var textBlur4 = new Container(); var blur4Bg = LK.getAsset('intro_blur', { anchorX: 0.5, anchorY: 0.5, scaleX: 9, scaleY: 2, alpha: 0.5 }); textBlur4.addChild(blur4Bg); textBlur4.x = 2048 / 2; textBlur4.y = 2732 / 2; textBlur4.alpha = 0; introContainer.addChild(textBlur4); // Fourth intro story text, initially invisible var introStoryText4 = new Text2('This is the story of Leno...\nand the music that changed everything.', { size: 100, fill: "#fff", align: "center", font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); introStoryText4.anchor.set(0.5, 0.5); introStoryText4.x = 2048 / 2; introStoryText4.y = 2732 / 2; introStoryText4.alpha = 0; introContainer.addChild(introStoryText4); // Add 'IÌntroyu Geç' visual to the bottom right of the intro screen var gecIcon = LK.getAsset('exit', { anchorX: 1, anchorY: 1, x: 2048 - 40, y: 2732 - 40 }); introContainer.addChild(gecIcon); // Only allow 'IÌntroyu Geç' button to close intro // Track if gecIcon was pressed var gecIconPressed = false; gecIcon.down = function (x, y, obj) { tween(gecIcon, { scaleX: 0.75, scaleY: 0.75 }, { duration: 80, easing: tween.cubicOut }); LK.getSound('buttonsound').play(); gecIconPressed = true; }; gecIcon.up = function (x, y, obj) { tween(gecIcon, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicOut }); if (gecIconPressed) { if (!introContainer.visible) { gecIconPressed = false; return; } introContainer.visible = false; showGameWorld(true); // Stop intromus music when intro visual is hidden LK.stopMusic(); // Play Gamemus music in a loop after intro is hidden LK.playMusic('Gamemus', { loop: true }); // Stop any ongoing tween on introBg tween.stop(introBg, { scaleX: true, scaleY: true }); // Stop fade on text if running tween.stop(introStoryText, { alpha: true }); tween.stop(introStoryText2, { alpha: true }); tween.stop(introStoryText3, { alpha: true }); tween.stop(introStoryText4, { alpha: true }); tween.stop(textBlur1, { alpha: true }); tween.stop(textBlur2, { alpha: true }); tween.stop(textBlur3, { alpha: true }); tween.stop(textBlur4, { alpha: true }); introStoryText.alpha = 0; introStoryText2.alpha = 0; introStoryText3.alpha = 0; introStoryText4.alpha = 0; textBlur1.alpha = 0; textBlur2.alpha = 0; textBlur3.alpha = 0; textBlur4.alpha = 0; } gecIconPressed = false; }; // Block tap on intro background introContainer.down = function (x, y, obj) {}; game.addChild(introContainer); // Helper to fade out intro story text after 5 seconds function showIntroStoryText() { introStoryText.alpha = 0.92; textBlur1.alpha = 0.92; introStoryText2.alpha = 0; textBlur2.alpha = 0; introStoryText3.alpha = 0; textBlur3.alpha = 0; introStoryText4.alpha = 0; textBlur4.alpha = 0; // Fade in second text after the first one (5s), then fade both out after 5s LK.setTimeout(function () { // Fade in second text with blur tween(introStoryText2, { alpha: 0.92 }, { duration: 600, easing: tween.linear }); tween(textBlur2, { alpha: 0.92 }, { duration: 600, easing: tween.linear }); // Fade out first text and show third text after 5s LK.setTimeout(function () { tween(introStoryText, { alpha: 0 }, { duration: 800, easing: tween.linear }); tween(textBlur1, { alpha: 0 }, { duration: 800, easing: tween.linear }); tween(introStoryText2, { alpha: 0 }, { duration: 800, easing: tween.linear }); tween(textBlur2, { alpha: 0 }, { duration: 800, easing: tween.linear }); // Fade in third text with blur tween(introStoryText3, { alpha: 0.92 }, { duration: 600, easing: tween.linear }); tween(textBlur3, { alpha: 0.92 }, { duration: 600, easing: tween.linear }); // Fade out third text after 5s and show fourth text LK.setTimeout(function () { tween(introStoryText3, { alpha: 0 }, { duration: 800, easing: tween.linear }); tween(textBlur3, { alpha: 0 }, { duration: 800, easing: tween.linear }); // Fade in fourth text with blur tween(introStoryText4, { alpha: 0.92 }, { duration: 600, easing: tween.linear }); tween(textBlur4, { alpha: 0.92 }, { duration: 600, easing: tween.linear }); // Fade out fourth text after 5s LK.setTimeout(function () { tween(introStoryText4, { alpha: 0 }, { duration: 800, easing: tween.linear }); tween(textBlur4, { alpha: 0 }, { duration: 800, easing: tween.linear }); }, 5000); // Auto skip intro after 5 seconds of showing fourth text LK.setTimeout(function () { if (!introContainer.visible) { return; } introContainer.visible = false; showGameWorld(true); // Stop intromus music when intro visual is hidden (auto-skip) LK.stopMusic(); // Play Gamemus music in a loop after intro is auto-skipped LK.playMusic('Gamemus', { loop: true }); // Stop any ongoing tween on introBg tween.stop(introBg, { scaleX: true, scaleY: true }); // Stop fade on text if running tween.stop(introStoryText, { alpha: true }); tween.stop(introStoryText2, { alpha: true }); tween.stop(introStoryText3, { alpha: true }); tween.stop(introStoryText4, { alpha: true }); tween.stop(textBlur1, { alpha: true }); tween.stop(textBlur2, { alpha: true }); tween.stop(textBlur3, { alpha: true }); tween.stop(textBlur4, { alpha: true }); introStoryText.alpha = 0; introStoryText2.alpha = 0; introStoryText3.alpha = 0; introStoryText4.alpha = 0; textBlur1.alpha = 0; textBlur2.alpha = 0; textBlur3.alpha = 0; textBlur4.alpha = 0; }, 5000); }, 5000); }, 5000); }, 5000); } // Start button tap handler // Track if startButton was pressed var startButtonPressed = false; startButton.down = function (x, y, obj) { // Animate scale down tween(startButtonBg, { scaleX: 3 * 0.75, scaleY: 2 * 0.75 }, { duration: 80, easing: tween.cubicOut }); LK.getSound('buttonsound').play(); startButtonPressed = true; }; startButton.up = function (x, y, obj) { // Animate scale up tween(startButtonBg, { scaleX: 3, scaleY: 2 }, { duration: 80, easing: tween.cubicOut }); if (startButtonPressed) { if (gameStarted) { startButtonPressed = false; return; } gameStarted = true; startMenuContainer.visible = false; introContainer.visible = true; showGameWorld(false); // Stop the start screen music when leaving the start screen LK.stopMusic(); // Play intromus music in a loop when intro appears LK.playMusic('intromus', { loop: true }); // Animate introBg to slowly grow for 30 seconds // Start from current scale, grow to 1.2x over 30s (30000ms) tween(introBg, { scaleX: introBg.scaleX * 1.2, scaleY: introBg.scaleY * 1.2 }, { duration: 30000, easing: tween.linear }); // Show and fade out intro story text showIntroStoryText(); } startButtonPressed = false; }; game.addChild(startMenuContainer); // Play start screen music in a loop LK.playMusic('Startscreenmus', { loop: true }); var gameStarted = false; // Initialize arrays before they are used in showGameWorld var worldTiles = []; var worldObjects = []; var trees = []; var flowers = []; var grassSprites = []; var homes = []; // Hide world/gameplay until started function showGameWorld(show) { for (var i = 0; i < worldTiles.length; i++) { worldTiles[i].visible = show; } for (var i = 0; i < worldObjects.length; i++) { worldObjects[i].visible = show; } for (var i = 0; i < trees.length; i++) { trees[i].visible = show; } for (var i = 0; i < flowers.length; i++) { flowers[i].visible = show; } for (var i = 0; i < grassSprites.length; i++) { grassSprites[i].visible = show; } for (var i = 0; i < homes.length; i++) { homes[i].visible = show; } player.visible = show; } // Start menu tap handler removed so only the START button starts the game // --- World Generation --- var WORLD_WIDTH = 16; // in tiles var WORLD_HEIGHT = 16; var TILE_SIZE = 256; var worldTiles = []; var worldObjects = []; var trees = []; var flowers = []; //{flowers_array} // Generate a simple world with some variety for (var y = 0; y < WORLD_HEIGHT; y++) { for (var x = 0; x < WORLD_WIDTH; x++) { var tile = new WorldTile(); // Simple pattern: water border, rest grass if (x === 0 || y === 0 || x === WORLD_WIDTH - 1 || y === WORLD_HEIGHT - 1) { tile.setType('water'); } else { tile.setType('grass'); } tile.x = x * TILE_SIZE; tile.y = y * TILE_SIZE; game.addChild(tile); worldTiles.push(tile); } } // --- Place Scenery and Interactive Objects --- function placeObject(obj, x, y) { obj.x = x; obj.y = y; obj._worldX = x; obj._worldY = y; game.addChild(obj); worldObjects.push(obj); } // --- Place a Golet (pond) at a random position --- var golet = LK.getAsset('golet', { anchorX: 0.5, anchorY: 0.5 }); var goletTileX = Math.floor(Math.random() * (WORLD_WIDTH - 4)) + 2; // avoid borders var goletTileY = Math.floor(Math.random() * (WORLD_HEIGHT - 4)) + 2; var goletWorldX = goletTileX * TILE_SIZE + TILE_SIZE / 2; var goletWorldY = goletTileY * TILE_SIZE + TILE_SIZE / 2; placeObject(golet, goletWorldX, goletWorldY); // Place trees along the edges of the scene to cover the borders with trees // Top edge (y = 0) for (var x = 0; x < WORLD_WIDTH; x++) { var tree = new Tree(); // Place at center-bottom of tile placeObject(tree, x * TILE_SIZE + TILE_SIZE / 2, TILE_SIZE); trees.push(tree); } // Bottom edge (y = WORLD_HEIGHT-1) for (var x = 0; x < WORLD_WIDTH; x++) { var tree = new Tree(); placeObject(tree, x * TILE_SIZE + TILE_SIZE / 2, (WORLD_HEIGHT - 1) * TILE_SIZE + TILE_SIZE); trees.push(tree); } // Left edge (x = 0), skip corners (already covered) for (var y = 1; y < WORLD_HEIGHT - 1; y++) { var tree = new Tree(); placeObject(tree, TILE_SIZE / 2, y * TILE_SIZE + TILE_SIZE); trees.push(tree); } // Right edge (x = WORLD_WIDTH-1), skip corners for (var y = 1; y < WORLD_HEIGHT - 1; y++) { var tree = new Tree(); placeObject(tree, (WORLD_WIDTH - 1) * TILE_SIZE + TILE_SIZE / 2, y * TILE_SIZE + TILE_SIZE); trees.push(tree); } // Place exactly one home at a fixed location (tile 2,2 which is grass) var home = new Home(); // Place at top-right corner of tile (2,2) + 220 units to the right (160 + 60), and move 120 units down // Move 20 units further right as requested, and 20 units further down as requested // Move 400 units to the left as requested // Move 200 units down as requested // Move 50 units down as requested placeObject(home, 2 * TILE_SIZE + TILE_SIZE + 220 + 20 + 20 - 400, 2 * TILE_SIZE + 100 + 20 + 200 + 50); homes.push(home); // Place random flowers for (var f = 0; f < 30; f++) { var fx = Math.floor(Math.random() * (WORLD_WIDTH - 2)) + 1; var fy = Math.floor(Math.random() * (WORLD_HEIGHT - 2)) + 1; var flower = new Flower(); flower.x = fx * TILE_SIZE + Math.random() * TILE_SIZE; flower.y = fy * TILE_SIZE + Math.random() * TILE_SIZE; flower._worldX = flower.x; flower._worldY = flower.y; game.addChild(flower); flowers.push(flower); } // Place random grass sprites on grass tiles for (var gy = 1; gy < WORLD_HEIGHT - 1; gy++) { for (var gx = 1; gx < WORLD_WIDTH - 1; gx++) { // Only place grass if this tile is not water var tileIndex = gy * WORLD_WIDTH + gx; if (worldTiles[tileIndex] && worldTiles[tileIndex].type === 'grass') { // Place 1-3 grass sprites per tile randomly (reduced) var grassCount = 1 + Math.floor(Math.random() * 3); for (var g = 0; g < grassCount; g++) { if (Math.random() > 0.3) { // 70% chance for each grass sprite var grass = new GrassSprite(); grass._worldX = gx * TILE_SIZE + Math.random() * TILE_SIZE; grass._worldY = gy * TILE_SIZE + Math.random() * TILE_SIZE; grass.x = grass._worldX; grass.y = grass._worldY; game.addChild(grass); grassSprites.push(grass); } } } } } // --- Spawn newtree visuals at random positions, ensuring they are far from each other, homes, and musicdukkan --- var newtrees = []; var minNewtreeDistance = 500; // Minimum distance between newtrees (in world px) var minNewtreeHomeDistance = 600; // Minimum distance from any home (in world px) var minNewtreeMusicdukkanDistance = 700; // Minimum distance from musicdukkan (in world px) var maxTries = 50; // Minimum distance from edge for newtree visuals var minNewtreeEdgeDistance = 300; for (var nt = 0; nt < 10; nt++) { var placed = false; var tryCount = 0; while (!placed && tryCount < maxTries) { // Only allow tiles that are at least 1 tile away from the edge var ntx = Math.floor(Math.random() * (WORLD_WIDTH - 4)) + 2; var nty = Math.floor(Math.random() * (WORLD_HEIGHT - 4)) + 2; var candidateX = ntx * TILE_SIZE + Math.random() * TILE_SIZE; var candidateY = nty * TILE_SIZE + TILE_SIZE; // Check distance from world edges if (candidateX < minNewtreeEdgeDistance || candidateY < minNewtreeEdgeDistance || candidateX > WORLD_WIDTH * TILE_SIZE - minNewtreeEdgeDistance || candidateY > WORLD_HEIGHT * TILE_SIZE - minNewtreeEdgeDistance) { tryCount++; continue; } var tooClose = false; // Check distance from other newtrees for (var k = 0; k < newtrees.length; k++) { var dx = candidateX - newtrees[k]._worldX; var dy = candidateY - newtrees[k]._worldY; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minNewtreeDistance) { tooClose = true; break; } } // Check distance from all homes if (!tooClose) { for (var h = 0; h < homes.length; h++) { var homeDx = candidateX - homes[h]._worldX; var homeDy = candidateY - homes[h]._worldY; var homeDist = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDist < minNewtreeHomeDistance) { tooClose = true; break; } } } // Check distance from musicdukkan if (!tooClose && typeof musicdukkan !== "undefined") { var mdDx = candidateX - musicdukkan._worldX; var mdDy = candidateY - musicdukkan._worldY; var mdDist = Math.sqrt(mdDx * mdDx + mdDy * mdDy); if (mdDist < minNewtreeMusicdukkanDistance) { tooClose = true; } } if (!tooClose) { var newtree = LK.getAsset('newtree', { anchorX: 0.5, anchorY: 1 }); newtree._worldX = candidateX; newtree._worldY = candidateY; newtree.x = newtree._worldX; newtree.y = newtree._worldY; game.addChild(newtree); worldObjects.push(newtree); newtrees.push(newtree); placed = true; } tryCount++; } } // --- Spawn musicschool visual at a fixed position in the world --- var musicschool = LK.getAsset('musicschool', { anchorX: 0.5, anchorY: 1 }); // Place musicschool at a fixed tile, e.g. (tile 12, 12), centered in the tile var musicschoolTileX = 12; var musicschoolTileY = 12; musicschool._worldX = musicschoolTileX * TILE_SIZE + TILE_SIZE / 2; musicschool._worldY = musicschoolTileY * TILE_SIZE + TILE_SIZE; musicschool.x = musicschool._worldX; musicschool.y = musicschool._worldY; game.addChild(musicschool); worldObjects.push(musicschool); // --- Spawn musicdukkan visual at a fixed position in the world --- var musicdukkan = LK.getAsset('mussicdukkan', { anchorX: 0.5, anchorY: 1 }); // Place musicdukkan at a fixed tile, e.g. (tile 10, 4), centered in the tile var musicdukkanTileX = 10; var musicdukkanTileY = 4; musicdukkan._worldX = musicdukkanTileX * TILE_SIZE + TILE_SIZE / 2; musicdukkan._worldY = musicdukkanTileY * TILE_SIZE + TILE_SIZE; musicdukkan.x = musicdukkan._worldX; musicdukkan.y = musicdukkan._worldY; game.addChild(musicdukkan); worldObjects.push(musicdukkan); // --- Player --- var player = new Player(); // Spawn player at the center of the scene player.x = WORLD_WIDTH * TILE_SIZE / 2; player.y = WORLD_HEIGHT * TILE_SIZE / 2; game.addChild(player); // Re-add homes first for (var i = 0; i < homes.length; i++) { game.removeChild(homes[i]); game.addChild(homes[i]); } // Re-add left edge trees after all other objects so they render on top // First, re-add all trees except left edge and bottom edge for (var i = 0; i < trees.length; i++) { // Left edge trees are at x = TILE_SIZE / 2, bottom edge trees are at y = (WORLD_HEIGHT - 1) * TILE_SIZE + TILE_SIZE if (trees[i].x !== TILE_SIZE / 2 && trees[i].y !== (WORLD_HEIGHT - 1) * TILE_SIZE + TILE_SIZE) { game.removeChild(trees[i]); game.addChild(trees[i]); } } // Now, re-add left edge trees so they are on top (but below bottom edge trees) for (var i = 0; i < trees.length; i++) { if (trees[i].x === TILE_SIZE / 2 && trees[i].y !== (WORLD_HEIGHT - 1) * TILE_SIZE + TILE_SIZE) { game.removeChild(trees[i]); game.addChild(trees[i]); } } // Now, re-add bottom edge trees so they are on top for (var i = 0; i < trees.length; i++) { if (trees[i].y === (WORLD_HEIGHT - 1) * TILE_SIZE + TILE_SIZE) { game.removeChild(trees[i]); game.addChild(trees[i]); } } // Re-add newtree visuals to be on top of everything (after homes) for (var i = 0; i < newtrees.length; i++) { game.removeChild(newtrees[i]); game.addChild(newtrees[i]); } // Re-add musicschool visual to be on top of everything (after newtrees) if (musicschool && musicschool.parent) { musicschool.parent.removeChild(musicschool); } game.addChild(musicschool); // Player movement variables var targetX = player.x; var targetY = player.y; var playerSpeed = 8; // Store initial world positions player._worldX = player.x; player._worldY = player.y; // Update initial target position to match spawn (center of scene) targetX = player._worldX; targetY = player._worldY; // Hide world/gameplay until started showGameWorld(false); // --- Camera/Viewport --- var camera = { x: 0, y: 0 }; // top-left of visible area function clamp(val, min, max) { if (val < min) { return min; } if (val > max) { return max; } return val; } // --- GUI --- // --- Touch to move --- // No drag variables needed // --- Interactions --- // --- Move Handler --- // No move handler needed for touch-to-move // --- Down/Up Handlers --- game.down = function (x, y, obj) { // Only allow movement if game has started if (!gameStarted) { return; } // If player was stopped at home, allow movement again if (typeof playerReachedHome !== "undefined" && playerReachedHome) { playerReachedHome = false; } // Set target position in world coordinates targetX = x + camera.x; targetY = y + camera.y; // Clamp target to world bounds targetX = clamp(targetX, player.radius, WORLD_WIDTH * TILE_SIZE - player.radius); targetY = clamp(targetY, player.radius, WORLD_HEIGHT * TILE_SIZE - player.radius); }; game.up = function (x, y, obj) { // Not needed for touch-to-move }; // --- Update Handler --- game.update = function () { if (!gameStarted) { return; } // Move player towards target (in world coordinates) var dx = targetX - player._worldX; var dy = targetY - player._worldY; var distance = Math.sqrt(dx * dx + dy * dy); // --- Stop movement if player reaches home --- if (typeof playerReachedHome === "undefined") { playerReachedHome = false; } if (!playerReachedHome) { for (var i = 0; i < homes.length; i++) { var home = homes[i]; // Home anchor is at bottom center, width is approximately 558.57, height is 560 var homeBottom = home._worldY; var homeTop = home._worldY - 560; var homeCenterX = home._worldX; var homeHalfWidth = 279; // Check if player is inside home bounds (with a small buffer) if (player._worldX > homeCenterX - homeHalfWidth - 10 && player._worldX < homeCenterX + homeHalfWidth + 10 && player._worldY > homeTop - 10 && player._worldY < homeBottom + 10) { playerReachedHome = true; // Cancel the current move: set target to current position (invalidate move) targetX = player._worldX; targetY = player._worldY; // --- PUSH PLAYER AWAY FROM HOME (ev iter) --- var pushStrength = 60; // how far to push the player // Calculate direction from home center to player var dxPush = player._worldX - homeCenterX; var dyPush = player._worldY - (homeTop + 560 / 2); var distPush = Math.sqrt(dxPush * dxPush + dyPush * dyPush); if (distPush === 0) { // If exactly at center, push upwards dxPush = 0; dyPush = -1; distPush = 1; } var pushX = dxPush / distPush * pushStrength; var pushY = dyPush / distPush * pushStrength; // Move player out of home player._worldX += pushX; player._worldY += pushY; // Clamp to world bounds player._worldX = clamp(player._worldX, player.radius, WORLD_WIDTH * TILE_SIZE - player.radius); player._worldY = clamp(player._worldY, player.radius, WORLD_HEIGHT * TILE_SIZE - player.radius); // Also update target so player doesn't immediately walk back in targetX = player._worldX; targetY = player._worldY; break; } } } if (playerReachedHome) { // Don't move player, just update camera and visuals below distance = 0; } if (distance > playerSpeed) { // Calculate new position var newX = player._worldX + dx / distance * playerSpeed; var newY = player._worldY + dy / distance * playerSpeed; // Check collision with trees when approaching from below var canMove = true; var detourX = 0; for (var i = 0; i < trees.length; i++) { var tree = trees[i]; // Check if player would collide with tree var treeBottom = tree._worldY; // Tree anchor is at bottom var treeTop = tree._worldY - 375; // Tree height is 375 var treeCenterX = tree._worldX; var treeHalfWidth = 150; // Tree width is 300 // Check if player is approaching from below (player Y is greater than tree bottom) if (player._worldY > treeBottom - 100) { // Check horizontal overlap with tree - further reduced detection area for less sensitivity if (Math.abs(newX - treeCenterX) < player.radius + treeHalfWidth - 120) { // Check if new position would be inside tree (increase vertical buffer for less sensitivity) if (newY < treeBottom - 40 && newY > treeTop + 80) { // --- PUSH PLAYER AWAY FROM TREE (agÌaç iter) --- var pushStrengthTree = 50; // how far to push the player // Calculate direction from tree center to player var dxPushTree = player._worldX - treeCenterX; var dyPushTree = player._worldY - (treeTop + (treeBottom - treeTop) / 2); var distPushTree = Math.sqrt(dxPushTree * dxPushTree + dyPushTree * dyPushTree); if (distPushTree === 0) { // If exactly at center, push upwards dxPushTree = 0; dyPushTree = -1; distPushTree = 1; } var pushXTree = dxPushTree / distPushTree * pushStrengthTree; var pushYTree = dyPushTree / distPushTree * pushStrengthTree; // Move player out of tree player._worldX += pushXTree; player._worldY += pushYTree; // Clamp to world bounds player._worldX = clamp(player._worldX, player.radius, WORLD_WIDTH * TILE_SIZE - player.radius); player._worldY = clamp(player._worldY, player.radius, WORLD_HEIGHT * TILE_SIZE - player.radius); // Also update target so player doesn't immediately walk back in targetX = player._worldX; targetY = player._worldY; canMove = false; // Calculate detour direction - go around the side that's closer to target var leftDistance = Math.abs(treeCenterX - treeHalfWidth - player.radius - targetX); var rightDistance = Math.abs(treeCenterX + treeHalfWidth + player.radius - targetX); if (leftDistance < rightDistance) { // Go around left side detourX = treeCenterX - treeHalfWidth - player.radius - 20; } else { // Go around right side detourX = treeCenterX + treeHalfWidth + player.radius + 20; } break; } } } } // Check collision with homes if (canMove) { for (var i = 0; i < homes.length; i++) { var home = homes[i]; // Home anchor is at bottom center, width is approximately 558.57, height is 560 var homeBottom = home._worldY; // Home anchor is at bottom var homeTop = home._worldY - 560; // Home height var homeCenterX = home._worldX; var homeHalfWidth = 279; // Home width is 558.57 // Check if player would collide with home - expanded collision box for sides var expandedWidth = homeHalfWidth + 50; // Add buffer to prevent side passage // Check horizontal collision (prevent passing from sides) if (Math.abs(newX - homeCenterX) < player.radius + expandedWidth) { // Check vertical overlap if (newY > homeTop - 50 && newY < homeBottom + 50 || player._worldY > homeTop - 50 && player._worldY < homeBottom + 50) { canMove = false; // Don't calculate detour - just stop the movement break; } } // Also check if player is trying to move through the home from current position var playerLeft = player._worldX - player.radius; var playerRight = player._worldX + player.radius; var homeLeft = homeCenterX - expandedWidth; var homeRight = homeCenterX + expandedWidth; // If player is on one side and trying to move to the other side of home if (playerLeft < homeLeft && newX > homeRight || playerRight > homeRight && newX < homeLeft) { // Check if the path crosses through the home vertically if (newY > homeTop - 50 && newY < homeBottom + 50) { canMove = false; break; } } } // --- Prevent player from moving through musicschool visual --- if (canMove && typeof musicschool !== "undefined") { // musicschool anchor is at bottom center, width: 800, height: 800 var msBottom = musicschool._worldY; var msTop = musicschool._worldY - 800; var msCenterX = musicschool._worldX; var msHalfWidth = 400; // Add a small buffer to make collision feel natural var msBuffer = 30; // Check horizontal collision if (Math.abs(newX - msCenterX) < player.radius + msHalfWidth - msBuffer) { // Check vertical overlap if (newY > msTop + msBuffer && newY < msBottom - msBuffer || player._worldY > msTop + msBuffer && player._worldY < msBottom - msBuffer) { canMove = false; // Don't calculate detour - just stop the movement } } // Also check if player is trying to move through musicschool from current position var playerLeft = player._worldX - player.radius; var playerRight = player._worldX + player.radius; var msLeft = msCenterX - msHalfWidth + msBuffer; var msRight = msCenterX + msHalfWidth - msBuffer; if (playerLeft < msLeft && newX > msRight || playerRight > msRight && newX < msLeft) { if (newY > msTop + msBuffer && newY < msBottom - msBuffer) { canMove = false; } } } } if (canMove) { player._worldX = newX; player._worldY = newY; } else { // Move horizontally towards detour point first var detourDx = detourX - player._worldX; if (Math.abs(detourDx) > playerSpeed) { player._worldX += detourDx / Math.abs(detourDx) * playerSpeed; // Keep Y position same while detouring player._worldY = player._worldY; } else { // Once at detour X position, move towards target normally player._worldX = newX; player._worldY = newY; } } } else if (distance > 0) { // Close enough, snap to target player._worldX = targetX; player._worldY = targetY; } // Clamp player to world bounds player._worldX = clamp(player._worldX, player.radius, WORLD_WIDTH * TILE_SIZE - player.radius); player._worldY = clamp(player._worldY, player.radius, WORLD_HEIGHT * TILE_SIZE - player.radius); // Camera follows player, center player in view var viewW = 2048; var viewH = 2732; camera.x = clamp(player._worldX - viewW / 2, 0, WORLD_WIDTH * TILE_SIZE - viewW); camera.y = clamp(player._worldY - viewH / 2, 0, WORLD_HEIGHT * TILE_SIZE - viewH); // Move all world elements relative to camera for (var i = 0; i < worldTiles.length; i++) { worldTiles[i].x = i % WORLD_WIDTH * TILE_SIZE - camera.x; worldTiles[i].y = Math.floor(i / WORLD_WIDTH) * TILE_SIZE - camera.y; } for (var i = 0; i < worldObjects.length; i++) { var obj = worldObjects[i]; obj.x = obj._worldX - camera.x; obj.y = obj._worldY - camera.y; } for (var i = 0; i < flowers.length; i++) { var flower = flowers[i]; flower.x = flower._worldX - camera.x; flower.y = flower._worldY - camera.y; } for (var i = 0; i < grassSprites.length; i++) { var grass = grassSprites[i]; grass.x = grass._worldX - camera.x; grass.y = grass._worldY - camera.y; } for (var i = 0; i < homes.length; i++) { var home = homes[i]; home.x = home._worldX - camera.x; home.y = home._worldY - camera.y; } // Update player screen position based on world position and camera player.x = player._worldX - camera.x; player.y = player._worldY - camera.y; };" bu koddaki yalnızca duÌnya ve yuÌruÌme mekaniklerini kodumuza entegre et dogÌrudan âȘđĄ Consider importing and using the following plugins: @upit/tween.v1
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duÌzelmedi âȘđĄ Consider importing and using the following plugins: @upit/tween.v1
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ilerlemiyor âȘđĄ Consider importing and using the following plugins: @upit/tween.v1
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karakter basılan alana gitmiyor âȘđĄ Consider importing and using the following plugins: @upit/tween.v1
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karakter haritada tıklanılan alana dogÌru ilerlesin âȘđĄ Consider importing and using the following plugins: @upit/tween.v1
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karakter haritada tıklanılan alana ilerlesin. fix it
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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 = storyGameContainer.toLocal(obj.parent.toGlobal({' Line Number: 1334
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player bastıgÌım alana dogÌru ilerlemiyor
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player tıklanan alana dogÌru hareket etsin âȘđĄ Consider importing and using the following plugins: @upit/tween.v1
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/**** * Classes ****/ // Flower class var Flower = Container.expand(function () { var self = Container.call(this); // Randomly choose between pink and yellow flower var flowerType = Math.random() < 0.5 ? 'flower' : 'flower_yellow'; var flowerSprite = self.attachAsset(flowerType, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () {}; return self; }); // Grass sprite class var GrassSprite = Container.expand(function () { var self = Container.call(this); var grassGraphic = self.attachAsset('grass_sprite', { anchorX: 0.5, anchorY: 1 }); // Random rotation for variety grassGraphic.rotation = (Math.random() - 0.5) * 0.3; // Random scale for variety var scale = 0.7 + Math.random() * 0.6; grassGraphic.scaleX = scale; grassGraphic.scaleY = scale; // Random tint for variety var tintVariation = 0.8 + Math.random() * 0.4; grassGraphic.tint = Math.floor(0x7c * tintVariation) * 0x10000 + 0xb342; self.update = function () {}; return self; }); // Home class var Home = Container.expand(function () { var self = Container.call(this); var homeSprite = self.attachAsset('home', { anchorX: 0.5, anchorY: 1 }); self.update = function () {}; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); // --- Animation setup --- // Idle animation frames self.idleFrames = ['player_idle_1', 'player_idle_2', 'player_idle_3', 'player_idle_4', 'player_idle_5', 'player_idle_6']; self.idleSprites = []; for (var i = 0; i < self.idleFrames.length; i++) { var idleSpr = self.attachAsset(self.idleFrames[i], { anchorX: 0.5, anchorY: 0.5, visible: i === 0 // Only first frame visible initially }); self.idleSprites.push(idleSpr); } self.walkDownFrames = ['player_walk_down_1', 'player_walk_down_2', 'player_walk_down_3', 'player_walk_down_4', 'player_walk_down_5', 'player_walk_down_6']; self.walkDownSprites = []; for (var i = 0; i < self.walkDownFrames.length; i++) { var spr = self.attachAsset(self.walkDownFrames[i], { anchorX: 0.5, anchorY: 0.5, visible: false // All walk sprites initially hidden }); self.walkDownSprites.push(spr); } // Walk up animation frames self.walkUpFrames = ['player_walk_up_1', 'player_walk_up_2', 'player_walk_up_3', 'player_walk_up_4', 'player_walk_up_5', 'player_walk_up_6']; self.walkUpSprites = []; for (var i = 0; i < self.walkUpFrames.length; i++) { var sprUp = self.attachAsset(self.walkUpFrames[i], { anchorX: 0.5, anchorY: 0.5, visible: false }); self.walkUpSprites.push(sprUp); } // Walk right animation frames self.walkRightFrames = ['player_walk_right_1', 'player_walk_right_2', 'player_walk_right_3', 'player_walk_right_4', 'player_walk_right_5', 'player_walk_right_6']; self.walkRightSprites = []; for (var i = 0; i < self.walkRightFrames.length; i++) { var sprRight = self.attachAsset(self.walkRightFrames[i], { anchorX: 0.5, anchorY: 0.5, visible: false }); self.walkRightSprites.push(sprRight); } // Walk left animation frames self.walkLeftFrames = ['player_walk_left_1', 'player_walk_left_2', 'player_walk_left_3', 'player_walk_left_4', 'player_walk_left_5', 'player_walk_left_6']; self.walkLeftSprites = []; for (var i = 0; i < self.walkLeftFrames.length; i++) { var sprLeft = self.attachAsset(self.walkLeftFrames[i], { anchorX: 0.5, anchorY: 0.5, visible: false }); self.walkLeftSprites.push(sprLeft); } self.currentAnim = 'idle'; self.animFrame = 0; self.animTick = 0; self.idleTick = 0; // Separate tick counter for idle animation self.idleFrame = 0; // Current idle animation frame self.animFrameCount = self.walkDownFrames.length; // This will be adjusted based on current animation self.animFrameDelay = 6; // frames per animation frame (60fps/6 = 10fps) self.idleFrameDelay = 30; // Slower animation for idle (60fps/30 = 2fps) // Use first frame for radius self.radius = self.walkDownSprites[0].width / 2; // --- Animation update --- self.update = function () { // Animate only if moving down (dy > 0), up (dy < 0), or right (dx > 2) // We'll check global playerSpeed and targetX/targetY, so this works for our game // Defensive: check if self is the global player var isMovingDown = false; var isMovingUp = false; var isMovingRight = false; var isMovingLeft = false; // Added for left movement if (typeof player !== "undefined" && self === player) { if (typeof targetY !== "undefined" && typeof playerSpeed !== "undefined" && typeof targetX !== "undefined") { var dy = targetY - player._worldY; var dx = targetX - player._worldX; // Only animate if moving down and not at target if (dy > 2 && Math.abs(dy) >= Math.abs(dx)) { isMovingDown = true; } // Only animate if moving up and not at target else if (dy < -2 && Math.abs(dy) >= Math.abs(dx)) { isMovingUp = true; } // Added else if // Only animate if moving right and not at target (and moving more in x than y) else if (dx > 2 && Math.abs(dx) > Math.abs(dy)) { isMovingRight = true; } // Added else if // Only animate if moving left and not at target (and moving more in x than y) else if (dx < -2 && Math.abs(dx) > Math.abs(dy)) { isMovingLeft = true; } // Added else if } } var currentAnimationFramesCount = self.walkDownFrames.length; // Default // Animate walk down if (isMovingDown) { self.currentAnim = 'down'; currentAnimationFramesCount = self.walkDownFrames.length; self.animTick++; if (self.animTick >= self.animFrameDelay) { self.animTick = 0; self.animFrame = (self.animFrame + 1) % currentAnimationFramesCount; } // Show only the current frame for walkDown, hide others for (var i = 0; i < self.walkDownSprites.length; i++) { self.walkDownSprites[i].visible = i === self.animFrame; } for (var i = 0; i < self.walkUpSprites.length; i++) { self.walkUpSprites[i].visible = false; } for (var i = 0; i < self.walkRightSprites.length; i++) { self.walkRightSprites[i].visible = false; } for (var i = 0; i < self.walkLeftSprites.length; i++) { self.walkLeftSprites[i].visible = false; } // Hide idle sprites for (var i = 0; i < self.idleSprites.length; i++) { self.idleSprites[i].visible = false; } } else if (isMovingUp) { self.currentAnim = 'up'; currentAnimationFramesCount = self.walkUpFrames.length; self.animTick++; if (self.animTick >= self.animFrameDelay) { self.animTick = 0; self.animFrame = (self.animFrame + 1) % currentAnimationFramesCount; } // Show only the current frame for walkUp, hide others for (var i = 0; i < self.walkUpSprites.length; i++) { self.walkUpSprites[i].visible = i === self.animFrame; } for (var i = 0; i < self.walkDownSprites.length; i++) { self.walkDownSprites[i].visible = false; } for (var i = 0; i < self.walkRightSprites.length; i++) { self.walkRightSprites[i].visible = false; } for (var i = 0; i < self.walkLeftSprites.length; i++) { self.walkLeftSprites[i].visible = false; } // Hide idle sprites for (var i = 0; i < self.idleSprites.length; i++) { self.idleSprites[i].visible = false; } } else if (isMovingRight) { self.currentAnim = 'right'; currentAnimationFramesCount = self.walkRightFrames.length; self.animTick++; if (self.animTick >= self.animFrameDelay) { self.animTick = 0; self.animFrame = (self.animFrame + 1) % currentAnimationFramesCount; } // Show only the current frame for walkRight, hide others for (var i = 0; i < self.walkRightSprites.length; i++) { self.walkRightSprites[i].visible = i === self.animFrame; } for (var i = 0; i < self.walkDownSprites.length; i++) { self.walkDownSprites[i].visible = false; } for (var i = 0; i < self.walkUpSprites.length; i++) { self.walkUpSprites[i].visible = false; } for (var i = 0; i < self.walkLeftSprites.length; i++) { self.walkLeftSprites[i].visible = false; } // Hide idle sprites for (var i = 0; i < self.idleSprites.length; i++) { self.idleSprites[i].visible = false; } } else if (isMovingLeft) { // Added walk-left animation self.currentAnim = 'left'; currentAnimationFramesCount = self.walkLeftFrames.length; self.animTick++; if (self.animTick >= self.animFrameDelay) { self.animTick = 0; self.animFrame = (self.animFrame + 1) % currentAnimationFramesCount; } // Show only the current frame for walkLeft, hide others for (var i = 0; i < self.walkLeftSprites.length; i++) { self.walkLeftSprites[i].visible = i === self.animFrame; } for (var i = 0; i < self.walkDownSprites.length; i++) { self.walkDownSprites[i].visible = false; } for (var i = 0; i < self.walkUpSprites.length; i++) { self.walkUpSprites[i].visible = false; } for (var i = 0; i < self.walkRightSprites.length; i++) { self.walkRightSprites[i].visible = false; } // Hide idle sprites for (var i = 0; i < self.idleSprites.length; i++) { self.idleSprites[i].visible = false; } } else { // Not moving: show idle animation self.animFrame = 0; self.animTick = 0; self.currentAnim = 'idle'; // Update idle animation self.idleTick++; if (self.idleTick >= self.idleFrameDelay) { self.idleTick = 0; self.idleFrame = (self.idleFrame + 1) % self.idleFrames.length; } // Show only the current idle frame for (var i = 0; i < self.idleSprites.length; i++) { self.idleSprites[i].visible = i === self.idleFrame; } // Hide all walk sprites for (var i = 0; i < self.walkDownSprites.length; i++) { self.walkDownSprites[i].visible = false; } for (var i = 0; i < self.walkUpSprites.length; i++) { self.walkUpSprites[i].visible = false; } for (var i = 0; i < self.walkRightSprites.length; i++) { self.walkRightSprites[i].visible = false; } for (var i = 0; i < self.walkLeftSprites.length; i++) { self.walkLeftSprites[i].visible = false; } } }; return self; }); // Tree class (scenery) var Tree = Container.expand(function () { var self = Container.call(this); var treeSprite = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1 }); self.update = function () {}; return self; }); // World tile class var WorldTile = Container.expand(function () { var self = Container.call(this); self.type = 'grass'; // default self.setType = function (type) { self.type = type; self.removeChildren(); var assetId = 'tile_grass'; if (type === 'water') { assetId = 'tile_water'; } self.attachAsset(assetId, { anchorX: 0, anchorY: 0 }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x6ec6f5 // light blue sky }); " kodlarını da oyunumuza entegre et
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"// --- World Generation --- var WORLD_WIDTH = 16; // in tiles var WORLD_HEIGHT = 16; var TILE_SIZE = 256; var worldTiles = []; var worldObjects = []; var trees = []; var flowers = []; //{flowers_array} // Generate a simple world with some variety for (var y = 0; y < WORLD_HEIGHT; y++) { for (var x = 0; x < WORLD_WIDTH; x++) { var tile = new WorldTile(); // Simple pattern: water border, rest grass if (x === 0 || y === 0 || x === WORLD_WIDTH - 1 || y === WORLD_HEIGHT - 1) { tile.setType('water'); } else { tile.setType('grass'); } tile.x = x * TILE_SIZE; tile.y = y * TILE_SIZE; game.addChild(tile); worldTiles.push(tile); } } // --- Place Scenery and Interactive Objects --- function placeObject(obj, x, y) { obj.x = x; obj.y = y; obj._worldX = x; obj._worldY = y; game.addChild(obj); worldObjects.push(obj); } // --- Place a Golet (pond) at a random position --- var golet = LK.getAsset('golet', { anchorX: 0.5, anchorY: 0.5 }); var goletTileX = Math.floor(Math.random() * (WORLD_WIDTH - 4)) + 2; // avoid borders var goletTileY = Math.floor(Math.random() * (WORLD_HEIGHT - 4)) + 2; var goletWorldX = goletTileX * TILE_SIZE + TILE_SIZE / 2; var goletWorldY = goletTileY * TILE_SIZE + TILE_SIZE / 2; placeObject(golet, goletWorldX, goletWorldY); // Place trees along the edges of the scene to cover the borders with trees // Top edge (y = 0) for (var x = 0; x < WORLD_WIDTH; x++) { var tree = new Tree(); // Place at center-bottom of tile placeObject(tree, x * TILE_SIZE + TILE_SIZE / 2, TILE_SIZE); trees.push(tree); } // Bottom edge (y = WORLD_HEIGHT-1) for (var x = 0; x < WORLD_WIDTH; x++) { var tree = new Tree(); placeObject(tree, x * TILE_SIZE + TILE_SIZE / 2, (WORLD_HEIGHT - 1) * TILE_SIZE + TILE_SIZE); trees.push(tree); } // Left edge (x = 0), skip corners (already covered) for (var y = 1; y < WORLD_HEIGHT - 1; y++) { var tree = new Tree(); placeObject(tree, TILE_SIZE / 2, y * TILE_SIZE + TILE_SIZE); trees.push(tree); } // Right edge (x = WORLD_WIDTH-1), skip corners for (var y = 1; y < WORLD_HEIGHT - 1; y++) { var tree = new Tree(); placeObject(tree, (WORLD_WIDTH - 1) * TILE_SIZE + TILE_SIZE / 2, y * TILE_SIZE + TILE_SIZE); trees.push(tree); } // Place exactly one home at a fixed location (tile 2,2 which is grass) var home = new Home(); // Place at top-right corner of tile (2,2) + 220 units to the right (160 + 60), and move 120 units down // Move 20 units further right as requested, and 20 units further down as requested // Move 400 units to the left as requested // Move 200 units down as requested // Move 50 units down as requested placeObject(home, 2 * TILE_SIZE + TILE_SIZE + 220 + 20 + 20 - 400, 2 * TILE_SIZE + 100 + 20 + 200 + 50); homes.push(home); // Place random flowers for (var f = 0; f < 30; f++) { var fx = Math.floor(Math.random() * (WORLD_WIDTH - 2)) + 1; var fy = Math.floor(Math.random() * (WORLD_HEIGHT - 2)) + 1; var flower = new Flower(); flower.x = fx * TILE_SIZE + Math.random() * TILE_SIZE; flower.y = fy * TILE_SIZE + Math.random() * TILE_SIZE; flower._worldX = flower.x; flower._worldY = flower.y; game.addChild(flower); flowers.push(flower); } // Place random grass sprites on grass tiles for (var gy = 1; gy < WORLD_HEIGHT - 1; gy++) { for (var gx = 1; gx < WORLD_WIDTH - 1; gx++) { // Only place grass if this tile is not water var tileIndex = gy * WORLD_WIDTH + gx; if (worldTiles[tileIndex] && worldTiles[tileIndex].type === 'grass') { // Place 1-3 grass sprites per tile randomly (reduced) var grassCount = 1 + Math.floor(Math.random() * 3); for (var g = 0; g < grassCount; g++) { if (Math.random() > 0.3) { // 70% chance for each grass sprite var grass = new GrassSprite(); grass._worldX = gx * TILE_SIZE + Math.random() * TILE_SIZE; grass._worldY = gy * TILE_SIZE + Math.random() * TILE_SIZE; grass.x = grass._worldX; grass.y = grass._worldY; game.addChild(grass); grassSprites.push(grass); } } } } } // --- Spawn newtree visuals at random positions, ensuring they are far from each other, homes, and musicdukkan --- var newtrees = []; var minNewtreeDistance = 500; // Minimum distance between newtrees (in world px) var minNewtreeHomeDistance = 600; // Minimum distance from any home (in world px) var minNewtreeMusicdukkanDistance = 700; // Minimum distance from musicdukkan (in world px) var maxTries = 50; // Minimum distance from edge for newtree visuals var minNewtreeEdgeDistance = 300; for (var nt = 0; nt < 10; nt++) { var placed = false; var tryCount = 0; while (!placed && tryCount < maxTries) { // Only allow tiles that are at least 1 tile away from the edge var ntx = Math.floor(Math.random() * (WORLD_WIDTH - 4)) + 2; var nty = Math.floor(Math.random() * (WORLD_HEIGHT - 4)) + 2; var candidateX = ntx * TILE_SIZE + Math.random() * TILE_SIZE; var candidateY = nty * TILE_SIZE + TILE_SIZE; // Check distance from world edges if (candidateX < minNewtreeEdgeDistance || candidateY < minNewtreeEdgeDistance || candidateX > WORLD_WIDTH * TILE_SIZE - minNewtreeEdgeDistance || candidateY > WORLD_HEIGHT * TILE_SIZE - minNewtreeEdgeDistance) { tryCount++; continue; } var tooClose = false; // Check distance from other newtrees for (var k = 0; k < newtrees.length; k++) { var dx = candidateX - newtrees[k]._worldX; var dy = candidateY - newtrees[k]._worldY; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minNewtreeDistance) { tooClose = true; break; } } // Check distance from all homes if (!tooClose) { for (var h = 0; h < homes.length; h++) { var homeDx = candidateX - homes[h]._worldX; var homeDy = candidateY - homes[h]._worldY; var homeDist = Math.sqrt(homeDx * homeDx + homeDy * homeDy); if (homeDist < minNewtreeHomeDistance) { tooClose = true; break; } } } // Check distance from musicdukkan if (!tooClose && typeof musicdukkan !== "undefined") { var mdDx = candidateX - musicdukkan._worldX; var mdDy = candidateY - musicdukkan._worldY; var mdDist = Math.sqrt(mdDx * mdDx + mdDy * mdDy); if (mdDist < minNewtreeMusicdukkanDistance) { tooClose = true; } } if (!tooClose) { var newtree = LK.getAsset('newtree', { anchorX: 0.5, anchorY: 1 }); newtree._worldX = candidateX; newtree._worldY = candidateY; newtree.x = newtree._worldX; newtree.y = newtree._worldY; game.addChild(newtree); worldObjects.push(newtree); newtrees.push(newtree); placed = true; } tryCount++; } } // --- Spawn musicschool visual at a fixed position in the world --- var musicschool = LK.getAsset('musicschool', { anchorX: 0.5, anchorY: 1 }); // Place musicschool at a fixed tile, e.g. (tile 12, 12), centered in the tile var musicschoolTileX = 12; var musicschoolTileY = 12; musicschool._worldX = musicschoolTileX * TILE_SIZE + TILE_SIZE / 2; musicschool._worldY = musicschoolTileY * TILE_SIZE + TILE_SIZE; musicschool.x = musicschool._worldX; musicschool.y = musicschool._worldY; game.addChild(musicschool); worldObjects.push(musicschool); // --- Spawn musicdukkan visual at a fixed position in the world --- var musicdukkan = LK.getAsset('mussicdukkan', { anchorX: 0.5, anchorY: 1 }); // Place musicdukkan at a fixed tile, e.g. (tile 10, 4), centered in the tile var musicdukkanTileX = 10; var musicdukkanTileY = 4; musicdukkan._worldX = musicdukkanTileX * TILE_SIZE + TILE_SIZE / 2; musicdukkan._worldY = musicdukkanTileY * TILE_SIZE + TILE_SIZE; musicdukkan.x = musicdukkan._worldX; musicdukkan.y = musicdukkan._worldY; game.addChild(musicdukkan); worldObjects.push(musicdukkan); // --- Player --- var player = new Player(); // Spawn player at the center of the scene player.x = WORLD_WIDTH * TILE_SIZE / 2; player.y = WORLD_HEIGHT * TILE_SIZE / 2; game.addChild(player); // Re-add homes first for (var i = 0; i < homes.length; i++) { game.removeChild(homes[i]); game.addChild(homes[i]); } // Re-add left edge trees after all other objects so they render on top // First, re-add all trees except left edge and bottom edge for (var i = 0; i < trees.length; i++) { // Left edge trees are at x = TILE_SIZE / 2, bottom edge trees are at y = (WORLD_HEIGHT - 1) * TILE_SIZE + TILE_SIZE if (trees[i].x !== TILE_SIZE / 2 && trees[i].y !== (WORLD_HEIGHT - 1) * TILE_SIZE + TILE_SIZE) { game.removeChild(trees[i]); game.addChild(trees[i]); } } // Now, re-add left edge trees so they are on top (but below bottom edge trees) for (var i = 0; i < trees.length; i++) { if (trees[i].x === TILE_SIZE / 2 && trees[i].y !== (WORLD_HEIGHT - 1) * TILE_SIZE + TILE_SIZE) { game.removeChild(trees[i]); game.addChild(trees[i]); } } // Now, re-add bottom edge trees so they are on top for (var i = 0; i < trees.length; i++) { if (trees[i].y === (WORLD_HEIGHT - 1) * TILE_SIZE + TILE_SIZE) { game.removeChild(trees[i]); game.addChild(trees[i]); } } // Re-add newtree visuals to be on top of everything (after homes) for (var i = 0; i < newtrees.length; i++) { game.removeChild(newtrees[i]); game.addChild(newtrees[i]); } // Re-add musicschool visual to be on top of everything (after newtrees) if (musicschool && musicschool.parent) { musicschool.parent.removeChild(musicschool); } game.addChild(musicschool); // Player movement variables var targetX = player.x; var targetY = player.y; var playerSpeed = 8; // Store initial world positions player._worldX = player.x; player._worldY = player.y; // Update initial target position to match spawn (center of scene) targetX = player._worldX; targetY = player._worldY; // Hide world/gameplay until started showGameWorld(false); // --- Camera/Viewport --- var camera = { x: 0, y: 0 }; // top-left of visible area function clamp(val, min, max) { if (val < min) { return min; } if (val > max) { return max; } return val; } // --- GUI --- // --- Touch to move --- // No drag variables needed // --- Interactions --- // --- Move Handler --- // No move handler needed for touch-to-move // --- Down/Up Handlers --- game.down = function (x, y, obj) { // Only allow movement if game has started if (!gameStarted) { return; } // If player was stopped at home, allow movement again if (typeof playerReachedHome !== "undefined" && playerReachedHome) { playerReachedHome = false; } // Set target position in world coordinates targetX = x + camera.x; targetY = y + camera.y; // Clamp target to world bounds targetX = clamp(targetX, player.radius, WORLD_WIDTH * TILE_SIZE - player.radius); targetY = clamp(targetY, player.radius, WORLD_HEIGHT * TILE_SIZE - player.radius); }; game.up = function (x, y, obj) { // Not needed for touch-to-move }; // --- Update Handler --- game.update = function () { if (!gameStarted) { return; } // Move player towards target (in world coordinates) var dx = targetX - player._worldX; var dy = targetY - player._worldY; var distance = Math.sqrt(dx * dx + dy * dy); // --- Stop movement if player reaches home --- if (typeof playerReachedHome === "undefined") { playerReachedHome = false; } if (!playerReachedHome) { for (var i = 0; i < homes.length; i++) { var home = homes[i]; // Home anchor is at bottom center, width is approximately 558.57, height is 560 var homeBottom = home._worldY; var homeTop = home._worldY - 560; var homeCenterX = home._worldX; var homeHalfWidth = 279; // Check if player is inside home bounds (with a small buffer) if (player._worldX > homeCenterX - homeHalfWidth - 10 && player._worldX < homeCenterX + homeHalfWidth + 10 && player._worldY > homeTop - 10 && player._worldY < homeBottom + 10) { playerReachedHome = true; // Cancel the current move: set target to current position (invalidate move) targetX = player._worldX; targetY = player._worldY; // --- PUSH PLAYER AWAY FROM HOME (ev iter) --- var pushStrength = 60; // how far to push the player // Calculate direction from home center to player var dxPush = player._worldX - homeCenterX; var dyPush = player._worldY - (homeTop + 560 / 2); var distPush = Math.sqrt(dxPush * dxPush + dyPush * dyPush); if (distPush === 0) { // If exactly at center, push upwards dxPush = 0; dyPush = -1; distPush = 1; } var pushX = dxPush / distPush * pushStrength; var pushY = dyPush / distPush * pushStrength; // Move player out of home player._worldX += pushX; player._worldY += pushY; // Clamp to world bounds player._worldX = clamp(player._worldX, player.radius, WORLD_WIDTH * TILE_SIZE - player.radius); player._worldY = clamp(player._worldY, player.radius, WORLD_HEIGHT * TILE_SIZE - player.radius); // Also update target so player doesn't immediately walk back in targetX = player._worldX; targetY = player._worldY; break; } } } if (playerReachedHome) { // Don't move player, just update camera and visuals below distance = 0; } if (distance > playerSpeed) { // Calculate new position var newX = player._worldX + dx / distance * playerSpeed; var newY = player._worldY + dy / distance * playerSpeed; // Check collision with trees when approaching from below var canMove = true; var detourX = 0; for (var i = 0; i < trees.length; i++) { var tree = trees[i]; // Check if player would collide with tree var treeBottom = tree._worldY; // Tree anchor is at bottom var treeTop = tree._worldY - 375; // Tree height is 375 var treeCenterX = tree._worldX; var treeHalfWidth = 150; // Tree width is 300 // Check if player is approaching from below (player Y is greater than tree bottom) if (player._worldY > treeBottom - 100) { // Check horizontal overlap with tree - further reduced detection area for less sensitivity if (Math.abs(newX - treeCenterX) < player.radius + treeHalfWidth - 120) { // Check if new position would be inside tree (increase vertical buffer for less sensitivity) if (newY < treeBottom - 40 && newY > treeTop + 80) { // --- PUSH PLAYER AWAY FROM TREE (agÌaç iter) --- var pushStrengthTree = 50; // how far to push the player // Calculate direction from tree center to player var dxPushTree = player._worldX - treeCenterX; var dyPushTree = player._worldY - (treeTop + (treeBottom - treeTop) / 2); var distPushTree = Math.sqrt(dxPushTree * dxPushTree + dyPushTree * dyPushTree); if (distPushTree === 0) { // If exactly at center, push upwards dxPushTree = 0; dyPushTree = -1; distPushTree = 1; } var pushXTree = dxPushTree / distPushTree * pushStrengthTree; var pushYTree = dyPushTree / distPushTree * pushStrengthTree; // Move player out of tree player._worldX += pushXTree; player._worldY += pushYTree; // Clamp to world bounds player._worldX = clamp(player._worldX, player.radius, WORLD_WIDTH * TILE_SIZE - player.radius); player._worldY = clamp(player._worldY, player.radius, WORLD_HEIGHT * TILE_SIZE - player.radius); // Also update target so player doesn't immediately walk back in targetX = player._worldX; targetY = player._worldY; canMove = false; // Calculate detour direction - go around the side that's closer to target var leftDistance = Math.abs(treeCenterX - treeHalfWidth - player.radius - targetX); var rightDistance = Math.abs(treeCenterX + treeHalfWidth + player.radius - targetX); if (leftDistance < rightDistance) { // Go around left side detourX = treeCenterX - treeHalfWidth - player.radius - 20; } else { // Go around right side detourX = treeCenterX + treeHalfWidth + player.radius + 20; } break; } } } } // Check collision with homes if (canMove) { for (var i = 0; i < homes.length; i++) { var home = homes[i]; // Home anchor is at bottom center, width is approximately 558.57, height is 560 var homeBottom = home._worldY; // Home anchor is at bottom var homeTop = home._worldY - 560; // Home height var homeCenterX = home._worldX; var homeHalfWidth = 279; // Home width is 558.57 // Check if player would collide with home - expanded collision box for sides var expandedWidth = homeHalfWidth + 50; // Add buffer to prevent side passage // Check horizontal collision (prevent passing from sides) if (Math.abs(newX - homeCenterX) < player.radius + expandedWidth) { // Check vertical overlap if (newY > homeTop - 50 && newY < homeBottom + 50 || player._worldY > homeTop - 50 && player._worldY < homeBottom + 50) { canMove = false; // Don't calculate detour - just stop the movement break; } } // Also check if player is trying to move through the home from current position var playerLeft = player._worldX - player.radius; var playerRight = player._worldX + player.radius; var homeLeft = homeCenterX - expandedWidth; var homeRight = homeCenterX + expandedWidth; // If player is on one side and trying to move to the other side of home if (playerLeft < homeLeft && newX > homeRight || playerRight > homeRight && newX < homeLeft) { // Check if the path crosses through the home vertically if (newY > homeTop - 50 && newY < homeBottom + 50) { canMove = false; break; } } } // --- Prevent player from moving through musicschool visual --- if (canMove && typeof musicschool !== "undefined") { // musicschool anchor is at bottom center, width: 800, height: 800 var msBottom = musicschool._worldY; var msTop = musicschool._worldY - 800; var msCenterX = musicschool._worldX; var msHalfWidth = 400; // Add a small buffer to make collision feel natural var msBuffer = 30; // Check horizontal collision if (Math.abs(newX - msCenterX) < player.radius + msHalfWidth - msBuffer) { // Check vertical overlap if (newY > msTop + msBuffer && newY < msBottom - msBuffer || player._worldY > msTop + msBuffer && player._worldY < msBottom - msBuffer) { canMove = false; // Don't calculate detour - just stop the movement } } // Also check if player is trying to move through musicschool from current position var playerLeft = player._worldX - player.radius; var playerRight = player._worldX + player.radius; var msLeft = msCenterX - msHalfWidth + msBuffer; var msRight = msCenterX + msHalfWidth - msBuffer; if (playerLeft < msLeft && newX > msRight || playerRight > msRight && newX < msLeft) { if (newY > msTop + msBuffer && newY < msBottom - msBuffer) { canMove = false; } } } } if (canMove) { player._worldX = newX; player._worldY = newY; } else { // Move horizontally towards detour point first var detourDx = detourX - player._worldX; if (Math.abs(detourDx) > playerSpeed) { player._worldX += detourDx / Math.abs(detourDx) * playerSpeed; // Keep Y position same while detouring player._worldY = player._worldY; } else { // Once at detour X position, move towards target normally player._worldX = newX; player._worldY = newY; } } } else if (distance > 0) { // Close enough, snap to target player._worldX = targetX; player._worldY = targetY; } // Clamp player to world bounds player._worldX = clamp(player._worldX, player.radius, WORLD_WIDTH * TILE_SIZE - player.radius); player._worldY = clamp(player._worldY, player.radius, WORLD_HEIGHT * TILE_SIZE - player.radius); // Camera follows player, center player in view var viewW = 2048; var viewH = 2732; camera.x = clamp(player._worldX - viewW / 2, 0, WORLD_WIDTH * TILE_SIZE - viewW); camera.y = clamp(player._worldY - viewH / 2, 0, WORLD_HEIGHT * TILE_SIZE - viewH); // Move all world elements relative to camera for (var i = 0; i < worldTiles.length; i++) { worldTiles[i].x = i % WORLD_WIDTH * TILE_SIZE - camera.x; worldTiles[i].y = Math.floor(i / WORLD_WIDTH) * TILE_SIZE - camera.y; } for (var i = 0; i < worldObjects.length; i++) { var obj = worldObjects[i]; obj.x = obj._worldX - camera.x; obj.y = obj._worldY - camera.y; } for (var i = 0; i < flowers.length; i++) { var flower = flowers[i]; flower.x = flower._worldX - camera.x; flower.y = flower._worldY - camera.y; } for (var i = 0; i < grassSprites.length; i++) { var grass = grassSprites[i]; grass.x = grass._worldX - camera.x; grass.y = grass._worldY - camera.y; } for (var i = 0; i < homes.length; i++) { var home = homes[i]; home.x = home._worldX - camera.x; home.y = home._worldY - camera.y; } // Update player screen position based on world position and camera player.x = player._worldX - camera.x; player.y = player._worldY - camera.y; };" kodlarını oyunumuza entegre et
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yalnızca tıkladıgÌımız yerlere gidecek player âȘđĄ Consider importing and using the following plugins: @upit/tween.v1
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harita kare formatında olacak. biz karakteri daha yakından goÌrecegÌiz ve kamera bizimle birlikte hareket edecek, haritanın dış kısmını goÌremeyecegÌiz harita koÌşelerine yaklaşınca kamera hareketi duracak
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**tile_grass** - Grass ground tiles for the world terrain - **tile_water** - Water tiles used for borders and water areas - **tree** - Tree objects placed around world borders for scenery - **newtree** - Additional tree variant scattered throughout the world - **flower** - Pink flower decoration (randomly placed) - **flower_yellow** - Yellow flower decoration (randomly placed) - **grass_sprite** - Small grass sprites for ground detail and variety - **golet** - Pond/water feature placed randomly in the world
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ana menuÌdeki menuÌlere story menuÌsuÌ ekle story menuÌsuÌne basılınca oynayacagÌımız bir yukarıdan aşagÌıya stardew walley dinamiklerinde bastıgÌı yere gidebildigÌi bir bahçe ekle bahçelerin etrafı içerisinden geçilmeyen agÌaçlarla çevrili olsun
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can kaybedince canlar soldan sagÌa dogÌru kaybedilsin
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heart assetlerini skor hizasında en sagÌa taşı
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gerisayım sırasında wrongtap can goÌtuÌrmesin
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oyun arkaplanının uÌstuÌne koy kalpleri
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duÌzenle hatayı bul
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Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'var heartY = scoreTxt.y + scoreTxt.height + 300; // Skorun 300px altına hizala' Line Number: 116
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { bpm: 100 }); /**** * Classes ****/ // default bpm 100 // Beat marker class (moving dot) var BeatMarker = Container.expand(function () { var self = Container.call(this); var marker = self.attachAsset('beatMarker', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; // Whether this beat is still hittable self.hit = false; // Whether this beat was hit // For feedback animation self.showFeedback = function (type) { var feedbackId = type === 'good' ? 'goodCircle' : 'missCircle'; var feedback = LK.getAsset(feedbackId, { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, alpha: 0.7, scaleX: 1, scaleY: 1 }); game.addChild(feedback); tween(feedback, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { feedback.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x6ec6f5 // light blue sky }); /**** * Game Code ****/ // --- BPM-specific music assets (kickless versions) --- // Music (looping, short demo) // Sound for kick // Good feedback // Miss feedback // Beat marker // Timeline bar // Bass drum (kick) hit circle when active // Bass drum (kick) hit circle // --- Game constants --- var TIMELINE_WIDTH = 2048; var TIMELINE_HEIGHT = 25; var TIMELINE_Y = 2000; // Y position of timeline bar var TIMELINE_X = 0; var HIT_ZONE_X = 2048 / 2; // Center of screen var HIT_ZONE_Y = TIMELINE_Y + TIMELINE_HEIGHT / 2; var HIT_WINDOW = 120; // px distance for perfect hit var BEAT_SPEED = 900; // px/sec, will increase with difficulty var INITIAL_BPM = 100; // Starting BPM var BEATS_PER_MEASURE = 4; var BEAT_INTERVAL = 60 / INITIAL_BPM; // seconds per beat var DIFFICULTY_STEP = 0.15; // How much to increase BPM per level var MAX_MISSES = 5; // --- Game state --- var beats = []; // Active BeatMarker objects var beatPattern = []; // Array of {time, type} var nextBeatIdx = 0; // Next beat to spawn var songTime = 0; // Elapsed time in seconds var lastTickTime = Date.now(); var score = 0; var misses = 0; var combo = 0; var bpm = typeof storage.bpm === "number" ? storage.bpm : INITIAL_BPM; var beatInterval = 60 / bpm; var gameActive = true; var feedbackTimeout = null; // --- UI elements --- // --- Heart/Life UI --- // (Initialization moved after scoreTxt is defined) var MAX_LIVES = 3; var lives = MAX_LIVES; var heartIcons = []; var heartSpacing = 40; // Heart/life UI will be initialized after scoreTxt is defined // --- Gameplay Screen Container --- var gamescreen = new Container(); gamescreen.visible = false; game.addChild(gamescreen); // Add isyeri background image, anchored top-left, covering the whole game area var isyeriBg = LK.getAsset('isyeri', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); gamescreen.addChild(isyeriBg); var timelineBar = LK.getAsset('timelineBar', { anchorX: 0, anchorY: 0.5, x: TIMELINE_X, y: TIMELINE_Y + TIMELINE_HEIGHT / 2 }); gamescreen.addChild(timelineBar); // Hit zone (kick target) var kickTarget = LK.getAsset('kickTarget', { anchorX: 0.5, anchorY: 0.5, x: HIT_ZONE_X, y: HIT_ZONE_Y }); gamescreen.addChild(kickTarget); // Score text var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Combo text var comboTxt = new Text2('', { size: 70, fill: 0x00FF00 }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.y = 120; // No miss text, only hearts for lives display // --- Heart/Life UI --- (moved here to ensure scoreTxt is defined) // Calculate heartY based on scoreTxt position and height var heartY = scoreTxt.y; // Score text ile aynı hizada var heartWidth = 100; var totalHeartsWidth = MAX_LIVES * heartWidth + (MAX_LIVES - 1) * heartSpacing; var heartStartX = 2048 - 100 - totalHeartsWidth; // SaÄdan 100px boĆluk bırak // Remove any existing heart icons from their parents before recreating for (var i = 0; i < heartIcons.length; i++) { if (heartIcons[i] && heartIcons[i].parent) { heartIcons[i].parent.removeChild(heartIcons[i]); } } heartIcons = []; for (var i = 0; i < MAX_LIVES; i++) { var heart = LK.getAsset('heart', { anchorX: 0, anchorY: 0, x: heartStartX + i * (heartWidth + heartSpacing), y: heartY }); gamescreen.addChild(heart); heartIcons.push(heart); } // --- Beat pattern generation --- function generateBeatPattern(bpm, measures) { // Simple: 4/4, kick on every beat, can add more complex patterns later var pattern = []; var interval = 60 / bpm; for (var m = 0; m < measures; m++) { for (var b = 0; b < BEATS_PER_MEASURE; b++) { pattern.push({ time: (m * BEATS_PER_MEASURE + b) * interval, type: 'kick' }); } } return pattern; } // --- Start game --- function startGame() { // Reset state for (var i = 0; i < beats.length; i++) { beats[i].destroy(); } beats = []; // Use current bpm and beatInterval beatInterval = 60 / bpm; beatPattern = generateBeatPattern(bpm, 16); // 16 measures = 64 beats nextBeatIdx = 0; songTime = 0; lastTickTime = Date.now(); score = 0; misses = 0; combo = 0; lives = MAX_LIVES; // Remove any beat that is at the kick target at game start (defensive, in case of bug) // Also, prevent initial miss by ensuring no beat is at or past the hit zone at game start for (var i = beats.length - 1; i >= 0; i--) { if (typeof beats[i].x !== "undefined" && Math.abs(beats[i].x - HIT_ZONE_X) < 2 || typeof beats[i].x !== "undefined" && beats[i].x >= HIT_ZONE_X - HIT_WINDOW) { beats[i].destroy(); beats.splice(i, 1); } } // Defensive: Also ensure no beat is created at the kick target at game start if (beats.length > 0 && typeof beats[0].x !== "undefined" && Math.abs(beats[0].x - HIT_ZONE_X) < 2) { beats[0].destroy(); beats.splice(0, 1); } // Reset heart icons to full // Recalculate miss text width and heart positions on restart var heartWidth = 100; var totalHeartsWidth = MAX_LIVES * heartWidth + (MAX_LIVES - 1) * heartSpacing; var heartStartX = 2048 - 100 - totalHeartsWidth; var heartY = scoreTxt.y; for (var i = 0; i < heartIcons.length; i++) { var parent = heartIcons[i].parent; if (parent) parent.removeChild(heartIcons[i]); heartIcons[i] = LK.getAsset('heart', { anchorX: 0, anchorY: 0, x: heartStartX + i * (heartWidth + heartSpacing), y: heartY }); gamescreen.addChild(heartIcons[i]); } gameActive = true; scoreTxt.setText('0'); comboTxt.setText(''); // missTxt removed, only hearts for lives kickTarget.visible = true; LK.setScore(0); // --- Play correct BPM music (kickless) --- var musicId = 'bgmusic'; if (bpm === 75) musicId = 'music_75bpm_nokick';else if (bpm === 80) musicId = 'music_80bpm_nokick';else if (bpm === 85) musicId = 'music_85bpm_nokick';else if (bpm === 90) musicId = 'music_90bpm_nokick';else if (bpm === 95) musicId = 'music_95bpm_nokick';else if (bpm === 100) musicId = 'music_100bpm_nokick'; LK.playMusic(musicId, { loop: true }); } // --- Main Menu Implementation --- var mainMenuContainer = new Container(); mainMenuContainer.visible = true; // Title var titleTxt = new Text2("DJ Bass Kickstart", { size: 160, fill: 0xffd700 }); titleTxt.anchor.set(0.5, 0); titleTxt.x = 2048 / 2; titleTxt.y = 300; mainMenuContainer.addChild(titleTxt); // Start Button var startBtn = new Text2("START", { size: 120, fill: 0x00ff00 }); startBtn.anchor.set(0.5, 0.5); startBtn.x = 2048 / 2; startBtn.y = 700; mainMenuContainer.addChild(startBtn); // Settings Button var settingsBtn = new Text2("SETTINGS", { size: 100, fill: 0x1e90ff }); settingsBtn.anchor.set(0.5, 0.5); settingsBtn.x = 2048 / 2; settingsBtn.y = 900; mainMenuContainer.addChild(settingsBtn); // Credits Button var creditsBtn = new Text2("CREDITS", { size: 100, fill: 0xffffff }); creditsBtn.anchor.set(0.5, 0.5); creditsBtn.x = 2048 / 2; creditsBtn.y = 1050; mainMenuContainer.addChild(creditsBtn); // Support Us Button var supportBtn = new Text2("SUPPORT US", { size: 100, fill: 0xff4444 }); supportBtn.anchor.set(0.5, 0.5); supportBtn.x = 2048 / 2; supportBtn.y = 1350; mainMenuContainer.addChild(supportBtn); // Overlay for credits/settings/support var settingsmenu = new Container(); settingsmenu.visible = false; game.addChild(settingsmenu); var creditsmenu = new Container(); creditsmenu.visible = false; game.addChild(creditsmenu); var supportmenu = new Container(); supportmenu.visible = false; game.addChild(supportmenu); // Helper to hide all overlays function hideAllMenus() { settingsmenu.visible = false; creditsmenu.visible = false; supportmenu.visible = false; } // Show credits menu function showCreditsMenu() { hideAllMenus(); creditsmenu.removeChildren(); var bg = LK.getAsset('missCircle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 5, scaleY: 2.5, alpha: 0.92 }); creditsmenu.addChild(bg); var txt = new Text2("Credits\nTasarım & Kod: FRVR.Ava.Combo[POGAAS].v1.0\nInspired by Ada Lovelace", { size: 90, fill: 0xffffff }); txt.anchor.set(0.5, 0.5); txt.x = 2048 / 2; txt.y = 2732 / 2; creditsmenu.addChild(txt); // Close button (bottom right) var closeBtn = new Text2("KAPAT", { size: 90, fill: 0xffffff }); closeBtn.anchor.set(1, 1); closeBtn.x = 2048 - 60; closeBtn.y = 2732 - 60; creditsmenu.addChild(closeBtn); closeBtn.down = function (x, y, obj) { creditsmenu.visible = false; mainMenuContainer.visible = true; }; creditsmenu.visible = true; // Remove tap-to-close on background creditsmenu.down = undefined; } // Show support menu function showSupportMenu() { hideAllMenus(); supportmenu.removeChildren(); var bg = LK.getAsset('missCircle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 5, scaleY: 2.5, alpha: 0.92 }); supportmenu.addChild(bg); var txt = new Text2("Support Us\nBizi desteklemek için sosyal medyada paylaĆın!", { size: 90, fill: 0xffffff }); txt.anchor.set(0.5, 0.5); txt.x = 2048 / 2; txt.y = 2732 / 2; supportmenu.addChild(txt); // Close button (bottom right) var closeBtn = new Text2("KAPAT", { size: 90, fill: 0xffffff }); closeBtn.anchor.set(1, 1); closeBtn.x = 2048 - 60; closeBtn.y = 2732 - 60; supportmenu.addChild(closeBtn); closeBtn.down = function (x, y, obj) { supportmenu.visible = false; mainMenuContainer.visible = true; }; supportmenu.visible = true; // Remove tap-to-close on background supportmenu.down = undefined; } // Show settings menu function showSettingsMenu() { hideAllMenus(); settingsmenu.removeChildren(); var bg = LK.getAsset('missCircle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 5, scaleY: 2.5, alpha: 0.92 }); settingsmenu.addChild(bg); var txt = new Text2("Ayarlar", { size: 110, fill: 0xffffff }); txt.anchor.set(0.5, 0.5); txt.x = 2048 / 2; txt.y = 700; settingsmenu.addChild(txt); // --- BPM CIRCLE UI --- // Container for the whole BPM control var bpmCircleContainer = new Container(); bpmCircleContainer.x = 2048 / 2; bpmCircleContainer.y = 1100; settingsmenu.addChild(bpmCircleContainer); // Circle background var bpmCircleBg = LK.getAsset('kickTarget', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1.1, scaleY: 1.1, alpha: 0.85 }); bpmCircleContainer.addChild(bpmCircleBg); // BPM value text var bpmValueTxt = new Text2(bpm + "", { size: 110, fill: 0x1e90ff }); bpmValueTxt.anchor.set(0.5, 0.5); bpmValueTxt.x = 0; bpmValueTxt.y = 0; bpmCircleContainer.addChild(bpmValueTxt); // BPM label text var bpmLabelTxt = new Text2("BPM", { size: 48, fill: 0xffffff }); bpmLabelTxt.anchor.set(0.5, 0.5); bpmLabelTxt.x = 0; bpmLabelTxt.y = 90; bpmCircleContainer.addChild(bpmLabelTxt); // --- Drag-to-change BPM logic --- var dragActive = false; var dragStartY = 0; var dragStartBpm = 0; var lastDragStep = 0; var BPM_MIN = 40; var BPM_MAX = 300; var BPM_STEP = 5; var PIXELS_PER_STEP = 20; // Touch start (down) on circle bpmCircleContainer.down = function (x, y, obj) { dragActive = true; dragStartY = y; dragStartBpm = bpm; lastDragStep = 0; // Animate circle slightly for feedback tween(bpmCircleBg, { scaleX: 1.18, scaleY: 1.18 }, { duration: 100, yoyo: true, repeat: 1 }); }; // Touch move on circle bpmCircleContainer.move = function (x, y, obj) { if (!dragActive) return; var dy = dragStartY - y; // Up is positive var step = Math.floor(dy / PIXELS_PER_STEP); if (step !== lastDragStep) { var newBpm = dragStartBpm + step * BPM_STEP; if (newBpm < BPM_MIN) newBpm = BPM_MIN; if (newBpm > BPM_MAX) newBpm = BPM_MAX; if (newBpm !== bpm) { bpm = newBpm; bpmValueTxt.setText(bpm + ""); beatInterval = 60 / bpm; storage.bpm = bpm; // persist bpm to storage } lastDragStep = step; } }; // Touch end (up) on circle bpmCircleContainer.up = function (x, y, obj) { dragActive = false; // Animate back to normal scale tween(bpmCircleBg, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100 }); }; // Close button (bottom right) var closeBtn = new Text2("KAPAT", { size: 90, fill: 0xffffff }); closeBtn.anchor.set(1, 1); closeBtn.x = 2048 - 60; closeBtn.y = 2732 - 60; settingsmenu.addChild(closeBtn); closeBtn.down = function (x, y, obj) { settingsmenu.visible = false; mainMenuContainer.visible = true; }; // Remove tap-to-close on background settingsmenu.down = undefined; settingsmenu.visible = true; } // Button event handlers // Countdown logic var countdownContainer = new Container(); countdownContainer.visible = false; game.addChild(countdownContainer); function showCountdown(onFinish) { gamescreen.visible = true; countdownContainer.visible = true; countdownContainer.removeChildren(); var numbers = ["3", "2", "1"]; var idx = 0; function showNext() { if (idx >= numbers.length) { countdownContainer.visible = false; countdownContainer.removeChildren(); // Only show gamescreen if game is active (startGame will set it visible) if (!gameActive) { gamescreen.visible = false; } if (typeof onFinish === "function") onFinish(); return; } countdownContainer.removeChildren(); var txt = new Text2(numbers[idx], { size: 400, fill: 0xffd700 }); txt.anchor.set(0.5, 0.5); txt.x = 2048 / 2; txt.y = 1200; txt.alpha = 0; txt.scale.x = 0.6; txt.scale.y = 0.6; countdownContainer.addChild(txt); // Animate in tween(txt, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 250, easing: tween.cubicOut, onFinish: function onFinish() { // Hold, then animate out tween(txt, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 350, delay: 400, easing: tween.cubicIn, onFinish: function onFinish() { idx++; showNext(); } }); } }); } idx = 0; showNext(); } startBtn.down = function (x, y, obj) { mainMenuContainer.visible = false; showCountdown(function () { startGame(); }); }; settingsBtn.down = function (x, y, obj) { mainMenuContainer.visible = false; showSettingsMenu(); }; creditsBtn.down = function (x, y, obj) { mainMenuContainer.visible = false; showCreditsMenu(); }; supportBtn.down = function (x, y, obj) { mainMenuContainer.visible = false; showSupportMenu(); }; // Add menu to game game.addChild(mainMenuContainer); // menus are already added above // Hide all gameplay UI until game starts scoreTxt.visible = false; comboTxt.visible = false; // missTxt removed, only hearts for lives // timelineBar and kickTarget are now children of gamescreen, so their visibility is managed by gamescreen // Patch startGame to show gameplay UI and gamescreen var _originalStartGame = startGame; startGame = function startGame() { scoreTxt.visible = true; comboTxt.visible = true; // missTxt removed, only hearts for lives gamescreen.visible = true; mainMenuContainer.visible = false; // overlayContainer.visible = false; // Removed, not defined _originalStartGame(); }; // On menu, hide gameplay UI and gamescreen mainMenuContainer.visible = true; scoreTxt.visible = false; comboTxt.visible = false; gamescreen.visible = false; // --- Beat spawning --- function spawnBeat(beat) { var marker = new BeatMarker(); // Always spawn at the very left of the timeline bar marker.x = TIMELINE_X; marker.y = HIT_ZONE_Y; marker.beatTime = beat.time; marker.type = beat.type; marker.active = true; marker.hit = false; marker.lastX = marker.x; // initialize lastX for correct miss logic marker.hasReachedHitZone = false; // initialize for correct miss logic beats.push(marker); gamescreen.addChild(marker); } // --- Game update --- game.update = function () { if (!gameActive) { return; } // Time management var now = Date.now(); var dt = (now - lastTickTime) / 1000; lastTickTime = now; songTime += dt; // Prevent beat spawning until countdown is finished and gameplay is visible if (!gamescreen.visible || countdownContainer.visible) { return; } // Only allow beat spawning after countdown is finished if (!countdownContainer.visible) { // Spawn new beats if it's time while (nextBeatIdx < beatPattern.length && beatPattern[nextBeatIdx].time - songTime < TIMELINE_WIDTH / BEAT_SPEED) { spawnBeat(beatPattern[nextBeatIdx]); nextBeatIdx++; } } // Move beats and check for misses for (var i = beats.length - 1; i >= 0; i--) { var beat = beats[i]; // Calculate progress: 0 (spawn) to 1 (hit zone) var timeToHit = beat.beatTime - songTime; var pxFromStart = TIMELINE_WIDTH * (1 - timeToHit / (TIMELINE_WIDTH / BEAT_SPEED)); beat.x = TIMELINE_X + Math.max(0, Math.min(TIMELINE_WIDTH, pxFromStart)); // Track lastX for miss detection if (typeof beat.lastX === "undefined") beat.lastX = beat.x; // Only check for miss if the beat has passed the hit zone (not before) // Also, do not count as miss if the beat has not yet reached the hit zone at least once if (!beat.hit && beat.active && typeof beat.hasReachedHitZone !== "undefined" && beat.hasReachedHitZone && beat.lastX <= HIT_ZONE_X + HIT_WINDOW && beat.x > HIT_ZONE_X + HIT_WINDOW) { // Missed beat.active = false; beat.showFeedback('miss'); misses++; combo = 0; // missTxt removed, only hearts for lives comboTxt.setText(''); LK.effects.flashObject(kickTarget, 0xff0000, 200); // Lose a life and update heart icon if (lives > 0) { var lostIndex = MAX_LIVES - lives; // soldan saÄa kaybetmek için if (heartIcons[lostIndex]) { var parent = heartIcons[lostIndex].parent; if (parent) parent.removeChild(heartIcons[lostIndex]); heartIcons[lostIndex] = LK.getAsset('lostheart', { anchorX: 0, anchorY: 0, x: heartStartX + lostIndex * (heartWidth + heartSpacing), y: heartY }); gamescreen.addChild(heartIcons[lostIndex]); } lives--; } if (lives <= 0) { gameOver(); } } // Track if beat has reached the hit zone at least once if (typeof beat.hasReachedHitZone === "undefined") { beat.hasReachedHitZone = false; } if (!beat.hasReachedHitZone && beat.x >= HIT_ZONE_X - HIT_WINDOW) { beat.hasReachedHitZone = true; } // Remove if off screen if (beat.x > TIMELINE_X + TIMELINE_WIDTH + 100) { beat.destroy(); beats.splice(i, 1); } // Update lastX for next frame beat.lastX = beat.x; } }; // --- Input handling --- var isTouching = false; game.down = function (x, y, obj) { if (!gameActive) { return; } // Only register if touch is in hit zone var dx = x - HIT_ZONE_X; var dy = y - HIT_ZONE_Y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 120) { isTouching = true; // Animate kick target kickTarget.destroy(); kickTarget = LK.getAsset('kickActive', { anchorX: 0.5, anchorY: 0.5, x: HIT_ZONE_X, y: HIT_ZONE_Y }); gamescreen.addChild(kickTarget); // Check for beat hit var hit = false; for (var i = 0; i < beats.length; i++) { var beat = beats[i]; if (beat.active && !beat.hit && Math.abs(beat.x - HIT_ZONE_X) < HIT_WINDOW) { // Calculate timing accuracy var distFromCenter = Math.abs(beat.x - HIT_ZONE_X); var feedbackType = ''; var feedbackText = ''; var feedbackColor = 0xffffff; var scoreAdd = 0; if (distFromCenter < 20) { feedbackType = 'perfect'; feedbackText = 'PERFECT!'; feedbackColor = 0xffe600; scoreAdd = 200; } else if (distFromCenter < 40) { feedbackType = 'awesome'; feedbackText = 'AWESOME!'; feedbackColor = 0x00e6ff; scoreAdd = 150; } else if (distFromCenter < 70) { feedbackType = 'good'; feedbackText = 'GOOD'; feedbackColor = 0x00ff00; scoreAdd = 100; } else { feedbackType = 'ok'; feedbackText = 'OK'; feedbackColor = 0xcccccc; scoreAdd = 50; } beat.hit = true; beat.active = false; hit = true; score += scoreAdd; combo += 1; LK.setScore(score); scoreTxt.setText(score); comboTxt.setText('Combo: ' + combo); // Show feedback text at hit zone var feedbackTxt = new Text2(feedbackText, { size: 120, fill: feedbackColor }); feedbackTxt.anchor.set(0.5, 0.5); feedbackTxt.x = HIT_ZONE_X; feedbackTxt.y = HIT_ZONE_Y - 180; game.addChild(feedbackTxt); tween(feedbackTxt, { alpha: 0, y: feedbackTxt.y - 100 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { feedbackTxt.destroy(); } }); beat.showFeedback('good'); LK.getSound('kick').play(); // Play kick sound to complete the music LK.effects.flashObject(kickTarget, feedbackColor, 200); // Difficulty up every 10 combo if (combo % 10 === 0 && combo > 0) { bpm += 8; if (bpm > 300) bpm = 300; beatInterval = 60 / bpm; // Add more beats to pattern var extra = generateBeatPattern(bpm, 4); for (var j = 0; j < extra.length; j++) { extra[j].time += beatPattern[beatPattern.length - 1].time + beatInterval; beatPattern.push(extra[j]); } } break; } } if (!hit) { // Missed (tapped at wrong time) misses++; combo = 0; // missTxt removed, only hearts for lives comboTxt.setText(''); LK.getSound('kick').play(); // Play kick sound even if not a perfect hit LK.effects.flashObject(kickTarget, 0xff0000, 200); // Only lose a life if countdown is not visible if (!countdownContainer.visible) { // Lose a life and update heart icon if (lives > 0) { var lostIndex = MAX_LIVES - lives; // soldan saÄa kaybetmek için if (heartIcons[lostIndex]) { var parent = heartIcons[lostIndex].parent; if (parent) parent.removeChild(heartIcons[lostIndex]); heartIcons[lostIndex] = LK.getAsset('lostheart', { anchorX: 0, anchorY: 0, x: heartStartX + lostIndex * (heartWidth + heartSpacing), y: heartY }); gamescreen.addChild(heartIcons[lostIndex]); } lives--; } if (lives <= 0) { gameOver(); } } } } }; game.up = function (x, y, obj) { isTouching = false; // Restore kick target kickTarget.destroy(); kickTarget = LK.getAsset('kickTarget', { anchorX: 0.5, anchorY: 0.5, x: HIT_ZONE_X, y: HIT_ZONE_Y }); gamescreen.addChild(kickTarget); }; // --- Game over --- function gameOver() { gameActive = false; LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); LK.stopMusic(); } // --- Win condition --- function checkWin() { if (score >= 5000) { gameActive = false; LK.effects.flashScreen(0x00ff00, 800); LK.showYouWin(); LK.stopMusic(); } } // --- Restart on game over --- LK.on('gameover', function () { startGame(); }); LK.on('youwin', function () { startGame(); });
===================================================================
--- original.js
+++ change.js
@@ -56,17 +56,18 @@
/****
* Game Code
****/
-// --- Game constants ---
-// Bass drum (kick) hit circle
-// Bass drum (kick) hit circle when active
-// Timeline bar
-// Beat marker
-// Miss feedback
-// Good feedback
-// Sound for kick
+// --- BPM-specific music assets (kickless versions) ---
// Music (looping, short demo)
+// Sound for kick
+// Good feedback
+// Miss feedback
+// Beat marker
+// Timeline bar
+// Bass drum (kick) hit circle when active
+// Bass drum (kick) hit circle
+// --- Game constants ---
var TIMELINE_WIDTH = 2048;
var TIMELINE_HEIGHT = 25;
var TIMELINE_Y = 2000; // Y position of timeline bar
var TIMELINE_X = 0;
@@ -235,9 +236,12 @@
comboTxt.setText('');
// missTxt removed, only hearts for lives
kickTarget.visible = true;
LK.setScore(0);
- LK.playMusic('bgmusic', {
+ // --- Play correct BPM music (kickless) ---
+ var musicId = 'bgmusic';
+ if (bpm === 75) musicId = 'music_75bpm_nokick';else if (bpm === 80) musicId = 'music_80bpm_nokick';else if (bpm === 85) musicId = 'music_85bpm_nokick';else if (bpm === 90) musicId = 'music_90bpm_nokick';else if (bpm === 95) musicId = 'music_95bpm_nokick';else if (bpm === 100) musicId = 'music_100bpm_nokick';
+ LK.playMusic(musicId, {
loop: true
});
}
// --- Main Menu Implementation ---
@@ -788,9 +792,9 @@
feedbackTxt.destroy();
}
});
beat.showFeedback('good');
- LK.getSound('kick').play();
+ LK.getSound('kick').play(); // Play kick sound to complete the music
LK.effects.flashObject(kickTarget, feedbackColor, 200);
// Difficulty up every 10 combo
if (combo % 10 === 0 && combo > 0) {
bpm += 8;
@@ -811,8 +815,9 @@
misses++;
combo = 0;
// missTxt removed, only hearts for lives
comboTxt.setText('');
+ LK.getSound('kick').play(); // Play kick sound even if not a perfect hit
LK.effects.flashObject(kickTarget, 0xff0000, 200);
// Only lose a life if countdown is not visible
if (!countdownContainer.visible) {
// Lose a life and update heart icon
empty heart
A 2048x2732 vertical pixel art background for the main menu of a rhythm game. The scene shows a moody, neon-lit cityscape at night through a big window behind a cozy, minimal DJ setup. The foreground includes soft lights, vinyl records, and glowing cables. Background buildings feature soft pulsing lights and pixel-style clouds or stars. The mood is dreamy, lo-fi, and rhythmic, with purple, indigo, and cyan tones. No characters or text, just a calm and stylish menu background.. In-Game asset. 2d. High contrast. No shadows
A 2048x2732 vertical pixel art background for a settings screen in a pixel-art rhythm game. The scene shows a cozy side corner of the same DJ studio seen in the main menu, with shelves full of vinyls, tangled audio cables, studio monitors, and an analog BPM dial glowing softly. A small desk lamp casts a warm light over a notepad and some buttons. The lighting is purple and blue, calm and focused. The mood is quiet, technical, and slightly futuristic â perfect for adjusting settings.. In-Game asset. 2d. High contrast. No shadows
A 2048x2732 vertical pixel art background for a credits screen in a rhythm-based pixel art game. The scene shows a cozy wall in the same neon-lit DJ studio, filled with pinned polaroid photos, signed posters, music flyers, sticky notes, and handwritten thank-you notes. Soft glowing fairy lights hang above. The lighting is soft pink, violet and blue, with a nostalgic, emotional, and heartfelt vibe. No characters or UI â just a decorative wall filled with creative memories and gratitude.. In-Game asset. 2d. High contrast. No shadows
A single rectangular pixel art button labeled âStartâ in a purple neon tone, designed for a lo-fi rhythm-based pixel art game. The button has soft glowing edges, a subtle pixel shadow, and a clean 1-bit pixel font. The overall mood is cozy and dreamy, matching a neon-lit DJ studio aesthetic. The background should be transparent.. In-Game asset. 2d. High contrast. No shadows
Write SETTINGS instead of START.
Write CREDITS instead of START.
Write SUPPORT US instead of SETTINGS.
A bold and stylish pixel art logo text for the game title âDJ RHYTHMCOLICâ designed for a lo-fi rhythm pixel art game. The text is large, vibrant purple with neon glow effects, featuring a retro pixel font that looks futuristic and energetic. Behind the text, subtle pixelated neon sound waves and small music notes float gently in purple and blue hues, blending with a cozy DJ studio atmosphere. The background is transparent or very dark to highlight the glowing title. The style matches a dreamy, neon-lit nighttime vibe with pixel-perfect detail.. In-Game asset. 2d. High contrast. No shadows
yellow ball pixel-art. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A minimalist horizontal pixel art timeline bar, 2048x40 resolution, designed for a lo-fi rhythm pixel game. The bar is sleek and thin, with subtle purple and violet tones, no numbers or markers. The style is consistent with a DJ-themed interface â soft glowing edges, pixel-perfect precision, and no background (transparent). The bar should feel modern yet retro, fitting into a dreamy neon-lit rhythm game UI.. In-Game asset. 2d. High contrast. No shadows
A pixel art arrow starting from a glowing "TAP" label in retro pixel font, pointing diagonally from the bottom right toward the upper left, as if guiding the player to tap that area. The arrow is sleek, with a smooth curve or angled segments, styled in purple or violet neon tones with a soft glow effect. The design matches a lo-fi rhythm game aesthetic. The "TAP" label is positioned at the tail of the arrow and glows subtly. No background â transparent.. In-Game asset. 2d. High contrast. No shadows
A pixel art button with the word "READY" written in bold, retro pixel font. The button is rectangular with slightly rounded corners, styled in purple and violet tones with a soft glowing border to match a lo-fi rhythm game's aesthetic. The "READY" text is centered, white or light-colored for contrast, with pixel-perfect sharpness. The button has a slightly raised 3D appearance and no background (transparent). Designed for use in a minimalist, neon-themed rhythm game UI.. In-Game asset. 2d. High contrast. No shadows
A cozy pixel art bar interior viewed from the DJ's perspective. A dimly lit, moody atmosphere with purple and deep blue neon tones. Visible DJ desk with mixer and speakers in the foreground, blurred bar counter and patrons in the background. Small glowing lights, bottles on shelves, soft lighting, and retro vibes. Resolution: 2048x2732. No characters in front, focus on ambiance and depth.. In-Game asset. 2d. High contrast. No shadows
pixel-art purple heart. In-Game asset. 2d. High contrast. No shadows
heart with blue shield
A transparent background pixel art UI table showing game credits. Each credit line is inside a separate softly glowing purple pixel-style rectangular box. Pixel font text is centered in each box and reads: "Credits" "Tasarım & Kod: FRVR.Ava.Combo[POGAAS].v1.0" "Inspired by Ada Lovelace" "Prompt Engineering by cielique" No background or shadows. Only the pixel table with glowing boxes and readable pixel-style text. Maintain a clean, retro-modern design suitable for overlaying on a DJ bar scene. Resolution: 2048x2732, vertically aligned.. In-Game asset. 2d. High contrast. No shadows
A transparent background pixel art UI panel with "Support Us" title and a list of support actions. Each action is inside a separate glowing purple pixel-style rectangular box. Centered pixel font for text. The boxes are aligned vertically, styled like a clean UI overlay, no background or shadows. Resolution: 2048x2732. Text inside each box: "Support Us" "â Upvote the game" "â Share with your friends" "â Leave a comment" "â Send us your ideas" The overall design should feel fun, inviting, and in harmony with a DJ rhythm game's UI theme.. In-Game asset. 2d. High contrast. No shadows
A 2048x2732 vertical pixel art background for a âSupport Usâ screen in a rhythm-based pixel art game. The scene continues the cozy neon-lit DJ room theme from the main menu, but zooms in slightly on the desk. A pixel-art tip jar labeled âThank you!â, a laptop covered in music-themed stickers, coffee mugs, and glowing synth equipment are visible. Lighting remains dreamy and lo-fi with purples and soft blues. The mood feels warm, humble, and inviting. No characters or text â just the environment.. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
Pixel art âTry Againâ button, retro arcade style, purple tones, soft shadows, chunky text, fits rhythm game UI.. In-Game asset. 2d. High contrast. No shadows
change text with MAIN MENU
Pixel art âGame Overâ text, bold retro arcade style, purple tones, glitch-free, clean and dramatic for rhythm game UI.. In-Game asset. 2d. High contrast. No shadows
Pixel art background, 2048x2732 resolution, defeat screen for a rhythm game set in a moody bar. Dim lighting, purple and dark tones, empty DJ booth, quiet atmosphere, no characters or text.. In-Game asset. 2d. High contrast. No shadows
orange
CLOSE
purple
daha koyu mor ve koÌşeler daha yuvarlak
soft edge square, violet purple, pixel art. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Pixel art tutorial table UI, clean layout with text blocks, purple-themed, 8-bit retro style, no background, no icons, fits game start screen "[How to Play] âą Tap the button in time with the rhythm! âą Earn points and combos by staying on beat. âą Want to change speed or volume? â Check out the Settings menu for BPM & sound options. Get ready to groove!". In-Game asset. 2d. High contrast. No shadows
Pixel art pause button, purple color, rounded corners, 8-bit UI style, minimal design, no background, 80x80 size, suitable for mobile rhythm game interface. In-Game asset. 2d. High contrast. No shadows
A minimalist pixel art "Paused" menu screen in vertical format (2048x2732), with a retro DJ/bar theme. At the top center, the word "PAUSED" in large, glowing purple pixel letters. The rest of the screen should be clean and dark, with subtle lighting or atmospheric effects suggesting a nightclub or DJ booth. Leave the central and lower space empty for placing UI buttons (Resume, Restart, Settings, Main Menu). Smooth, moody pixel background, matching a futuristic arcade vibe.. In-Game asset. 2d. High contrast. No shadows
change text with RESUME
change text with RESTART
kick
Sound effect
miss
Sound effect
menumusic
Music
75BPMElectricDreams
Music
80BPMNeonNights
Music
85BPMCyberFlow
Music
90BPMDigitalPulse
Music
95BPMFutureBass
Music
100BPMSynthWave
Music
40BPMDeepVibes
Music
45BPMChillWave
Music
50BPMSlowMotion
Music
55BPMDreamscape
Music
60BPMLowKey
Music
65BPMRelaxed
Music
70BPMCalmVibes
Music
105BPMHyperDrive
Music
110BPMTechnoRush
Music
115BPMHighEnergy
Music
120BPMMaximum
Music
scratch
Sound effect
buttonclick
Sound effect
kick2
Sound effect
kick3
Sound effect
kick4
Sound effect
hihat
Sound effect
hihat2
Sound effect
hihat3
Sound effect
hihat4
Sound effect
snareclap
Sound effect
snareclap2
Sound effect
snareclap3
Sound effect
snareclap4
Sound effect
percussion
Sound effect
percussion2
Sound effect
percussion3
Sound effect
percussion4
Sound effect
thanks
Sound effect