User prompt
giriş ekranı kur
User prompt
önceki komutu sil
User prompt
"Create a separate intro screen before the main game starts. The intro screen covers the whole game area with a dark background. In the center, display the title ‘Rhythm Maestro’ in large, bold text. Below the title, show the text ‘Tap to Start’ in smaller, readable font. At the bottom or a corner, show ‘Presented by Echo Drop’ in smaller font. The game itself should be hidden or paused while the intro screen is visible. When the player taps anywhere on the intro screen, hide or remove the intro screen and start the game immediately. Make sure no game elements are visible or active before tapping."
User prompt
oyun başladığında müzik devreye girsin tekrar oyna dediğinde müzik baştan çalsın
User prompt
çnceki komutu sil
User prompt
"Create a separate intro screen before the main game starts. The intro screen covers the whole game area with a dark background. In the center, display the title ‘Rhythm Maestro’ in large, bold text. Below the title, show the text ‘Tap to Start’ in smaller, readable font. At the bottom or a corner, show ‘Presented by Echo Drop’ in smaller font. The game itself should be hidden or paused while the intro screen is visible. When the player taps anywhere on the intro screen, hide or remove the intro screen and start the game immediately. Make sure no game elements are visible or active before tapping."
User prompt
önceki komutu sil
User prompt
"Create an intro screen before the game starts. In the center, display the game title ‘Rhythm Maestro’ in large font. Below it, show ‘Tap to Start’ in a smaller, clear font. At the bottom or corner, add the text ‘Presented by Echo Drop’. When the user taps the screen, the intro screen should disappear and the game should start. The intro screen should have a sleek, simple design with a dark background."
User prompt
önceki komutu sil
User prompt
oyun başlatma ekranı oluştur
User prompt
önceki komutu sil
User prompt
notalar müziğin akışına göre düşmeli ki müzik ile uyum sağlansın
User prompt
tekrar oyna dediğinde müzik baştan çal devam ettirme başa sarsın
User prompt
önceki komutu iptal et hata vereni yani
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'getBeats')' in or related to this line: 'musicBeats = LK.music.getBeats('piano', {' Line Number: 256
User prompt
müziğin akışına yani ritmine göre notalar inmeli
User prompt
oyun başlatıldığında müziği baştan al
User prompt
neden çalıştırmıyor o halde?
User prompt
oyun başlatıldığında oyun bitene kadar yüklediğim müziği çal
User prompt
oyun başlatıldığına oyun bitene kadar yüklediğim müziği çal
User prompt
oyun bitene kadar müzik çalsın
User prompt
oyun başlatıldığında yüklediğim şarkı çalsın
User prompt
oyun başlatıldığında yüklediğim müzik devreye gişrsin
User prompt
oyun başlatıldığında piyanoDöngüsü müziği çalsın benim yüklediğim müzik yani
User prompt
oyun aşlatıldığında yüklediğim müzik çalsın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Note class: represents a falling note var Note = Container.expand(function () { var self = Container.call(this); // Properties: keyIndex (0-3), speed, hit, missed self.keyIndex = 0; self.speed = 12; // px per frame self.hit = false; self.missed = false; self.noteAsset = null; // Set up note asset self.setType = function (keyIndex) { self.keyIndex = keyIndex; var assetId = 'note' + (keyIndex + 1); self.noteAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); }; // Called every tick self.update = function () { self.y += self.speed; }; // Flash feedback (hit/miss) self.flash = function (type) { var flashId = type === 'hit' ? 'hitFlash' : 'missFlash'; var flash = LK.getAsset(flashId, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); flash.alpha = 0.7; self.addChild(flash); tween(flash, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { flash.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xcccccc }); /**** * Game Code ****/ // Add background image (fills the screen, behind all elements) var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: GAME_W, height: GAME_H }); game.addChild(background); // Music // Sound for hit/miss // Feedback flash // Notes: colored ellipses // Piano keys: white rectangles // 4 piano keys (white), 4 note shapes (colored), 1 background music // Piano key layout: 4 keys, bottom of screen, evenly spaced var NUM_KEYS = 4; var KEY_WIDTH = 400; var KEY_HEIGHT = 300; var KEY_GAP = 12; var NOTE_WIDTH = 320; var NOTE_HEIGHT = 120; var GAME_W = 2048; var GAME_H = 2732; var KEY_Y = 120; // distance from bottom // Key positions (centered) var keyPositions = []; var totalWidth = NUM_KEYS * KEY_WIDTH + (NUM_KEYS - 1) * KEY_GAP; var startX = (GAME_W - totalWidth) / 2 + KEY_WIDTH / 2; for (var i = 0; i < NUM_KEYS; i++) { keyPositions[i] = { x: startX + i * (KEY_WIDTH + KEY_GAP), y: GAME_H - KEY_HEIGHT / 2 - KEY_Y }; } // Create piano keys var pianoKeys = []; for (var i = 0; i < NUM_KEYS; i++) { var keyAssetId = 'pianoKey' + (i + 1); var key = new Container(); var keyShape = key.attachAsset(keyAssetId, { anchorX: 0.5, anchorY: 0.5 }); key.x = keyPositions[i].x; key.y = keyPositions[i].y; key.keyIndex = i; game.addChild(key); pianoKeys.push(key); } // Score display var score = 0; var bestScore = storage.bestScore || 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Best score display (smaller, top right) var bestScoreTxt = new Text2('Rekor: ' + bestScore, { size: 60, fill: "#fff" }); bestScoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(bestScoreTxt); // Notes array var notes = []; // Note spawn timing var noteInterval = 38; // frames between notes (approx 1.5 notes/sec) var noteTimer = 0; // Feedback for key press (flash) function flashKey(keyIndex, type) { var key = pianoKeys[keyIndex]; var flashId = type === 'hit' ? 'hitFlash' : 'missFlash'; var flash = LK.getAsset(flashId, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); flash.alpha = 0.7; key.addChild(flash); tween(flash, { alpha: 0 }, { duration: 250, onFinish: function onFinish() { flash.destroy(); } }); } // Touch handling game.down = function (x, y, obj) { // Check if touch is on a key for (var i = 0; i < pianoKeys.length; i++) { var key = pianoKeys[i]; // Rectangle hit test var left = key.x - KEY_WIDTH / 2; var right = key.x + KEY_WIDTH / 2; var top = key.y - KEY_HEIGHT / 2; var bottom = key.y + KEY_HEIGHT / 2; if (x >= left && x <= right && y >= top && y <= bottom) { // Find the lowest note in this column that is hittable var hitNote = null; var hitWindow = 120; // px, how close to key to count as hit for (var j = 0; j < notes.length; j++) { var note = notes[j]; if (note.keyIndex === i && !note.hit && !note.missed) { // Note is in this column var noteBottom = note.y + NOTE_HEIGHT / 2; var keyTop = key.y - KEY_HEIGHT / 2; var keyBottom = key.y + KEY_HEIGHT / 2; // If note is within hit window above the key (falling down) if (noteBottom >= keyTop - hitWindow && noteBottom <= keyBottom + hitWindow) { // For falling notes, prefer the lowest note (closest to the key) if (!hitNote || note.y > hitNote.y) { hitNote = note; } } } } if (hitNote) { // Hit! hitNote.hit = true; hitNote.flash('hit'); flashKey(i, 'hit'); LK.getSound('hit').play(); score += 1; if (score > bestScore) { bestScore = score; storage.bestScore = bestScore; bestScoreTxt.setText('Rekor: ' + bestScore); } scoreTxt.setText(score); } else { // Miss (touched key but no note in window) flashKey(i, 'miss'); LK.getSound('miss').play(); // Optionally, penalize or just give feedback } break; } } }; // No drag or move needed for this game game.move = function (x, y, obj) {}; game.up = function (x, y, obj) {}; // Game update loop game.update = function () { // Adjust note speed based on score var baseSpeed = 6; // much slower than before var speedStep = 2.5; // how much to increase per step var stepScore = 10; // every 10 points after 20, increase speed var minScore = 20; var maxSpeed = 22; // cap speed so it doesn't get too fast var currentSpeed = baseSpeed; if (score >= minScore) { // For every stepScore after minScore, increase speed by speedStep var steps = Math.floor((score - minScore) / stepScore) + 1; currentSpeed = baseSpeed + steps * speedStep; if (currentSpeed > maxSpeed) currentSpeed = maxSpeed; } // Spawn notes noteTimer++; if (noteTimer >= noteInterval) { noteTimer = 0; // Random key var keyIndex = Math.floor(Math.random() * NUM_KEYS); var note = new Note(); note.setType(keyIndex); note.x = keyPositions[keyIndex].x; note.y = 0 - NOTE_HEIGHT / 2; // Spawn at the very top note.lastY = note.y; note.lastHit = false; note.speed = currentSpeed; // set speed based on score notes.push(note); game.addChild(note); } // Update notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; note.update(); // If note is hit, remove after short delay if (note.hit) { note.destroy(); notes.splice(i, 1); continue; } // If note passes below the key and not hit, mark as missed var key = pianoKeys[note.keyIndex]; var keyBottom = key.y + KEY_HEIGHT / 2; if (!note.missed && note.y - NOTE_HEIGHT / 2 > keyBottom + 40) { note.missed = true; note.flash('miss'); flashKey(note.keyIndex, 'miss'); LK.getSound('miss').play(); // End game on miss LK.effects.flashScreen(0xe57373, 600); if (score > bestScore) { bestScore = score; storage.bestScore = bestScore; } LK.showGameOver(); return; } // Remove notes that are far off screen if (note.y - NOTE_HEIGHT / 2 > GAME_H + 200) { note.destroy(); notes.splice(i, 1); } } }; // Start music game.onStart = function () { LK.playMusic('piyanoDngs'); };
===================================================================
--- original.js
+++ change.js
@@ -277,6 +277,6 @@
}
};
// Start music
game.onStart = function () {
- LK.playMusic('piyanoDöngüsü');
+ LK.playMusic('piyanoDngs');
};
\ No newline at end of file
piyano tuşu. In-Game asset. 2d. High contrast. No shadows
dark mode müzik çalınan mekan. In-Game asset. 2d. High contrast. No shadows
kızgın surat. In-Game asset. 2d. High contrast. No shadows
müzik dinleyen neşeli surat. In-Game asset. 2d. High contrast. No shadows
müzik aleti beyaz. In-Game asset. 2d. High contrast. No shadows