User prompt
Şimdi insanları yukarı doğru çıkart.
User prompt
İnsanları ekranın en sağına ve en soluna koy
User prompt
İnsanları lineların sağ ve sol tarafındaki boş yerlere koy
User prompt
İnsanları sağ ve sola koy
User prompt
Lineların en sağ ve en solunda kalan boş yerlere insanlar koy her notaya bastığımda zıplasınlar.
User prompt
Bana arkaplanı asetler kısmına ver.
User prompt
Oyunun arkaplanı müzik temasına uygun olsun
User prompt
Combo sayısı arttıkça ekranda mükemmel, harika gibi ingilizce şeklinde yazsın.
User prompt
5000 puandan sonra nota çıkma sayısı normal olsun. 5000 puandan sonra oyun sadece hızlansın
User prompt
Targetları daha iyi yap
User prompt
Oyun başta donuyor onu düzelt
User prompt
5000 puandan sonra 2 li notalar değil daha fazla nota gelsin.
User prompt
Oyun 5000 puandan sonra daha fazla nota doğurmaya başlasın
User prompt
Oyun çok yavaş yavaş hızlansın
User prompt
Notaları yukarı doğru uzat
User prompt
Daha dar olsunlar ama daha geniş olsunlar
User prompt
Notalar daha geniş ama daha dar olsunlar
User prompt
Beyaz nota basma yerlerini küçült benim bastığım notaları büyüt.
User prompt
Oyunu biraz değiştiricez artık beyaz nota basma tuşları notaları yok eden bir nesne olucak. Biz ise notalar beyaz nota basma yerlerine ulaşmadan tüm notalara tıklayarak yok edicez ve puan kazanıcaz.
User prompt
Beyaz nota tuşları çalışmıyor
User prompt
Beyaz nota tuşları daha hızlı algılasın
User prompt
Notalar oyunun sonuna gelmediği sürece misses puanı vermesin.
User prompt
Oyunda beyaz nota basma yerlerini büyü
User prompt
Nota basma yerleri daha büyük olsun.
User prompt
Oyunda misses 10 olunca kaybetme olmasın.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Note class for falling notes var Note = Container.expand(function () { var self = Container.call(this); // Lane index (0-3) self.lane = 0; self.hit = false; self.missed = false; self.speed = 0; // pixels per tick self.time = 0; // time (in ticks) when note should reach the target self.spawned = false; // Attach correct note asset based on lane self.setLane = function (laneIdx) { self.lane = laneIdx; var assetId = 'note' + (laneIdx + 1); var noteAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, width: NOTE_WIDTH, height: NOTE_HEIGHT }); }; // Called every tick self.update = function () { if (!self.spawned) return; self.y += self.speed; }; // Called when note is hit self.onHit = function () { if (self.hit || self.missed) return; self.hit = true; // Animate note tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; // Called when note is missed self.onMiss = function () { if (self.hit || self.missed) return; self.missed = true; LK.getSound('miss').play({ fade: { start: 1, end: 0, duration: 1000 } }); tween(self, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); // People class for animated people at lane edges var People = Container.expand(function () { var self = Container.call(this); self.isJumping = false; self.baseY = 0; // Attach a simple ellipse as the person (head) var head = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 1, width: 80, height: 80, y: 0 }); // Attach a box as the body var body = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0, width: 36, height: 90, y: 0 }); body.y = -80; // Save baseY for jump animation self.baseY = self.y; // Animate jump self.jump = function () { if (self.isJumping) return; self.isJumping = true; var jumpHeight = 120; var jumpDuration = 180; var originalY = self.y; tween(self, { y: originalY - jumpHeight }, { duration: jumpDuration, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { y: originalY }, { duration: jumpDuration, easing: tween.easeIn, onFinish: function onFinish() { self.isJumping = false; } }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // --- Game Constants --- // 4 note lanes, each with a different color for clarity // Notes are destroyed by tapping them directly before they reach the white target area at the bottom var NUM_LANES = 4; var LANE_WIDTH = 200; var LANE_SPACING = 40; var NOTE_WIDTH = 340; // Wider notes var NOTE_HEIGHT = 340; // Taller notes (stretches upward) var TARGET_HEIGHT = 60; // White target area is now just a visual "danger" zone, reduced height for smaller targets var LANE_HEIGHT = 2200; var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var LANE_TOTAL_WIDTH = NUM_LANES * LANE_WIDTH + (NUM_LANES - 1) * LANE_SPACING; var LANE_START_X = (GAME_WIDTH - LANE_TOTAL_WIDTH) / 2 + LANE_WIDTH / 2; var TARGET_Y = GAME_HEIGHT - 220; // Target zone Y position // --- Game State --- var notes = []; // All active notes var noteIndex = 0; // Index of next note to spawn var songTicks = 0; // Ticks since song start var score = 0; var combo = 0; var maxCombo = 0; var misses = 0; var maxMisses = 10; var songEnded = false; var songStarted = false; var lastTick = 0; // Note speed multiplier for gradual speed up var noteSpeedMultiplier = 1.0; // --- UI Elements --- var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var comboTxt = new Text2('', { size: 70, fill: 0xFFE066 }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.y = 130; var missTxt = new Text2('', { size: 70, fill: 0xFF6666 }); missTxt.anchor.set(0.5, 0); LK.gui.top.addChild(missTxt); missTxt.y = 210; // --- Add Background --- var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: GAME_WIDTH, height: GAME_HEIGHT }); game.addChild(background); // --- Lanes and Targets --- var lanes = []; var targets = []; var peopleLeft = []; var peopleRight = []; for (var i = 0; i < NUM_LANES; i++) { // Lane background var laneX = LANE_START_X + i * (LANE_WIDTH + LANE_SPACING); var lane = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0, x: laneX, y: 0, width: LANE_WIDTH, height: LANE_HEIGHT }); game.addChild(lane); lanes.push(lane); // Add people to the left and right of the lane var personY = TARGET_Y + 60; // Stand at the bottom, just above the target var leftX = laneX - LANE_WIDTH / 2 - 60; var rightX = laneX + LANE_WIDTH / 2 + 60; var personLeft = new People(); personLeft.x = leftX; personLeft.y = personY; game.addChild(personLeft); peopleLeft.push(personLeft); var personRight = new People(); personRight.x = rightX; personRight.y = personY; game.addChild(personRight); peopleRight.push(personRight); // Visually improved target: larger, more distinct, with a colored border effect var target = LK.getAsset('target', { anchorX: 0.5, anchorY: 0.5, x: laneX, y: TARGET_Y, width: LANE_WIDTH + 40, // Make target slightly wider for better visuals height: TARGET_HEIGHT + 40 // Make target slightly taller for better visuals }); game.addChild(target); // Add a second, inner target for a "bullseye" effect var innerTarget = LK.getAsset('target', { anchorX: 0.5, anchorY: 0.5, x: laneX, y: TARGET_Y, width: LANE_WIDTH - 30, height: TARGET_HEIGHT - 20 }); game.addChild(innerTarget); // Store both for later effects targets.push({ outer: target, inner: innerTarget }); } // --- Song Data (Random Infinite Notes) --- // Each note: {lane: 0-3, time: tick when note should reach target} // We'll generate notes on the fly, at random lanes and random intervals var bpm = 60; var ticksPerBeat = 60 * 60 / bpm; // 60fps var NOTE_TRAVEL_TICKS = 180; // 3 seconds at 60fps // Infinite random note generator state var nextNoteTick = 60; // When the next note should appear (in songTicks) function getRandomLane() { return Math.floor(Math.random() * NUM_LANES); } function getRandomInterval() { // Random interval between notes: 0.5x to 1.5x of ticksPerBeat return Math.floor(ticksPerBeat * (0.5 + Math.random())); } // --- Helper Functions --- function getLaneX(laneIdx) { return LANE_START_X + laneIdx * (LANE_WIDTH + LANE_SPACING); } // --- Game Logic --- // Start song/music function startSong() { if (songStarted) return; songStarted = true; LK.playMusic('song1'); songTicks = 0; noteIndex = 0; score = 0; combo = 0; maxCombo = 0; misses = 0; songEnded = false; scoreTxt.setText('0'); comboTxt.setText(''); missTxt.setText(''); notes.length = 0; // Reset nextNoteTick and noteSpeedMultiplier to ensure smooth start nextNoteTick = 60; noteSpeedMultiplier = 1.0; } // End song/game function endSong(win) { if (songEnded) return; songEnded = true; LK.stopMusic(); // No win or game over, just stop music and mark as ended } // --- Input Handling --- game.down = function (x, y, obj) { // Only allow input if song is running if (!songStarted || songEnded) return; // Check if tap is on any note (from topmost to bottom) var hit = false; for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; if (note.hit || note.missed) continue; // Get note bounds var noteLeft = note.x - NOTE_WIDTH / 2; var noteRight = note.x + NOTE_WIDTH / 2; var noteTop = note.y - NOTE_HEIGHT / 2; var noteBottom = note.y + NOTE_HEIGHT / 2; if (x >= noteLeft && x <= noteRight && y >= noteTop && y <= noteBottom) { // Hit! note.onHit(); hit = true; score += 100; combo += 1; if (combo > maxCombo) maxCombo = combo; scoreTxt.setText(score + ''); comboTxt.setText(combo > 1 ? combo + ' Combo!' : ''); LK.getSound('tap').play(); // Make people at this lane jump! if (typeof peopleLeft !== "undefined" && typeof peopleRight !== "undefined") { if (peopleLeft[note.lane]) peopleLeft[note.lane].jump(); if (peopleRight[note.lane]) peopleRight[note.lane].jump(); } // Show floating feedback text based on combo var feedbackText = ''; if (combo >= 30) { feedbackText = 'PERFECT!'; } else if (combo >= 15) { feedbackText = 'GREAT!'; } else if (combo >= 5) { feedbackText = 'GOOD!'; } if (feedbackText) { var fbTxt = new Text2(feedbackText, { size: 120, fill: 0xFFD700, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); fbTxt.anchor.set(0.5, 0.5); fbTxt.x = GAME_WIDTH / 2; fbTxt.y = GAME_HEIGHT / 2 - 200; fbTxt.alpha = 1; game.addChild(fbTxt); tween(fbTxt, { y: fbTxt.y - 120, alpha: 0 }, { duration: 700, easing: tween.easeOut, onFinish: function onFinish() { fbTxt.destroy(); } }); } break; } } if (!hit) { // Missed tap (no note hit) combo = 0; comboTxt.setText(''); // No misses for tap misses, no flash } }; // --- Main Game Loop --- game.update = function () { if (!songStarted || songEnded) return; songTicks += 1; // Gradually increase noteSpeedMultiplier (very slow ramp, e.g. +0.0002 per tick) if (noteSpeedMultiplier < 2.0) { noteSpeedMultiplier += 0.0002; if (noteSpeedMultiplier > 2.0) noteSpeedMultiplier = 2.0; } // Spawn notes as needed (random, infinite) // After 5000 points, do not increase note spawn count; only speed increases var notesToSpawn = 1; // No change to notesToSpawn after 5000 points while (songTicks >= nextNoteTick - NOTE_TRAVEL_TICKS) { for (var spawnIdx = 0; spawnIdx < notesToSpawn; spawnIdx++) { var lane = getRandomLane(); var noteTime = nextNoteTick; var note = new Note(); note.setLane(lane); note.x = getLaneX(lane); note.y = -NOTE_HEIGHT / 2; note.speed = (TARGET_Y + NOTE_HEIGHT / 2) / NOTE_TRAVEL_TICKS * noteSpeedMultiplier; note.time = noteTime; note.spawned = true; notes.push(note); game.addChild(note); } // Schedule next note nextNoteTick += getRandomInterval(); } // Update notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; note.update(); // If note reached target zone and not hit, mark as missed if (!note.hit && !note.missed && note.y >= TARGET_Y + TARGET_HEIGHT / 2) { note.onMiss(); combo = 0; misses += 1; comboTxt.setText(''); missTxt.setText('Misses: ' + misses); LK.getSound('miss').play({ fade: { start: 1, end: 0, duration: 1000 } }); LK.effects.flashObject(targets[note.lane].outer, 0xff0000, 200); LK.effects.flashObject(targets[note.lane].inner, 0xff6666, 200); if (misses >= maxMisses) { // No game over, just keep going } } // Remove destroyed notes if (note.destroyed) { notes.splice(i, 1); } } // No win condition, keep game running }; // --- Start the game --- startSong();
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--- original.js
+++ change.js