User prompt
İlk başta hiç insan olmasın.
User prompt
Oyunda en fazla 10 insan doğabilsin her insan %10 Popularity sağlasın.
User prompt
Erkanın tam ortasında bir çizgi olsun bu çizgi dışında ekranın en sağında ve en solunda sadece insan çıksın o çizgide insanlar doğamasın.
User prompt
Davul aseti insan asetinin önünde olsun yani eğer davulun üstünde insanlar davulub arkasında olsun.
User prompt
İnsanlar 2 saniye notalara dokunmayınca hareket etme özelliğini kaldır.
User prompt
Davulun etrafındaki kalkanda insanlar doğamasınlar.
User prompt
Davulun etrafındaki kalkan görünmez olsun ama hayla işe yaramaya devam etsin yani insanlar hayla o kareyi geçemesinler.
User prompt
Please fix the bug: 'ReferenceError: leftShieldKare is not defined' in or related to this line: 'if (leftShieldKare && leftShieldKare.containsPerson(peopleLeft[i])) {' Line Number: 1691
User prompt
Davulun etrafında bir kare kalkan olsun insanlar buraya deyince farklı bir yere ışınlansınlar.
User prompt
İnsanlar davulun üstünde doğmasınlar sadece etrafta doğabilsinler.
User prompt
X şekli olsun şuan öyle değil direk x olsun yani.
User prompt
10 bin puandan sonra 2 tane lane silinsin sadece iki tane lane kalsın bunlarda x şeklinde dursun ve ekranın ortasına kadar uzasın.
User prompt
Lanelar 10 bin puandan sonra x şekline gelsinler ve notalar ona göre spawn olmaya başlasınlar.
User prompt
Notalar laneların olduğu yerlere göre çıksınlar yani lanelar hareket ettikleri zaman laneların hareket ettikleri yerleri takip etsinler yukardan gelmeye devam etsinler.
User prompt
İnsanların boyutlarını birazcık büyüt.
User prompt
Laneları çok azıcık genişlet.
User prompt
Notaların genişliğini 175 yap.
User prompt
Notaların genişliğini 170 yap hepsinin.
User prompt
Notalar lanelar büyüklüğünde olsunlar yani genişlik olarak uzunluk olarka değil.
User prompt
Ekranın sol altına high score yaz.
User prompt
Her nota kaçırdığımızda 2% Popularity düşsün ve bir insan silinsin.
User prompt
Popularity yazısı ekranda gözükmüyor bunu düzelt.
User prompt
Ekranın sağ altında Popularity yazsın bu yüzdeliğe göre örneğin %10 gibi popularity ise insan sayısı belirlicek her insan %2 popülerlik sağlasın ve her insan arttığında popülerlik artsın.
User prompt
Davulu vurunca ekrana gelen sallanma efekti her zaman olsun yani comboya göre gücü azalmasın gücü her zaman öyle olsun.
User prompt
İnsanların zıplayınca ekrana yarattığı sallanma efekti davula vurunca daha fazla olsun.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ // DrumNote class for notes on drums var DrumNote = Container.expand(function () { var self = Container.call(this); self.spawnTime = 0; self.isLeft = true; self.hit = false; self.lifeTime = 300; // 5 seconds at 60fps var noteGraphics = self.attachAsset('drumNote', { anchorX: 0.5, anchorY: 0.5 }); // Add a timer text above the note self.timerText = new Text2('3.0', { size: 60, fill: 0xFF2222, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); self.timerText.anchor.set(0.5, 1); // center, bottom self.timerText.x = 0; self.timerText.y = -noteGraphics.height / 2 - 10; self.addChild(self.timerText); self.update = function () { // Update timer text if not hit if (!self.hit) { var elapsed = songTicks - self.spawnTime; var remain = Math.max(0, (self.lifeTime - elapsed) / 60); // Show with 1 decimal, clamp to 0 self.timerText.setText(remain.toFixed(1)); } if (!self.hit && songTicks - self.spawnTime > self.lifeTime) { // Note expired - game over LK.showGameOver(); } }; self.onHit = function () { if (self.hit) return; self.hit = true; // Explosion effect var particleCount = 6; var colors = [0xFFD700, 0xFFAA00, 0xFFFF00]; for (var p = 0; p < particleCount; p++) { var particle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, width: 30 + Math.random() * 40, height: 30 + Math.random() * 40 }); particle.tint = colors[Math.floor(Math.random() * colors.length)]; if (self.parent) self.parent.addChild(particle); var angle = Math.PI * 2 * p / particleCount; var distance = 100 + Math.random() * 100; var targetX = self.x + Math.cos(angle) * distance; var targetY = self.y + Math.sin(angle) * distance; tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { if (particle.parent) particle.destroy(); } }); } tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); // 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; // Create explosion effect with particles var particleCount = 8; var colors = [0xFFD700, 0xFF4444, 0x44FF44, 0x4444FF, 0xFF44FF, 0x44FFFF]; for (var p = 0; p < particleCount; p++) { var particle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, width: 20 + Math.random() * 30, height: 20 + Math.random() * 30 }); particle.tint = colors[Math.floor(Math.random() * colors.length)]; if (self.parent) self.parent.addChild(particle); // Random direction for explosion var angle = Math.PI * 2 * p / particleCount + (Math.random() - 0.5) * 0.5; var distance = 80 + Math.random() * 120; var targetX = self.x + Math.cos(angle) * distance; var targetY = self.y + Math.sin(angle) * distance; // Animate particle explosion tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0.2, scaleY: 0.2 }, { duration: 300 + Math.random() * 200, easing: tween.easeOut, onFinish: function onFinish() { if (particle.parent) particle.destroy(); } }); } // 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; self.personType = Math.floor(Math.random() * 5); // Random type 0-4 // Create different visual styles based on person type var body; switch (self.personType) { case 0: // Type 1: Tall blue person body = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 1, width: 90, height: 200, y: 0, tint: 0x3366FF }); break; case 1: // Type 2: Wide green person body = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 1, width: 120, height: 160, y: 0, tint: 0x33FF66 }); break; case 2: // Type 3: Medium red person body = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 1, width: 100, height: 180, y: 0, tint: 0xFF3366 }); break; case 3: // Type 4: Small yellow person body = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 1, width: 80, height: 140, y: 0, tint: 0xFFFF33 }); break; case 4: // Type 5: Average purple person body = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 1, width: 95, height: 170, y: 0, tint: 0xCC33FF }); break; } // Arms removed: only body remains // 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; // --- Screen shake effect when people jump --- if (typeof game !== "undefined" && typeof tween !== "undefined") { // Only shake if not already shaking if (!game._isShaking) { game._isShaking = true; var originalGameX = game.x || 0; var originalGameY = game.y || 0; // Determine if all people are jumping at once for stronger shake var allJumping = false; if (typeof peopleLeft !== "undefined" && typeof peopleRight !== "undefined") { var allLeftJumping = true; for (var i = 0; i < peopleLeft.length; i++) { if (!peopleLeft[i].isJumping) { allLeftJumping = false; break; } } var allRightJumping = true; for (var i = 0; i < peopleRight.length; i++) { if (!peopleRight[i].isJumping) { allRightJumping = false; break; } } allJumping = allLeftJumping && allRightJumping; } var shakeAmount = allJumping ? 120 : 40; // much stronger shake if all people are jumping var shakeDuration = allJumping ? 260 : 180; // Shake out tween(game, { x: originalGameX + (Math.random() - 0.5) * shakeAmount, y: originalGameY + (Math.random() - 0.5) * shakeAmount }, { duration: shakeDuration, onFinish: function onFinish() { // Shake back tween(game, { x: originalGameX, y: originalGameY }, { duration: shakeDuration, onFinish: function onFinish() { game._isShaking = false; } }); } }); } } 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 ****/ // Notes are destroyed by tapping them directly before they reach the white target area at the bottom // 4 note lanes, each with a different color for clarity // --- UI Elements --- 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 - 420; // Target zone Y position (moved higher) // --- 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; // Lane color flashing state var laneColorFlashActive = false; var laneColorFlashStartTime = 0; var laneColorFlashTriggered = false; // Drum variables var leftDrum = null; var rightDrum = null; var drumNotes = []; var drumsActive = false; var nextDrumNoteTime = 0; // --- UI Elements --- var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // High Score UI // --- Per-mode high score keys --- function getCurrentModeKey() { if (typeof extremeMode !== "undefined" && extremeMode) return "extreme"; if (typeof hardMode !== "undefined" && hardMode) return "hard"; return "easy"; } function getHighScoreKey() { return "highScore_" + getCurrentModeKey(); } function getHighScore() { var key = getHighScoreKey(); return typeof storage[key] !== "undefined" ? storage[key] : 0; } function setHighScore(val) { var key = getHighScoreKey(); storage[key] = val; } var highScore = getHighScore(); var highScoreTxt = new Text2('High Score: ' + highScore, { size: 60, fill: 0xFFD700 }); // Move high score to top-right, with some margin from the edge highScoreTxt.anchor.set(1, 0); // right aligned, top highScoreTxt.x = LK.gui.width - 40; // 40px margin from right highScoreTxt.y = 30; // 30px from top LK.gui.top.addChild(highScoreTxt); var comboTxt = new Text2('', { size: 70, fill: 0xFFE066 }); comboTxt.anchor.set(0.5, 0); LK.gui.top.addChild(comboTxt); comboTxt.y = 130; // --- Popularity Display --- var popularityTxt = new Text2('Popularity: 0%', { size: 60, fill: 0xFFD700 }); popularityTxt.anchor.set(1, 1); // right aligned, bottom popularityTxt.x = GAME_WIDTH - 40; // 40px margin from right popularityTxt.y = GAME_HEIGHT - 40; // 40px margin from bottom game.addChild(popularityTxt); // Function to update popularity based on total people count function updatePopularity() { var totalPeople = peopleLeft.length + peopleRight.length; var popularity = Math.min(totalPeople * 2, 100); // Each person is 2%, cap at 100% popularityTxt.setText('Popularity: ' + popularity + '%'); } // --- Mode Labels --- var hardMode = typeof hardMode !== "undefined" ? hardMode : false; var extremeMode = typeof extremeMode !== "undefined" ? extremeMode : false; var hardModeLabel = null; var extremeModeLabel = null; if (extremeMode) { extremeModeLabel = new Text2('EXTREME MODE', { size: 80, fill: 0xFF00FF, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); extremeModeLabel.anchor.set(0.5, 0); extremeModeLabel.x = GAME_WIDTH / 2; extremeModeLabel.y = 40; LK.gui.top.addChild(extremeModeLabel); } else if (hardMode) { hardModeLabel = new Text2('HARD MODE', { size: 80, fill: 0xFF2222, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); hardModeLabel.anchor.set(0.5, 0); hardModeLabel.x = GAME_WIDTH / 2; hardModeLabel.y = 40; LK.gui.top.addChild(hardModeLabel); } // Removed red 'misses' text from the top GUI. Misses are now only shown in white below each target. // --- 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 = []; var currentPeoplePerSide = 3; // Track current number of people per side var lastScoreMilestone = 0; // Track last score milestone for adding people var targetMissTexts = []; // Miss counters for each target var laneContainers = []; // Containers to group lane elements together for (var i = 0; i < NUM_LANES; i++) { // Create a container for each lane to group all elements var laneContainer = new Container(); var laneX = LANE_START_X + i * (LANE_WIDTH + LANE_SPACING); laneContainer.x = laneX; laneContainer.baseX = laneX; // Store base position for movement game.addChild(laneContainer); laneContainers.push(laneContainer); // Lane background var lane = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0, x: 0, //{2r} // Relative to container y: 0, width: LANE_WIDTH, height: LANE_HEIGHT }); laneContainer.addChild(lane); lanes.push(lane); // Visually improved target: larger, more distinct, with a colored border effect var target = LK.getAsset('target', { anchorX: 0.5, anchorY: 0.5, x: 0, //{2w} // Relative to container y: TARGET_Y + 40, //{1R} // Move target further back (higher y = lower on screen) width: LANE_WIDTH + 40, // Make target slightly wider for better visuals height: TARGET_HEIGHT + 40 // Make target slightly taller for better visuals }); laneContainer.addChild(target); // Add a second, inner target for a "bullseye" effect var innerTarget = LK.getAsset('target', { anchorX: 0.5, anchorY: 0.5, x: 0, //{2B} // Relative to container y: TARGET_Y + 40, //{1W} // Move inner target further back as well width: LANE_WIDTH - 30, height: TARGET_HEIGHT - 20 }); laneContainer.addChild(innerTarget); // (removed: misses counter above target, now shown on the target itself) // Add a misses counter directly ON the target (replaces label text with misses count) var targetOnText = new Text2('0', { size: 54, fill: 0x3399FF // Blue (not black) }); targetOnText.anchor.set(0.5, 0.5); targetOnText.x = 0; // Relative to container targetOnText.y = TARGET_Y + 40; laneContainer.addChild(targetOnText); // Store this as the main misses counter for this target (for updating) targetMissTexts[i] = targetOnText; // Store both for later effects targets.push({ outer: target, inner: innerTarget }); } // Place people only outside the lanes, never over the road/lane area // --- Randomized, non-overlapping, not-in-center people placement --- peopleLeft = []; peopleRight = []; var NUM_PEOPLE_PER_EDGE = 3; // Start with only 3 people per side var PERSON_RADIUS = 90; // Half of body width, for spacing var OUTER_X_OFFSET = 120; // How far outside the lane edge to place people // Allow people to go all the way to the screen edge, not just near the lanes var FAR_LEFT_X_MIN = 60; var FAR_LEFT_X_MAX = getLaneX(0) - LANE_WIDTH / 2 - OUTER_X_OFFSET - 10; var FAR_RIGHT_X_MIN = getLaneX(NUM_LANES - 1) + LANE_WIDTH / 2 + OUTER_X_OFFSET + 10; var FAR_RIGHT_X_MAX = GAME_WIDTH - 60; var Y_MIN = 200; // Don't go too high var Y_MAX = TARGET_Y - 60; // Don't go too low var CENTER_EXCLUSION_X = GAME_WIDTH / 2 - 320; // Exclude a wide center band var CENTER_EXCLUSION_WIDTH = 640; // Center band width to avoid var MAX_ATTEMPTS = 40; // Max tries to find a non-overlapping spot function isFarEnough(x, y, arr) { for (var i = 0; i < arr.length; i++) { var dx = x - arr[i].x; var dy = y - arr[i].y; if (Math.sqrt(dx * dx + dy * dy) < PERSON_RADIUS * 2.1) return false; } return true; } function isNotCenter(x) { return !(x > CENTER_EXCLUSION_X && x < CENTER_EXCLUSION_X + CENTER_EXCLUSION_WIDTH); } // Check if position is not in drum area function isNotDrumArea(x, y) { var drumRadius = 220; var leftDrumX = 200, leftDrumY = GAME_HEIGHT / 2; var rightDrumX = GAME_WIDTH - 200, rightDrumY = GAME_HEIGHT / 2; var distLeft = Math.sqrt((x - leftDrumX) * (x - leftDrumX) + (y - leftDrumY) * (y - leftDrumY)); var distRight = Math.sqrt((x - rightDrumX) * (x - rightDrumX) + (y - rightDrumY) * (y - rightDrumY)); return distLeft > drumRadius && distRight > drumRadius; } // Left edge: randomize y, keep x always outside leftmost lane, avoid center, avoid overlap for (var i = 0; i < NUM_PEOPLE_PER_EDGE; i++) { var leftPerson = new People(); var attempts = 0; var px, py; do { py = Y_MIN + Math.random() * (Y_MAX - Y_MIN); // Randomize x across the full left empty area px = FAR_LEFT_X_MIN + Math.random() * (FAR_LEFT_X_MAX - FAR_LEFT_X_MIN); attempts++; } while ((!isFarEnough(px, py, peopleLeft) || !isNotCenter(px)) && attempts < MAX_ATTEMPTS); leftPerson.x = px; leftPerson.y = py; game.addChild(leftPerson); peopleLeft.push(leftPerson); } // Right edge: randomize y, keep x always outside rightmost lane, avoid center, avoid overlap for (var i = 0; i < NUM_PEOPLE_PER_EDGE; i++) { var rightPerson = new People(); var attempts = 0; var px, py; do { py = Y_MIN + Math.random() * (Y_MAX - Y_MIN); // Randomize x across the full right empty area px = FAR_RIGHT_X_MIN + Math.random() * (FAR_RIGHT_X_MAX - FAR_RIGHT_X_MIN); attempts++; } while ((!isFarEnough(px, py, peopleRight) || !isNotCenter(px)) && attempts < MAX_ATTEMPTS); rightPerson.x = px; rightPerson.y = py; game.addChild(rightPerson); peopleRight.push(rightPerson); } // Update popularity after recreating people updatePopularity(); // Update initial popularity updatePopularity(); // --- 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() { // In extreme mode, spawn notes extremely frequently (interval is 0.12x to 0.35x of ticksPerBeat) if (typeof extremeMode !== "undefined" && extremeMode) { return Math.floor(ticksPerBeat * (0.12 + Math.random() * 0.23)); } // In hard mode, spawn notes more frequently (interval is 0.3x to 1.0x of ticksPerBeat) if (typeof hardMode !== "undefined" && hardMode) { return Math.floor(ticksPerBeat * (0.3 + Math.random() * 0.7)); } // Random interval between notes: 0.5x to 1.5x of ticksPerBeat return Math.floor(ticksPerBeat * (0.5 + Math.random())); } // --- Helper Functions --- function getLaneX(laneIdx) { if (typeof laneContainers !== "undefined" && laneContainers[laneIdx]) { return laneContainers[laneIdx].x; } return LANE_START_X + laneIdx * (LANE_WIDTH + LANE_SPACING); } // Start continuous random lane movement function startLaneMovement() { for (var i = 0; i < laneContainers.length; i++) { moveLaneRandomly(laneContainers[i], i); } } // Move a single lane to a random position function moveLaneRandomly(laneContainer, index) { if (!laneContainer || songEnded) return; // Random offset from base position (-80 to +80 pixels) var randomOffset = (Math.random() - 0.5) * 160; var targetX = laneContainer.baseX + randomOffset; // Random duration (3-5 seconds) var duration = 3000 + Math.random() * 2000; tween(laneContainer, { x: targetX }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { // Continue moving after reaching target moveLaneRandomly(laneContainer, index); } }); } // --- 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(''); highScore = getHighScore(); highScoreTxt.setText('High Score: ' + highScore); notes.length = 0; // Reset per-target misses counters (on the target itself) if (typeof targets !== "undefined" && typeof targetMissTexts !== "undefined") { for (var i = 0; i < targetMissTexts.length; i++) { if (targetMissTexts[i]) { targetMissTexts[i].setText('0'); targetMissTexts[i].setStyle({ fill: 0x3399FF }); } if (targets[i]) targets[i].missCount = 0; } } // Reset nextNoteTick and noteSpeedMultiplier to ensure smooth start nextNoteTick = 60; // Reset lane color flash state laneColorFlashActive = false; laneColorFlashStartTime = 0; laneColorFlashTriggered = false; // Reset drum state drumsActive = true; drumNotes.length = 0; if (leftDrum) { leftDrum.destroy(); leftDrum = null; } if (rightDrum) { rightDrum.destroy(); rightDrum = null; } // Remove peopleLeft from game if (typeof peopleLeft !== "undefined") { for (var i = 0; i < peopleLeft.length; i++) { if (peopleLeft[i] && typeof peopleLeft[i].destroy === "function") { peopleLeft[i].destroy(); } } peopleLeft.length = 0; } // Remove peopleRight from game if (typeof peopleRight !== "undefined") { for (var i = 0; i < peopleRight.length; i++) { if (peopleRight[i] && typeof peopleRight[i].destroy === "function") { peopleRight[i].destroy(); } } peopleRight.length = 0; } // Re-create peopleLeft and peopleRight, but keep them away from drum asset positions peopleLeft = []; peopleRight = []; currentPeoplePerSide = 3; // Reset to 3 people per side lastScoreMilestone = 0; // Reset score milestone var NUM_PEOPLE_PER_EDGE = 3; // Start with only 3 people per side var PERSON_RADIUS = 90; var OUTER_X_OFFSET = 120; var FAR_LEFT_X_MIN = 60; var FAR_LEFT_X_MAX = getLaneX(0) - LANE_WIDTH / 2 - OUTER_X_OFFSET - 10; var FAR_RIGHT_X_MIN = getLaneX(NUM_LANES - 1) + LANE_WIDTH / 2 + OUTER_X_OFFSET + 10; var FAR_RIGHT_X_MAX = GAME_WIDTH - 60; var Y_MIN = 200; var Y_MAX = TARGET_Y - 60; var CENTER_EXCLUSION_X = GAME_WIDTH / 2 - 320; var CENTER_EXCLUSION_WIDTH = 640; var MAX_ATTEMPTS = 40; function isFarEnough(x, y, arr) { for (var i = 0; i < arr.length; i++) { var dx = x - arr[i].x; var dy = y - arr[i].y; if (Math.sqrt(dx * dx + dy * dy) < PERSON_RADIUS * 2.1) return false; } return true; } function isNotCenter(x) { return !(x > CENTER_EXCLUSION_X && x < CENTER_EXCLUSION_X + CENTER_EXCLUSION_WIDTH); } // Left edge for (var i = 0; i < NUM_PEOPLE_PER_EDGE; i++) { var leftPerson = new People(); var attempts = 0; var px, py; do { py = Y_MIN + Math.random() * (Y_MAX - Y_MIN); px = FAR_LEFT_X_MIN + Math.random() * (FAR_LEFT_X_MAX - FAR_LEFT_X_MIN); attempts++; } while ((!isFarEnough(px, py, peopleLeft) || !isNotCenter(px) || !isNotDrumArea(px, py)) && attempts < MAX_ATTEMPTS); leftPerson.x = px; leftPerson.y = py; game.addChild(leftPerson); peopleLeft.push(leftPerson); } // Right edge for (var i = 0; i < NUM_PEOPLE_PER_EDGE; i++) { var rightPerson = new People(); var attempts = 0; var px, py; do { py = Y_MIN + Math.random() * (Y_MAX - Y_MIN); px = FAR_RIGHT_X_MIN + Math.random() * (FAR_RIGHT_X_MAX - FAR_RIGHT_X_MIN); attempts++; } while ((!isFarEnough(px, py, peopleRight) || !isNotCenter(px) || !isNotDrumArea(px, py)) && attempts < MAX_ATTEMPTS); rightPerson.x = px; rightPerson.y = py; game.addChild(rightPerson); peopleRight.push(rightPerson); } // Create left drum leftDrum = LK.getAsset('drumV2', { anchorX: 0.5, anchorY: 0.5, x: 200, y: GAME_HEIGHT / 2 }); game.addChild(leftDrum); // Create right drum rightDrum = LK.getAsset('drumV2', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH - 200, y: GAME_HEIGHT / 2 }); game.addChild(rightDrum); // Set initial next drum note time based on mode: easy=10s, hard=5s, extreme=3s if (typeof extremeMode !== "undefined" && extremeMode) { // 3 seconds interval (180 ticks) nextDrumNoteTime = songTicks + 180; } else if (typeof hardMode !== "undefined" && hardMode) { // 5 seconds interval (300 ticks) nextDrumNoteTime = songTicks + 300; } else { // Easy mode or default: 10 seconds interval (600 ticks) nextDrumNoteTime = songTicks + 600; } // Start lane movement animations startLaneMovement(); if (typeof extremeMode !== "undefined" && extremeMode) { noteSpeedMultiplier = 1.5; // Slower than before for extreme mode (spawn rate unchanged) // Remove any previous mode labels if (typeof hardModeLabel !== "undefined" && hardModeLabel && hardModeLabel.parent) { hardModeLabel.destroy(); } if (typeof extremeModeLabel !== "undefined" && extremeModeLabel && extremeModeLabel.parent) { extremeModeLabel.destroy(); } extremeModeLabel = new Text2('EXTREME MODE', { size: 80, fill: 0xFF00FF, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); extremeModeLabel.anchor.set(0.5, 0); extremeModeLabel.x = GAME_WIDTH / 2; extremeModeLabel.y = 40; LK.gui.top.addChild(extremeModeLabel); } else if (typeof hardMode !== "undefined" && hardMode) { noteSpeedMultiplier = 1.7; // Reduced speed for hard mode // Show Hard Mode label in gameplay if (typeof hardModeLabel !== "undefined" && hardModeLabel && hardModeLabel.parent) { hardModeLabel.destroy(); } if (typeof extremeModeLabel !== "undefined" && extremeModeLabel && extremeModeLabel.parent) { extremeModeLabel.destroy(); } hardModeLabel = new Text2('HARD MODE', { size: 80, fill: 0xFF2222, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); hardModeLabel.anchor.set(0.5, 0); hardModeLabel.x = GAME_WIDTH / 2; hardModeLabel.y = 40; LK.gui.top.addChild(hardModeLabel); } else if (typeof easyMode !== "undefined" && easyMode) { noteSpeedMultiplier = 1.0; // Show Easy Mode label in gameplay if (typeof hardModeLabel !== "undefined" && hardModeLabel && hardModeLabel.parent) { hardModeLabel.destroy(); } if (typeof extremeModeLabel !== "undefined" && extremeModeLabel && extremeModeLabel.parent) { extremeModeLabel.destroy(); } if (typeof easyModeLabel !== "undefined" && easyModeLabel && easyModeLabel.parent) { easyModeLabel.destroy(); } easyModeLabel = new Text2('EASY MODE', { size: 80, fill: 0x44FF44, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); easyModeLabel.anchor.set(0.5, 0); easyModeLabel.x = GAME_WIDTH / 2; easyModeLabel.y = 40; LK.gui.top.addChild(easyModeLabel); } else { noteSpeedMultiplier = 1.0; if (typeof hardModeLabel !== "undefined" && hardModeLabel && hardModeLabel.parent) { hardModeLabel.destroy(); } if (typeof extremeModeLabel !== "undefined" && extremeModeLabel && extremeModeLabel.parent) { extremeModeLabel.destroy(); } } } // 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) { if (menuActive) return; // Prevent gameplay input until menu is dismissed // Only allow input if song is running if (!songStarted || songEnded) return; // Check drum hits first if drums are active if (drumsActive) { // Check left drum if (leftDrum) { var leftDrumLeft = leftDrum.x - 150; var leftDrumRight = leftDrum.x + 150; var leftDrumTop = leftDrum.y - 150; var leftDrumBottom = leftDrum.y + 150; if (x >= leftDrumLeft && x <= leftDrumRight && y >= leftDrumTop && y <= leftDrumBottom) { // Hit left drum - check for drum notes for (var d = drumNotes.length - 1; d >= 0; d--) { var drumNote = drumNotes[d]; if (!drumNote.hit && drumNote.isLeft) { drumNote.onHit(); score += 200; scoreTxt.setText(score + ''); // Update high score if (score > highScore) { highScore = score; setHighScore(highScore); highScoreTxt.setText('High Score: ' + highScore); } LK.getSound('davul').play(); LK.getSound('tap').play(); // Flash drum LK.effects.flashObject(leftDrum, 0xFFD700, 200); // Add drum hit animation tween.stop(leftDrum, { scaleX: true, scaleY: true }); leftDrum.scaleX = 1; leftDrum.scaleY = 1; tween(leftDrum, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(leftDrum, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); // Add strong screen shake for drum hit if (typeof game !== "undefined" && typeof tween !== "undefined") { if (!game._isShaking) { game._isShaking = true; var originalGameX = game.x || 0; var originalGameY = game.y || 0; var shakeAmount = 200; // Always use consistent shake amount for drums var shakeDuration = 300; tween(game, { x: originalGameX + (Math.random() - 0.5) * shakeAmount, y: originalGameY + (Math.random() - 0.5) * shakeAmount }, { duration: shakeDuration, onFinish: function onFinish() { tween(game, { x: originalGameX, y: originalGameY }, { duration: shakeDuration, onFinish: function onFinish() { game._isShaking = false; } }); } }); } } return; } } } } // Check right drum if (rightDrum) { var rightDrumLeft = rightDrum.x - 150; var rightDrumRight = rightDrum.x + 150; var rightDrumTop = rightDrum.y - 150; var rightDrumBottom = rightDrum.y + 150; if (x >= rightDrumLeft && x <= rightDrumRight && y >= rightDrumTop && y <= rightDrumBottom) { // Hit right drum - check for drum notes for (var d = drumNotes.length - 1; d >= 0; d--) { var drumNote = drumNotes[d]; if (!drumNote.hit && !drumNote.isLeft) { drumNote.onHit(); score += 200; scoreTxt.setText(score + ''); // Update high score if (score > highScore) { highScore = score; setHighScore(highScore); highScoreTxt.setText('High Score: ' + highScore); } LK.getSound('davul').play(); LK.getSound('tap').play(); // Flash drum LK.effects.flashObject(rightDrum, 0xFFD700, 200); // Add drum hit animation tween.stop(rightDrum, { scaleX: true, scaleY: true }); rightDrum.scaleX = 1; rightDrum.scaleY = 1; tween(rightDrum, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(rightDrum, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); // Add strong screen shake for drum hit if (typeof game !== "undefined" && typeof tween !== "undefined") { if (!game._isShaking) { game._isShaking = true; var originalGameX = game.x || 0; var originalGameY = game.y || 0; var shakeAmount = 200; // Always use consistent shake amount for drums var shakeDuration = 300; tween(game, { x: originalGameX + (Math.random() - 0.5) * shakeAmount, y: originalGameY + (Math.random() - 0.5) * shakeAmount }, { duration: shakeDuration, onFinish: function onFinish() { tween(game, { x: originalGameX, y: originalGameY }, { duration: shakeDuration, onFinish: function onFinish() { game._isShaking = false; } }); } }); } } return; } } } } } // Pause people movement for 2 seconds (120 ticks) after a note is hit if (typeof game._peopleMovePausedUntil === "undefined") game._peopleMovePausedUntil = 0; game._peopleMovePausedUntil = songTicks + 120; // Check if tap is on any note (from topmost to bottom) var hit = false; var _loop = function _loop() { note = notes[i]; if (note.hit || note.missed) return 0; // continue // Get note bounds noteLeft = note.x - NOTE_WIDTH / 2; noteRight = note.x + NOTE_WIDTH / 2; noteTop = note.y - NOTE_HEIGHT / 2; 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!' : ''); // High score logic if (score > highScore) { highScore = score; setHighScore(highScore); highScoreTxt.setText('High Score: ' + highScore); } LK.getSound('tap').play(); // Make a random subset of people jump when any note is hit! // Every 10 combo, make all people jump and apply a stronger shake if (typeof peopleLeft !== "undefined" && typeof peopleRight !== "undefined") { if (combo > 0 && combo % 50 === 0) { // --- MASSIVE SHAKE for every 50 combo --- // All people jump! for (var iAll = 0; iAll < peopleLeft.length; iAll++) { if (peopleLeft[iAll]) peopleLeft[iAll].jump(); } for (var iAll = 0; iAll < peopleRight.length; iAll++) { if (peopleRight[iAll]) peopleRight[iAll].jump(); } // Massive shake: override game.x/y with a huge shake if (typeof game !== "undefined" && typeof tween !== "undefined") { if (!game._isShaking) { game._isShaking = true; var originalGameX = game.x || 0; var originalGameY = game.y || 0; var shakeAmount = 420; // extremely strong shake var shakeDuration = 420; tween(game, { x: originalGameX + (Math.random() - 0.5) * shakeAmount, y: originalGameY + (Math.random() - 0.5) * shakeAmount }, { duration: shakeDuration, onFinish: function onFinish() { tween(game, { x: originalGameX, y: originalGameY }, { duration: shakeDuration, onFinish: function onFinish() { game._isShaking = false; } }); } }); } } } else if (combo > 0 && combo % 10 === 0) { // All people jump! for (var iAll = 0; iAll < peopleLeft.length; iAll++) { if (peopleLeft[iAll]) peopleLeft[iAll].jump(); } for (var iAll = 0; iAll < peopleRight.length; iAll++) { if (peopleRight[iAll]) peopleRight[iAll].jump(); } // Stronger shake: override game.x/y with a bigger shake if (typeof game !== "undefined" && typeof tween !== "undefined") { if (!game._isShaking) { game._isShaking = true; var originalGameX = game.x || 0; var originalGameY = game.y || 0; var shakeAmount = 60; // much stronger shake var shakeDuration = 120; tween(game, { x: originalGameX + (Math.random() - 0.5) * shakeAmount, y: originalGameY + (Math.random() - 0.5) * shakeAmount }, { duration: shakeDuration, onFinish: function onFinish() { tween(game, { x: originalGameX, y: originalGameY }, { duration: shakeDuration, onFinish: function onFinish() { game._isShaking = false; } }); } }); } } } else { // Helper to get unique random indices var getRandomIndices = function getRandomIndices(arrLen, count) { var indices = []; var used = []; while (indices.length < count && indices.length < arrLen) { var idx = Math.floor(Math.random() * arrLen); if (!used[idx]) { indices.push(idx); used[idx] = true; } } return indices; }; // How many people to jump per side? 1-3 random per side leftJumpCount = 1 + Math.floor(Math.random() * 3); rightJumpCount = 1 + Math.floor(Math.random() * 3); leftIndices = getRandomIndices(peopleLeft.length, leftJumpCount); rightIndices = getRandomIndices(peopleRight.length, rightJumpCount); for (j = 0; j < leftIndices.length; j++) { idx = leftIndices[j]; if (peopleLeft[idx]) peopleLeft[idx].jump(); } for (j = 0; j < rightIndices.length; j++) { idx = rightIndices[j]; if (peopleRight[idx]) peopleRight[idx].jump(); } } } // Show floating feedback text based on combo feedbackText = ''; if (combo >= 30) { feedbackText = 'PERFECT!'; } else if (combo >= 15) { feedbackText = 'GREAT!'; } else if (combo >= 5) { feedbackText = 'GOOD!'; } if (feedbackText) { 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(); } }); } return 1; // break } }, note, noteLeft, noteRight, noteTop, noteBottom, leftJumpCount, rightJumpCount, leftIndices, rightIndices, j, idx, j, idx, feedbackText, fbTxt, _ret; for (var i = notes.length - 1; i >= 0; i--) { _ret = _loop(); if (_ret === 0) continue; if (_ret === 1) 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; // Create drums at game start (handled in startSong) // Spawn drum notes if (drumsActive && songTicks >= nextDrumNoteTime) { var drumNote = new DrumNote(); drumNote.spawnTime = songTicks; // Randomly choose left or right drum drumNote.isLeft = Math.random() < 0.5; if (drumNote.isLeft) { drumNote.x = leftDrum.x; drumNote.y = leftDrum.y; } else { drumNote.x = rightDrum.x; drumNote.y = rightDrum.y; } drumNotes.push(drumNote); game.addChild(drumNote); // Schedule next drum note based on mode: easy=10s, hard=5s, extreme=3s if (typeof extremeMode !== "undefined" && extremeMode) { // 3 seconds interval (180 ticks) nextDrumNoteTime = songTicks + 180; } else if (typeof hardMode !== "undefined" && hardMode) { // 5 seconds interval (300 ticks) nextDrumNoteTime = songTicks + 300; } else { // Easy mode or default: 10 seconds interval (600 ticks) nextDrumNoteTime = songTicks + 600; } } // Update drum notes for (var d = drumNotes.length - 1; d >= 0; d--) { var drumNote = drumNotes[d]; drumNote.update(); if (drumNote.destroyed) { drumNotes.splice(d, 1); } } // Check if all people are jumping and change lane colors if (typeof peopleLeft !== "undefined" && typeof peopleRight !== "undefined") { var allJumping = true; // Check if all left people are jumping for (var i = 0; i < peopleLeft.length; i++) { if (peopleLeft[i] && !peopleLeft[i].isJumping) { allJumping = false; break; } } // Check if all right people are jumping if (allJumping) { for (var i = 0; i < peopleRight.length; i++) { if (peopleRight[i] && !peopleRight[i].isJumping) { allJumping = false; break; } } } // If all people are jumping, change lane colors randomly if (allJumping && peopleLeft.length > 0 && peopleRight.length > 0) { if (!game._lastAllJumping) { // This is the moment when all started jumping var colors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFA500, 0xFF1493, 0x32CD32, 0x8A2BE2]; for (var l = 0; l < lanes.length; l++) { if (lanes[l]) { var randomColor = colors[Math.floor(Math.random() * colors.length)]; lanes[l].tint = randomColor; } } } game._lastAllJumping = true; } else { game._lastAllJumping = false; } } // Gradually increase noteSpeedMultiplier (very slow ramp, e.g. +0.0002 per tick) // In normal mode, do NOT increase speed faster after 5000 points 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(); } // Check if score reached 5000 for lane color flashing if (score >= 5000 && !laneColorFlashTriggered) { laneColorFlashTriggered = true; laneColorFlashActive = true; laneColorFlashStartTime = songTicks; } // Handle rapid lane color changes if (laneColorFlashActive) { var flashDuration = 600; // 10 seconds at 60fps var elapsed = songTicks - laneColorFlashStartTime; if (elapsed < flashDuration) { // Change colors very rapidly (every 3 frames = 20 times per second) if (songTicks % 3 === 0) { var colors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF, 0xFFA500, 0xFF1493, 0x32CD32, 0x8A2BE2, 0xFFD700, 0x4B0082, 0x7FFF00, 0xDC143C, 0x00CED1]; for (var l = 0; l < lanes.length; l++) { if (lanes[l]) { var randomColor = colors[Math.floor(Math.random() * colors.length)]; tween(lanes[l], { tint: randomColor }, { duration: 50, easing: tween.linear }); } } } } else { // Reset to original color after 10 seconds laneColorFlashActive = false; for (var l = 0; l < lanes.length; l++) { if (lanes[l]) { tween(lanes[l], { tint: 0x222222 }, { duration: 300, easing: tween.easeOut }); } } } } // Add people every 500 points, up to 50 per side if (score >= lastScoreMilestone + 500 && currentPeoplePerSide < 50) { lastScoreMilestone = Math.floor(score / 500) * 500; currentPeoplePerSide++; // Add one person to left side var leftPerson = new People(); var attempts = 0; var px, py; do { py = Y_MIN + Math.random() * (Y_MAX - Y_MIN); px = FAR_LEFT_X_MIN + Math.random() * (FAR_LEFT_X_MAX - FAR_LEFT_X_MIN); attempts++; } while ((!isFarEnough(px, py, peopleLeft) || !isNotCenter(px) || !isNotDrumArea(px, py)) && attempts < MAX_ATTEMPTS); leftPerson.x = px; leftPerson.y = py; game.addChild(leftPerson); peopleLeft.push(leftPerson); // Add one person to right side var rightPerson = new People(); attempts = 0; do { py = Y_MIN + Math.random() * (Y_MAX - Y_MIN); px = FAR_RIGHT_X_MIN + Math.random() * (FAR_RIGHT_X_MAX - FAR_RIGHT_X_MIN); attempts++; } while ((!isFarEnough(px, py, peopleRight) || !isNotCenter(px) || !isNotDrumArea(px, py)) && attempts < MAX_ATTEMPTS); rightPerson.x = px; rightPerson.y = py; game.addChild(rightPerson); peopleRight.push(rightPerson); // Update popularity when new people are added updatePopularity(); } // 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(''); // Increment and show per-target misses in white above each target if (!targets[note.lane].missCount) targets[note.lane].missCount = 0; targets[note.lane].missCount += 1; if (targetMissTexts && targetMissTexts[note.lane]) { targetMissTexts[note.lane].setText(targets[note.lane].missCount + ''); targetMissTexts[note.lane].setStyle({ fill: 0x3399FF }); } 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 } // Check if any target's miss count exceeds 10, trigger game over for (var t = 0; t < targets.length; t++) { if (targets[t].missCount && targets[t].missCount > 10) { LK.showGameOver(); return; } } } // Remove destroyed notes if (note.destroyed) { notes.splice(i, 1); } } // --- Move people to new random positions every 2 seconds --- if (typeof game._lastPeopleMoveTick === "undefined") game._lastPeopleMoveTick = 0; if (typeof game._peopleMovePausedUntil === "undefined") game._peopleMovePausedUntil = 0; // Only move people if not in the 2s pause after a note hit if (songTicks - game._lastPeopleMoveTick > 120 && songTicks >= game._peopleMovePausedUntil) { // Helper to move a person to a new random position (non-overlapping, not center) var movePerson = function movePerson(person, arr, isLeft) { var attempts = 0; var px, py; do { py = Y_MIN + Math.random() * (Y_MAX - Y_MIN); if (isLeft) { // Move anywhere in the left empty area px = FAR_LEFT_X_MIN + Math.random() * (FAR_LEFT_X_MAX - FAR_LEFT_X_MIN); } else { // Move anywhere in the right empty area px = FAR_RIGHT_X_MIN + Math.random() * (FAR_RIGHT_X_MAX - FAR_RIGHT_X_MIN); } attempts++; } while ((!isFarEnough(px, py, arr) || !isNotCenter(px)) && attempts < MAX_ATTEMPTS); // Animate to new position (move very slowly, never teleport) tween(person, { x: px, y: py }, { duration: 3200, // much slower movement (3.2 seconds) easing: tween.easeInOut }); person.baseY = py; }; // Move left people // every 2 seconds at 60fps game._lastPeopleMoveTick = songTicks; for (var i = 0; i < peopleLeft.length; i++) { movePerson(peopleLeft[i], peopleLeft, true); } // Move right people for (var i = 0; i < peopleRight.length; i++) { movePerson(peopleRight[i], peopleRight, false); } } // No win condition, keep game running }; // --- Start Menu Overlay --- var startMenuOverlay = new Container(); var overlayBg = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH / 2, y: GAME_HEIGHT / 2, width: GAME_WIDTH, height: GAME_HEIGHT, color: 0x000000 }); overlayBg.alpha = 0.85; startMenuOverlay.addChild(overlayBg); var titleText = new Text2('BEAT TAPPER', { size: 120, fill: 0xFFD700, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); titleText.anchor.set(0.5, 0.5); titleText.x = GAME_WIDTH / 2; titleText.y = GAME_HEIGHT / 2 - 400; startMenuOverlay.addChild(titleText); var tapToStartText = new Text2('Tap to Start', { size: 90, fill: 0xFFFFFF }); tapToStartText.anchor.set(0.5, 0.5); tapToStartText.x = GAME_WIDTH / 2; // Move even higher above instructions (was -60, now -120 for more space above instructions) tapToStartText.y = GAME_HEIGHT / 2 - 120; // Create a box behind the text var tapBoxPaddingX = 60; var tapBoxPaddingY = 30; var tapBox = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: tapToStartText.x, y: tapToStartText.y, width: tapToStartText.width + tapBoxPaddingX, height: tapToStartText.height + tapBoxPaddingY, color: 0xFFFFFF }); tapBox.alpha = 0.18; startMenuOverlay.addChild(tapBox); startMenuOverlay.addChild(tapToStartText); var instructionsText = new Text2("How to Play:\n\n" + "• Tap the falling notes when they reach the targets.\n" + "• Don't let too many notes pass the targets!\n" + "• Each lane shows your misses. If any lane gets more than 10 misses, it's game over.\n" + "• Try to get the highest combo and score!", { size: 44, fill: 0xFFFFFF, align: "center" }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = GAME_WIDTH / 2; instructionsText.y = GAME_HEIGHT / 2 + 120; startMenuOverlay.addChild(instructionsText); var highScoreMenuText = new Text2('High Score: ' + getHighScore(), { size: 70, fill: 0xFFD700, align: "center" }); highScoreMenuText.anchor.set(0.5, 0.5); highScoreMenuText.x = GAME_WIDTH / 2; highScoreMenuText.y = GAME_HEIGHT / 2 + 320; startMenuOverlay.addChild(highScoreMenuText); // Add drum instructions at the very bottom of the menu overlay var drumInstructionsText = new Text2("At the start of the game, two drums (left and right) will appear.\n" + "Drum notes will randomly appear above the drums.\n" + "Tap the drum note within 5 seconds to score points!\n" + "If you don't tap the drum note in 5 seconds, you lose.", { size: 40, fill: 0xFFD700, align: "center" }); drumInstructionsText.anchor.set(0.5, 1); drumInstructionsText.x = GAME_WIDTH / 2; drumInstructionsText.y = GAME_HEIGHT - 60; startMenuOverlay.addChild(drumInstructionsText); // --- Easy Mode Button --- var easyModeBtn = new Text2('Easy Mode', { size: 80, fill: 0x44FF44, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); easyModeBtn.anchor.set(0.5, 0.5); easyModeBtn.x = GAME_WIDTH / 2; easyModeBtn.y = GAME_HEIGHT / 2 + 480; easyModeBtn.alpha = 0.92; easyModeBtn._isEasyModeBtn = true; startMenuOverlay.addChild(easyModeBtn); // --- Hard Mode Button --- var hardModeBtn = new Text2('Hard Mode', { size: 80, fill: 0xFF2222, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); hardModeBtn.anchor.set(0.5, 0.5); hardModeBtn.x = GAME_WIDTH / 2; hardModeBtn.y = GAME_HEIGHT / 2 + 620; hardModeBtn.alpha = 0.92; hardModeBtn._isHardModeBtn = true; startMenuOverlay.addChild(hardModeBtn); // --- Extreme Mode Button --- var extremeModeBtn = new Text2('Extreme Mode', { size: 80, fill: 0xFF00FF, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); extremeModeBtn.anchor.set(0.5, 0.5); extremeModeBtn.x = GAME_WIDTH / 2; extremeModeBtn.y = GAME_HEIGHT / 2 + 760; extremeModeBtn.alpha = 0.92; extremeModeBtn._isExtremeModeBtn = true; startMenuOverlay.addChild(extremeModeBtn); game.addChild(startMenuOverlay); var menuActive = true; var hardMode = false; var extremeMode = false; var easyMode = true; // Default to easy mode game.down = function (x, y, obj) { if (menuActive) { // Check if tap is on Easy Mode button var easyBtnLeft = easyModeBtn.x - easyModeBtn.width / 2; var easyBtnRight = easyModeBtn.x + easyModeBtn.width / 2; var easyBtnTop = easyModeBtn.y - easyModeBtn.height / 2; var easyBtnBottom = easyModeBtn.y + easyModeBtn.height / 2; if (x >= easyBtnLeft && x <= easyBtnRight && y >= easyBtnTop && y <= easyBtnBottom) { // Toggle easy mode ON and visually indicate easyMode = true; hardMode = false; extremeMode = false; easyModeBtn.setText('Easy Mode: ON'); easyModeBtn.fill = 0x66FF66; easyModeBtn.alpha = 1; hardModeBtn.setText('Hard Mode'); hardModeBtn.fill = 0xFF2222; hardModeBtn.alpha = 0.92; extremeModeBtn.setText('Extreme Mode'); extremeModeBtn.fill = 0xFF00FF; extremeModeBtn.alpha = 0.92; // Update high score in menu overlay if (typeof highScoreMenuText !== "undefined") { highScoreMenuText.setText('High Score: ' + getHighScore()); } // Optionally, flash or animate tween(easyModeBtn, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, yoyo: true, repeat: 1, onFinish: function onFinish() { easyModeBtn.scaleX = 1; easyModeBtn.scaleY = 1; } }); return; } // Check if tap is on Hard Mode button var btnLeft = hardModeBtn.x - hardModeBtn.width / 2; var btnRight = hardModeBtn.x + hardModeBtn.width / 2; var btnTop = hardModeBtn.y - hardModeBtn.height / 2; var btnBottom = hardModeBtn.y + hardModeBtn.height / 2; if (x >= btnLeft && x <= btnRight && y >= btnTop && y <= btnBottom) { // Toggle hard mode ON and visually indicate hardMode = true; easyMode = false; extremeMode = false; hardModeBtn.setText('Hard Mode: ON'); hardModeBtn.fill = 0xFF4444; hardModeBtn.alpha = 1; easyModeBtn.setText('Easy Mode'); easyModeBtn.fill = 0x44FF44; easyModeBtn.alpha = 0.92; extremeModeBtn.setText('Extreme Mode'); extremeModeBtn.fill = 0xFF00FF; extremeModeBtn.alpha = 0.92; // Update high score in menu overlay if (typeof highScoreMenuText !== "undefined") { highScoreMenuText.setText('High Score: ' + getHighScore()); } // Optionally, flash or animate tween(hardModeBtn, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, yoyo: true, repeat: 1, onFinish: function onFinish() { hardModeBtn.scaleX = 1; hardModeBtn.scaleY = 1; } }); return; } // Check if tap is on Extreme Mode button var ebtnLeft = extremeModeBtn.x - extremeModeBtn.width / 2; var ebtnRight = extremeModeBtn.x + extremeModeBtn.width / 2; var ebtnTop = extremeModeBtn.y - extremeModeBtn.height / 2; var ebtnBottom = extremeModeBtn.y + extremeModeBtn.height / 2; if (x >= ebtnLeft && x <= ebtnRight && y >= ebtnTop && y <= ebtnBottom) { // Toggle extreme mode ON and visually indicate extremeMode = true; hardMode = false; easyMode = false; extremeModeBtn.setText('Extreme Mode: ON'); extremeModeBtn.fill = 0xFF66FF; extremeModeBtn.alpha = 1; hardModeBtn.setText('Hard Mode'); hardModeBtn.fill = 0xFF2222; hardModeBtn.alpha = 0.92; easyModeBtn.setText('Easy Mode'); easyModeBtn.fill = 0x44FF44; easyModeBtn.alpha = 0.92; // Update high score in menu overlay if (typeof highScoreMenuText !== "undefined") { highScoreMenuText.setText('High Score: ' + getHighScore()); } // Optionally, flash or animate tween(extremeModeBtn, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, yoyo: true, repeat: 1, onFinish: function onFinish() { extremeModeBtn.scaleX = 1; extremeModeBtn.scaleY = 1; } }); return; } menuActive = false; startMenuOverlay.destroy(); startSong(); // Restore original input handler for gameplay game.down = function (x, y, obj) { // Only allow input if song is running if (!songStarted || songEnded) return; // Check drum hits first if drums are active if (drumsActive) { // Check left drum if (leftDrum) { var leftDrumLeft = leftDrum.x - 150; var leftDrumRight = leftDrum.x + 150; var leftDrumTop = leftDrum.y - 150; var leftDrumBottom = leftDrum.y + 150; if (x >= leftDrumLeft && x <= leftDrumRight && y >= leftDrumTop && y <= leftDrumBottom) { // Hit left drum - check for drum notes for (var d = drumNotes.length - 1; d >= 0; d--) { var drumNote = drumNotes[d]; if (!drumNote.hit && drumNote.isLeft) { drumNote.onHit(); score += 200; scoreTxt.setText(score + ''); // Update high score if (score > highScore) { highScore = score; setHighScore(highScore); highScoreTxt.setText('High Score: ' + highScore); } LK.getSound('davul').play(); LK.getSound('tap').play(); // Flash drum LK.effects.flashObject(leftDrum, 0xFFD700, 200); // Add drum hit animation tween.stop(leftDrum, { scaleX: true, scaleY: true }); leftDrum.scaleX = 1; leftDrum.scaleY = 1; tween(leftDrum, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(leftDrum, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); // Add strong screen shake for drum hit if (typeof game !== "undefined" && typeof tween !== "undefined") { if (!game._isShaking) { game._isShaking = true; var originalGameX = game.x || 0; var originalGameY = game.y || 0; var shakeAmount = 200; // Always use consistent shake amount for drums var shakeDuration = 300; tween(game, { x: originalGameX + (Math.random() - 0.5) * shakeAmount, y: originalGameY + (Math.random() - 0.5) * shakeAmount }, { duration: shakeDuration, onFinish: function onFinish() { tween(game, { x: originalGameX, y: originalGameY }, { duration: shakeDuration, onFinish: function onFinish() { game._isShaking = false; } }); } }); } } return; } } } } // Check right drum if (rightDrum) { var rightDrumLeft = rightDrum.x - 150; var rightDrumRight = rightDrum.x + 150; var rightDrumTop = rightDrum.y - 150; var rightDrumBottom = rightDrum.y + 150; if (x >= rightDrumLeft && x <= rightDrumRight && y >= rightDrumTop && y <= rightDrumBottom) { // Hit right drum - check for drum notes for (var d = drumNotes.length - 1; d >= 0; d--) { var drumNote = drumNotes[d]; if (!drumNote.hit && !drumNote.isLeft) { drumNote.onHit(); score += 200; scoreTxt.setText(score + ''); // Update high score if (score > highScore) { highScore = score; setHighScore(highScore); highScoreTxt.setText('High Score: ' + highScore); } LK.getSound('davul').play(); LK.getSound('tap').play(); // Flash drum LK.effects.flashObject(rightDrum, 0xFFD700, 200); // Add drum hit animation tween.stop(rightDrum, { scaleX: true, scaleY: true }); rightDrum.scaleX = 1; rightDrum.scaleY = 1; tween(rightDrum, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(rightDrum, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); // Add strong screen shake for drum hit if (typeof game !== "undefined" && typeof tween !== "undefined") { if (!game._isShaking) { game._isShaking = true; var originalGameX = game.x || 0; var originalGameY = game.y || 0; var shakeAmount = 200; // Always use consistent shake amount for drums var shakeDuration = 300; tween(game, { x: originalGameX + (Math.random() - 0.5) * shakeAmount, y: originalGameY + (Math.random() - 0.5) * shakeAmount }, { duration: shakeDuration, onFinish: function onFinish() { tween(game, { x: originalGameX, y: originalGameY }, { duration: shakeDuration, onFinish: function onFinish() { game._isShaking = false; } }); } }); } } return; } } } } } // Pause people movement for 2 seconds (120 ticks) after a note is hit if (typeof game._peopleMovePausedUntil === "undefined") game._peopleMovePausedUntil = 0; game._peopleMovePausedUntil = songTicks + 120; // Check if tap is on any note (from topmost to bottom) var hit = false; var _loop = function _loop() { note = notes[i]; if (note.hit || note.missed) return 0; // continue // Get note bounds noteLeft = note.x - NOTE_WIDTH / 2; noteRight = note.x + NOTE_WIDTH / 2; noteTop = note.y - NOTE_HEIGHT / 2; 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!' : ''); // High score logic if (score > highScore) { highScore = score; setHighScore(highScore); highScoreTxt.setText('High Score: ' + highScore); } LK.getSound('tap').play(); // Make a random subset of people jump when any note is hit! // Every 10 combo, make all people jump and apply a stronger shake if (typeof peopleLeft !== "undefined" && typeof peopleRight !== "undefined") { if (combo > 0 && combo % 50 === 0) { // --- MASSIVE SHAKE for every 50 combo --- // All people jump! for (var iAll = 0; iAll < peopleLeft.length; iAll++) { if (peopleLeft[iAll]) peopleLeft[iAll].jump(); } for (var iAll = 0; iAll < peopleRight.length; iAll++) { if (peopleRight[iAll]) peopleRight[iAll].jump(); } // Massive shake: override game.x/y with a huge shake if (typeof game !== "undefined" && typeof tween !== "undefined") { if (!game._isShaking) { game._isShaking = true; var originalGameX = game.x || 0; var originalGameY = game.y || 0; var shakeAmount = 420; // extremely strong shake var shakeDuration = 420; tween(game, { x: originalGameX + (Math.random() - 0.5) * shakeAmount, y: originalGameY + (Math.random() - 0.5) * shakeAmount }, { duration: shakeDuration, onFinish: function onFinish() { tween(game, { x: originalGameX, y: originalGameY }, { duration: shakeDuration, onFinish: function onFinish() { game._isShaking = false; } }); } }); } } } else if (combo > 0 && combo % 10 === 0) { // All people jump! for (var iAll = 0; iAll < peopleLeft.length; iAll++) { if (peopleLeft[iAll]) peopleLeft[iAll].jump(); } for (var iAll = 0; iAll < peopleRight.length; iAll++) { if (peopleRight[iAll]) peopleRight[iAll].jump(); } // Stronger shake: override game.x/y with a bigger shake if (typeof game !== "undefined" && typeof tween !== "undefined") { if (!game._isShaking) { game._isShaking = true; var originalGameX = game.x || 0; var originalGameY = game.y || 0; var shakeAmount = 60; // much stronger shake var shakeDuration = 120; tween(game, { x: originalGameX + (Math.random() - 0.5) * shakeAmount, y: originalGameY + (Math.random() - 0.5) * shakeAmount }, { duration: shakeDuration, onFinish: function onFinish() { tween(game, { x: originalGameX, y: originalGameY }, { duration: shakeDuration, onFinish: function onFinish() { game._isShaking = false; } }); } }); } } } else { // Helper to get unique random indices var getRandomIndices = function getRandomIndices(arrLen, count) { var indices = []; var used = []; while (indices.length < count && indices.length < arrLen) { var idx = Math.floor(Math.random() * arrLen); if (!used[idx]) { indices.push(idx); used[idx] = true; } } return indices; }; // How many people to jump per side? 1-3 random per side leftJumpCount = 1 + Math.floor(Math.random() * 3); rightJumpCount = 1 + Math.floor(Math.random() * 3); leftIndices = getRandomIndices(peopleLeft.length, leftJumpCount); rightIndices = getRandomIndices(peopleRight.length, rightJumpCount); for (j = 0; j < leftIndices.length; j++) { idx = leftIndices[j]; if (peopleLeft[idx]) peopleLeft[idx].jump(); } for (j = 0; j < rightIndices.length; j++) { idx = rightIndices[j]; if (peopleRight[idx]) peopleRight[idx].jump(); } } } // Show floating feedback text based on combo feedbackText = ''; if (combo >= 30) { feedbackText = 'PERFECT!'; } else if (combo >= 15) { feedbackText = 'GREAT!'; } else if (combo >= 5) { feedbackText = 'GOOD!'; } if (feedbackText) { 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(); } }); } return 1; // break } }, note, noteLeft, noteRight, noteTop, noteBottom, leftJumpCount, rightJumpCount, leftIndices, rightIndices, j, idx, j, idx, feedbackText, fbTxt, _ret; for (var i = notes.length - 1; i >= 0; i--) { _ret = _loop(); if (_ret === 0) continue; if (_ret === 1) break; } if (!hit) { // Missed tap (no note hit) combo = 0; comboTxt.setText(''); // No misses for tap misses, no flash } }; } }; // Do not start the song immediately; wait for user tap // startSong();;
===================================================================
--- original.js
+++ change.js
@@ -432,11 +432,11 @@
size: 60,
fill: 0xFFD700
});
popularityTxt.anchor.set(1, 1); // right aligned, bottom
-popularityTxt.x = LK.gui.width - 40; // 40px margin from right
-popularityTxt.y = LK.gui.height - 40; // 40px margin from bottom
-LK.gui.bottom.addChild(popularityTxt);
+popularityTxt.x = GAME_WIDTH - 40; // 40px margin from right
+popularityTxt.y = GAME_HEIGHT - 40; // 40px margin from bottom
+game.addChild(popularityTxt);
// Function to update popularity based on total people count
function updatePopularity() {
var totalPeople = peopleLeft.length + peopleRight.length;
var popularity = Math.min(totalPeople * 2, 100); // Each person is 2%, cap at 100%