User prompt
Birinci bölüm gerçekten çok yavaş %10 daha hızlandır
User prompt
İkinci bölümü yapalım. Daha hızlı gelsin 20 tane basmak gereksin. %30 hızlı yap
User prompt
Biraz daha hızlandır %10 olsun
User prompt
Çok yavaş oldu %5 oranında hızlandır
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var pt = game.toLocal(obj.parent.toGlobal({' Line Number: 352
Code edit (1 edits merged)
Please save this source code
User prompt
Ritmik Işık Tepkisi
Initial prompt
Ortada bir çember ve etrafında sağ sol yukarı aşağı olacak şekilde 4 adet çeyrek çember olacak. Sağ sol yukarı ve aşağıdan çeyrek çemberlere renkli ışıklar gelecek. Oyuncu doğru zamanda yönlere göre tepki verince yukarıdan gelenlerden tok davul sesi aşağıdan gelenler için soft davul sesi soldan gelenler için güçlü zil sesi sağdan gelenler için zayıf zil sesi çalacak. Aynı zamanda arka plan ışığı doğru basılan renge dönecek. Bölüm şeklinde yapalım. İlk bölümde karışık şekilde yavaş hızda 10 adet sağ sol yukarı aşağı yönlerden ışıklar gelsin.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Light (note) class var Light = Container.expand(function () { var self = Container.call(this); // Properties to be set on creation: // self.direction: 'up' | 'down' | 'left' | 'right' // self.color: 'red' | 'blue' | 'green' | 'yellow' // self.speed: px per tick // self.targetX, self.targetY: where to move toward // Attach correct asset var assetId = ''; if (self.color === 'red') assetId = 'lightRed';else if (self.color === 'blue') assetId = 'lightBlue';else if (self.color === 'green') assetId = 'lightGreen';else if (self.color === 'yellow') assetId = 'lightYellow'; var light = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // For hit detection self.radius = light.width * 0.5; // For animation self.active = true; // If false, ignore update // Called every tick self.update = function () { if (!self.active) return; // Move towards target var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.speed) { self.x = self.targetX; self.y = self.targetY; } else { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } }; // Animate and destroy on hit/miss self.hit = function (_onFinish) { self.active = false; tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); if (_onFinish) _onFinish(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // LK.init.music('bgmusic', {volume: 0.5}); // Music (background, optional, not played in MVP) // Sound effects for each direction // Four colored "light" shapes for incoming notes // Four quarter arcs (quarter circles) for directions: up, down, left, right // --- Layout constants --- var centerX = 2048 / 2; var centerY = 2732 / 2; var centerRadius = 200; // centerCircle radius // Arc positions (relative to center) var arcOffset = 260; // distance from center to arc center // Arc asset sizes var arcW = 300, arcH = 150; // up/down var arcSideW = 150, arcSideH = 300; // left/right // --- Create main elements --- // Center circle var centerCircle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); centerCircle.x = centerX; centerCircle.y = centerY; game.addChild(centerCircle); // Quarter arcs var arcUp = LK.getAsset('arcUp', { anchorX: 0.5, anchorY: 1.0 }); arcUp.x = centerX; arcUp.y = centerY - arcOffset; game.addChild(arcUp); var arcDown = LK.getAsset('arcDown', { anchorX: 0.5, anchorY: 0.0 }); arcDown.x = centerX; arcDown.y = centerY + arcOffset; game.addChild(arcDown); var arcLeft = LK.getAsset('arcLeft', { anchorX: 1.0, anchorY: 0.5 }); arcLeft.x = centerX - arcOffset; arcLeft.y = centerY; game.addChild(arcLeft); var arcRight = LK.getAsset('arcRight', { anchorX: 0.0, anchorY: 0.5 }); arcRight.x = centerX + arcOffset; arcRight.y = centerY; game.addChild(arcRight); // --- Arc hitboxes for input detection --- var arcHitboxes = [{ dir: 'up', x: arcUp.x, y: arcUp.y - arcH / 2, w: arcW, h: arcH, color: 'red', asset: arcUp }, { dir: 'down', x: arcDown.x, y: arcDown.y + arcH / 2, w: arcW, h: arcH, color: 'blue', asset: arcDown }, { dir: 'left', x: arcLeft.x - arcSideW / 2, y: arcLeft.y, w: arcSideW, h: arcSideH, color: 'green', asset: arcLeft }, { dir: 'right', x: arcRight.x + arcSideW / 2, y: arcRight.y, w: arcSideW, h: arcSideH, color: 'yellow', asset: arcRight }]; // --- Score and wave display --- var score = 0; var wave = 1; var totalWaves = 10; var lightsPerWave = 1; // MVP: 1 light per wave, can be increased for difficulty var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var waveTxt = new Text2('1/10', { size: 60, fill: 0xFFFFFF }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); waveTxt.y = 130; // --- Light management --- var lights = []; var lightActive = false; // Only one light at a time in MVP // --- Color mapping for directions --- var dirColor = { 'up': 'red', 'down': 'blue', 'left': 'green', 'right': 'yellow' }; var dirSound = { 'up': 'drumRed', 'down': 'drumBlue', 'left': 'drumGreen', 'right': 'drumYellow' }; var dirBg = { 'up': 0xff4b4b, 'down': 0x4bafff, 'left': 0x4bff4b, 'right': 0xffe14b }; // --- Light spawn positions (offscreen, towards arcs) --- function getLightSpawn(dir) { var dist = 700; // distance from center if (dir === 'up') return { x: centerX, y: centerY - arcOffset - dist }; if (dir === 'down') return { x: centerX, y: centerY + arcOffset + dist }; if (dir === 'left') return { x: centerX - arcOffset - dist, y: centerY }; if (dir === 'right') return { x: centerX + arcOffset + dist, y: centerY }; return { x: centerX, y: centerY }; } function getLightTarget(dir) { if (dir === 'up') return { x: arcUp.x, y: arcUp.y - arcH / 2 + 50 }; if (dir === 'down') return { x: arcDown.x, y: arcDown.y + arcH / 2 - 50 }; if (dir === 'left') return { x: arcLeft.x - arcSideW / 2 + 50, y: arcLeft.y }; if (dir === 'right') return { x: arcRight.x + arcSideW / 2 - 50, y: arcRight.y }; return { x: centerX, y: centerY }; } // --- Light speed (slower for first waves) --- function getLightSpeed(wave) { // 1.5 px/tick for first wave, up to 3 px/tick for last return 1.5 + (wave - 1) * 0.2; } // --- Spawn a light (note) --- function spawnLight(dir) { var color = dirColor[dir]; var spawn = getLightSpawn(dir); var target = getLightTarget(dir); var light = new Light(); light.direction = dir; light.color = color; light.x = spawn.x; light.y = spawn.y; light.targetX = target.x; light.targetY = target.y; light.speed = getLightSpeed(wave); lights.push(light); game.addChild(light); lightActive = true; } // --- Start a wave --- function startWave() { if (wave > totalWaves) { LK.showYouWin(); return; } // Show wave number waveTxt.setText(wave + '/' + totalWaves); // Random direction var dirs = ['up', 'down', 'left', 'right']; var dir = dirs[Math.floor(Math.random() * 4)]; spawnLight(dir); } // --- Handle tap input --- function getDirectionFromPoint(x, y) { // Returns 'up', 'down', 'left', 'right' or null for (var i = 0; i < arcHitboxes.length; ++i) { var arc = arcHitboxes[i]; // Use bounding box for MVP var dx = x - arc.x; var dy = y - arc.y; if (arc.dir === 'up' || arc.dir === 'down') { if (Math.abs(dx) < arc.w / 2 && Math.abs(dy) < arc.h / 2) return arc.dir; } else { if (Math.abs(dx) < arc.w / 2 && Math.abs(dy) < arc.h / 2) return arc.dir; } } return null; } // --- Handle tap (down) --- game.down = function (x, y, obj) { if (!lightActive) return; // Use the provided x, y directly as they are already in game coordinates var dir = getDirectionFromPoint(x, y); if (!dir) return; // Find the active light for (var i = 0; i < lights.length; ++i) { var light = lights[i]; if (!light.active) continue; // If direction matches and light is close enough to arc var target = getLightTarget(dir); var dx = light.x - target.x; var dy = light.y - target.y; var dist = Math.sqrt(dx * dx + dy * dy); if (light.direction === dir && dist < 120) { // Correct! light.hit(function () { // Remove from array for (var j = 0; j < lights.length; ++j) { if (lights[j] === light) { lights.splice(j, 1); break; } } lightActive = false; score += 1; scoreTxt.setText(score); // Play sound LK.getSound(dirSound[dir]).play(); // Flash background tween.stop(game, { backgroundColor: true }); var oldBg = game.backgroundColor; tween(game, { backgroundColor: dirBg[dir] }, { duration: 120, onFinish: function onFinish() { tween(game, { backgroundColor: oldBg }, { duration: 400 }); } }); // Next wave after short delay LK.setTimeout(function () { wave += 1; startWave(); }, 350); }); return; } } // If tap is on arc but no light is close: miss // Flash red and game over LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); }; // --- Update loop: check for missed lights --- game.update = function () { for (var i = lights.length - 1; i >= 0; --i) { var light = lights[i]; if (!light.active) continue; // If light reached target and not hit: miss var target = getLightTarget(light.direction); var dx = light.x - target.x; var dy = light.y - target.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 30) { // Missed! light.hit(function () { for (var j = 0; j < lights.length; ++j) { if (lights[j] === light) { lights.splice(j, 1); break; } } lightActive = false; // Flash red and game over LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); }); } } }; // --- Start game --- score = 0; wave = 1; scoreTxt.setText(score); waveTxt.setText(wave + '/' + totalWaves); LK.setTimeout(function () { startWave(); }, 600);
===================================================================
--- original.js
+++ change.js
@@ -296,14 +296,10 @@
}
// --- Handle tap (down) ---
game.down = function (x, y, obj) {
if (!lightActive) return;
- // Convert to game coordinates
- var pt = game.toLocal(obj.parent.toGlobal({
- x: x,
- y: y
- }));
- var dir = getDirectionFromPoint(pt.x, pt.y);
+ // Use the provided x, y directly as they are already in game coordinates
+ var dir = getDirectionFromPoint(x, y);
if (!dir) return;
// Find the active light
for (var i = 0; i < lights.length; ++i) {
var light = lights[i];
beat
Music
drumRed
Sound effect
drumGreen
Sound effect
beat2
Music
beat3
Music
beat4
Music
harp4
Sound effect
oboe4
Sound effect
harp1
Sound effect
harp2
Sound effect
harp3
Sound effect
piano1
Sound effect
piano2
Sound effect
piano3
Sound effect
piano4
Sound effect
drum4
Sound effect
oboe1
Sound effect
oboe2
Sound effect
oboe3
Sound effect