User prompt
seviye 1den seviye 2ye geçince güzel bir efekt ekle
User prompt
please add tutorial
User prompt
Tema derinliği ekleyelim
User prompt
Seviye geçildiğinde özel bir animasyon ekleyebilir miyiz
User prompt
Son yaptıklarını sil
User prompt
Peşpeşe doğru hamlelerde combo efekti yapabilir misin
User prompt
Seviye 1-2-3-4-5 değil de İngilizce versiyonu level şeklinde yazsın
User prompt
High score yazısı sol üstte olsun
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var highScore = storage.getItem('highScore') || 0;' Line Number: 427 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 427
User prompt
Highs core sistemi yapalım
User prompt
Bir de oyunda can sistemini kaldıralım. 10 can çok. Can olmasın hiç
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Hızlı arttır çok kolay oldu bu oyun
User prompt
Biraz daha hızlandır
User prompt
Kontrol ettim ama biraz daha hızlandır
User prompt
Deneme yapalım
User prompt
You win yazısı çıkmasın. Bölüm sürekli devam etsin seviye ve hız artsın
User prompt
Seviye sistemi yapalım 1inci seviye 50 puana kadar olsun. 50 puan ile 150 puan arası hız %20 artsın seviye 2 olsun. 150 puandan sonrası hız %30 daha artsın seviye 3olmuş olsun
User prompt
Seviye 1 50de bitsin seviye 2 100de bitsin seviye 3 250de bitsin. Seviye 2 seviye 1den %20 hızlı olsun seviye 3 seviye 2den %20 hızlı olsun
User prompt
Skor yazısını biraz aşağıya alalım
User prompt
Bölüm sistemi yapalım
User prompt
Bölüm başlarında tanıtım yazısı çıksın. Tamama basılsın sonra oyun başlasın. Hedef sol üstte yazılı kalsın en az 4 bölüm yap.
User prompt
Bölüm sistemi ekleyelim. 1nci bölümde hedef 50 puan olsun
User prompt
Arka plana kayan sol anahtarları ekle
User prompt
Arka planı kaldır
/**** * 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 note type-specific asset as the light symbol // Always use the correct asset for the note type, matching noteTypes array var noteAssetId; if (self.noteAsset) { noteAssetId = self.noteAsset; } else { // Fallback: find asset from noteTypes array by name noteAssetId = "note_quarter"; for (var i = 0; i < noteTypes.length; ++i) { if (noteTypes[i].name === self.noteType) { noteAssetId = noteTypes[i].asset; break; } } } var light = self.attachAsset(noteAssetId, { 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 center of white circle (never stop at target, just keep moving in that direction) var dx = centerX - self.x; var dy = centerY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) dist = 0.0001; // avoid division by zero self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; // Lights never stop moving, so do not clamp or halt at target // --- Add glowing effect: pulse scale and alpha --- var pulse = 0.15 * Math.sin(LK.ticks * 0.25 + self.x + self.y) + 1.0; self.scaleX = pulse; self.scaleY = pulse; self.alpha = 0.85 + 0.15 * Math.sin(LK.ticks * 0.5 + self.x); // --- Add rotation effect --- // Slowed down rotation for a smoother effect self.rotation += 0.045; // rotate slower for a more pleasant effect }; // Animate and destroy on hit/miss self.hit = function (_onFinish) { self.active = false; // Flash the light with a white overlay before animating out LK.effects.flashObject(self, 0xffffff, 120); 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; }); // StepLadderBar: Asymmetric, playful step-only ladder (no rails), using a step asset var StepLadderBar = Container.expand(function () { var self = Container.call(this); self.stepCount = 30; // 30 steps self.notes = []; self.stepPositions = []; // Step asset: must be in asset library as 'ladderStep' var stepAsset = LK.getAsset('ladderStep', { anchorX: 0.5, anchorY: 0.5 }); var stepW = stepAsset.width; var stepH = stepAsset.height; var ladderHeight = 2732 - 320; // leave 160px margin top/bottom var startY = 2732 - 160 - stepH / 2; var endY = 160 + stepH / 2; var stepSpacing = (startY - endY) / (self.stepCount - 1); var centerX = 2048 / 2; // Asymmetry parameters var maxOffset = 520; // much larger horizontal offset from center for more dramatic zig-zag for (var i = 0; i < self.stepCount; ++i) { var y = startY - i * stepSpacing; // Alternate left/right, but with more organic, non-uniform pattern var direction = i % 2 === 0 ? 1 : -1; // Stronger sine wave for zig-zag, plus a secondary wave for more organic feel var zigzag = Math.sin(i * Math.PI / 5.2) * maxOffset * 0.85 + Math.sin(i * Math.PI / 2.7) * maxOffset * 0.25; // Larger, more varied jitter for playful irregularity var jitter = (Math.random() - 0.5) * 120 + Math.sin(i * 1.7) * 30; // Occasionally flip direction for extra asymmetry if (i % 7 === 0) direction *= -1; var x = centerX + direction * (maxOffset * 0.6) + zigzag + jitter; self.stepPositions.push({ x: x, y: y }); // Draw step (horizontal bar) var step = self.attachAsset('ladderStep', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: 1.0, scaleY: 1.0, alpha: 1.0 }); } // Add a note to the next available step, animating it in self.addNote = function (color) { var idx = self.notes.length; if (idx >= self.stepCount) return; // No more steps var pos = self.stepPositions[idx]; // Use note type-specific asset for step ladder bar notes // Find the noteType from the last hit light (if available) var noteType = 'quarter'; if (lights.length > 0 && lights[0].lastHitNoteType) { noteType = lights[0].lastHitNoteType; } else if (typeof self.lastAddedNoteType === "string") { noteType = self.lastAddedNoteType; } // Always use the correct asset for the note type, matching noteTypes array var noteAssetId; if (lights.length > 0 && lights[0].noteAsset) { noteAssetId = lights[0].noteAsset; } else { noteAssetId = "note_quarter"; for (var i = 0; i < noteTypes.length; ++i) { if (noteTypes[i].name === noteType) { noteAssetId = noteTypes[i].asset; break; } } } var note = self.attachAsset(noteAssetId, { anchorX: 0.5, anchorY: 0.5, x: pos.x, y: pos.y, scaleX: 1.0, scaleY: 1.0, tint: color === 'red' ? 0xff4b4b : color === 'blue' ? 0x4bafff : color === 'green' ? 0x4bff4b : color === 'yellow' ? 0xffe14b : 0xffffff, alpha: 0.0 }); self.notes.push(note); // Animate in: fade and pop tween(note, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 180, easing: tween.easeOut, onFinish: function onFinish() { tween(note, { scaleX: 1.0, scaleY: 1.0 }, { duration: 120, easing: tween.easeIn }); } }); }; return self; }); // Animated falling treble clefs background var TrebleClefBackground = Container.expand(function () { var self = Container.call(this); self.clefs = []; self.spawnInterval = 60; // spawn every 60 ticks (1s) self.lastSpawnTick = 0; self.maxClefs = 10; // Precompute asset size var clefAsset = LK.getAsset('trebleClefStaff', { anchorX: 0.5, anchorY: 0.5 }); var clefW = clefAsset.width; var clefH = clefAsset.height; // Spawn a new clef at random X self.spawnClef = function () { if (self.clefs.length >= self.maxClefs) return; var x = 100 + Math.random() * (2048 - 200); var y = -clefH / 2 - Math.random() * 200; var speed = 2.5 + Math.random() * 2.5; var alpha = 0.18 + Math.random() * 0.12; var scale = 0.7 + Math.random() * 0.5; var rot = (Math.random() - 0.5) * 0.2; var clef = self.attachAsset('trebleClefStaff', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: scale, scaleY: scale, alpha: alpha, rotation: rot }); clef._vy = speed; clef._vr = (Math.random() - 0.5) * 0.01; self.clefs.push(clef); }; self.update = function () { // Spawn new clefs at interval if (LK.ticks - self.lastSpawnTick > self.spawnInterval) { self.spawnClef(); self.lastSpawnTick = LK.ticks; } // Animate all clefs for (var i = self.clefs.length - 1; i >= 0; --i) { var clef = self.clefs[i]; clef.y += clef._vy; clef.rotation += clef._vr; // Fade in/out at top/bottom if (clef.y < 200) { clef.alpha = Math.min(0.3, 0.12 + (clef.y + clef.height / 2) / 400); } else if (clef.y > 2732 - 200) { clef.alpha = Math.max(0, 0.3 - (clef.y - (2732 - 200)) / 400); } // Remove if out of screen if (clef.y - clef.height / 2 > 2732 + 40) { self.removeChild(clef); self.clefs.splice(i, 1); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Music and sounds // altmışdörtlük // otuzikilik // onaltılık // sekizlik // dörtlük // ikilik // birlik // --- Note shape assets for all note types (for easy editing) --- // Ladder and clef images // Arc and UI shapes // Right (yellow) - high cymbal // Left (green) - low cymbal // Down (blue) - high-pitched drum // Up (red) - main drum // Drum and cymbal sounds for arc taps // --- Layout constants --- // Four quarter arcs (quarter circles) for directions: up, down, left, right // Four colored "light" shapes for incoming notes // Sound effects for each direction // Music (background, optional, not played in MVP) // LK.init.music('bgmusic', {volume: 0.5}); // Quarter-circle arcs (using ellipse, but will be visually quartered by anchor/position) // Sound assets for each direction // Tok davul sesi (up) // Soft davul sesi (down) // Güçlü zil sesi (left) // Zayıf zil sesi (right) var centerX = 2048 / 2; var centerY = 2732 / 2; var centerRadius = 200; // centerCircle radius // --- Animated falling treble clefs background --- var trebleClefBg = new TrebleClefBackground(); trebleClefBg.x = 0; trebleClefBg.y = 0; game.addChild(trebleClefBg); // --- Step ladder bar: starts at bottom, fills screen vertically --- var stepLadderBar = new StepLadderBar(); stepLadderBar.x = 0; stepLadderBar.y = 0; game.addChild(stepLadderBar); // Arc positions (relative to center) // We want the inner edge of each arc to touch the center circle (radius = 200) // Each arc is 300x300, so the distance from center to arc center = centerRadius + arcW/2 = 200 + 150 = 350 var arcDistance = 200 + 150; // 350 var arcOffset = arcDistance; // alias for compatibility with spawn/target logic var arcW = 300, arcH = 300; // all arcs are quarter circles, so 300x300 // --- 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 - D-pad style, all arcs directly adjacent to center circle // Up arc: above center, touching at bottom var arcUp = LK.getAsset('arcUp', { anchorX: 0.5, // center horizontally anchorY: 1.0 // bottom }); arcUp.x = centerX; arcUp.y = centerY - centerRadius; game.addChild(arcUp); // Down arc: below center, touching at top var arcDown = LK.getAsset('arcDown', { anchorX: 0.5, // center horizontally anchorY: 0.0 // top }); arcDown.x = centerX; arcDown.y = centerY + centerRadius; game.addChild(arcDown); // Left arc: left of center, touching at right var arcLeft = LK.getAsset('arcLeft', { anchorX: 1.0, // right anchorY: 0.5 // center vertically }); arcLeft.x = centerX - centerRadius; arcLeft.y = centerY; game.addChild(arcLeft); // Right arc: right of center, touching at left var arcRight = LK.getAsset('arcRight', { anchorX: 0.0, // left anchorY: 0.5 // center vertically }); arcRight.x = centerX + centerRadius; arcRight.y = centerY; game.addChild(arcRight); // --- Arc hitboxes for input detection --- var arcHitboxes = [{ dir: 'up', x: centerX, y: centerY - centerRadius - arcH / 2, w: arcW, h: arcH, color: 'red', asset: arcUp }, { dir: 'down', x: centerX, y: centerY + centerRadius + arcH / 2, w: arcW, h: arcH, color: 'blue', asset: arcDown }, { dir: 'left', x: centerX - centerRadius - arcW / 2, y: centerY, w: arcW, h: arcH, color: 'green', asset: arcLeft }, { dir: 'right', x: centerX + centerRadius + arcW / 2, y: centerY, w: arcW, h: arcH, color: 'yellow', asset: arcRight }]; // --- Score, lives and wave display --- var score = 0; var lives = 10; // Level system var level = 1; var levelGoal = 50; // 1. bölümde hedef 50 puan // Level/goal display (top center, under score) var levelTxt = new Text2('Bölüm: 1 Hedef: 50', { size: 80, fill: 0xFFD700 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Lives display (top right, away from menu) var livesTxt = new Text2('♥ 10', { size: 100, fill: 0xff4b4b }); livesTxt.anchor.set(1, 0); // right aligned, top LK.gui.topRight.addChild(livesTxt); // --- Light management --- var lights = []; // No lightActive flag needed; allow multiple lights at once // --- 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: centerX, y: centerY - arcOffset }; if (dir === 'down') return { x: centerX, y: centerY + arcOffset }; if (dir === 'left') return { x: centerX - arcOffset, y: centerY }; if (dir === 'right') return { x: centerX + arcOffset, y: centerY }; return { x: centerX, y: centerY }; } // --- Note types and their musical properties --- // Each note type uses its own asset, speed, and point value as described: // - note_whole: slowest, 1 point // - note_half: 10% faster than whole, 2 points // - note_quarter: 10% faster than half, 4 points // - note_eighth: 10% faster than quarter, 8 points // - note_sixteenth: 10% faster than eighth, 16 points var noteTypes = [{ name: "whole", asset: "note_whole", speed: 1.0, points: 1, weight: 1 }, { name: "half", asset: "note_half", speed: 1.1, // 10% faster than whole points: 2, weight: 1 }, { name: "quarter", asset: "note_quarter", speed: 1.1 * 1.1, // 10% faster than half points: 4, weight: 1 }, { name: "eighth", asset: "note_eighth", speed: 1.1 * 1.1 * 1.1, // 10% faster than quarter points: 8, weight: 1 }, { name: "sixteenth", asset: "note_sixteenth", speed: 1.1 * 1.1 * 1.1 * 1.1, // 10% faster than eighth points: 16, weight: 1 }]; // note_whole, note_half, note_quarter ve note_eighth kullanılacak // Precompute weighted note type array for random selection var weightedNoteTypes = []; for (var i = 0; i < noteTypes.length; ++i) { for (var j = 0; j < noteTypes[i].weight; ++j) { weightedNoteTypes.push(noteTypes[i]); } } // note_whole, note_half, note_quarter ve note_eighth eklendi // --- Light speed: base speed for whole note, others are multiples --- function getLightSpeedForNoteType(noteType) { // Use the new speed property from noteTypes // 1.2 is the original base, but we want whole note to be slow, others faster var base = 1.2; if (score < 5) base *= 1.2;else if (score < 20) base *= 1.7;else base *= 2.2; // noteType can be either a noteType object or a {name: ...} object var speedMultiplier = noteType.speed !== undefined ? noteType.speed : 1.0; return base * speedMultiplier; } // --- Spawn a light (note) with note type --- function spawnLight(dir) { var color = dirColor[dir]; var spawn = getLightSpawn(dir); var target = getLightTarget(dir); // note_whole veya note_half rastgele seçilecek var noteType = weightedNoteTypes[Math.floor(Math.random() * weightedNoteTypes.length)]; var light = new Light(); light.noteType = noteType.name; light.noteAsset = noteType.asset; light.notePoints = noteType.points; light.direction = dir; light.color = color; light.x = spawn.x; light.y = spawn.y; light.targetX = target.x; light.targetY = target.y; light.speed = getLightSpeedForNoteType(noteType); // Asset düzeltmesi: ilgili nota için özel asset kullan if (light.children && light.children.length > 0) { for (var i = light.children.length - 1; i >= 0; --i) { light.removeChild(light.children[i]); } } var noteAssetObj = light.attachAsset(noteType.asset, { anchorX: 0.5, anchorY: 0.5 }); light.radius = noteAssetObj.width * 0.5; lights.push(light); game.addChild(light); // No lightActive flag or logic needed } // --- Continuous light spawning logic --- // Timers for continuous spawning var lightSpawnTimer = null; var showInfoTimer = null; var dirs = ['up', 'down', 'left', 'right']; function clearLightTimers() { if (lightSpawnTimer !== null) { LK.clearTimeout(lightSpawnTimer); lightSpawnTimer = null; } if (showInfoTimer !== null) { LK.clearTimeout(showInfoTimer); showInfoTimer = null; } } // Main continuous light spawning function function startLightSpawning() { clearLightTimers(); // Always spawn at random intervals, but ensure at least 2 seconds between spawns var baseInterval, randomRange, minInterval; if (score < 20) { baseInterval = 320; randomRange = 260; minInterval = 2000; } else { // After score 20, make spawn intervals more irregular and sometimes much faster baseInterval = 80 + Math.floor(Math.random() * 120); // base between 80-200ms randomRange = 400 + Math.floor(Math.random() * 200); // random up to 600ms minInterval = 1200 + Math.floor(Math.random() * 600); // min interval 1200-1800ms } // Spawn a light var dir = dirs[Math.floor(Math.random() * 4)]; spawnLight(dir); // Schedule next light var nextInterval = baseInterval; if (randomRange > 0) { nextInterval += Math.floor(Math.random() * randomRange); } // Enforce minimum interval of 1 second (1000ms) if (nextInterval < minInterval) { nextInterval = minInterval; } lightSpawnTimer = LK.setTimeout(function () { startLightSpawning(); }, nextInterval); } // Call this to (re)start spawning after all lights cleared function startWave() { startLightSpawning(); } // --- 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) { // Use the provided x, y directly as they are already in game coordinates var dir = getDirectionFromPoint(x, y); if (!dir) return; // Always play the arc's sound on tap, even if no light is present var soundPlayed = false; LK.getSound(dirSound[dir]).play(); soundPlayed = true; // --- Beat vibration/tween effect for arc images (hoparlör titreşim) --- var arcObj = null; if (dir === 'up') arcObj = arcUp;else if (dir === 'down') arcObj = arcDown;else if (dir === 'left') arcObj = arcLeft;else if (dir === 'right') arcObj = arcRight; if (arcObj) { // Stop any previous tweens on this arc tween.stop(arcObj, { scaleX: true, scaleY: true }); // Animate: quick scale up and back (beat effect) var origScaleX = arcObj.scaleX !== undefined ? arcObj.scaleX : 1; var origScaleY = arcObj.scaleY !== undefined ? arcObj.scaleY : 1; tween(arcObj, { scaleX: origScaleX * 1.18, scaleY: origScaleY * 1.18 }, { duration: 60, easing: tween.easeOut, onFinish: function onFinish() { tween(arcObj, { scaleX: origScaleX, scaleY: origScaleY }, { duration: 90, easing: tween.easeIn }); } }); } // Find the closest active light matching direction and close enough 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); // Only allow tap if light has entered arc zone and has NOT reached centerCircle var dxCenter = light.x - centerX; var dyCenter = light.y - centerY; var distCenter = Math.sqrt(dxCenter * dxCenter + dyCenter * dyCenter); if (light.direction === dir && light.enteredArc === true && distCenter > centerRadius) { // Correct! // Animate note to step ladder bar instead of destroying light.active = false; var startX = light.x; var startY = light.y; var idx = stepLadderBar.notes.length; var endX = stepLadderBar.x + 190; var endY = stepLadderBar.y + (stepLadderBar.stepYs && stepLadderBar.stepYs[idx] !== undefined ? stepLadderBar.stepYs[idx] : 30 + idx * 90); // Track last hit note type for correct asset on step ladder bar stepLadderBar.lastAddedNoteType = light.noteType; light.lastHitNoteType = light.noteType; tween(light, { x: endX, y: endY, scaleX: 1.1, scaleY: 1.1, alpha: 1 }, { duration: 340, easing: tween.easeIn, onFinish: function onFinish() { // Remove from array and destroy light for (var j = 0; j < lights.length; ++j) { if (lights[j] === light) { lights.splice(j, 1); break; } } light.destroy(); // Add a note to the step ladder bar stepLadderBar.addNote(light.color); } }); // Her nota tipi kendi değeri kadar puan kazandırır var noteScoreTable = { whole: 1, half: 2, quarter: 4, eighth: 8, sixteenth: 16 }; // note_whole 1 puan, note_half 2 puan score += noteScoreTable[light.noteType] || 1; scoreTxt.setText(score); // Update level/goal display levelTxt.setText('Bölüm: ' + level + ' Hedef: ' + levelGoal); // Check for win condition: current level goal if (score >= levelGoal) { LK.showYouWin(); return; } // Play sound // (Already played above, do not play again) // Flash background tween.stop(game, { backgroundColor: true }); var oldBg = game.backgroundColor; // If blue arc (down) light is tapped, set background to blue and keep it if (dir === 'down') { game.setBackgroundColor(0x4bafff); } else if (dir === 'left') { // If green arc (left) light is tapped, set background to green and keep it game.setBackgroundColor(0x4bff4b); } else if (dir === 'right') { // If yellow arc (right) light is tapped, set background to yellow and keep it game.setBackgroundColor(0xffe14b); } else if (dir === 'up') { // If red arc (up) light is tapped, set background to red and keep it game.setBackgroundColor(0xff4b4b); } else { tween(game, { backgroundColor: dirBg[dir] }, { duration: 120, onFinish: function onFinish() { tween(game, { backgroundColor: oldBg }, { duration: 400 }); } }); } // No need to spawn next light here; continuous spawn is always active return; } } // If tap is on arc but no light is close: miss // Flash red and lose a life lives -= 1; livesTxt.setText('♥ ' + lives); LK.effects.flashScreen(0xff0000, 500); if (lives <= 0) { LK.showGameOver(); } }; // --- Update loop: check for missed lights --- game.update = function () { // Animate falling treble clefs background if (typeof trebleClefBg !== "undefined" && trebleClefBg.update) { trebleClefBg.update(); } for (var i = lights.length - 1; i >= 0; --i) { var light = lights[i]; if (!light.active) continue; // Calculate distance to arc (where tap is allowed to start) var arcTarget = getLightTarget(light.direction); var dxArc = light.x - arcTarget.x; var dyArc = light.y - arcTarget.y; var distArc = Math.sqrt(dxArc * dxArc + dyArc * dyArc); // Calculate distance to centerCircle (where tap is no longer allowed, and game over if reached) var dxCenter = light.x - centerX; var dyCenter = light.y - centerY; var distCenter = Math.sqrt(dxCenter * dxCenter + dyCenter * dyCenter); // Track if light has entered the arc zone (first contact) if (light.enteredArc === undefined) { // If light is outside arc zone, not yet entered light.enteredArc = false; } // If not yet entered arc, check if it just entered if (!light.enteredArc && light.lastDistArc !== undefined && light.lastDistArc >= 120 && distArc < 120) { light.enteredArc = true; } light.lastDistArc = distArc; // If light has entered arc, but now reached centerCircle: game over immediately if (light.enteredArc && distCenter < centerRadius) { light.hit(function () { for (var j = 0; j < lights.length; ++j) { if (lights[j] === light) { lights.splice(j, 1); break; } } // Flash red and trigger game over immediately LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); }); continue; } } // No batch logic needed; continuous spawn is always active }; // --- Start game --- score = 0; lives = 10; scoreTxt.setText(score); livesTxt.setText('♥ ' + lives); // Play background beat music (loops by default) LK.playMusic('beat'); LK.setTimeout(function () { startWave(); }, 600); ; ;
===================================================================
--- original.js
+++ change.js
@@ -385,8 +385,18 @@
}];
// --- Score, lives and wave display ---
var score = 0;
var lives = 10;
+// Level system
+var level = 1;
+var levelGoal = 50; // 1. bölümde hedef 50 puan
+// Level/goal display (top center, under score)
+var levelTxt = new Text2('Bölüm: 1 Hedef: 50', {
+ size: 80,
+ fill: 0xFFD700
+});
+levelTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(levelTxt);
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
@@ -722,10 +732,12 @@
};
// note_whole 1 puan, note_half 2 puan
score += noteScoreTable[light.noteType] || 1;
scoreTxt.setText(score);
- // Check for win condition: 1. seviye 50 puan
- if (score >= 50) {
+ // Update level/goal display
+ levelTxt.setText('Bölüm: ' + level + ' Hedef: ' + levelGoal);
+ // Check for win condition: current level goal
+ if (score >= levelGoal) {
LK.showYouWin();
return;
}
// Play sound
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