User prompt
merdiven asetini assestlere ekler misin değiştirmek istiyoırum
User prompt
merdiveni büyütelim ekranın en altından asimetrit şekilde ilerleyerek en üste ulaşsın. 30 basamak olsun. 30 puan alınınca bölüm bitsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yapalım lütfen
User prompt
solfej çizgileri olmadı resimi değiştirir misin
User prompt
sol anahtarının asetini kütüphaneye ekler misin biraz düzeltme yapmak istiyorum
User prompt
şimdi bir güncelleme yapmak istiyorum. oyun alanımızın üstüne bir sol anahtarı yapalım. Notalar tıklandıktan sonra kaybolmasın , animasyonla sol anahtarının üzerine yerleşsin yan yana. sanki bir müzik yapılıyormuş gibi
User prompt
ekledim sesleri ama tıklatınca ikişer defa çalıyor 1 defa çalsın her seferinde
User prompt
yandaki çemberlere tıklayınca sesler çalsın. üstteki kırmızıda davul sesi alttaki mavide tiz davul sesi. soldaki yeşilde tok zil sesi sağdaki sarıda tiz zil sesi çalsın
User prompt
create a background beat music
User prompt
Dönme efekti çok hızlı yavaşlat biraz. Işık simgesi olarak müzik notası yap
User prompt
Işığın asetini ekle sol anahtarı yapacağım onu
User prompt
Işıklara dönme efekti de ekle
User prompt
Işıklara efekt ekle
User prompt
Oyuna biraz aminasyon ekleyebilir miyiz
User prompt
Işıklar beyaz çemberin merkezine gidene kadar devam etsinler
User prompt
Yukarıdan gelen ışık kırmızı çemberin ortasına kadar gelip duruyor, durmasın
User prompt
Işıkların durma sistemini iptal et
User prompt
Işıklar ortadaki beyaz büyük çembere çarpana kadar devam etsinler. Çarparlarsa game over olsun
User prompt
Işıklar orta çembere çarpana kadar devam etsinler. Çarparlarsa game over olsun
User prompt
Işıklar durmasın hiç
User prompt
Üstteki kırmızı dış çemberdeki ışığa tıklayınca oyunun arka planı kırmızı olsun
User prompt
Sağdaki sarı dış çemberdeki ışığa tıklayınca oyunun arka planı sarı olsun
User prompt
Soldaki yeşil dış çemberdeki ışığa tıklayınca oyunun arka planı yeşil olsun
User prompt
Işıklar kenardaki çemberlerin ortalarına gelince duruyorlar durmasınlar. Aşağıdaki mavi dış çemberdeki ışığa tıklayınca oyunun arka planı mavi olsun
User prompt
Skor 20 olunca biraz daha düzensiz gelsin ışıklar
/**** * 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 music note image as the light symbol var light = self.attachAsset('lightClef', { 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: Shows a 30-step, full-screen, asymmetric ladder from bottom to top var StepLadderBar = Container.expand(function () { var self = Container.call(this); self.stepCount = 30; // 30 steps self.notes = []; // Asymmetric step positions (zig-zag left/right) self.stepPositions = []; var marginX = 180; var minX = marginX; var maxX = 2048 - marginX; var minY = 2732 - 180; // bottom margin var maxY = 180; // top margin // Calculate vertical spacing var stepSpacing = (minY - maxY) / (self.stepCount - 1); // Zig-zag amplitude var amplitude = 320; for (var i = 0; i < self.stepCount; ++i) { // Zig-zag X: alternate left/right, with some randomness for asymmetry var t = i / (self.stepCount - 1); var baseX = minX + (maxX - minX) * (0.5 + 0.25 * Math.sin(i * 0.7)); var zigzag = amplitude * Math.sin(i * 0.5 + (i % 2 === 0 ? 0 : Math.PI / 3)); var x = Math.max(minX, Math.min(maxX, baseX + zigzag)); var y = minY - i * stepSpacing; self.stepPositions.push({ x: x, y: y }); // Draw step (horizontal bar) var step = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: 0.7, scaleY: 0.08, tint: 0xcccccc, alpha: 0.7 }); } // Draw rails (as two vertical lines following the step path) // Left rail: follow leftmost points for (var i = 0; i < self.stepCount - 1; ++i) { var x1 = self.stepPositions[i].x - 60; var y1 = self.stepPositions[i].y; var x2 = self.stepPositions[i + 1].x - 60; var y2 = self.stepPositions[i + 1].y; // Use a thin ellipse as a "rail segment" var rail = self.attachAsset('arcLeft', { anchorX: 0.5, anchorY: 0.5, x: (x1 + x2) / 2, y: (y1 + y2) / 2, scaleX: 0.08, scaleY: Math.max(0.1, Math.abs(y2 - y1) / 120), rotation: Math.atan2(y2 - y1, x2 - x1), tint: 0x8d5524, alpha: 0.7 }); } // Right rail: follow rightmost points for (var i = 0; i < self.stepCount - 1; ++i) { var x1 = self.stepPositions[i].x + 60; var y1 = self.stepPositions[i].y; var x2 = self.stepPositions[i + 1].x + 60; var y2 = self.stepPositions[i + 1].y; var rail = self.attachAsset('arcRight', { anchorX: 0.5, anchorY: 0.5, x: (x1 + x2) / 2, y: (y1 + y2) / 2, scaleX: 0.08, scaleY: Math.max(0.1, Math.abs(y2 - y1) / 120), rotation: Math.atan2(y2 - y1, x2 - x1), tint: 0x8d5524, alpha: 0.7 }); } // 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]; var note = self.attachAsset('lightClef', { 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; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // 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 // --- 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; 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 }; } // --- Light speed (slower for first 5, then faster, then fastest) --- function getLightSpeed() { if (score < 5) return 1.2 * 1.7; // slightly faster even at start if (score < 20) return 1.2 * 3.5; // much faster return 1.2 * 5.2; // extremely fast after 20 } // --- 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(); 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; // 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); 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); } }); score += 1; scoreTxt.setText(score); // Check for win condition: 30 notes collected if (stepLadderBar.notes.length >= 30) { 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 () { 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
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