User prompt
ok işaretini biraz daha sağa kaydıralım
User prompt
ok işaretine bastığımız zaman gitar ekranın ortasına gelecek kadar drum ve gitar kaysın. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ok işareti de bir akset olsun ve biraz sağa kaydıralım
User prompt
gitarı baya sağa kaydıralım. Ok işareti drum ve gitar arasındaki konumunu bozmasın
User prompt
autodrumstick saniyede 1000 para versin
User prompt
gitarı sağa doğru kaydıralım ve gitara tıkladığımızdaki coin assetini küçültelim
User prompt
gitarın konumu biraz daha sağda olsun ve tıklanılabilir olsun aynı drum gibi
User prompt
davul sola doğru kaydığında autodrumstick de drum ile birlikte kaymalı ve ok işareti de konumunu korumalı
User prompt
Eğer biz gitar satın almak için butona basarsak, davulun sağ tarafında bir ok işareti belirir ve tıkladığımız zaman smooth bir şekilde davul sol tarafa geçerek ekrana gitar asseti gelir. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
change saxophone to guitar
User prompt
buttonları birkaç piksel birbirine yaklaştıralın
User prompt
buttonları biraz uzaklaştıralım
User prompt
buttonları hafif birbirine yaklaştıralım
User prompt
audience çok hafif yukarıya alalım
User prompt
audience hepsi yatay hizada spawn olsunlar
User prompt
clap frequency from 30 to 120
User prompt
audience lap hızını 60 değil 30 olarak ayarlayalım
User prompt
audience clap cpmsini 30 yapalım
User prompt
audience hafif aşağıya kaydıralım ve cpm 30 olsun
User prompt
audience aşağı kaydıralım
User prompt
audience satın alınanları aşağıya kaydıralım baya
User prompt
audience satın alınanlar senkronize clap yapsınlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
audience satın alma fiyatı %30 artsın
User prompt
audience satın alındığında 4 gold saniyede kazandırmaya başlasın
User prompt
autodrumstick sola ve yukarıya kaydıralım
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var ArrowButton = Container.expand(function () { var self = Container.call(this); var arrowShape = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.clickHandler = null; self.down = function () { if (self.clickHandler) { self.clickHandler(); } tween(arrowShape, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, onFinish: function onFinish() { tween(arrowShape, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); }; return self; }); var Audience = Container.expand(function () { var self = Container.call(this); // Randomly select audience asset var audienceAssets = ['audience1', 'audience2', 'audience3', 'audience4']; var randomAsset = audienceAssets[Math.floor(Math.random() * audienceAssets.length)]; var audienceGraphics = self.attachAsset(randomAsset, { anchorX: 0.5, anchorY: 0.5 }); self.instrument = null; self.multiplier = 1.2; self.update = function () { // Synchronize all audience clapping with global drum beat timing // Clap every 120 ticks (2 seconds) in sync with drum beats if (LK.ticks % 120 === 0) { LK.getSound('clap').play(); // Small animation when clapping tween(audienceGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, onFinish: function onFinish() { tween(audienceGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); } }; self.setInstrument = function (type) { if (self.instrument) { self.instrument.destroy(); } self.instrument = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5, x: 30, y: 0 }); }; return self; }); var AutoDrumstick = Container.expand(function () { var self = Container.call(this); var stickGraphics = self.attachAsset('drumstick', { anchorX: 0.5, anchorY: 0.9 }); self.speed = 1; self.income = 1000; self.animating = false; self.tickCounter = 0; self.drumReference = null; self.update = function () { self.tickCounter++; // Hit every 60 ticks (60 BPM = 1 hit per second at 60 FPS) if (self.tickCounter >= 60 && !self.animating) { self.tickCounter = 0; self.animate(); } }; self.animate = function () { if (self.animating) return; self.animating = true; tween(stickGraphics, { rotation: 0.3 }, { duration: 300, onFinish: function onFinish() { // Generate gold when hitting gold += self.income; // Play drum sound LK.getSound('drumhit').play(); // Visual feedback on drum if reference exists if (self.drumReference) { var drumGraphics = self.drumReference.children[0]; tween(drumGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 50, onFinish: function onFinish() { tween(drumGraphics, { scaleX: 1, scaleY: 1 }, { duration: 50 }); } }); } tween(stickGraphics, { rotation: 0 }, { duration: 200, onFinish: function onFinish() { self.animating = false; } }); } }); }; return self; }); var BuyButton = Container.expand(function () { var self = Container.call(this); var buttonBg = self.attachAsset('buyButton', { anchorX: 0.5, anchorY: 0.5 }); self.titleText = new Text2('', { size: 40, fill: '#ffffff' }); self.titleText.anchor.set(0.5, 0.5); self.titleText.y = -15; self.addChild(self.titleText); self.costText = new Text2('', { size: 30, fill: '#ffffff' }); self.costText.anchor.set(0.5, 0.5); self.costText.y = 15; self.addChild(self.costText); self.updateButton = function (title, cost, canAfford) { self.titleText.setText(title); self.costText.setText('$' + cost); buttonBg.tint = canAfford ? 0x4CAF50 : 0x808080; self.interactive = canAfford; }; self.down = function () { tween(buttonBg, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, onFinish: function onFinish() { tween(buttonBg, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); }; return self; }); var Drum = Container.expand(function () { var self = Container.call(this); var drumGraphics = self.attachAsset('drum', { anchorX: 0.5, anchorY: 0.5 }); // Add permanent drumstick self.drumstick = self.attachAsset('playerDrumstick', { anchorX: 0.5, anchorY: 0.9, x: 210, y: -220, rotation: -0.3 }); self.canTap = true; self.lastTapTime = 0; self.drumstickAnimating = false; self.tap = function () { if (!self.canTap || self.drumstickAnimating) return; var currentTime = Date.now(); var timeSinceLastTap = currentTime - self.lastTapTime; self.lastTapTime = currentTime; // Check for perfect rhythm (60 BPM = 1000ms between beats) var perfectTiming = Math.abs(timeSinceLastTap - 1000) < 100; // Calculate animation speed based on tap speed var tapSpeed = timeSinceLastTap > 0 ? Math.min(timeSinceLastTap, 1000) : 1000; var animationSpeed = tapSpeed / 1000; // Normalize to 0-1 range var strikeDuration = Math.max(50, 150 * animationSpeed); // Faster taps = shorter animation var returnDuration = Math.max(100, 200 * animationSpeed); // Visual feedback - drum scale tween(drumGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(drumGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Set animation state self.drumstickAnimating = true; // Animate drumstick strike with dynamic duration - reversed animation tween(self.drumstick, { rotation: -0.6 }, { duration: strikeDuration, easing: tween.easeOut, onFinish: function onFinish() { tween(self.drumstick, { rotation: -0.3 }, { duration: returnDuration, easing: tween.easeInOut, onFinish: function onFinish() { self.drumstickAnimating = false; } }); } }); // Calculate reward var reward = perfectTiming ? goldPerTap * 2 : goldPerTap; gold += reward; // Create light flash effect var lightFlash = self.attachAsset('goldCoin', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, scaleY: 10, alpha: 0.8 }); lightFlash.tint = perfectTiming ? 0xFFD700 : 0xFFFFFF; tween(lightFlash, { scaleX: 15, scaleY: 15, alpha: 0 }, { duration: 300, onFinish: function onFinish() { lightFlash.destroy(); } }); // Create floating text var floatingGold = game.addChild(new FloatingText('+' + reward, perfectTiming ? 0xFFD700 : 0xFFFFFF)); floatingGold.x = self.x; floatingGold.y = self.y - 50; // Play sound LK.getSound('drumhit').play(); // Create music note effect if (perfectTiming) { var note = game.addChild(new MusicNote()); note.x = self.x + (Math.random() - 0.5) * 100; note.y = self.y - 100; } }; self.down = function () { self.tap(); }; return self; }); var FloatingText = Container.expand(function () { var self = Container.call(this); self.init = function (text, color) { self.textObj = new Text2(text, { size: 60, fill: '#' + color.toString(16).padStart(6, '0') }); self.textObj.anchor.set(0.5, 0.5); self.addChild(self.textObj); tween(self, { y: self.y - 100, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var Guitar = Container.expand(function () { var self = Container.call(this); var guitarGraphics = self.attachAsset('guitar', { anchorX: 0.5, anchorY: 0.5 }); self.canPlay = true; self.lastPlayTime = 0; self.play = function () { if (!self.canPlay) return; var currentTime = Date.now(); var timeSinceLastPlay = currentTime - self.lastPlayTime; self.lastPlayTime = currentTime; // Check for perfect rhythm var perfectTiming = Math.abs(timeSinceLastPlay - 1000) < 100; // Visual feedback - guitar scale tween(guitarGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(guitarGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Calculate reward var reward = perfectTiming ? goldPerTap * 2 : goldPerTap; gold += reward; // Create light flash effect var lightFlash = self.attachAsset('goldCoin', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 5, alpha: 0.8 }); lightFlash.tint = perfectTiming ? 0xFFD700 : 0xFFFFFF; tween(lightFlash, { scaleX: 8, scaleY: 8, alpha: 0 }, { duration: 300, onFinish: function onFinish() { lightFlash.destroy(); } }); // Create floating text var floatingGold = game.addChild(new FloatingText('+' + reward, perfectTiming ? 0xFFD700 : 0xFFFFFF)); floatingGold.x = self.x; floatingGold.y = self.y - 50; // Play sound (using drumhit for now) LK.getSound('drumhit').play(); // Create music note effect if (perfectTiming) { var note = game.addChild(new MusicNote()); note.x = self.x + (Math.random() - 0.5) * 100; note.y = self.y - 100; } }; self.down = function () { self.play(); }; return self; }); var MusicNote = Container.expand(function () { var self = Container.call(this); var noteGraphics = self.attachAsset('musicNote', { anchorX: 0.5, anchorY: 0.5 }); tween(self, { y: self.y - 200, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); tween(noteGraphics, { rotation: Math.PI * 2 }, { duration: 1500 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a }); /**** * Game Code ****/ // Game variables var gold = 0; var goldPerTap = 1; var passiveIncome = 0; var drumsticks = []; var musicians = []; var unlockedInstruments = ['drum']; var currentVenue = 0; var currentInstrument = 'drum'; var instrumentSwitchArrow = null; var guitarAsset = null; // Upgrade costs var drumstickCost = 10; var musicianCost = 100; var instrumentCosts = { guitar: 500, saxophone: 1000, violin: 2000 }; // UI Elements var goldText = new Text2('Gold: 0', { size: 80, fill: '#FFD700' }); goldText.anchor.set(0.5, 0); LK.gui.top.addChild(goldText); var incomeText = new Text2('Income: 0/s', { size: 50, fill: '#ffffff' }); incomeText.anchor.set(0.5, 0); incomeText.y = 90; LK.gui.top.addChild(incomeText); // Add background var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Main drum var mainDrum = game.addChild(new Drum()); mainDrum.x = 1024; mainDrum.y = 1300; // Stage/Venue display - removed // Buy buttons - Add to GUI layer to ensure they're always on top var buyDrumstickBtn = LK.gui.bottom.addChild(new BuyButton()); buyDrumstickBtn.x = -480; buyDrumstickBtn.y = -532; buyDrumstickBtn.updateButton('Drumstick', drumstickCost, false); var buyMusicianBtn = LK.gui.bottom.addChild(new BuyButton()); buyMusicianBtn.x = 0; buyMusicianBtn.y = -532; buyMusicianBtn.updateButton('Audience', musicianCost, false); var buyInstrumentBtn = LK.gui.bottom.addChild(new BuyButton()); buyInstrumentBtn.x = 480; buyInstrumentBtn.y = -532; buyInstrumentBtn.updateButton('Guitar', instrumentCosts.guitar, false); // Button handlers buyDrumstickBtn.up = function () { if (gold >= drumstickCost) { gold -= drumstickCost; // Create drumstick if it doesn't exist if (drumsticks.length === 0) { var newStick = game.addChild(new AutoDrumstick()); // Position drumstick on left side of drum newStick.x = mainDrum.x - 350; newStick.y = mainDrum.y - 200; // Rotate drumstick to point towards the drum newStick.rotation = 0; // Set drum reference for visual feedback newStick.drumReference = mainDrum; drumsticks.push(newStick); } passiveIncome += 1; drumstickCost = Math.floor(drumstickCost * 1.5); LK.getSound('purchase').play(); } }; buyMusicianBtn.up = function () { if (gold >= musicianCost) { gold -= musicianCost; var newAudience = game.addChild(new Audience()); // Random spawn position at bottom of screen newAudience.x = 200 + Math.random() * 1648; // Random x between 200 and 1848 newAudience.y = 2400; // Fixed y position for horizontal alignment if (unlockedInstruments.length > 1) { var randomInstrument = unlockedInstruments[Math.floor(Math.random() * (unlockedInstruments.length - 1)) + 1]; newAudience.setInstrument(randomInstrument); } musicians.push(newAudience); goldPerTap = Math.floor(goldPerTap * newAudience.multiplier); passiveIncome += 4; // Each audience generates 4 gold per second musicianCost = Math.floor(musicianCost * 1.3); LK.getSound('purchase').play(); } }; buyInstrumentBtn.up = function () { var nextInstrument = null; var cost = 0; if (!unlockedInstruments.includes('guitar')) { nextInstrument = 'guitar'; cost = instrumentCosts.guitar; } else if (!unlockedInstruments.includes('saxophone')) { nextInstrument = 'saxophone'; cost = instrumentCosts.saxophone; } else if (!unlockedInstruments.includes('violin')) { nextInstrument = 'violin'; cost = instrumentCosts.violin; } if (nextInstrument && gold >= cost) { gold -= cost; unlockedInstruments.push(nextInstrument); LK.getSound('purchase').play(); // Show arrow button when guitar is purchased if (nextInstrument === 'guitar' && !instrumentSwitchArrow) { instrumentSwitchArrow = game.addChild(new ArrowButton()); instrumentSwitchArrow.x = mainDrum.x + 800; instrumentSwitchArrow.y = mainDrum.y; instrumentSwitchArrow.clickHandler = function () { // Smooth transition from drum to guitar with guitar centered if (currentInstrument === 'drum') { // Calculate how much to move drum left to center guitar var guitarCenterX = 1024; // Center of screen var drumMoveDistance = 1024; // Move drum far to the left // Move drum to the left tween(mainDrum, { x: mainDrum.x - drumMoveDistance }, { duration: 500, easing: tween.easeInOut }); // Move drumstick with drum if it exists if (drumsticks.length > 0) { tween(drumsticks[0], { x: drumsticks[0].x - drumMoveDistance }, { duration: 500, easing: tween.easeInOut }); } // Create and bring in guitar from right to center if (!guitarAsset) { guitarAsset = game.addChild(new Guitar()); guitarAsset.scaleX = 3; guitarAsset.scaleY = 3; guitarAsset.x = guitarCenterX + 1000; // Start from right side guitarAsset.y = 1300; } tween(guitarAsset, { x: guitarCenterX // Move to center }, { duration: 500, easing: tween.easeInOut }); // Move arrow to left of centered guitar tween(instrumentSwitchArrow, { x: guitarCenterX - 400 }, { duration: 500, easing: tween.easeInOut }); currentInstrument = 'guitar'; } else if (currentInstrument === 'guitar') { // Move guitar to the right tween(guitarAsset, { x: 1024 + 1000 // Move far to the right }, { duration: 500, easing: tween.easeInOut }); // Bring drum back to center tween(mainDrum, { x: 1024 }, { duration: 500, easing: tween.easeInOut }); // Move drumstick back with drum if it exists if (drumsticks.length > 0) { tween(drumsticks[0], { x: 1024 - 350 }, { duration: 500, easing: tween.easeInOut }); } // Move arrow back to right of drum tween(instrumentSwitchArrow, { x: 1024 + 800 }, { duration: 500, easing: tween.easeInOut }); currentInstrument = 'drum'; } }; } // Update button for next instrument if (nextInstrument === 'guitar') { buyInstrumentBtn.updateButton('Saxophone', instrumentCosts.saxophone, false); } else if (nextInstrument === 'saxophone') { buyInstrumentBtn.updateButton('Violin', instrumentCosts.violin, false); } else { buyInstrumentBtn.visible = false; } } }; // Passive income timer var incomeTimer = 0; // Main game loop game.update = function () { // Update UI goldText.setText('Gold: ' + Math.floor(gold)); incomeText.setText('Income: ' + passiveIncome + '/s'); // Update button states buyDrumstickBtn.updateButton('Drumstick', drumstickCost, gold >= drumstickCost); buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost); // Passive income incomeTimer++; if (incomeTimer >= 60) { incomeTimer = 0; gold += passiveIncome; } // Save progress if (LK.ticks % 300 === 0) { storage.gold = gold; storage.passiveIncome = passiveIncome; storage.drumstickCount = drumsticks.length; storage.musicianCount = musicians.length; storage.unlockedInstruments = unlockedInstruments; } }; // Load saved progress if (storage.gold) { gold = storage.gold || 0; passiveIncome = storage.passiveIncome || 0; unlockedInstruments = storage.unlockedInstruments || ['drum']; // Recreate single drumstick if (passiveIncome > 0) { var stick = game.addChild(new AutoDrumstick()); // Position drumstick on left side of drum stick.x = mainDrum.x - 350; stick.y = mainDrum.y - 200; // Rotate drumstick to point towards the drum stick.rotation = 0; // Set drum reference for visual feedback stick.drumReference = mainDrum; drumsticks.push(stick); } // Recreate musicians for (var j = 0; j < (storage.musicianCount || 0); j++) { var audience = game.addChild(new Audience()); // Random spawn position at bottom of screen audience.x = 200 + Math.random() * 1648; // Random x between 200 and 1848 audience.y = 2400; // Fixed y position for horizontal alignment musicians.push(audience); goldPerTap = Math.floor(goldPerTap * audience.multiplier); } } // Play background music LK.playMusic('ambientMusic', { fade: { start: 0, end: 0.3, duration: 2000 } });
===================================================================
--- original.js
+++ change.js
@@ -534,9 +534,9 @@
LK.getSound('purchase').play();
// Show arrow button when guitar is purchased
if (nextInstrument === 'guitar' && !instrumentSwitchArrow) {
instrumentSwitchArrow = game.addChild(new ArrowButton());
- instrumentSwitchArrow.x = mainDrum.x + 600;
+ instrumentSwitchArrow.x = mainDrum.x + 800;
instrumentSwitchArrow.y = mainDrum.y;
instrumentSwitchArrow.clickHandler = function () {
// Smooth transition from drum to guitar with guitar centered
if (currentInstrument === 'drum') {
@@ -574,9 +574,9 @@
easing: tween.easeInOut
});
// Move arrow to left of centered guitar
tween(instrumentSwitchArrow, {
- x: guitarCenterX - 600
+ x: guitarCenterX - 400
}, {
duration: 500,
easing: tween.easeInOut
});
@@ -606,9 +606,9 @@
});
}
// Move arrow back to right of drum
tween(instrumentSwitchArrow, {
- x: 1024 + 600
+ x: 1024 + 800
}, {
duration: 500,
easing: tween.easeInOut
});
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