User prompt
drumsticklerin akset sayısı artmadığı için button içinde kaç tane alındığı gözükmüyor, akset sayısı artmasa da kaç tane drumstick aldığımıza göre gösterge sayı artsın.
User prompt
Satın almaya devam ettikçe sayı da artsın
User prompt
kaç tane satın aldığımızı gösteren sayıyı parantezden çıkarıp büyütüp butonun içerisinde sol tarafta göster ve satın aldıkça arttır
User prompt
butonların içine pixel art şeklinde kaç tane satın aldığımızı yazar mısın
User prompt
gitara tıkladığımızda çıkan efekti drum efekti kadar büyütelim ve gitar için tıkladığımızda farklı ses olsun
User prompt
gitarın konumunu hafif sağa alalım ve tıkladığımızda çıkan efekti baya küçültelim
User prompt
gitarın konumunu çok hafif aşağıya alalım
User prompt
gitarın konumunu birkaç piksel aşağıya alalım
User prompt
gitarın konumunu hafif yukarıya alalım
User prompt
arrowback çok hafif sağa kaydıralım
User prompt
arrow ve arrow back assetlerini birbirinden ayıralım farklı assetler olsun
User prompt
arrowback biraz daha sola kaydıralım
User prompt
arrowback biraz sola kaydıralım
User prompt
arrowback bastıktan sonra gitar biraz daha sağa kaysın
User prompt
gitara geçtikten sonra Arrow kalksın. Gitardan Druma geri dönmek için sola bir arrowback diye asset ekleyelim.
User prompt
ok işaretini biraz sola kaydıralım
User prompt
move drum further to the left when switching to guitar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
arrow asset ini right arrow yap
User prompt
rightarrowun assetini de güncelleyelim
User prompt
arrow right arrow olarak güncelleyelim
User prompt
ok işaretine bastıktan sonra drum biraz daha sola kaysın
User prompt
guitar satın aldıktan sonra audience lerin üstünde gitar oluyor fix
User prompt
audience sırtlarında gitarlarla spawn oluyor
User prompt
Drum ve gitar birbirine hiç yaklaşmasın aralarındaki boşluk hep kalsın.
User prompt
oka tıkladığımız zaman drum ve gitar arasındaki piksel farkı bozulmadan drum sola doğru kaysın.
/**** * 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); self.arrowShape = null; self.assetType = 'arrow'; // Default asset type self.init = function (assetType) { if (assetType) { self.assetType = assetType; } self.arrowShape = self.attachAsset(self.assetType, { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); }; self.clickHandler = null; self.down = function () { if (self.clickHandler) { self.clickHandler(); } if (self.arrowShape) { tween(self.arrowShape, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, onFinish: function onFinish() { tween(self.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.countText = new Text2('', { size: 50, fill: '#FFD700' }); self.countText.anchor.set(0.5, 0.5); self.countText.x = -150; self.addChild(self.countText); self.updateButton = function (title, cost, canAfford, count) { self.titleText.setText(title); self.costText.setText('$' + cost); if (count !== undefined && count > 0) { self.countText.setText(count.toString()); self.countText.visible = true; } else { self.countText.visible = false; } 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: 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 guitar sound LK.getSound('guitarhit').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 drumsticksPurchased = 0; var musicians = []; var unlockedInstruments = ['drum']; var currentVenue = 0; var currentInstrument = 'drum'; var instrumentSwitchArrow = null; var guitarAsset = null; var arrowBack = null; var instrumentsPurchased = 0; // 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; drumsticksPurchased++; // 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(); // Force update button to refresh count display buyDrumstickBtn.updateButton('Drumstick', drumstickCost, gold >= drumstickCost, drumsticksPurchased); } }; 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(); // Force update button to refresh count display buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost, musicians.length); } }; 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); instrumentsPurchased++; LK.getSound('purchase').play(); // Show arrow button when guitar is purchased if (nextInstrument === 'guitar' && !instrumentSwitchArrow) { instrumentSwitchArrow = game.addChild(new ArrowButton()); instrumentSwitchArrow.init('arrow'); instrumentSwitchArrow.x = mainDrum.x + 700; instrumentSwitchArrow.y = mainDrum.y; instrumentSwitchArrow.clickHandler = function () { // Fixed distance between instruments to maintain var INSTRUMENT_DISTANCE = 1200; // Increased distance to ensure they never get close // Smooth transition from drum to guitar with guitar centered if (currentInstrument === 'drum') { var guitarCenterX = 1024; // Center of screen // Calculate drum's new position to maintain distance var drumNewX = guitarCenterX - INSTRUMENT_DISTANCE - 400; // Move drum 400px more to the left // Move drum to the left while maintaining distance tween(mainDrum, { x: drumNewX }, { duration: 500, easing: tween.easeInOut }); // Move drumstick with drum if it exists if (drumsticks.length > 0) { tween(drumsticks[0], { x: drumNewX - 350 }, { 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 = 2048 + 500; // Start off-screen to the right guitarAsset.y = 1220; guitarAsset.x = guitarAsset.x + 50; // Move slightly to the right } tween(guitarAsset, { x: guitarCenterX // Move to center }, { duration: 500, easing: tween.easeInOut }); // Hide the right arrow instrumentSwitchArrow.visible = false; // Create and show left arrow if it doesn't exist if (!arrowBack) { arrowBack = game.addChild(new ArrowButton()); arrowBack.init('arrowback'); arrowBack.y = mainDrum.y; arrowBack.clickHandler = instrumentSwitchArrow.clickHandler; } arrowBack.x = guitarCenterX - 850; arrowBack.visible = true; currentInstrument = 'guitar'; } else if (currentInstrument === 'guitar') { var drumCenterX = 1024; // Calculate guitar's new position to maintain distance var guitarNewX = drumCenterX + INSTRUMENT_DISTANCE + 400; // Move guitar 400px more to the right // Move guitar to the right maintaining distance tween(guitarAsset, { x: guitarNewX }, { duration: 500, easing: tween.easeInOut }); // Bring drum back to center tween(mainDrum, { x: drumCenterX }, { duration: 500, easing: tween.easeInOut }); // Move drumstick back with drum if it exists if (drumsticks.length > 0) { tween(drumsticks[0], { x: drumCenterX - 350 }, { duration: 500, easing: tween.easeInOut }); } // Show the right arrow again instrumentSwitchArrow.visible = true; instrumentSwitchArrow.x = drumCenterX + 700; // Hide the left arrow if (arrowBack) { arrowBack.visible = false; } currentInstrument = 'drum'; } }; } // Update button for next instrument if (nextInstrument === 'guitar') { buyInstrumentBtn.updateButton('Saxophone', instrumentCosts.saxophone, gold >= instrumentCosts.saxophone, instrumentsPurchased); } else if (nextInstrument === 'saxophone') { buyInstrumentBtn.updateButton('Violin', instrumentCosts.violin, gold >= instrumentCosts.violin, instrumentsPurchased); } 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, drumsticksPurchased); buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost, musicians.length); // Update instrument button 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) { buyInstrumentBtn.updateButton(nextInstrument.charAt(0).toUpperCase() + nextInstrument.slice(1), cost, gold >= cost, instrumentsPurchased); } // 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.drumsticksPurchased = drumsticksPurchased; storage.musicianCount = musicians.length; storage.unlockedInstruments = unlockedInstruments; storage.instrumentsPurchased = instrumentsPurchased; } }; // Load saved progress if (storage.gold) { gold = storage.gold || 0; passiveIncome = storage.passiveIncome || 0; drumsticksPurchased = storage.drumsticksPurchased || 0; unlockedInstruments = storage.unlockedInstruments || ['drum']; instrumentsPurchased = storage.instrumentsPurchased || 0; // 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
@@ -444,8 +444,9 @@
var gold = 0;
var goldPerTap = 1;
var passiveIncome = 0;
var drumsticks = [];
+var drumsticksPurchased = 0;
var musicians = [];
var unlockedInstruments = ['drum'];
var currentVenue = 0;
var currentInstrument = 'drum';
@@ -503,8 +504,9 @@
// Button handlers
buyDrumstickBtn.up = function () {
if (gold >= drumstickCost) {
gold -= drumstickCost;
+ drumsticksPurchased++;
// Create drumstick if it doesn't exist
if (drumsticks.length === 0) {
var newStick = game.addChild(new AutoDrumstick());
// Position drumstick on left side of drum
@@ -519,9 +521,9 @@
passiveIncome += 1;
drumstickCost = Math.floor(drumstickCost * 1.5);
LK.getSound('purchase').play();
// Force update button to refresh count display
- buyDrumstickBtn.updateButton('Drumstick', drumstickCost, gold >= drumstickCost, drumsticks.length);
+ buyDrumstickBtn.updateButton('Drumstick', drumstickCost, gold >= drumstickCost, drumsticksPurchased);
}
};
buyMusicianBtn.up = function () {
if (gold >= musicianCost) {
@@ -673,9 +675,9 @@
// Update UI
goldText.setText('Gold: ' + Math.floor(gold));
incomeText.setText('Income: ' + passiveIncome + '/s');
// Update button states
- buyDrumstickBtn.updateButton('Drumstick', drumstickCost, gold >= drumstickCost, drumsticks.length);
+ buyDrumstickBtn.updateButton('Drumstick', drumstickCost, gold >= drumstickCost, drumsticksPurchased);
buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost, musicians.length);
// Update instrument button
var nextInstrument = null;
var cost = 0;
@@ -702,8 +704,9 @@
if (LK.ticks % 300 === 0) {
storage.gold = gold;
storage.passiveIncome = passiveIncome;
storage.drumstickCount = drumsticks.length;
+ storage.drumsticksPurchased = drumsticksPurchased;
storage.musicianCount = musicians.length;
storage.unlockedInstruments = unlockedInstruments;
storage.instrumentsPurchased = instrumentsPurchased;
}
@@ -711,8 +714,9 @@
// Load saved progress
if (storage.gold) {
gold = storage.gold || 0;
passiveIncome = storage.passiveIncome || 0;
+ drumsticksPurchased = storage.drumsticksPurchased || 0;
unlockedInstruments = storage.unlockedInstruments || ['drum'];
instrumentsPurchased = storage.instrumentsPurchased || 0;
// Recreate single drumstick
if (passiveIncome > 0) {
Horizontal drumstick for drum 2d pixelart. In-Game asset. 2d. High contrast. No shadows
Drum 2d pixelart. In-Game asset. 2d. no drums
detailed brunette woman from behind pixel art 2d. In-Game asset. 2d. High contrast. No shadows
man pixel art with different clothes
brown yellow haired man pixel art
yellow plus brown haired man pixel art with different colors of clothing
guitar pixel art 2d horizontal. In-Game asset. 2d. High contrast. No shadows
lock pixel art. In-Game asset. 2d. High contrast. No shadows
cymbal instrument pixel art 2d. In-Game asset. 2d. High contrast. No shadows
straight stick pixel art horizontal 2d. In-Game asset. 2d. High contrast. No shadows
maracas instrument pixelart vertical 2d. In-Game asset. 2d. High contrast. No shadows
piano pixelart 2d. In-Game asset. 2d. High contrast. No shadows
pianist man with hat from behind standing in chair without piano pixel art 2d
flute pixel art 2d vertical. In-Game asset. 2d. High contrast. No shadows
disco ball pixel art 2d. In-Game asset. 2d. High contrast. No shadows
Pixel art style
Confetti stick, 2d pixel art vertical. no papers only stick. In-Game asset. 2d. High contrast. No shadows
disco ball pixel art 2d. In-Game asset. 2d. High contrast. No shadows
Make different variations this pixel art change clothes, change hairstyle
make different variations of this pixel art change hairstyle, clothing
make different hairstyle and clothing, you can use cap etc.
make different hairstyle and clothing
make different hairstyle and clothing
make different hairstyle and clothing, you can make punk
make different clothing, you can make it blonde
make different hairstyle and clothing, you can make man wearing hoodie
One Confetti paper pixelart 2d. In-Game asset. 2d. High contrast. No shadows
Remove band clicker write, make drum in the middle
Make it red
Make it green
Make it blue
make it white
make it purple
#F3D296 colour small arrow pixel art. In-Game asset. 2d. High contrast. No shadows
Change writing to the ''MENU''
Make empty pixel art game card. #f3d296 color. In-Game asset. 2d. High quality. No shadows
Remove ball,
Remove stick, left ball alone
Change writing to the ''BPM OPTIONS'' pixel art
Make audio's lines dark black, audio color dark gray. Make x's lines black and inside color red.
Remove audio, left x
Make it brown
Can you make it lighter
make it #7d522e
Money gun pixel art. Without money, horizontal. In-Game asset. 2d. High contrast. No shadows
Make it red box
Make it resd