User prompt
Buton maracas ekranına geçince kaybolmayacak. Buton artık orada bir buton olarak işlevine devam edecek.
User prompt
Düğme en sağda var olacak görünmez olmayacak. İçerisinde piano yazacak ve 10000 para olacak. Maracas butonunun arkasında olacak ve Maracas butonu, maracas alınıp kaybolduğu zaman o buton en sağda kalmaya devam edecek. Kilitli olacak ve 5 maracas shake sayısına ve 30 audience sayısına gelindiği zaman kilidi açılacak.
User prompt
Ekrana sağdaki butonun olduğu yere bir buton daha ekleyelim. Bu buton maracas satın alındığı zaman anında oluşsun. 5 Maracas shake, 30 audience olmadan kilidi açılmasın.
User prompt
Bir sonraki enstrumanı satın aldığımızda ok işareti gelsin.
User prompt
Arka planı sabitleyelim sadece ensturmanlar hareket etsin.ç
User prompt
pianoyu komple kaldır, piano butonunu da kaldır
User prompt
Tüm enstrumentalleri yan yana olacak şekilde dizelim, Drum ile başlayıp Gitara geçiş yapacağız sağ tarafta kalsın ama görünmeyecek uzaklıkta olsun. Daha sonra Cymbal, Maracas, Piano diye gitsin sıra yana doğru uzasın. Her satın aldığımızda arrowforward1, arrowforward2 gibi ok işareti asseti çıksın. Tıkladığımızda smooth bir şekilde enstrumental arasında geçiş yapabilelim. Geri dönmek için de arrowback1, arrowback2 gibi ok işaretleri sol tarafta olsun. Ama geri dönecek bir enstruman yoksa ok da olmasın, ekranda ilk baştaki enstrumente dönüş oku koyulmamalı. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
tüm enstrumentalleri yuvarlak olacak şekilde dizelim, drum ile başlayıp gitara geçiş yapacağız arkada görünsün ama siyah olarak görünsün gölge şeklinde. daha sonra cymbal, maracas, piano diye gitsin. Her satın aldığımızda gölgesi kalksın ve bir ok işareti asseti çıksın. Tıkladığımızda dönerek smooth bir şekilde enstrumental arasında geçiş yapabilelim. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
tüm arrowları kaldır.
User prompt
Arrow asset is used to go from drums to guitar, arrowback is used to go back from guitar to drums. Arrow2 is used to go from guitar to cymbal, arrowback2 is used to go back from cymbal to guitar. Arrow3 is used to go from cymbal to maracas, arrowback3 is used from maracas to cymbal. Arrow4 is used to go from maracas to piano, arrowback4 is used to go back from piano to maracas. Arrows are not used in any scenes other than what I have said. Each arrow will be in its own scene.
User prompt
arrow4 piano açıldıktan sonra konumunda sabitlensin.
User prompt
arrow4, maracas tan cymbal geçince, arrow3ün yerine geçiyor. Bu sorunu çözelim arrow4 kendi konumunda kalsın.
User prompt
durumdan gitara geçişte kullanılan ok işaretinin konumunu diğer oklarla aynı yapalım
User prompt
arrow4, arrowback2 ye basınca kayboluyor
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arrow 4 kaybolma sorununu çözelim
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her arrow kendi viewinde olsun
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oklar karışıyor piano fırlıyor çözümü bul
User prompt
davulun oku arrow, arrow basınca gitar ekranına geçilir. Arrow2 ye basılınca gitardan cymbala geçilir. Arrow3 e basılınca cymbaldan maracasa geçilir. Arrow 4 maracastan pianoya geçilir. arrowbackler de aynı şekilde arrowback gitardan davula, arrowback2 cymbaldan gitara, arrowback 3 maracastan cymbala, arrowback4 pianodan maracasa geçmeye yarar.
User prompt
ok işaretlerindeki bug fix
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piano konumunu biraz sağa kaydır
User prompt
10 finger satın alınmadan cymbal butonunun kilidi açılmasın önce finger sonra audience
User prompt
finger sayısını geçmeden cymbal butonu kilitli kalsın
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piano butonu gerekli kilitler açıldığında satın alınabilir olmalı.
User prompt
fix piano button
User prompt
Fix piano button
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Audience = Container.expand(function () {
var self = Container.call(this);
// Select audience asset sequentially
var audienceAssets = ['audience1', 'audience2', 'audience3', 'audience4', 'audience5', 'audience6', 'audience7', 'audience8'];
var selectedAsset;
// If guitar is purchased, use reverse order starting from audience8
if (guitarPurchased) {
// Reverse order: audience8, audience7, audience6, etc.
selectedAsset = audienceAssets[7 - audienceCounter % audienceAssets.length];
} else {
// Normal order for initial audiences
selectedAsset = audienceAssets[audienceCounter % audienceAssets.length];
}
audienceCounter++; // Increment counter for next audience
self.audienceGraphics = self.attachAsset(selectedAsset, {
anchorX: 0.5,
anchorY: 0.5
});
self.instrument = null;
self.multiplier = 1.2;
self.update = function () {
// Check if this is a clap tick - now every 30 ticks (double speed)
if ((LK.ticks + 28) % 30 === 0) {
// Determine clap pattern based on cycle (now 16 phases instead of 8)
var clapCycle = Math.floor((LK.ticks + 28) / 30) % 16;
if (clapCycle === 6 || clapCycle === 7) {
// Double clap animation (bigger)
tween(self, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
} else if (clapCycle === 14 || clapCycle === 15) {
// Four times clap animation (biggest)
tween(self, {
scaleX: 1.15,
scaleY: 1.15
}, {
duration: 100,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
} else {
// Single clap animation (smaller)
tween(self, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 100,
onFinish: function onFinish() {
tween(self, {
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 AutoCymbalstick = Container.expand(function () {
var self = Container.call(this);
var stickGraphics = self.attachAsset('autocymbalstick', {
anchorX: 0.5,
anchorY: 0.9
});
self.speed = 60; // 60 CBM (Cymbal Beats per Minute) - synchronized with drum
self.income = 10; // 10 gold per hit
self.animating = false;
self.tickCounter = 0;
self.cymbalReference = null;
self.update = function () {
self.tickCounter++;
// Hit every 120 ticks (30 CBM = 30 beats per minute at 60 FPS) - half speed
if (self.tickCounter >= 120 && !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
var startGold = gold;
gold += self.income;
// Smooth gold animation
tween({
value: displayedGold
}, {
value: gold
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
displayedGold = gold;
}
});
var tweenObj = {
value: displayedGold
};
tween(tweenObj, {
value: gold
}, {
duration: 300,
easing: tween.easeOut
});
Object.defineProperty(tweenObj, 'value', {
get: function get() {
return displayedGold;
},
set: function set(v) {
displayedGold = v;
}
});
// Play cymbal sound
LK.getSound('cymbalhit').play();
// Visual feedback on cymbal if reference exists
if (self.cymbalReference) {
var cymbalGraphics = self.cymbalReference.children[0];
tween(cymbalGraphics, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 50,
onFinish: function onFinish() {
tween(cymbalGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 50
});
}
});
}
tween(stickGraphics, {
rotation: 0
}, {
duration: 200,
onFinish: function onFinish() {
self.animating = false;
}
});
}
});
};
return self;
});
var AutoDrumstick = Container.expand(function () {
var self = Container.call(this);
var stickGraphics = self.attachAsset('autodrumstick', {
anchorX: 0.5,
anchorY: 0.9
});
self.speed = 1;
self.income = 1;
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
var startGold = gold;
gold += self.income;
// Smooth gold animation
tween({
value: displayedGold
}, {
value: gold
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
displayedGold = gold;
}
});
var tweenObj = {
value: displayedGold
};
tween(tweenObj, {
value: gold
}, {
duration: 300,
easing: tween.easeOut
});
Object.defineProperty(tweenObj, 'value', {
get: function get() {
return displayedGold;
},
set: function set(v) {
displayedGold = v;
}
});
// 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 AutoFinger = Container.expand(function () {
var self = Container.call(this);
var fingerGraphics = self.attachAsset('finger', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
rotation: -Math.PI / 2 // Rotate 90 degrees counterclockwise
});
self.speed = 1;
self.income = 1500; // Higher income than drumstick
self.animating = false;
self.tickCounter = 0;
self.guitarReference = null;
self.update = function () {
self.tickCounter++;
// Click every 360 ticks (10 CBM = 1 click per 6 seconds = 360 ticks at 60 FPS)
if (self.tickCounter >= 360 && !self.animating) {
self.tickCounter = 0;
self.animate();
}
};
self.animate = function () {
if (self.animating) return;
self.animating = true;
// Vertical strumming motion - move up more
tween(self, {
y: self.y - 80 // Increased from 50 to 80 for more upward movement
}, {
duration: 200,
onFinish: function onFinish() {
// Generate gold when strumming
var startGold = gold;
gold += self.income;
// Smooth gold animation
tween({
value: displayedGold
}, {
value: gold
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
displayedGold = gold;
}
});
var tweenObj = {
value: displayedGold
};
tween(tweenObj, {
value: gold
}, {
duration: 300,
easing: tween.easeOut
});
Object.defineProperty(tweenObj, 'value', {
get: function get() {
return displayedGold;
},
set: function set(v) {
displayedGold = v;
}
});
// Play guitar sound
LK.getSound('guitarhit').play();
// Visual feedback on guitar if reference exists
if (self.guitarReference) {
var guitarGraphics = self.guitarReference.children[0];
tween(guitarGraphics, {
rotation: 0.1
}, {
duration: 50,
onFinish: function onFinish() {
tween(guitarGraphics, {
rotation: 0
}, {
duration: 50
});
}
});
}
// Return to original position - move down
tween(self, {
y: self.y + 80 // Increased from 50 to 80 to match upward movement
}, {
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.lockIcon = null;
self.updateButton = function (title, cost, canAfford, count, isLocked, lockMessage) {
self.titleText.setText(title);
self.costText.setText('$' + cost);
// Show count for items that should display count (not undefined and not zero)
if (count !== undefined && count !== 0) {
self.countText.setText(count.toString());
self.countText.visible = true;
} else {
self.countText.visible = false;
}
if (isLocked) {
buttonBg.tint = 0x404040;
self.interactive = false;
// Hide button text when locked
self.titleText.visible = false;
self.costText.visible = false;
self.countText.visible = false;
if (!self.lockIcon) {
self.lockIcon = self.attachAsset('lock', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -10
});
}
self.lockIcon.visible = true;
} else {
// Show button text when unlocked
self.titleText.visible = true;
self.costText.visible = true;
if (self.lockIcon) {
self.lockIcon.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 Cymbal = Container.expand(function () {
var self = Container.call(this);
var cymbalGraphics = self.attachAsset('cymbal', {
anchorX: 0.5,
anchorY: 0.5
});
// Add permanent cymbal stick
self.cymbalstick = self.attachAsset('playerCymbalstick', {
anchorX: 0.5,
anchorY: 0.9,
x: 250,
y: -50,
rotation: -0.3
});
self.canPlay = true;
self.lastPlayTime = 0;
self.cymbalstickAnimating = false;
self.play = function () {
if (!self.canPlay || self.cymbalstickAnimating) return;
var currentTime = Date.now();
var timeSinceLastPlay = currentTime - self.lastPlayTime;
self.lastPlayTime = currentTime;
// Check for perfect rhythm
var perfectTiming = Math.abs(timeSinceLastPlay - 1000) < 100;
// Calculate animation speed based on tap speed
var tapSpeed = timeSinceLastPlay > 0 ? Math.min(timeSinceLastPlay, 1000) : 1000;
var animationSpeed = tapSpeed / 1000;
var strikeDuration = Math.max(50, 150 * animationSpeed);
var returnDuration = Math.max(100, 200 * animationSpeed);
// Set animation state
self.cymbalstickAnimating = true;
// Animate cymbal stick strike
tween(self.cymbalstick, {
rotation: -0.6
}, {
duration: strikeDuration,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.cymbalstick, {
rotation: -0.3
}, {
duration: returnDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.cymbalstickAnimating = false;
}
});
}
});
// Visual feedback - cymbal scale
tween(cymbalGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(cymbalGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
// Calculate reward
var reward = perfectTiming ? goldPerTap * 2 : goldPerTap;
var startGold = gold;
gold += reward;
// Smooth gold animation
tween({
value: displayedGold
}, {
value: gold
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
displayedGold = gold;
}
});
var tweenObj = {
value: displayedGold
};
tween(tweenObj, {
value: gold
}, {
duration: 300,
easing: tween.easeOut
});
Object.defineProperty(tweenObj, 'value', {
get: function get() {
return displayedGold;
},
set: function set(v) {
displayedGold = v;
}
});
// Create light flash effect
var lightFlash = self.attachAsset('goldCoin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3,
alpha: 0.8
});
lightFlash.tint = perfectTiming ? 0xFFD700 : 0xFFFFFF;
tween(lightFlash, {
scaleX: 5,
scaleY: 5,
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
lightFlash.destroy();
}
});
// Create floating text
var floatingGold = game.addChild(new FloatingText('+' + reward, perfectTiming ? 0xFFD700 : 0xFFFFFF));
floatingGold.x = instrumentContainer.x + self.parent.x;
floatingGold.y = instrumentContainer.y + self.parent.y - 50;
// Play cymbal sound
LK.getSound('cymbalhit').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 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;
var startGold = gold;
gold += reward;
// Smooth gold animation
tween({
value: displayedGold
}, {
value: gold
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
displayedGold = gold;
}
});
var tweenObj = {
value: displayedGold
};
tween(tweenObj, {
value: gold
}, {
duration: 300,
easing: tween.easeOut
});
Object.defineProperty(tweenObj, 'value', {
get: function get() {
return displayedGold;
},
set: function set(v) {
displayedGold = v;
}
});
// 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 = instrumentContainer.x + self.parent.x;
floatingGold.y = instrumentContainer.y + self.parent.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;
var startGold = gold;
gold += reward;
// Smooth gold animation
tween({
value: displayedGold
}, {
value: gold
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
displayedGold = gold;
}
});
var tweenObj = {
value: displayedGold
};
tween(tweenObj, {
value: gold
}, {
duration: 300,
easing: tween.easeOut
});
Object.defineProperty(tweenObj, 'value', {
get: function get() {
return displayedGold;
},
set: function set(v) {
displayedGold = v;
}
});
// Create light flash effect
var lightFlash = self.attachAsset('goldCoin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3,
alpha: 0.8
});
lightFlash.tint = perfectTiming ? 0xFFD700 : 0xFFFFFF;
tween(lightFlash, {
scaleX: 5,
scaleY: 5,
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
lightFlash.destroy();
}
});
// Create floating text
var floatingGold = game.addChild(new FloatingText('+' + reward, perfectTiming ? 0xFFD700 : 0xFFFFFF));
floatingGold.x = instrumentContainer.x + self.parent.x;
floatingGold.y = instrumentContainer.y + self.parent.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;
});
var Piano = Container.expand(function () {
var self = Container.call(this);
var pianoGraphics = self.attachAsset('piano', {
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 - piano scale
tween(pianoGraphics, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(pianoGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
// Calculate reward
var reward = perfectTiming ? goldPerTap * 2 : goldPerTap;
var startGold = gold;
gold += reward;
// Smooth gold animation
tween({
value: displayedGold
}, {
value: gold
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
displayedGold = gold;
}
});
var tweenObj = {
value: displayedGold
};
tween(tweenObj, {
value: gold
}, {
duration: 300,
easing: tween.easeOut
});
Object.defineProperty(tweenObj, 'value', {
get: function get() {
return displayedGold;
},
set: function set(v) {
displayedGold = v;
}
});
// Create light flash effect
var lightFlash = self.attachAsset('goldCoin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3,
alpha: 0.8
});
lightFlash.tint = perfectTiming ? 0xFFD700 : 0xFFFFFF;
tween(lightFlash, {
scaleX: 5,
scaleY: 5,
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
lightFlash.destroy();
}
});
// Create floating text
var floatingGold = game.addChild(new FloatingText('+' + reward, perfectTiming ? 0xFFD700 : 0xFFFFFF));
floatingGold.x = instrumentContainer.x + self.parent.x;
floatingGold.y = instrumentContainer.y + self.parent.y - 50;
// Play piano sound
LK.getSound('pianohit').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;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
// Game variables
var gold = 0;
var displayedGold = 0; // Track displayed gold for smooth animation
var goldPerTap = 20000;
var passiveIncome = 0;
var drumsticks = [];
var drumsticksPurchased = 0;
var musicians = [];
var unlockedInstruments = ['drum'];
var currentVenue = 0;
var currentInstrument = 'drum';
var guitarAsset = null;
var cymbalAsset = null;
var maracasAsset = null;
var instrumentsPurchased = 0;
var audienceCounter = 0; // Track which audience asset to use next
var globalClapCounter = 0; // Track global clap count for double clap pattern
var globalClapPhase = 0; // 0-2 = singles, 3 = double, 4-6 = singles, 7 = four times
var lastClapTick = -120; // Track last clap tick to prevent multiple claps per cycle
var fingers = []; // Track AutoFinger instances
var fingersPurchased = 0; // Track fingers purchased
var autoCymbalsticks = []; // Track AutoCymbalstick instances
// Circular instrument layout
var instrumentContainer = null;
var instrumentShadows = {};
var instrumentArrows = {};
var CIRCLE_RADIUS = 800;
var INSTRUMENT_POSITIONS = {
drum: 0,
// Top (0 degrees)
guitar: 72,
// 72 degrees
cymbal: 144,
// 144 degrees
maracas: 216,
// 216 degrees
piano: 288 // 288 degrees
};
// Upgrade costs
var drumstickCost = 10;
var fingerCost = 300; // Separate cost for fingers
var musicianCost = 100;
var guitarPurchased = false; // Track if guitar has been purchased
var instrumentCosts = {
guitar: 500,
cymbal: 1000,
maracas: 2000
};
// UI Elements
var goldText = new Text2('Gold: 0', {
size: 80,
fill: '#FFD700'
});
goldText.anchor.set(0.5, 0);
LK.gui.top.addChild(goldText);
// Add reset button
var resetButton = new Container();
var resetBg = resetButton.attachAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
resetBg.tint = 0xFF0000;
var resetText = new Text2('Reset', {
size: 30,
fill: '#FFFFFF'
});
resetText.anchor.set(0.5, 0.5);
resetButton.addChild(resetText);
resetButton.interactive = true;
LK.gui.topRight.addChild(resetButton);
resetButton.x = -150;
resetButton.y = 50;
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
}));
// Create instrument container for circular layout
instrumentContainer = game.addChild(new Container());
instrumentContainer.x = 1024;
instrumentContainer.y = 1366;
// Function to get position on circle
function getCirclePosition(degrees) {
var radians = (degrees - 90) * Math.PI / 180; // -90 to start from top
return {
x: Math.cos(radians) * CIRCLE_RADIUS,
y: Math.sin(radians) * CIRCLE_RADIUS
};
}
// Create all instrument shadows
var instruments = ['drum', 'guitar', 'cymbal', 'maracas', 'piano'];
instruments.forEach(function (instrument) {
var shadow = instrumentContainer.addChild(new Container());
var pos = getCirclePosition(INSTRUMENT_POSITIONS[instrument]);
shadow.x = pos.x;
shadow.y = pos.y;
// Create shadow graphics
var graphics = null;
switch (instrument) {
case 'drum':
graphics = shadow.attachAsset('drum', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'guitar':
graphics = shadow.attachAsset('guitar', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
break;
case 'cymbal':
graphics = shadow.attachAsset('cymbal', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
break;
case 'maracas':
graphics = shadow.attachAsset('maracas', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
break;
case 'piano':
graphics = shadow.attachAsset('piano', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
break;
}
// Make it black shadow
if (graphics && instrument !== 'drum') {
graphics.tint = 0x000000;
graphics.alpha = 0.3;
}
instrumentShadows[instrument] = shadow;
});
// Main drum (active from start)
var mainDrum = instrumentShadows.drum.addChild(new Drum());
mainDrum.x = 0;
mainDrum.y = 0;
// Function to rotate to instrument
function rotateToInstrument(targetInstrument) {
var currentRotation = instrumentContainer.rotation;
var targetDegrees = -INSTRUMENT_POSITIONS[targetInstrument];
var targetRadians = targetDegrees * Math.PI / 180;
// Find shortest rotation path
var diff = targetRadians - currentRotation;
while (diff > Math.PI) diff -= 2 * Math.PI;
while (diff < -Math.PI) diff += 2 * Math.PI;
tween(instrumentContainer, {
rotation: currentRotation + diff
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
currentInstrument = targetInstrument;
updateButtonsForInstrument();
}
});
}
// Function to update buttons based on current instrument
function updateButtonsForInstrument() {
// This will be called after rotation to update button states
game.update();
}
// 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, 0, true, '');
var buyInstrumentBtn = LK.gui.bottom.addChild(new BuyButton());
buyInstrumentBtn.x = 480;
buyInstrumentBtn.y = -532;
buyInstrumentBtn.updateButton('Guitar', instrumentCosts.guitar, false, 0, true, '10 Audience');
// Reset button handler
resetButton.down = function () {
// Visual feedback
tween(resetBg, {
scaleX: 0.45,
scaleY: 0.45
}, {
duration: 100,
onFinish: function onFinish() {
tween(resetBg, {
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 100
});
}
});
};
resetButton.up = function () {
// Create confirmation dialog
var confirmContainer = game.addChild(new Container());
confirmContainer.x = 1024;
confirmContainer.y = 1366;
// Dark overlay
var overlay = confirmContainer.attachAsset('goldCoin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 100,
scaleY: 100,
alpha: 0.7
});
overlay.tint = 0x000000;
// Dialog box
var dialogBg = confirmContainer.attachAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
// Confirmation text
var confirmText = new Text2('Reset All Progress?', {
size: 60,
fill: '#FFFFFF'
});
confirmText.anchor.set(0.5, 0.5);
confirmText.y = -50;
confirmContainer.addChild(confirmText);
// Yes button
var yesBtn = confirmContainer.addChild(new Container());
var yesBg = yesBtn.attachAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
yesBg.tint = 0x4CAF50;
var yesText = new Text2('Yes', {
size: 40,
fill: '#FFFFFF'
});
yesText.anchor.set(0.5, 0.5);
yesBtn.addChild(yesText);
yesBtn.x = -150;
yesBtn.y = 50;
yesBtn.interactive = true;
// No button
var noBtn = confirmContainer.addChild(new Container());
var noBg = noBtn.attachAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
noBg.tint = 0xFF0000;
var noText = new Text2('No', {
size: 40,
fill: '#FFFFFF'
});
noText.anchor.set(0.5, 0.5);
noBtn.addChild(noText);
noBtn.x = 150;
noBtn.y = 50;
noBtn.interactive = true;
// Yes button handler
yesBtn.down = function () {
tween(yesBg, {
scaleX: 0.7,
scaleY: 0.7
}, {
duration: 100,
onFinish: function onFinish() {
tween(yesBg, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100
});
}
});
};
yesBtn.up = function () {
// Clear storage
storage.gold = null;
storage.passiveIncome = null;
storage.drumstickCount = null;
storage.drumsticksPurchased = null;
storage.musicianCount = null;
storage.unlockedInstruments = null;
storage.instrumentsPurchased = null;
// Reload game
LK.showGameOver();
};
// No button handler
noBtn.down = function () {
tween(noBg, {
scaleX: 0.7,
scaleY: 0.7
}, {
duration: 100,
onFinish: function onFinish() {
tween(noBg, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100
});
}
});
};
noBtn.up = function () {
confirmContainer.destroy();
};
};
// Button handlers
buyDrumstickBtn.up = function () {
// MARACAS SHAKE PURCHASE LOGIC
if (currentInstrument === 'maracas') {
if (typeof window.maracasShakeCost === 'undefined') window.maracasShakeCost = 700;
if (typeof window.maracasShakeCount === 'undefined') window.maracasShakeCount = 0;
var maracasShakeCost = window.maracasShakeCost;
// Allow purchase if player can afford
if (gold >= maracasShakeCost) {
gold -= maracasShakeCost;
window.maracasShakeCount++;
// Play maracas sound and animate
if (maracasAsset) {
// Trigger maracas animation
maracasAsset.down();
}
LK.getSound('purchase').play();
// Increase cost for next purchase
window.maracasShakeCost = Math.floor(window.maracasShakeCost * 1.3);
// Update button to show new count and cost
buyDrumstickBtn.updateButton('Maracas Shake', window.maracasShakeCost, gold >= window.maracasShakeCost, window.maracasShakeCount);
}
return;
}
// CYMBALSTICK PURCHASE LOGIC
if (currentInstrument === 'cymbal') {
if (typeof window.cymbalsticksPurchased === 'undefined') window.cymbalsticksPurchased = 0;
if (typeof window.cymbalstickCost === 'undefined') window.cymbalstickCost = 600;
var cymbalstickCount = window.cymbalsticksPurchased;
var cymbalstickCost = window.cymbalstickCost;
// Check if player has enough fingers
if (gold >= cymbalstickCost && fingersPurchased >= 10) {
gold -= cymbalstickCost;
window.cymbalsticksPurchased++;
// Create auto cymbal stick if it doesn't exist
if (autoCymbalsticks.length === 0) {
var newAutoCymbalstick = instrumentShadows.cymbal.addChild(new AutoCymbalstick());
// Position auto cymbal stick on left side of cymbal
newAutoCymbalstick.x = -380;
newAutoCymbalstick.y = -50;
// Set cymbal reference for visual feedback
newAutoCymbalstick.cymbalReference = cymbalAsset;
autoCymbalsticks.push(newAutoCymbalstick);
}
passiveIncome += 10; // Auto cymbal stick generates 10 gold per second
// Increase cost for next cymbalstick (optional, can be fixed if desired)
window.cymbalstickCost = Math.floor(window.cymbalstickCost * 1.3);
LK.getSound('purchase').play();
// Update button
buyDrumstickBtn.updateButton('Cymbalstick', window.cymbalstickCost, gold >= window.cymbalstickCost, window.cymbalsticksPurchased);
}
return;
}
var currentCost = currentInstrument === 'guitar' ? fingerCost : drumstickCost;
if (gold >= currentCost) {
gold -= currentCost;
if (currentInstrument === 'guitar') {
fingersPurchased++;
// Create finger if it doesn't exist
if (fingers.length === 0) {
var newFinger = instrumentShadows.guitar.addChild(new AutoFinger());
// Position finger on right side of guitar
newFinger.x = -250; // Move significantly more to the left
newFinger.y = 50; // Move finger up a bit more (reduced from 80 to 50)
// Set guitar reference for visual feedback
newFinger.guitarReference = guitarAsset;
fingers.push(newFinger);
}
passiveIncome += 4; // Fingers generate 4 gold per second
fingerCost = Math.floor(fingerCost * 1.3);
} else {
drumsticksPurchased++;
// Create drumstick if it doesn't exist
if (drumsticks.length === 0) {
var newStick = instrumentShadows.drum.addChild(new AutoDrumstick());
// Position drumstick on left side of drum
newStick.x = -350;
newStick.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 * 1.3);
}
LK.getSound('purchase').play();
// Force update button to refresh count display
var buttonText = currentInstrument === 'guitar' ? 'Finger' : 'Drumstick';
var purchaseCount = currentInstrument === 'guitar' ? fingersPurchased : drumsticksPurchased;
var nextCost = currentInstrument === 'guitar' ? fingerCost : drumstickCost;
buyDrumstickBtn.updateButton(buttonText, nextCost, gold >= nextCost, purchaseCount);
}
};
buyMusicianBtn.up = function () {
var requiredFingers = guitarPurchased ? 10 : 0;
var canPurchase = guitarPurchased ? fingersPurchased >= requiredFingers : drumsticksPurchased >= 10;
if (canPurchase && 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
// Only set instruments if guitar is not purchased
if (!guitarPurchased && 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
// Increase cost by 1.3x before guitar, 1.3x (30%) after guitar
musicianCost = Math.floor(musicianCost * 1.3);
LK.getSound('purchase').play();
// Force update button to refresh count display
var isLocked = guitarPurchased ? fingersPurchased < 10 : drumsticksPurchased < 10;
var lockMessage = guitarPurchased ? '10 Fingers' : '10 Drumsticks';
buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost && !isLocked, musicians.length, isLocked, lockMessage);
}
};
buyInstrumentBtn.up = function () {
var nextInstrument = null;
var cost = 0;
if (!unlockedInstruments.includes('guitar')) {
nextInstrument = 'guitar';
cost = instrumentCosts.guitar;
} else if (!unlockedInstruments.includes('cymbal')) {
nextInstrument = 'cymbal';
cost = instrumentCosts.cymbal;
} else if (!unlockedInstruments.includes('maracas')) {
nextInstrument = 'maracas';
cost = instrumentCosts.maracas;
}
// Check if Piano button was clicked
var maracasShakeCount = typeof window.maracasShakeCount !== 'undefined' ? window.maracasShakeCount : 0;
if (!nextInstrument && unlockedInstruments.includes('maracas') && musicians.length >= 30 && maracasShakeCount >= 5 && gold >= 10000) {
// Purchase piano
gold -= 10000;
// Create piano asset (only if it doesn't already exist)
if (!window.pianoAsset) {
// Remove shadow tint
var pianoShadow = instrumentShadows.piano.children[0];
pianoShadow.tint = 0xFFFFFF;
pianoShadow.alpha = 1;
// Add piano functionality
var pianoAsset = instrumentShadows.piano.addChild(new Piano());
pianoAsset.x = 0;
pianoAsset.y = 0;
pianoAsset.scaleX = 1;
pianoAsset.scaleY = 1;
pianoAsset.interactive = true; // Make piano interactive
window.pianoAsset = pianoAsset; // Store reference globally
// Add arrow for navigation
var arrow = instrumentShadows.piano.addChild(new Container());
arrow.attachAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5,
x: 100,
y: 0
});
arrow.interactive = true;
arrow.down = function () {
rotateToInstrument('piano');
};
instrumentArrows.piano = arrow;
}
LK.getSound('purchase').play();
// Update button to show piano was purchased
buyInstrumentBtn.updateButton('Piano', 10000, false, undefined, true, 'Purchased');
buyInstrumentBtn.visible = true;
rotateToInstrument('piano');
return;
}
if (nextInstrument && gold >= cost && (nextInstrument !== 'guitar' || musicians.length >= 10) && (nextInstrument !== 'cymbal' || musicians.length >= 15 && fingersPurchased >= 10) && (nextInstrument !== 'maracas' || typeof window.cymbalsticksPurchased !== 'undefined' && window.cymbalsticksPurchased >= 10)) {
gold -= cost;
unlockedInstruments.push(nextInstrument);
instrumentsPurchased++;
// Set guitar purchased flag and update musician cost to 2000
if (nextInstrument === 'guitar') {
guitarPurchased = true;
musicianCost = 2000;
} else if (nextInstrument === 'cymbal') {
// Create cymbal to the right of guitar
if (!cymbalAsset) {
// Remove shadow tint
var cymbalShadow = instrumentShadows.cymbal.children[0];
cymbalShadow.tint = 0xFFFFFF;
cymbalShadow.alpha = 1;
// Add cymbal functionality
cymbalAsset = instrumentShadows.cymbal.addChild(new Cymbal());
cymbalAsset.x = 0;
cymbalAsset.y = 0;
cymbalAsset.scaleX = 1;
cymbalAsset.scaleY = 1;
// Add arrow for navigation
var arrow = instrumentShadows.cymbal.addChild(new Container());
arrow.attachAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5,
x: 100,
y: 0
});
arrow.interactive = true;
arrow.down = function () {
rotateToInstrument('cymbal');
};
instrumentArrows.cymbal = arrow;
}
} else if (nextInstrument === 'maracas') {
// Create maracas to the right of cymbal
if (!maracasAsset) {
// Remove shadow tint
var maracasShadow = instrumentShadows.maracas.children[0];
maracasShadow.tint = 0xFFFFFF;
maracasShadow.alpha = 1;
// Add maracas functionality
maracasAsset = instrumentShadows.maracas.addChild(new Container());
var maracasGraphics = maracasAsset.attachAsset('maracas', {
anchorX: 0.5,
anchorY: 0.5
});
// Make maracas interactive and play animation/sound on tap
maracasAsset.interactive = true;
maracasAsset.down = function () {
// Prevent spamming animation
if (maracasAsset._animating) return;
maracasAsset._animating = true;
// Animate maracas: scale up and back
tween(maracasAsset, {
scaleX: 1.15,
scaleY: 1.15
}, {
duration: 100,
onFinish: function onFinish() {
tween(maracasAsset, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
onFinish: function onFinish() {
maracasAsset._animating = false;
}
});
}
});
// Play maracas sound
LK.getSound('maracashit').play();
// Optionally, create a floating text or effect
var floatingGold = game.addChild(new FloatingText('+0', 0x00FF00));
floatingGold.x = instrumentContainer.x + instrumentShadows.maracas.x;
floatingGold.y = instrumentContainer.y + instrumentShadows.maracas.y - 100;
};
// Add arrow for navigation
var arrow = instrumentShadows.maracas.addChild(new Container());
arrow.attachAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5,
x: 100,
y: 0
});
arrow.interactive = true;
arrow.down = function () {
rotateToInstrument('maracas');
};
instrumentArrows.maracas = arrow;
}
}
LK.getSound('purchase').play();
// Show guitar when purchased
if (nextInstrument === 'guitar') {
// Create guitar asset if it doesn't exist
if (!guitarAsset) {
// Remove shadow tint
var guitarShadow = instrumentShadows.guitar.children[0];
guitarShadow.tint = 0xFFFFFF;
guitarShadow.alpha = 1;
// Add guitar functionality
guitarAsset = instrumentShadows.guitar.addChild(new Guitar());
guitarAsset.x = 0;
guitarAsset.y = 0;
guitarAsset.scaleX = 1;
guitarAsset.scaleY = 1;
// Add arrow for navigation
var arrow = instrumentShadows.guitar.addChild(new Container());
arrow.attachAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5,
x: 100,
y: 0
});
arrow.interactive = true;
arrow.down = function () {
rotateToInstrument('guitar');
};
instrumentArrows.guitar = arrow;
}
// Create finger if purchased but not created yet
if (fingersPurchased > 0 && fingers.length === 0) {
var newFinger = instrumentShadows.guitar.addChild(new AutoFinger());
// Position finger on guitar
newFinger.x = -250;
newFinger.y = 50;
newFinger.guitarReference = guitarAsset;
fingers.push(newFinger);
}
rotateToInstrument('guitar');
// Change drumstick button to Finger
buyDrumstickBtn.updateButton('Finger', fingerCost, gold >= fingerCost, fingersPurchased);
}
// Add return arrow to drum when purchasing guitar
if (nextInstrument === 'guitar') {
// Add return arrow to drum
var drumArrow = instrumentShadows.drum.addChild(new Container());
drumArrow.attachAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5,
x: 100,
y: 0,
rotation: Math.PI
});
drumArrow.interactive = true;
drumArrow.down = function () {
rotateToInstrument('drum');
};
instrumentArrows.drumReturn = drumArrow;
}
// Update button for next instrument
if (nextInstrument === 'guitar') {
buyInstrumentBtn.updateButton('Cymbal', instrumentCosts.cymbal, gold >= instrumentCosts.cymbal, undefined);
} else if (nextInstrument === 'cymbal') {
rotateToInstrument('cymbal');
buyInstrumentBtn.updateButton('Maracas', instrumentCosts.maracas, gold >= instrumentCosts.maracas, undefined);
} else if (nextInstrument === 'maracas') {
rotateToInstrument('maracas');
// Show Piano button after maracas purchase
var isAudienceLocked = guitarPurchased ? fingersPurchased < 10 : drumsticksPurchased < 10;
var maracasShakeCount = typeof window.maracasShakeCount !== 'undefined' ? window.maracasShakeCount : 0;
var isPianoLocked = musicians.length < 30 || isAudienceLocked || maracasShakeCount < 5;
var pianoLockMessage = maracasShakeCount < 5 ? '5 Maracas Shake' : isAudienceLocked ? guitarPurchased ? '10 Fingers' : '10 Drumsticks' : musicians.length < 30 ? '30 Audience' : '';
buyInstrumentBtn.updateButton('Piano', 10000, gold >= 10000 && !isPianoLocked, undefined, isPianoLocked, pianoLockMessage);
buyInstrumentBtn.visible = true;
} else {
// Show Piano button if all instruments purchased
var isAudienceLocked = guitarPurchased ? fingersPurchased < 10 : drumsticksPurchased < 10;
var maracasShakeCount = typeof window.maracasShakeCount !== 'undefined' ? window.maracasShakeCount : 0;
var isPianoLocked = musicians.length < 30 || isAudienceLocked || maracasShakeCount < 5;
var pianoLockMessage = maracasShakeCount < 5 ? '5 Maracas Shake' : isAudienceLocked ? guitarPurchased ? '10 Fingers' : '10 Drumsticks' : musicians.length < 30 ? '30 Audience' : '';
buyInstrumentBtn.updateButton('Piano', 10000, gold >= 10000 && !isPianoLocked, undefined, isPianoLocked, pianoLockMessage);
buyInstrumentBtn.visible = true;
}
}
};
// Passive income timer
var incomeTimer = 0;
// Main game loop
game.update = function () {
// Check if all instruments are purchased (guitar, cymbal, maracas)
var allInstrumentsPurchased = unlockedInstruments.includes('guitar') && unlockedInstruments.includes('cymbal') && unlockedInstruments.includes('maracas');
// Synchronize all automatic players to drum hit (60 BPM = every 60 ticks)
if (allInstrumentsPurchased && LK.ticks % 60 === 0) {
// Force all automatic players to hit at the same time
if (drumsticks.length > 0) {
drumsticks[0].tickCounter = 60; // Force drumstick to hit
}
if (fingers.length > 0) {
// Adjust finger to hit every 6 drum beats (360 ticks)
if (LK.ticks % 360 === 0) {
fingers[0].tickCounter = 360; // Force finger to hit
}
}
if (autoCymbalsticks.length > 0) {
// Adjust cymbalstick to hit at 30 BPM (120 ticks) - half speed
if (LK.ticks % 120 === 0) {
autoCymbalsticks[0].tickCounter = 120; // Force cymbalstick to hit
}
}
}
// Global clap synchronization - clap twice as fast (every 30 ticks)
// Drum hits every 60 ticks, audience claps every 30 ticks (double speed)
if ((LK.ticks + 28) % 30 === 0 && musicians.length > 0) {
// Determine clap pattern based on global counter (now counting every 30 ticks)
var clapCycle = Math.floor((LK.ticks + 28) / 30) % 16;
globalClapPhase = clapCycle;
if (clapCycle === 6 || clapCycle === 7) {
// Double clap (7th and 8th in pattern) - faster with rapid clap-clap
LK.getSound('clap').play();
LK.setTimeout(function () {
LK.getSound('clap').play();
}, 100); // Faster delay for rapid double clap effect
} else if (clapCycle === 14 || clapCycle === 15) {
// Four times clap (15th and 16th in pattern) - slightly slower rapid clap-clap
LK.getSound('clap').play();
LK.setTimeout(function () {
LK.getSound('clap').play();
}, 80); // Slightly slower for controlled rapid clap-clap
LK.setTimeout(function () {
LK.getSound('clap').play();
}, 160);
LK.setTimeout(function () {
LK.getSound('clap').play();
}, 240);
} else {
// Single clap (other phases)
LK.getSound('clap').play();
}
}
// Maracas automatic shake at 120 BPM (every 30 ticks = 0.5 seconds)
if (typeof window.maracasShakeCount !== 'undefined' && window.maracasShakeCount > 0 && maracasAsset) {
if (LK.ticks % 30 === 0) {
// Trigger maracas animation and sound
maracasAsset.down();
}
}
// Update UI
goldText.setText('Gold: ' + Math.floor(displayedGold));
incomeText.setText('Income: ' + passiveIncome + '/s');
// Update button states
// MARACAS LOGIC
if (currentInstrument === 'maracas') {
// Initialize maracas shake cost and count
if (typeof window.maracasShakeCost === 'undefined') window.maracasShakeCost = 700;
if (typeof window.maracasShakeCount === 'undefined') window.maracasShakeCount = 0;
var maracasShakeCost = window.maracasShakeCost;
var canAffordMaracasShake = gold >= maracasShakeCost;
// Update buyDrumstickBtn for maracas shake - always show count and allow purchase if can afford
buyDrumstickBtn.updateButton('Maracas Shake', maracasShakeCost, canAffordMaracasShake, window.maracasShakeCount);
// Update audience button - unlock when maracas shake count reaches 5
var isAudienceLocked = window.maracasShakeCount < 5;
var audienceLockMessage = isAudienceLocked ? '5 Maracas Shake' : '';
buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost && !isAudienceLocked, musicians.length, isAudienceLocked, audienceLockMessage);
// Show Piano button - unlock when audience reaches 30
var isAudienceLocked = window.maracasShakeCount < 5;
var isPianoLocked = musicians.length < 30 || isAudienceLocked || window.maracasShakeCount < 5;
var pianoLockMessage = window.maracasShakeCount < 5 ? '5 Maracas Shake' : isAudienceLocked ? '5 Maracas Shake' : musicians.length < 30 ? '30 Audience' : '';
buyInstrumentBtn.updateButton('Piano', 10000, gold >= 10000 && !isPianoLocked, undefined, isPianoLocked, pianoLockMessage);
buyInstrumentBtn.visible = true;
} else if (currentInstrument === 'cymbal') {
// Track cymbalstick purchases
if (typeof window.cymbalsticksPurchased === 'undefined') window.cymbalsticksPurchased = 0;
if (typeof window.cymbalstickCost === 'undefined') window.cymbalstickCost = 600;
var cymbalstickCount = window.cymbalsticksPurchased;
var cymbalstickCost = window.cymbalstickCost;
var canAffordCymbalstick = gold >= cymbalstickCost;
var cymbalstickLocked = cymbalstickCount < 10;
// Check if cymbalstick should be locked based on finger count
var isCymbalstickLocked = fingersPurchased < 10;
var cymbalstickLockMessage = isCymbalstickLocked ? '10 Fingers' : '';
// Update buyDrumstickBtn for cymbalstick
buyDrumstickBtn.updateButton('Cymbalstick', cymbalstickCost, canAffordCymbalstick && !isCymbalstickLocked, window.cymbalsticksPurchased, isCymbalstickLocked, cymbalstickLockMessage);
// Update audience button - lock until 10 cymbalsticks are purchased
var isAudienceLocked = cymbalstickCount < 10;
var audienceLockMessage = isAudienceLocked ? '10 Cymbalstick' : '';
buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost && !isAudienceLocked, musicians.length, isAudienceLocked, audienceLockMessage);
// Update maracas button - lock until 20 audience members are purchased OR if audience is locked
var isMaracasLocked = musicians.length < 20 || isAudienceLocked;
var maracasLockMessage = isAudienceLocked ? audienceLockMessage : musicians.length < 20 ? '20 Audience' : '';
// Check if maracas is already unlocked to determine if button should be visible
if (unlockedInstruments.includes('maracas')) {
// Show Piano button - unlock when audience reaches 30
var maracasShakeCount = typeof window.maracasShakeCount !== 'undefined' ? window.maracasShakeCount : 0;
var isPianoLocked = musicians.length < 30 || isAudienceLocked || maracasShakeCount < 5;
var pianoLockMessage = maracasShakeCount < 5 ? '5 Maracas Shake' : isAudienceLocked ? audienceLockMessage : musicians.length < 30 ? '30 Audience' : '';
buyInstrumentBtn.updateButton('Piano', 10000, gold >= 10000 && !isPianoLocked, undefined, isPianoLocked, pianoLockMessage);
buyInstrumentBtn.visible = true;
} else {
buyInstrumentBtn.updateButton('Maracas', 2000, gold >= 2000 && !isMaracasLocked, undefined, isMaracasLocked, maracasLockMessage);
buyInstrumentBtn.visible = true;
}
} else {
var buttonText = currentInstrument === 'guitar' ? 'Finger' : 'Drumstick';
var purchaseCount = currentInstrument === 'guitar' ? fingersPurchased : drumsticksPurchased;
var currentCost = currentInstrument === 'guitar' ? fingerCost : drumstickCost;
buyDrumstickBtn.updateButton(buttonText, currentCost, gold >= currentCost, purchaseCount);
var isAudienceLocked = guitarPurchased ? fingersPurchased < 10 : drumsticksPurchased < 10;
var lockMessage = guitarPurchased ? '10 Fingers' : '10 Drumsticks';
buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost && !isAudienceLocked, musicians.length, isAudienceLocked, isAudienceLocked ? lockMessage : '');
}
// Update instrument button based on current view
if (currentInstrument === 'drum' || currentInstrument === 'guitar') {
// Check if audience is locked first
var isAudienceLocked = guitarPurchased ? fingersPurchased < 10 : drumsticksPurchased < 10;
var nextInstrument = null;
var cost = 0;
if (!unlockedInstruments.includes('guitar')) {
nextInstrument = 'guitar';
cost = instrumentCosts.guitar;
} else if (!unlockedInstruments.includes('cymbal')) {
nextInstrument = 'cymbal';
cost = instrumentCosts.cymbal;
} else if (!unlockedInstruments.includes('maracas')) {
nextInstrument = 'maracas';
cost = instrumentCosts.maracas;
}
if (nextInstrument) {
var isGuitarLocked = nextInstrument === 'guitar' && (musicians.length < 10 || isAudienceLocked);
var isCymbalLocked = nextInstrument === 'cymbal' && (musicians.length < 15 || fingersPurchased < 10);
var isMaracasLocked = nextInstrument === 'maracas' && (typeof window.cymbalsticksPurchased === 'undefined' || window.cymbalsticksPurchased < 10);
var isLocked = isGuitarLocked || isCymbalLocked || isMaracasLocked;
var lockMessage = '';
if (nextInstrument === 'guitar' && isAudienceLocked) {
lockMessage = guitarPurchased ? '10 Fingers' : '10 Drumsticks';
} else if (isGuitarLocked) {
lockMessage = '10 Audience';
} else if (isCymbalLocked) {
if (fingersPurchased < 10) {
lockMessage = '10 Fingers';
} else {
lockMessage = '15 Audience';
}
} else if (isMaracasLocked) {
lockMessage = '10 Cymbalstick';
}
buyInstrumentBtn.updateButton(nextInstrument.charAt(0).toUpperCase() + nextInstrument.slice(1), cost, gold >= cost && !isLocked, undefined, isLocked, lockMessage);
buyInstrumentBtn.visible = true;
} else if (unlockedInstruments.includes('maracas')) {
// If all instruments are unlocked, show Piano button - unlock when audience reaches 30
var maracasShakeCount = typeof window.maracasShakeCount !== 'undefined' ? window.maracasShakeCount : 0;
var isPianoLocked = musicians.length < 30 || isAudienceLocked || maracasShakeCount < 5;
var pianoLockMessage = maracasShakeCount < 5 ? '5 Maracas Shake' : isAudienceLocked ? guitarPurchased ? '10 Fingers' : '10 Drumsticks' : musicians.length < 30 ? '30 Audience' : '';
buyInstrumentBtn.updateButton('Piano', 10000, gold >= 10000 && !isPianoLocked, undefined, isPianoLocked, pianoLockMessage);
buyInstrumentBtn.visible = true;
}
}
// Smooth passive income animation
if (passiveIncome > 0 && Math.abs(gold - displayedGold) < 0.1) {
// Start a new tween for the next second of income
var targetGold = gold + passiveIncome;
gold = targetGold; // Update actual gold value
tween({
value: displayedGold
}, {
value: targetGold
}, {
duration: 1000,
onFinish: function onFinish() {
displayedGold = targetGold;
}
});
// Update displayedGold during tween
var tweenObj = {
value: displayedGold
};
tween(tweenObj, {
value: targetGold
}, {
duration: 1000,
easing: tween.linear,
onFinish: function onFinish() {
displayedGold = tweenObj.value;
}
});
Object.defineProperty(tweenObj, 'value', {
get: function get() {
return displayedGold;
},
set: function set(v) {
displayedGold = v;
}
});
}
// Save functionality removed - game resets on reload
};
// Load functionality removed - game starts fresh on each reload
// Play background music
LK.playMusic('ambientMusic', {
fade: {
start: 0,
end: 0.3,
duration: 2000
}
}); ===================================================================
--- original.js
+++ change.js
@@ -575,10 +575,10 @@
}
});
// Create floating text
var floatingGold = game.addChild(new FloatingText('+' + reward, perfectTiming ? 0xFFD700 : 0xFFFFFF));
- floatingGold.x = self.x;
- floatingGold.y = self.y - 50;
+ floatingGold.x = instrumentContainer.x + self.parent.x;
+ floatingGold.y = instrumentContainer.y + self.parent.y - 50;
// Play cymbal sound
LK.getSound('cymbalhit').play();
// Create music note effect
if (perfectTiming) {
@@ -709,10 +709,10 @@
}
});
// Create floating text
var floatingGold = game.addChild(new FloatingText('+' + reward, perfectTiming ? 0xFFD700 : 0xFFFFFF));
- floatingGold.x = self.x;
- floatingGold.y = self.y - 50;
+ floatingGold.x = instrumentContainer.x + self.parent.x;
+ floatingGold.y = instrumentContainer.y + self.parent.y - 50;
// Play sound
LK.getSound('drumhit').play();
// Create music note effect
if (perfectTiming) {
@@ -830,10 +830,10 @@
}
});
// Create floating text
var floatingGold = game.addChild(new FloatingText('+' + reward, perfectTiming ? 0xFFD700 : 0xFFFFFF));
- floatingGold.x = self.x;
- floatingGold.y = self.y - 50;
+ floatingGold.x = instrumentContainer.x + self.parent.x;
+ floatingGold.y = instrumentContainer.y + self.parent.y - 50;
// Play guitar sound
LK.getSound('guitarhit').play();
// Create music note effect
if (perfectTiming) {
@@ -953,10 +953,10 @@
}
});
// Create floating text
var floatingGold = game.addChild(new FloatingText('+' + reward, perfectTiming ? 0xFFD700 : 0xFFFFFF));
- floatingGold.x = self.x;
- floatingGold.y = self.y - 50;
+ floatingGold.x = instrumentContainer.x + self.parent.x;
+ floatingGold.y = instrumentContainer.y + self.parent.y - 50;
// Play piano sound
LK.getSound('pianohit').play();
// Create music note effect
if (perfectTiming) {
@@ -1002,8 +1002,24 @@
var lastClapTick = -120; // Track last clap tick to prevent multiple claps per cycle
var fingers = []; // Track AutoFinger instances
var fingersPurchased = 0; // Track fingers purchased
var autoCymbalsticks = []; // Track AutoCymbalstick instances
+// Circular instrument layout
+var instrumentContainer = null;
+var instrumentShadows = {};
+var instrumentArrows = {};
+var CIRCLE_RADIUS = 800;
+var INSTRUMENT_POSITIONS = {
+ drum: 0,
+ // Top (0 degrees)
+ guitar: 72,
+ // 72 degrees
+ cymbal: 144,
+ // 144 degrees
+ maracas: 216,
+ // 216 degrees
+ piano: 288 // 288 degrees
+};
// Upgrade costs
var drumstickCost = 10;
var fingerCost = 300; // Separate cost for fingers
var musicianCost = 100;
@@ -1052,12 +1068,105 @@
anchorY: 0.5,
x: 1024,
y: 1366
}));
-// Main drum
-var mainDrum = game.addChild(new Drum());
-mainDrum.x = 1024;
-mainDrum.y = 1300;
+// Create instrument container for circular layout
+instrumentContainer = game.addChild(new Container());
+instrumentContainer.x = 1024;
+instrumentContainer.y = 1366;
+// Function to get position on circle
+function getCirclePosition(degrees) {
+ var radians = (degrees - 90) * Math.PI / 180; // -90 to start from top
+ return {
+ x: Math.cos(radians) * CIRCLE_RADIUS,
+ y: Math.sin(radians) * CIRCLE_RADIUS
+ };
+}
+// Create all instrument shadows
+var instruments = ['drum', 'guitar', 'cymbal', 'maracas', 'piano'];
+instruments.forEach(function (instrument) {
+ var shadow = instrumentContainer.addChild(new Container());
+ var pos = getCirclePosition(INSTRUMENT_POSITIONS[instrument]);
+ shadow.x = pos.x;
+ shadow.y = pos.y;
+ // Create shadow graphics
+ var graphics = null;
+ switch (instrument) {
+ case 'drum':
+ graphics = shadow.attachAsset('drum', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ break;
+ case 'guitar':
+ graphics = shadow.attachAsset('guitar', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 3,
+ scaleY: 3
+ });
+ break;
+ case 'cymbal':
+ graphics = shadow.attachAsset('cymbal', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2
+ });
+ break;
+ case 'maracas':
+ graphics = shadow.attachAsset('maracas', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2
+ });
+ break;
+ case 'piano':
+ graphics = shadow.attachAsset('piano', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2
+ });
+ break;
+ }
+ // Make it black shadow
+ if (graphics && instrument !== 'drum') {
+ graphics.tint = 0x000000;
+ graphics.alpha = 0.3;
+ }
+ instrumentShadows[instrument] = shadow;
+});
+// Main drum (active from start)
+var mainDrum = instrumentShadows.drum.addChild(new Drum());
+mainDrum.x = 0;
+mainDrum.y = 0;
+// Function to rotate to instrument
+function rotateToInstrument(targetInstrument) {
+ var currentRotation = instrumentContainer.rotation;
+ var targetDegrees = -INSTRUMENT_POSITIONS[targetInstrument];
+ var targetRadians = targetDegrees * Math.PI / 180;
+ // Find shortest rotation path
+ var diff = targetRadians - currentRotation;
+ while (diff > Math.PI) diff -= 2 * Math.PI;
+ while (diff < -Math.PI) diff += 2 * Math.PI;
+ tween(instrumentContainer, {
+ rotation: currentRotation + diff
+ }, {
+ duration: 500,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ currentInstrument = targetInstrument;
+ updateButtonsForInstrument();
+ }
+ });
+}
+// Function to update buttons based on current instrument
+function updateButtonsForInstrument() {
+ // This will be called after rotation to update button states
+ game.update();
+}
// 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;
@@ -1239,18 +1348,12 @@
gold -= cymbalstickCost;
window.cymbalsticksPurchased++;
// Create auto cymbal stick if it doesn't exist
if (autoCymbalsticks.length === 0) {
- var newAutoCymbalstick = game.addChild(new AutoCymbalstick());
+ var newAutoCymbalstick = instrumentShadows.cymbal.addChild(new AutoCymbalstick());
// Position auto cymbal stick on left side of cymbal
- if (cymbalAsset) {
- newAutoCymbalstick.x = cymbalAsset.x - 380;
- newAutoCymbalstick.y = cymbalAsset.y - 50;
- } else {
- // Default position if cymbal doesn't exist
- newAutoCymbalstick.x = 1024 - 380;
- newAutoCymbalstick.y = 1220 - 50;
- }
+ newAutoCymbalstick.x = -380;
+ newAutoCymbalstick.y = -50;
// Set cymbal reference for visual feedback
newAutoCymbalstick.cymbalReference = cymbalAsset;
autoCymbalsticks.push(newAutoCymbalstick);
}
@@ -1269,18 +1372,12 @@
if (currentInstrument === 'guitar') {
fingersPurchased++;
// Create finger if it doesn't exist
if (fingers.length === 0) {
- var newFinger = game.addChild(new AutoFinger());
+ var newFinger = instrumentShadows.guitar.addChild(new AutoFinger());
// Position finger on right side of guitar
- if (guitarAsset) {
- newFinger.x = guitarAsset.x - 250; // Move significantly more to the left
- newFinger.y = guitarAsset.y + 50; // Move finger up a bit more (reduced from 80 to 50)
- } else {
- // If guitar doesn't exist yet, position at default location
- newFinger.x = 1024 - 250;
- newFinger.y = 1220 + 50;
- }
+ newFinger.x = -250; // Move significantly more to the left
+ newFinger.y = 50; // Move finger up a bit more (reduced from 80 to 50)
// Set guitar reference for visual feedback
newFinger.guitarReference = guitarAsset;
fingers.push(newFinger);
}
@@ -1289,12 +1386,12 @@
} else {
drumsticksPurchased++;
// Create drumstick if it doesn't exist
if (drumsticks.length === 0) {
- var newStick = game.addChild(new AutoDrumstick());
+ var newStick = instrumentShadows.drum.addChild(new AutoDrumstick());
// Position drumstick on left side of drum
- newStick.x = mainDrum.x - 350;
- newStick.y = mainDrum.y - 200;
+ newStick.x = -350;
+ newStick.y = -200;
// Rotate drumstick to point towards the drum
newStick.rotation = 0;
// Set drum reference for visual feedback
newStick.drumReference = mainDrum;
@@ -1356,24 +1453,39 @@
// Purchase piano
gold -= 10000;
// Create piano asset (only if it doesn't already exist)
if (!window.pianoAsset) {
- var pianoAsset = game.addChild(new Piano());
- pianoAsset.scaleX = 2;
- pianoAsset.scaleY = 2;
- // Position piano at fixed distance from maracas
- var PIANO_MARACAS_DISTANCE = 1600; // Increased distance between piano and maracas
- // Always position piano relative to maracas' default position
- pianoAsset.x = 2800 + PIANO_MARACAS_DISTANCE; // Fixed position
- pianoAsset.y = 1220; // Same height as maracas
+ // Remove shadow tint
+ var pianoShadow = instrumentShadows.piano.children[0];
+ pianoShadow.tint = 0xFFFFFF;
+ pianoShadow.alpha = 1;
+ // Add piano functionality
+ var pianoAsset = instrumentShadows.piano.addChild(new Piano());
+ pianoAsset.x = 0;
+ pianoAsset.y = 0;
+ pianoAsset.scaleX = 1;
+ pianoAsset.scaleY = 1;
pianoAsset.interactive = true; // Make piano interactive
window.pianoAsset = pianoAsset; // Store reference globally
+ // Add arrow for navigation
+ var arrow = instrumentShadows.piano.addChild(new Container());
+ arrow.attachAsset('arrow', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 100,
+ y: 0
+ });
+ arrow.interactive = true;
+ arrow.down = function () {
+ rotateToInstrument('piano');
+ };
+ instrumentArrows.piano = arrow;
}
LK.getSound('purchase').play();
// Update button to show piano was purchased
buyInstrumentBtn.updateButton('Piano', 10000, false, undefined, true, 'Purchased');
buyInstrumentBtn.visible = true;
- currentInstrument = 'piano';
+ rotateToInstrument('piano');
return;
}
if (nextInstrument && gold >= cost && (nextInstrument !== 'guitar' || musicians.length >= 10) && (nextInstrument !== 'cymbal' || musicians.length >= 15 && fingersPurchased >= 10) && (nextInstrument !== 'maracas' || typeof window.cymbalsticksPurchased !== 'undefined' && window.cymbalsticksPurchased >= 10)) {
gold -= cost;
@@ -1385,57 +1497,61 @@
musicianCost = 2000;
} else if (nextInstrument === 'cymbal') {
// Create cymbal to the right of guitar
if (!cymbalAsset) {
- cymbalAsset = game.addChild(new Cymbal());
- cymbalAsset.scaleX = 2;
- cymbalAsset.scaleY = 2;
- // Position cymbal to the right of guitar
- if (guitarAsset) {
- cymbalAsset.x = guitarAsset.x + 2400;
- cymbalAsset.y = guitarAsset.y;
- } else {
- // Default position if guitar doesn't exist
- cymbalAsset.x = 3424;
- cymbalAsset.y = 1220;
- }
- currentInstrument = 'cymbal';
+ // Remove shadow tint
+ var cymbalShadow = instrumentShadows.cymbal.children[0];
+ cymbalShadow.tint = 0xFFFFFF;
+ cymbalShadow.alpha = 1;
+ // Add cymbal functionality
+ cymbalAsset = instrumentShadows.cymbal.addChild(new Cymbal());
+ cymbalAsset.x = 0;
+ cymbalAsset.y = 0;
+ cymbalAsset.scaleX = 1;
+ cymbalAsset.scaleY = 1;
+ // Add arrow for navigation
+ var arrow = instrumentShadows.cymbal.addChild(new Container());
+ arrow.attachAsset('arrow', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 100,
+ y: 0
+ });
+ arrow.interactive = true;
+ arrow.down = function () {
+ rotateToInstrument('cymbal');
+ };
+ instrumentArrows.cymbal = arrow;
}
} else if (nextInstrument === 'maracas') {
// Create maracas to the right of cymbal
if (!maracasAsset) {
- maracasAsset = game.addChild(new Container());
+ // Remove shadow tint
+ var maracasShadow = instrumentShadows.maracas.children[0];
+ maracasShadow.tint = 0xFFFFFF;
+ maracasShadow.alpha = 1;
+ // Add maracas functionality
+ maracasAsset = instrumentShadows.maracas.addChild(new Container());
var maracasGraphics = maracasAsset.attachAsset('maracas', {
anchorX: 0.5,
anchorY: 0.5
});
- maracasAsset.scaleX = 2;
- maracasAsset.scaleY = 2;
- // Position maracas to the right of cymbal
- if (cymbalAsset) {
- maracasAsset.x = cymbalAsset.x + 1600; // Moved significantly further right
- maracasAsset.y = cymbalAsset.y;
- } else {
- // Default position if cymbal doesn't exist
- maracasAsset.x = 2800; // Fixed position further right
- maracasAsset.y = 1220;
- }
// Make maracas interactive and play animation/sound on tap
maracasAsset.interactive = true;
maracasAsset.down = function () {
// Prevent spamming animation
if (maracasAsset._animating) return;
maracasAsset._animating = true;
// Animate maracas: scale up and back
tween(maracasAsset, {
- scaleX: 2.3,
- scaleY: 2.3
+ scaleX: 1.15,
+ scaleY: 1.15
}, {
duration: 100,
onFinish: function onFinish() {
tween(maracasAsset, {
- scaleX: 2,
- scaleY: 2
+ scaleX: 1,
+ scaleY: 1
}, {
duration: 100,
onFinish: function onFinish() {
maracasAsset._animating = false;
@@ -1446,44 +1562,93 @@
// Play maracas sound
LK.getSound('maracashit').play();
// Optionally, create a floating text or effect
var floatingGold = game.addChild(new FloatingText('+0', 0x00FF00));
- floatingGold.x = maracasAsset.x;
- floatingGold.y = maracasAsset.y - 100;
+ floatingGold.x = instrumentContainer.x + instrumentShadows.maracas.x;
+ floatingGold.y = instrumentContainer.y + instrumentShadows.maracas.y - 100;
};
- currentInstrument = 'maracas';
+ // Add arrow for navigation
+ var arrow = instrumentShadows.maracas.addChild(new Container());
+ arrow.attachAsset('arrow', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 100,
+ y: 0
+ });
+ arrow.interactive = true;
+ arrow.down = function () {
+ rotateToInstrument('maracas');
+ };
+ instrumentArrows.maracas = arrow;
}
}
LK.getSound('purchase').play();
// Show guitar when purchased
if (nextInstrument === 'guitar') {
// Create guitar asset if it doesn't exist
if (!guitarAsset) {
- guitarAsset = game.addChild(new Guitar());
- guitarAsset.scaleX = 3;
- guitarAsset.scaleY = 3;
- guitarAsset.x = 1024; // Center position
- guitarAsset.y = 1220;
+ // Remove shadow tint
+ var guitarShadow = instrumentShadows.guitar.children[0];
+ guitarShadow.tint = 0xFFFFFF;
+ guitarShadow.alpha = 1;
+ // Add guitar functionality
+ guitarAsset = instrumentShadows.guitar.addChild(new Guitar());
+ guitarAsset.x = 0;
+ guitarAsset.y = 0;
+ guitarAsset.scaleX = 1;
+ guitarAsset.scaleY = 1;
+ // Add arrow for navigation
+ var arrow = instrumentShadows.guitar.addChild(new Container());
+ arrow.attachAsset('arrow', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 100,
+ y: 0
+ });
+ arrow.interactive = true;
+ arrow.down = function () {
+ rotateToInstrument('guitar');
+ };
+ instrumentArrows.guitar = arrow;
}
// Create finger if purchased but not created yet
if (fingersPurchased > 0 && fingers.length === 0) {
- var newFinger = game.addChild(new AutoFinger());
+ var newFinger = instrumentShadows.guitar.addChild(new AutoFinger());
// Position finger on guitar
- newFinger.x = guitarAsset.x - 250;
- newFinger.y = guitarAsset.y + 50;
+ newFinger.x = -250;
+ newFinger.y = 50;
newFinger.guitarReference = guitarAsset;
fingers.push(newFinger);
}
- currentInstrument = 'guitar';
+ rotateToInstrument('guitar');
// Change drumstick button to Finger
buyDrumstickBtn.updateButton('Finger', fingerCost, gold >= fingerCost, fingersPurchased);
}
+ // Add return arrow to drum when purchasing guitar
+ if (nextInstrument === 'guitar') {
+ // Add return arrow to drum
+ var drumArrow = instrumentShadows.drum.addChild(new Container());
+ drumArrow.attachAsset('arrow', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 100,
+ y: 0,
+ rotation: Math.PI
+ });
+ drumArrow.interactive = true;
+ drumArrow.down = function () {
+ rotateToInstrument('drum');
+ };
+ instrumentArrows.drumReturn = drumArrow;
+ }
// Update button for next instrument
if (nextInstrument === 'guitar') {
buyInstrumentBtn.updateButton('Cymbal', instrumentCosts.cymbal, gold >= instrumentCosts.cymbal, undefined);
} else if (nextInstrument === 'cymbal') {
+ rotateToInstrument('cymbal');
buyInstrumentBtn.updateButton('Maracas', instrumentCosts.maracas, gold >= instrumentCosts.maracas, undefined);
} else if (nextInstrument === 'maracas') {
+ rotateToInstrument('maracas');
// Show Piano button after maracas purchase
var isAudienceLocked = guitarPurchased ? fingersPurchased < 10 : drumsticksPurchased < 10;
var maracasShakeCount = typeof window.maracasShakeCount !== 'undefined' ? window.maracasShakeCount : 0;
var isPianoLocked = musicians.length < 30 || isAudienceLocked || maracasShakeCount < 5;
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