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Buton maracas ekranına geçince kaybolmayacak. Buton artık orada bir buton olarak işlevine devam edecek.
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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.
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Bir sonraki enstrumanı satın aldığımızda ok işareti gelsin.
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Arka planı sabitleyelim sadece ensturmanlar hareket etsin.ç
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pianoyu komple kaldır, piano butonunu da kaldır
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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
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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
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tüm arrowları kaldır.
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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.
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arrow4 piano açıldıktan sonra konumunda sabitlensin.
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arrow4, maracas tan cymbal geçince, arrow3ün yerine geçiyor. Bu sorunu çözelim arrow4 kendi konumunda kalsın.
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durumdan gitara geçişte kullanılan ok işaretinin konumunu diğer oklarla aynı yapalım
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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
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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.
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ok işaretlerindeki bug fix
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piano konumunu biraz sağa kaydır
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10 finger satın alınmadan cymbal butonunun kilidi açılmasın önce finger sonra audience
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finger sayısını geçmeden cymbal butonu kilitli kalsın
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piano butonu gerekli kilitler açıldığında satın alınabilir olmalı.
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fix piano button
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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 = self.x + (game.cameraContainer ? game.cameraContainer.x : 0); floatingGold.y = self.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 = self.x + (game.cameraContainer ? game.cameraContainer.x : 0); 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; 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 = self.x + (game.cameraContainer ? game.cameraContainer.x : 0); 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 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 // 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 directly to game (not camera container) so it stays fixed var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Create camera container for smooth transitions var cameraContainer = game.addChild(new Container()); game.cameraContainer = cameraContainer; // Store reference for other classes var currentCameraX = 0; // Main drum var mainDrum = cameraContainer.addChild(new Drum()); mainDrum.x = 1024; mainDrum.y = 1300; // Create guitar immediately but position it off-screen to the right var guitarAsset = cameraContainer.addChild(new Guitar()); guitarAsset.scaleX = 3; guitarAsset.scaleY = 3; guitarAsset.x = 3072; // Position to the right (1024 + 2048) guitarAsset.y = 1220; guitarAsset.visible = false; // Hide until purchased // Create cymbal var cymbalAsset = cameraContainer.addChild(new Cymbal()); cymbalAsset.scaleX = 2; cymbalAsset.scaleY = 2; cymbalAsset.x = 5120; // Position further right (3072 + 2048) cymbalAsset.y = 1220; cymbalAsset.visible = false; // Hide until purchased // Create maracas var maracasAsset = cameraContainer.addChild(new Container()); var maracasGraphics = maracasAsset.attachAsset('maracas', { anchorX: 0.5, anchorY: 0.5 }); maracasAsset.scaleX = 2; maracasAsset.scaleY = 2; maracasAsset.x = 7168; // Position further right (5120 + 2048) maracasAsset.y = 1220; maracasAsset.visible = false; // Hide until purchased // 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 }, { duration: 100, onFinish: function onFinish() { tween(maracasAsset, { scaleX: 2, scaleY: 2 }, { 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 = maracasAsset.x + cameraContainer.x; floatingGold.y = maracasAsset.y - 100; }; // Navigation arrows var arrowForward1 = null; var arrowForward2 = null; var arrowForward3 = null; var arrowBack1 = null; var arrowBack2 = null; var arrowBack3 = null; // 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'); // Add new button for Maracas special purchase var buyMaracasSpecialBtn = LK.gui.bottom.addChild(new BuyButton()); buyMaracasSpecialBtn.x = 480; // Same position as instrument button buyMaracasSpecialBtn.y = -532; buyMaracasSpecialBtn.visible = false; // Hidden by default buyMaracasSpecialBtn.updateButton('Special', 5000, false, 0, true, '5 Shakes + 30 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 }); } }); }; // Maracas special button handler buyMaracasSpecialBtn.up = function () { if (typeof window.maracasShakeCount !== 'undefined' && window.maracasShakeCount >= 5 && musicians.length >= 30 && gold >= 5000) { gold -= 5000; LK.getSound('purchase').play(); // TODO: Add special maracas functionality here // Hide the button after purchase buyMaracasSpecialBtn.visible = false; } }; 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(); }; }; // Function to transition camera to instrument function transitionToInstrument(instrumentName) { var targetX = 0; switch (instrumentName) { case 'drum': targetX = 0; break; case 'guitar': targetX = -2048; break; case 'cymbal': targetX = -4096; break; case 'maracas': targetX = -6144; break; } // Smooth camera transition tween(cameraContainer, { x: targetX }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { currentCameraX = targetX; currentInstrument = instrumentName; updateNavigationArrows(); } }); } // Function to update navigation arrows function updateNavigationArrows() { // Remove all existing arrows if (arrowForward1) { arrowForward1.destroy(); arrowForward1 = null; } if (arrowForward2) { arrowForward2.destroy(); arrowForward2 = null; } if (arrowForward3) { arrowForward3.destroy(); arrowForward3 = null; } if (arrowBack1) { arrowBack1.destroy(); arrowBack1 = null; } if (arrowBack2) { arrowBack2.destroy(); arrowBack2 = null; } if (arrowBack3) { arrowBack3.destroy(); arrowBack3 = null; } // Add appropriate arrows based on current instrument switch (currentInstrument) { case 'drum': if (guitarPurchased) { arrowForward1 = game.addChild(LK.getAsset('arrowforward1', { anchorX: 0.5, anchorY: 0.5, x: 1800, y: 1300 })); arrowForward1.interactive = true; arrowForward1.down = function () { transitionToInstrument('guitar'); }; } break; case 'guitar': arrowBack1 = game.addChild(LK.getAsset('arrowback1', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 1300 })); arrowBack1.interactive = true; arrowBack1.down = function () { transitionToInstrument('drum'); }; if (unlockedInstruments.includes('cymbal')) { arrowForward2 = game.addChild(LK.getAsset('arrowforward2', { anchorX: 0.5, anchorY: 0.5, x: 1800, y: 1300 })); arrowForward2.interactive = true; arrowForward2.down = function () { transitionToInstrument('cymbal'); }; } break; case 'cymbal': arrowBack2 = game.addChild(LK.getAsset('arrowback2', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 1300 })); arrowBack2.interactive = true; arrowBack2.down = function () { transitionToInstrument('guitar'); }; if (unlockedInstruments.includes('maracas')) { arrowForward3 = game.addChild(LK.getAsset('arrowforward3', { anchorX: 0.5, anchorY: 0.5, x: 1800, y: 1300 })); arrowForward3.interactive = true; arrowForward3.down = function () { transitionToInstrument('maracas'); }; } break; case 'maracas': arrowBack3 = game.addChild(LK.getAsset('arrowback3', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 1300 })); arrowBack3.interactive = true; arrowBack3.down = function () { transitionToInstrument('cymbal'); }; break; } } // 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 = cameraContainer.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 = 5120 - 380; newAutoCymbalstick.y = 1220 - 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 = cameraContainer.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 = 3072 - 250; newFinger.y = 1220 + 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 = cameraContainer.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 * 1.3); } 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; } 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; guitarAsset.visible = true; // Show guitar } else if (nextInstrument === 'cymbal') { // Show cymbal cymbalAsset.visible = true; } else if (nextInstrument === 'maracas') { // Show maracas maracasAsset.visible = true; // Show maracas special button buyMaracasSpecialBtn.visible = true; } LK.getSound('purchase').play(); // Show guitar when purchased if (nextInstrument === 'guitar') { // Create finger if purchased but not created yet if (fingersPurchased > 0 && fingers.length === 0) { var newFinger = cameraContainer.addChild(new AutoFinger()); // Position finger on guitar newFinger.x = guitarAsset.x - 250; newFinger.y = guitarAsset.y + 50; newFinger.guitarReference = guitarAsset; fingers.push(newFinger); } } // Update navigation arrows after purchasing any instrument updateNavigationArrows(); // Update button for next instrument if (nextInstrument === 'guitar') { buyInstrumentBtn.updateButton('Cymbal', instrumentCosts.cymbal, gold >= instrumentCosts.cymbal, undefined); } else if (nextInstrument === 'cymbal') { buyInstrumentBtn.updateButton('Maracas', instrumentCosts.maracas, gold >= instrumentCosts.maracas, undefined); } else if (nextInstrument === 'maracas') { // Hide instrument button after maracas buyInstrumentBtn.visible = false; } } }; // 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); // Hide instrument button in maracas view buyInstrumentBtn.visible = false; // Show and update maracas special button buyMaracasSpecialBtn.visible = true; var isSpecialLocked = window.maracasShakeCount < 5 || musicians.length < 30; var specialLockMessage = ''; if (window.maracasShakeCount < 5) { specialLockMessage = '5 Shakes'; } else if (musicians.length < 30) { specialLockMessage = '30 Audience'; } buyMaracasSpecialBtn.updateButton('Special', 5000, gold >= 5000 && !isSpecialLocked, undefined, isSpecialLocked, specialLockMessage); // Hide maracas special button when not in maracas view buyMaracasSpecialBtn.visible = false; } 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')) { // Hide instrument button when maracas is already unlocked buyInstrumentBtn.visible = false; } 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')) { // Hide instrument button when all instruments are unlocked buyInstrumentBtn.visible = false; } } // 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
@@ -1037,8 +1037,14 @@
var buyInstrumentBtn = LK.gui.bottom.addChild(new BuyButton());
buyInstrumentBtn.x = 480;
buyInstrumentBtn.y = -532;
buyInstrumentBtn.updateButton('Guitar', instrumentCosts.guitar, false, 0, true, '10 Audience');
+// Add new button for Maracas special purchase
+var buyMaracasSpecialBtn = LK.gui.bottom.addChild(new BuyButton());
+buyMaracasSpecialBtn.x = 480; // Same position as instrument button
+buyMaracasSpecialBtn.y = -532;
+buyMaracasSpecialBtn.visible = false; // Hidden by default
+buyMaracasSpecialBtn.updateButton('Special', 5000, false, 0, true, '5 Shakes + 30 Audience');
// Reset button handler
resetButton.down = function () {
// Visual feedback
tween(resetBg, {
@@ -1055,8 +1061,18 @@
});
}
});
};
+// Maracas special button handler
+buyMaracasSpecialBtn.up = function () {
+ if (typeof window.maracasShakeCount !== 'undefined' && window.maracasShakeCount >= 5 && musicians.length >= 30 && gold >= 5000) {
+ gold -= 5000;
+ LK.getSound('purchase').play();
+ // TODO: Add special maracas functionality here
+ // Hide the button after purchase
+ buyMaracasSpecialBtn.visible = false;
+ }
+};
resetButton.up = function () {
// Create confirmation dialog
var confirmContainer = game.addChild(new Container());
confirmContainer.x = 1024;
@@ -1466,8 +1482,10 @@
cymbalAsset.visible = true;
} else if (nextInstrument === 'maracas') {
// Show maracas
maracasAsset.visible = true;
+ // Show maracas special button
+ buyMaracasSpecialBtn.visible = true;
}
LK.getSound('purchase').play();
// Show guitar when purchased
if (nextInstrument === 'guitar') {
@@ -1573,8 +1591,20 @@
var audienceLockMessage = isAudienceLocked ? '5 Maracas Shake' : '';
buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost && !isAudienceLocked, musicians.length, isAudienceLocked, audienceLockMessage);
// Hide instrument button in maracas view
buyInstrumentBtn.visible = false;
+ // Show and update maracas special button
+ buyMaracasSpecialBtn.visible = true;
+ var isSpecialLocked = window.maracasShakeCount < 5 || musicians.length < 30;
+ var specialLockMessage = '';
+ if (window.maracasShakeCount < 5) {
+ specialLockMessage = '5 Shakes';
+ } else if (musicians.length < 30) {
+ specialLockMessage = '30 Audience';
+ }
+ buyMaracasSpecialBtn.updateButton('Special', 5000, gold >= 5000 && !isSpecialLocked, undefined, isSpecialLocked, specialLockMessage);
+ // Hide maracas special button when not in maracas view
+ buyMaracasSpecialBtn.visible = false;
} else if (currentInstrument === 'cymbal') {
// Track cymbalstick purchases
if (typeof window.cymbalsticksPurchased === 'undefined') window.cymbalsticksPurchased = 0;
if (typeof window.cymbalstickCost === 'undefined') window.cymbalstickCost = 600;
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