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Maracas shake satın alındıktan sonra fiyatı %20 artsın, Piano butonu olmasın. Maracas enstrumentini açan buton piano butonu olsun.
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Cymbal ekranında maracas butonunu fixleyelim, maracas satın alınmadan önce audience 20 olsun.
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Maracas 2 tane görünüyor onu fixleyelim, Maracas satın alındıktan sonra buton kaybolmasın ''Piano'' butonu olsun
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maracas satın alındıktan sonra buton kaybolmasın piano butonu olsun. Maracas shake ücreti 10000 olsun ve maracas shake alınmadığı zaman audience alınamasın.
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of null (setting 'clickHandler')' in or related to this line: 'arrowBack2.clickHandler = function () {' Line Number: 1626
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okları fixleyelim, drum ekranındayken sadece gitara geçiş olsun, gitardanm cymbala, cymbaldan maracasa
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cymbalı hit hızını tam yarısına düşürelim, playercymbalstick biraz sağa kaydıralım.
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audience animasyonunu biraz azaltalım
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cymbal stick senkronize olsun
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audience hit hızını artıralım senkronize olsunlar
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audience start clapping drum diğer hite vurmak üzereyken
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cymbal speedi 45in tam yarı hızına alalım
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audience clap hit tam drum yarısında değil yarısından biraz sonra olsun
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cymbal speed 90 bpm yapalım
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drum cpmyi 60 yerine 45 yapalım
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audience drum hit yaptıktan sonra bir sonraki hit için geçen zamanın tam yarısında clap yapmaya başlasın
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audience hariç tüm enstrümanlar satın alındığında otomatik çalarken drum hit sesine senkronize şekilde başlasın.
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playercymbalstick konumunu biraz aşağıya kaydıralım, autocymbalstick konumunu hafif aşağıya kaydıralım
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Maracas shake 1 defa satın alınabilsin ve alındığında maracas 120 bpm hızında hit olsun
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maracas ekranındayken Drumstick buttonunu maracas shake butonu yapalım 700 para olsun
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maracas ses ekleyelim
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maracası görebilmek için aynı okların hizasına arrow3 ekleyelim, arrow3 cymbal ve maracas arasında olsun
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maracası baya sağa kaydıralım
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10 cymbalstick satın alındığında audience butonu da açılsın
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Maracası sağa doğru baya kaydıralım
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var ArrowButton = Container.expand(function () {
var self = Container.call(this);
self.arrowShape = null;
self.assetType = 'arrow'; // Default asset type
self.init = function (assetType) {
if (assetType) {
self.assetType = assetType;
}
self.arrowShape = self.attachAsset(self.assetType, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
};
self.clickHandler = null;
self.down = function () {
if (self.clickHandler) {
self.clickHandler();
}
if (self.arrowShape) {
tween(self.arrowShape, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100,
onFinish: function onFinish() {
tween(self.arrowShape, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
}
};
return self;
});
var Audience = Container.expand(function () {
var self = Container.call(this);
// 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);
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;
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;
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;
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 instrumentSwitchArrow = null;
var guitarAsset = null;
var cymbalAsset = null;
var maracasAsset = null;
var arrowBack = null;
var arrow2 = null;
var arrowBack2 = 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 = 20; // Changed to 20 for initial audience cost
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
}));
// Main drum
var mainDrum = game.addChild(new Drum());
mainDrum.x = 1024;
mainDrum.y = 1300;
// Stage/Venue display - removed
// Buy buttons - Add to GUI layer to ensure they're always on top
var buyDrumstickBtn = LK.gui.bottom.addChild(new BuyButton());
buyDrumstickBtn.x = -480;
buyDrumstickBtn.y = -532;
buyDrumstickBtn.updateButton('Drumstick', drumstickCost, false);
var buyMusicianBtn = LK.gui.bottom.addChild(new BuyButton());
buyMusicianBtn.x = 0;
buyMusicianBtn.y = -532;
buyMusicianBtn.updateButton('Audience', musicianCost, false, 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 = 10000;
if (typeof window.maracasShakePurchased === 'undefined') window.maracasShakePurchased = false;
var maracasShakeCost = window.maracasShakeCost;
if (gold >= maracasShakeCost && !window.maracasShakePurchased) {
gold -= maracasShakeCost;
window.maracasShakePurchased = true;
// Increase cost by 20% after purchase
window.maracasShakeCost = Math.floor(window.maracasShakeCost * 1.2);
// Play maracas sound and animate
if (maracasAsset) {
// Trigger maracas animation
maracasAsset.down();
}
LK.getSound('purchase').play();
// Hide button after purchase - no Piano button
buyDrumstickBtn.visible = false;
}
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;
if (gold >= cymbalstickCost) {
gold -= cymbalstickCost;
window.cymbalsticksPurchased++;
// Create auto cymbal stick if it doesn't exist
if (autoCymbalsticks.length === 0) {
var newAutoCymbalstick = game.addChild(new AutoCymbalstick());
// Position auto cymbal stick on left side of cymbal
if (cymbalAsset) {
newAutoCymbalstick.x = cymbalAsset.x - 350;
newAutoCymbalstick.y = cymbalAsset.y - 50;
} else {
// Default position if cymbal doesn't exist
newAutoCymbalstick.x = 1024 - 350;
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 = game.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;
}
// 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 = game.addChild(new AutoDrumstick());
// Position drumstick on left side of drum
newStick.x = mainDrum.x - 350;
newStick.y = mainDrum.y - 200;
// Rotate drumstick to point towards the drum
newStick.rotation = 0;
// Set drum reference for visual feedback
newStick.drumReference = mainDrum;
drumsticks.push(newStick);
}
passiveIncome += 1;
drumstickCost = Math.floor(drumstickCost * 1.3);
}
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 () {
// Check if maracas shake is purchased if we're in maracas view
var maracasShakeRequired = currentInstrument === 'maracas' && !window.maracasShakePurchased;
if (maracasShakeRequired) return; // Block purchase if maracas shake not bought
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) && (nextInstrument !== 'maracas' || typeof window.cymbalsticksPurchased !== 'undefined' && window.cymbalsticksPurchased >= 10)) {
gold -= cost;
unlockedInstruments.push(nextInstrument);
instrumentsPurchased++;
// Set guitar purchased flag and update musician cost to 100
if (nextInstrument === 'guitar') {
guitarPurchased = true;
musicianCost = 100;
} 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;
}
// Show arrow2 if we're currently on guitar view
if (currentInstrument === 'guitar' && !arrow2) {
arrow2 = game.addChild(new ArrowButton());
arrow2.init('arrow2');
arrow2.x = 1024 + 850;
arrow2.y = 1220; // Align with guitar height
arrow2.visible = true;
arrow2.clickHandler = function () {
// Switch to cymbal view
var cymbalCenterX = 1024;
var INSTRUMENT_DISTANCE = 1200;
// Move guitar to the left
tween(guitarAsset, {
x: cymbalCenterX - INSTRUMENT_DISTANCE - 400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move finger with guitar
if (fingers.length > 0) {
tween(fingers[0], {
x: cymbalCenterX - INSTRUMENT_DISTANCE - 400 - 250
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move cymbal to center
tween(cymbalAsset, {
x: cymbalCenterX
}, {
duration: 500,
easing: tween.easeInOut
});
// Move auto cymbal stick with cymbal
if (autoCymbalsticks.length > 0) {
tween(autoCymbalsticks[0], {
x: cymbalCenterX - 350,
y: cymbalAsset.y - 50
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move drum further left
tween(mainDrum, {
x: cymbalCenterX - INSTRUMENT_DISTANCE * 2 - 800
}, {
duration: 500,
easing: tween.easeInOut
});
// Move drumstick with drum
if (drumsticks.length > 0) {
tween(drumsticks[0], {
x: cymbalCenterX - INSTRUMENT_DISTANCE * 2 - 800 - 350
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move maracas if it exists
if (maracasAsset) {
tween(maracasAsset, {
x: cymbalCenterX + 1600
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Hide arrow2 and arrowBack, create/show arrowback2
arrow2.visible = false;
arrowBack.visible = false;
if (!arrowBack2) {
arrowBack2 = game.addChild(new ArrowButton());
arrowBack2.init('arrowback2');
arrowBack2.y = 1220; // Align with guitar height
}
arrowBack2.x = cymbalCenterX - 850;
arrowBack2.visible = true;
arrowBack2.clickHandler = function () {
// Switch back to guitar from cymbal
var guitarCenterX = 1024;
var INSTRUMENT_DISTANCE = 1200;
// Move cymbal to the right
tween(cymbalAsset, {
x: guitarCenterX + 2400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move auto cymbal stick with cymbal
if (autoCymbalsticks.length > 0) {
tween(autoCymbalsticks[0], {
x: guitarCenterX + 2400 - 350,
y: cymbalAsset.y - 50
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move maracas if it exists
if (maracasAsset) {
tween(maracasAsset, {
x: guitarCenterX + 4000
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move guitar back to center
tween(guitarAsset, {
x: guitarCenterX
}, {
duration: 500,
easing: tween.easeInOut
});
// Move finger with guitar
if (fingers.length > 0) {
tween(fingers[0], {
x: guitarCenterX - 250
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move drum to the left
tween(mainDrum, {
x: guitarCenterX - INSTRUMENT_DISTANCE - 400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move drumstick with drum
if (drumsticks.length > 0) {
tween(drumsticks[0], {
x: guitarCenterX - INSTRUMENT_DISTANCE - 400 - 350
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Hide arrowback2 and arrow3, show arrow2 and arrowBack
arrowBack2.visible = false;
if (window.arrow3) window.arrow3.visible = false;
arrow2.x = guitarCenterX + 850;
arrow2.visible = true;
if (arrowBack) {
arrowBack.x = guitarCenterX - 850;
arrowBack.visible = true;
}
currentInstrument = 'guitar';
// Update button back to Finger
buyDrumstickBtn.updateButton('Finger', fingerCost, gold >= fingerCost, fingersPurchased);
};
// Update button to Cymbalstick
if (typeof window.cymbalstickCost === 'undefined') window.cymbalstickCost = 600;
if (typeof window.cymbalsticksPurchased === 'undefined') window.cymbalsticksPurchased = 0;
buyDrumstickBtn.updateButton('Cymbalstick', window.cymbalstickCost, gold >= window.cymbalstickCost, window.cymbalsticksPurchased);
// Show arrow3 if maracas is unlocked
if (unlockedInstruments.includes('maracas') && !window.arrow3) {
window.arrow3 = game.addChild(new ArrowButton());
window.arrow3.init('arrow3');
window.arrow3.x = cymbalCenterX + 850;
window.arrow3.y = 1220;
window.arrow3.visible = true;
window.arrow3.clickHandler = function () {
// Switch to maracas view
var maracasCenterX = 1024;
var INSTRUMENT_DISTANCE = 1200;
// Move cymbal to the left
tween(cymbalAsset, {
x: maracasCenterX - INSTRUMENT_DISTANCE - 400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move auto cymbal stick with cymbal
if (autoCymbalsticks.length > 0) {
tween(autoCymbalsticks[0], {
x: maracasCenterX - INSTRUMENT_DISTANCE - 400 - 350,
y: cymbalAsset.y - 50
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move maracas to center
tween(maracasAsset, {
x: maracasCenterX
}, {
duration: 500,
easing: tween.easeInOut
});
// Move guitar further left
tween(guitarAsset, {
x: maracasCenterX - INSTRUMENT_DISTANCE * 2 - 800
}, {
duration: 500,
easing: tween.easeInOut
});
// Move finger with guitar
if (fingers.length > 0) {
tween(fingers[0], {
x: maracasCenterX - INSTRUMENT_DISTANCE * 2 - 800 - 250
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move drum even further left
tween(mainDrum, {
x: maracasCenterX - INSTRUMENT_DISTANCE * 3 - 1200
}, {
duration: 500,
easing: tween.easeInOut
});
// Move drumstick with drum
if (drumsticks.length > 0) {
tween(drumsticks[0], {
x: maracasCenterX - INSTRUMENT_DISTANCE * 3 - 1200 - 350
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Hide arrow3 and arrowback2, create/show arrowback3
window.arrow3.visible = false;
arrowBack2.visible = false;
if (!window.arrowBack3) {
window.arrowBack3 = game.addChild(new ArrowButton());
window.arrowBack3.init('arrowback3');
window.arrowBack3.y = 1220;
window.arrowBack3.clickHandler = function () {
// Switch back to cymbal from maracas
var cymbalCenterX = 1024;
var INSTRUMENT_DISTANCE = 1200;
// Move maracas to the right
tween(maracasAsset, {
x: cymbalCenterX + 1600
}, {
duration: 500,
easing: tween.easeInOut
});
// Move cymbal back to center
tween(cymbalAsset, {
x: cymbalCenterX
}, {
duration: 500,
easing: tween.easeInOut
});
// Move auto cymbal stick with cymbal
if (autoCymbalsticks.length > 0) {
tween(autoCymbalsticks[0], {
x: cymbalCenterX - 350,
y: cymbalAsset.y - 50
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move guitar back
tween(guitarAsset, {
x: cymbalCenterX - INSTRUMENT_DISTANCE - 400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move finger with guitar
if (fingers.length > 0) {
tween(fingers[0], {
x: cymbalCenterX - INSTRUMENT_DISTANCE - 400 - 250
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move drum back
tween(mainDrum, {
x: cymbalCenterX - INSTRUMENT_DISTANCE * 2 - 800
}, {
duration: 500,
easing: tween.easeInOut
});
// Move drumstick with drum
if (drumsticks.length > 0) {
tween(drumsticks[0], {
x: cymbalCenterX - INSTRUMENT_DISTANCE * 2 - 800 - 350
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Hide arrowback3 and show arrow3 and arrowback2
window.arrowBack3.visible = false;
window.arrow3.x = cymbalCenterX + 850;
window.arrow3.visible = true;
if (arrowBack2) {
arrowBack2.x = cymbalCenterX - 850;
arrowBack2.visible = true;
}
currentInstrument = 'cymbal';
// Update button back to Cymbalstick
buyDrumstickBtn.updateButton('Cymbalstick', window.cymbalstickCost, gold >= window.cymbalstickCost, window.cymbalsticksPurchased);
};
}
window.arrowBack3.x = maracasCenterX - 850;
window.arrowBack3.visible = true;
// Update button to Maracas Shake or Piano
if (typeof window.maracasShakeCost === 'undefined') window.maracasShakeCost = 10000;
if (typeof window.maracasShakePurchased === 'undefined') window.maracasShakePurchased = false;
if (window.maracasShakePurchased) {
buyDrumstickBtn.updateButton('Piano', window.maracasShakeCost, false, 1);
} else {
buyDrumstickBtn.updateButton('Maracas Shake', window.maracasShakeCost, gold >= window.maracasShakeCost && !window.maracasShakePurchased, 0);
}
currentInstrument = 'maracas';
};
} else if (window.arrow3) {
window.arrow3.visible = true;
}
currentInstrument = 'cymbal';
};
}
}
} else if (nextInstrument === 'maracas') {
// Create maracas to the right of cymbal
if (!maracasAsset) {
maracasAsset = game.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 = 2624; // Moved significantly 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
}, {
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;
floatingGold.y = maracasAsset.y - 100;
};
}
// Add arrow3 when on cymbal view to navigate to maracas
if (currentInstrument === 'cymbal' && !window.arrow3) {
window.arrow3 = game.addChild(new ArrowButton());
window.arrow3.init('arrow3');
window.arrow3.x = 1024 + 850;
window.arrow3.y = 1220;
window.arrow3.visible = true;
window.arrow3.clickHandler = function () {
// Switch to maracas view
var maracasCenterX = 1024;
var INSTRUMENT_DISTANCE = 1200;
// Move cymbal to the left
tween(cymbalAsset, {
x: maracasCenterX - INSTRUMENT_DISTANCE - 400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move auto cymbal stick with cymbal
if (autoCymbalsticks.length > 0) {
tween(autoCymbalsticks[0], {
x: maracasCenterX - INSTRUMENT_DISTANCE - 400 - 350,
y: cymbalAsset.y - 50
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move maracas to center
tween(maracasAsset, {
x: maracasCenterX
}, {
duration: 500,
easing: tween.easeInOut
});
// Move guitar further left
tween(guitarAsset, {
x: maracasCenterX - INSTRUMENT_DISTANCE * 2 - 800
}, {
duration: 500,
easing: tween.easeInOut
});
// Move finger with guitar
if (fingers.length > 0) {
tween(fingers[0], {
x: maracasCenterX - INSTRUMENT_DISTANCE * 2 - 800 - 250
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move drum even further left
tween(mainDrum, {
x: maracasCenterX - INSTRUMENT_DISTANCE * 3 - 1200
}, {
duration: 500,
easing: tween.easeInOut
});
// Move drumstick with drum
if (drumsticks.length > 0) {
tween(drumsticks[0], {
x: maracasCenterX - INSTRUMENT_DISTANCE * 3 - 1200 - 350
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Hide arrow3 and create/show arrowback3
window.arrow3.visible = false;
if (!window.arrowBack3) {
window.arrowBack3 = game.addChild(new ArrowButton());
window.arrowBack3.init('arrowback3');
window.arrowBack3.y = 1220;
}
window.arrowBack3.x = maracasCenterX - 850;
window.arrowBack3.visible = true;
window.arrowBack3.clickHandler = function () {
// Switch back to cymbal from maracas
var cymbalCenterX = 1024;
// Move maracas to the right
tween(maracasAsset, {
x: cymbalCenterX + 1600
}, {
duration: 500,
easing: tween.easeInOut
});
// Move cymbal back to center
tween(cymbalAsset, {
x: cymbalCenterX
}, {
duration: 500,
easing: tween.easeInOut
});
// Move auto cymbal stick with cymbal
if (autoCymbalsticks.length > 0) {
tween(autoCymbalsticks[0], {
x: cymbalCenterX - 350,
y: cymbalAsset.y - 50
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move guitar back
tween(guitarAsset, {
x: cymbalCenterX - INSTRUMENT_DISTANCE - 400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move finger with guitar
if (fingers.length > 0) {
tween(fingers[0], {
x: cymbalCenterX - INSTRUMENT_DISTANCE - 400 - 250
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move drum back
tween(mainDrum, {
x: cymbalCenterX - INSTRUMENT_DISTANCE * 2 - 800
}, {
duration: 500,
easing: tween.easeInOut
});
// Move drumstick with drum
if (drumsticks.length > 0) {
tween(drumsticks[0], {
x: cymbalCenterX - INSTRUMENT_DISTANCE * 2 - 800 - 350
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Hide arrowback3 and show arrow3 and arrowback2
window.arrowBack3.visible = false;
window.arrow3.x = cymbalCenterX + 850;
window.arrow3.visible = true;
if (arrowBack2) {
arrowBack2.x = cymbalCenterX - 850;
arrowBack2.visible = true;
}
currentInstrument = 'cymbal';
// Update button back to Cymbalstick
buyDrumstickBtn.updateButton('Cymbalstick', window.cymbalstickCost, gold >= window.cymbalstickCost, window.cymbalsticksPurchased);
};
currentInstrument = 'maracas';
// Update button to Maracas Shake or Piano
if (typeof window.maracasShakeCost === 'undefined') window.maracasShakeCost = 10000;
if (typeof window.maracasShakePurchased === 'undefined') window.maracasShakePurchased = false;
if (window.maracasShakePurchased) {
buyDrumstickBtn.updateButton('Piano', window.maracasShakeCost, false, 1);
} else {
buyDrumstickBtn.updateButton('Maracas Shake', window.maracasShakeCost, gold >= window.maracasShakeCost && !window.maracasShakePurchased, 0);
}
};
} else if (window.arrow3) {
window.arrow3.visible = true;
}
}
LK.getSound('purchase').play();
// Show arrow button when guitar is purchased
if (nextInstrument === 'guitar' && !instrumentSwitchArrow) {
instrumentSwitchArrow = game.addChild(new ArrowButton());
instrumentSwitchArrow.init('arrow');
instrumentSwitchArrow.x = mainDrum.x + 700;
instrumentSwitchArrow.y = 1220; // Align with guitar height
instrumentSwitchArrow.clickHandler = function () {
// Fixed distance between instruments to maintain
var INSTRUMENT_DISTANCE = 1200; // Increased distance to ensure they never get close
// Only allow transition from drum to guitar
if (currentInstrument === 'drum' && unlockedInstruments.includes('guitar')) {
var guitarCenterX = 1024; // Center of screen
// Calculate drum's new position to maintain distance
var drumNewX = guitarCenterX - INSTRUMENT_DISTANCE - 400; // Move drum 400px more to the left
// Move drum to the left while maintaining distance
tween(mainDrum, {
x: drumNewX
}, {
duration: 500,
easing: tween.easeInOut
});
// Move drumstick with drum if it exists
if (drumsticks.length > 0) {
tween(drumsticks[0], {
x: drumNewX - 350
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Create and bring in guitar from right to center
if (!guitarAsset) {
guitarAsset = game.addChild(new Guitar());
guitarAsset.scaleX = 3;
guitarAsset.scaleY = 3;
guitarAsset.x = 2048 + 500; // Start off-screen to the right
guitarAsset.y = 1220;
guitarAsset.x = guitarAsset.x + 50; // Move slightly to the right
}
// Create finger if purchased but not created yet
if (fingersPurchased > 0 && fingers.length === 0) {
var newFinger = game.addChild(new AutoFinger());
// Position finger on guitar (which is off-screen)
newFinger.x = guitarAsset.x - 250;
newFinger.y = guitarAsset.y + 50;
newFinger.guitarReference = guitarAsset;
fingers.push(newFinger);
}
tween(guitarAsset, {
x: guitarCenterX // Move to center
}, {
duration: 500,
easing: tween.easeInOut
});
// Move cymbal with guitar if it exists
if (cymbalAsset) {
tween(cymbalAsset, {
x: guitarCenterX + 2400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move auto cymbal stick with cymbal
if (autoCymbalsticks.length > 0) {
tween(autoCymbalsticks[0], {
x: guitarCenterX + 2400 - 350,
y: cymbalAsset.y - 50
}, {
duration: 500,
easing: tween.easeInOut
});
}
}
// Move maracas if it exists
if (maracasAsset) {
tween(maracasAsset, {
x: guitarCenterX + 4000
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move finger with guitar if it exists
if (fingers.length > 0) {
tween(fingers[0], {
x: guitarCenterX - 250
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Hide the right arrow
instrumentSwitchArrow.visible = false;
// Create and show left arrow if it doesn't exist
if (!arrowBack) {
arrowBack = game.addChild(new ArrowButton());
arrowBack.init('arrowback');
arrowBack.y = 1220; // Align with guitar height
arrowBack.clickHandler = function () {
// Switch back to drum view
var drumCenterX = 1024;
var INSTRUMENT_DISTANCE = 1200;
// Move drum back to center
tween(mainDrum, {
x: drumCenterX
}, {
duration: 500,
easing: tween.easeInOut
});
// Move drumstick with drum
if (drumsticks.length > 0) {
tween(drumsticks[0], {
x: drumCenterX - 350
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move guitar to the right
tween(guitarAsset, {
x: drumCenterX + INSTRUMENT_DISTANCE + 400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move cymbal with guitar if it exists
if (cymbalAsset) {
tween(cymbalAsset, {
x: drumCenterX + INSTRUMENT_DISTANCE + 400 + 2400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move auto cymbal stick with cymbal
if (autoCymbalsticks.length > 0) {
tween(autoCymbalsticks[0], {
x: drumCenterX + INSTRUMENT_DISTANCE + 400 + 2400 - 350,
y: cymbalAsset.y - 50
}, {
duration: 500,
easing: tween.easeInOut
});
}
}
// Move maracas if it exists
if (maracasAsset) {
tween(maracasAsset, {
x: drumCenterX + INSTRUMENT_DISTANCE + 400 + 4000
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move finger with guitar if it exists
if (fingers.length > 0) {
tween(fingers[0], {
x: drumCenterX + INSTRUMENT_DISTANCE + 400 - 250
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Hide arrowBack and arrow2, show instrumentSwitchArrow
arrowBack.visible = false;
if (arrow2) {
arrow2.visible = false;
}
instrumentSwitchArrow.visible = true;
instrumentSwitchArrow.x = drumCenterX + 700;
currentInstrument = 'drum';
// Update button back to Drumstick
buyDrumstickBtn.updateButton('Drumstick', drumstickCost, gold >= drumstickCost, drumsticksPurchased);
};
}
arrowBack.x = guitarCenterX - 850;
arrowBack.visible = true;
currentInstrument = 'guitar';
// Update finger position when on guitar view
if (fingers.length > 0) {
// Update finger position to be relative to guitar's new position
fingers[0].x = guitarCenterX - 250;
fingers[0].y = guitarAsset.y + 50; // Updated vertical offset to match new position
}
// Create and show arrow2 if cymbal exists
if (cymbalAsset && !arrow2) {
arrow2 = game.addChild(new ArrowButton());
arrow2.init('arrow2');
arrow2.y = 1220; // Align with guitar height
arrow2.clickHandler = function () {
// Switch to cymbal view
var cymbalCenterX = 1024;
var INSTRUMENT_DISTANCE = 1200;
// Move guitar to the left
tween(guitarAsset, {
x: cymbalCenterX - INSTRUMENT_DISTANCE - 400
}, {
duration: 500,
easing: tween.easeInOut
});
// Move finger with guitar
if (fingers.length > 0) {
tween(fingers[0], {
x: cymbalCenterX - INSTRUMENT_DISTANCE - 400 - 250
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move cymbal to center
tween(cymbalAsset, {
x: cymbalCenterX
}, {
duration: 500,
easing: tween.easeInOut
});
// Move auto cymbal stick with cymbal
if (autoCymbalsticks.length > 0) {
tween(autoCymbalsticks[0], {
x: cymbalCenterX - 350,
y: cymbalAsset.y - 50
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move drum further left
tween(mainDrum, {
x: cymbalCenterX - INSTRUMENT_DISTANCE * 2 - 800
}, {
duration: 500,
easing: tween.easeInOut
});
// Move drumstick with drum
if (drumsticks.length > 0) {
tween(drumsticks[0], {
x: cymbalCenterX - INSTRUMENT_DISTANCE * 2 - 800 - 350
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Move maracas if it exists
if (maracasAsset) {
tween(maracasAsset, {
x: cymbalCenterX + 1600
}, {
duration: 500,
easing: tween.easeInOut
});
}
// Hide arrow2 and arrowBack, create/show arrowback2
arrow2.visible = false;
arrowBack.visible = false;
if (!arrowBack2) {
arrowBack2 = game.addChild(new ArrowButton());
arrowBack2.init('arrowback2');
arrowBack2.y = 1220; // Align with guitar height
}
arrowBack2.x = cymbalCenterX - 850;
arrowBack2.visible = true;
// Update button to Cymbalstick
buyDrumstickBtn.updateButton('Cymbalstick', window.cymbalstickCost || 600, gold >= (window.cymbalstickCost || 600), window.cymbalsticksPurchased || 0);
// Show arrow3 if maracas is unlocked
if (unlockedInstruments.includes('maracas') && !window.arrow3) {
window.arrow3 = game.addChild(new ArrowButton());
window.arrow3.init('arrow3');
window.arrow3.x = cymbalCenterX + 850;
window.arrow3.y = 1220;
window.arrow3.visible = true;
} else if (window.arrow3) {
window.arrow3.visible = true;
}
currentInstrument = 'cymbal';
};
}
if (arrow2) {
arrow2.x = guitarCenterX + 850;
arrow2.visible = cymbalAsset ? true : false;
}
// Change drumstick button to Finger
buyDrumstickBtn.updateButton('Finger', fingerCost, gold >= fingerCost, fingersPurchased);
}
};
}
// Update button for next instrument
if (nextInstrument === 'guitar') {
buyInstrumentBtn.updateButton('Cymbal', instrumentCosts.cymbal, gold >= instrumentCosts.cymbal, instrumentsPurchased);
} else if (nextInstrument === 'cymbal') {
buyInstrumentBtn.updateButton('Piano', instrumentCosts.maracas, gold >= instrumentCosts.maracas, instrumentsPurchased);
} else if (nextInstrument === 'maracas') {
buyInstrumentBtn.visible = false;
} else {
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.maracasShakePurchased !== 'undefined' && window.maracasShakePurchased && 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
if (typeof window.maracasShakeCost === 'undefined') window.maracasShakeCost = 10000;
if (typeof window.maracasShakePurchased === 'undefined') window.maracasShakePurchased = false;
var maracasShakeCost = window.maracasShakeCost;
var canAffordMaracasShake = gold >= maracasShakeCost && !window.maracasShakePurchased;
// Update buyDrumstickBtn for maracas shake or hide after purchase
if (window.maracasShakePurchased) {
buyDrumstickBtn.visible = false;
} else {
buyDrumstickBtn.updateButton('Maracas Shake', maracasShakeCost, canAffordMaracasShake);
}
// Update audience button - lock if maracas shake not purchased
var isAudienceLocked = !window.maracasShakePurchased;
var audienceLockMessage = isAudienceLocked ? 'Maracas Shake' : '';
buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost && !isAudienceLocked, musicians.length, isAudienceLocked, audienceLockMessage);
// Hide instrument button since maracas is the last instrument
buyInstrumentBtn.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;
// Update buyDrumstickBtn for cymbalstick
buyDrumstickBtn.updateButton('Cymbalstick', cymbalstickCost, canAffordCymbalstick, cymbalstickCount, false, '');
// Update audience button - unlock when 10 cymbalsticks are purchased
var isAudienceLocked = cymbalstickCount < 10; // Unlock when 10 cymbalsticks purchased
var audienceLockMessage = isAudienceLocked ? '10 Cymbalstick' : '';
buyMusicianBtn.updateButton('Audience', musicianCost, gold >= musicianCost && !isAudienceLocked, musicians.length, isAudienceLocked, audienceLockMessage);
// Update maracas button based on whether it's purchased
if (unlockedInstruments.includes('maracas')) {
// Maracas is already purchased, hide the button
buyInstrumentBtn.visible = false;
} else {
// Maracas not yet purchased, show with proper lock state
var isMaracasLocked = cymbalstickCount < 10;
buyInstrumentBtn.updateButton('Piano', instrumentCosts.maracas, gold >= instrumentCosts.maracas && !isMaracasLocked, instrumentsPurchased, isMaracasLocked, '10 Cymbalstick');
}
} 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
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;
var isCymbalLocked = nextInstrument === 'cymbal' && musicians.length < 15;
var isMaracasLocked = nextInstrument === 'maracas' && (typeof window.cymbalsticksPurchased === 'undefined' || window.cymbalsticksPurchased < 10);
var isLocked = isGuitarLocked || isCymbalLocked || isMaracasLocked;
var lockMessage = '';
if (isGuitarLocked) {
lockMessage = '10 Audience';
} else if (isCymbalLocked) {
lockMessage = '15 Audience';
} else if (isMaracasLocked) {
lockMessage = '10 Cymbalstick';
}
var displayName = nextInstrument === 'maracas' ? 'Piano' : nextInstrument.charAt(0).toUpperCase() + nextInstrument.slice(1);
buyInstrumentBtn.updateButton(displayName, cost, gold >= cost && !isLocked, instrumentsPurchased, isLocked, lockMessage);
}
// 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
@@ -1155,16 +1155,18 @@
var maracasShakeCost = window.maracasShakeCost;
if (gold >= maracasShakeCost && !window.maracasShakePurchased) {
gold -= maracasShakeCost;
window.maracasShakePurchased = true;
+ // Increase cost by 20% after purchase
+ window.maracasShakeCost = Math.floor(window.maracasShakeCost * 1.2);
// Play maracas sound and animate
if (maracasAsset) {
// Trigger maracas animation
maracasAsset.down();
}
LK.getSound('purchase').play();
- // Update button to Piano after purchase - keep visible but not purchasable
- buyDrumstickBtn.updateButton('Piano', maracasShakeCost, false, 1);
+ // Hide button after purchase - no Piano button
+ buyDrumstickBtn.visible = false;
}
return;
}
// CYMBALSTICK PURCHASE LOGIC
@@ -2138,9 +2140,9 @@
// Update button for next instrument
if (nextInstrument === 'guitar') {
buyInstrumentBtn.updateButton('Cymbal', instrumentCosts.cymbal, gold >= instrumentCosts.cymbal, instrumentsPurchased);
} else if (nextInstrument === 'cymbal') {
- buyInstrumentBtn.updateButton('Maracas', instrumentCosts.maracas, gold >= instrumentCosts.maracas, instrumentsPurchased);
+ buyInstrumentBtn.updateButton('Piano', instrumentCosts.maracas, gold >= instrumentCosts.maracas, instrumentsPurchased);
} else if (nextInstrument === 'maracas') {
buyInstrumentBtn.visible = false;
} else {
buyInstrumentBtn.visible = false;
@@ -2218,11 +2220,11 @@
if (typeof window.maracasShakeCost === 'undefined') window.maracasShakeCost = 10000;
if (typeof window.maracasShakePurchased === 'undefined') window.maracasShakePurchased = false;
var maracasShakeCost = window.maracasShakeCost;
var canAffordMaracasShake = gold >= maracasShakeCost && !window.maracasShakePurchased;
- // Update buyDrumstickBtn for maracas shake or piano
+ // Update buyDrumstickBtn for maracas shake or hide after purchase
if (window.maracasShakePurchased) {
- buyDrumstickBtn.updateButton('Piano', maracasShakeCost, false, 1);
+ buyDrumstickBtn.visible = false;
} else {
buyDrumstickBtn.updateButton('Maracas Shake', maracasShakeCost, canAffordMaracasShake);
}
// Update audience button - lock if maracas shake not purchased
@@ -2251,9 +2253,9 @@
buyInstrumentBtn.visible = false;
} else {
// Maracas not yet purchased, show with proper lock state
var isMaracasLocked = cymbalstickCount < 10;
- buyInstrumentBtn.updateButton('Maracas', instrumentCosts.maracas, gold >= instrumentCosts.maracas && !isMaracasLocked, instrumentsPurchased, isMaracasLocked, '10 Cymbalstick');
+ buyInstrumentBtn.updateButton('Piano', instrumentCosts.maracas, gold >= instrumentCosts.maracas && !isMaracasLocked, instrumentsPurchased, isMaracasLocked, '10 Cymbalstick');
}
} else {
var buttonText = currentInstrument === 'guitar' ? 'Finger' : 'Drumstick';
var purchaseCount = currentInstrument === 'guitar' ? fingersPurchased : drumsticksPurchased;
@@ -2288,9 +2290,10 @@
lockMessage = '15 Audience';
} else if (isMaracasLocked) {
lockMessage = '10 Cymbalstick';
}
- buyInstrumentBtn.updateButton(nextInstrument.charAt(0).toUpperCase() + nextInstrument.slice(1), cost, gold >= cost && !isLocked, instrumentsPurchased, isLocked, lockMessage);
+ var displayName = nextInstrument === 'maracas' ? 'Piano' : nextInstrument.charAt(0).toUpperCase() + nextInstrument.slice(1);
+ buyInstrumentBtn.updateButton(displayName, cost, gold >= cost && !isLocked, instrumentsPurchased, isLocked, lockMessage);
}
// Smooth passive income animation
if (passiveIncome > 0 && Math.abs(gold - displayedGold) < 0.1) {
// Start a new tween for the next second of income
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