User prompt
Spawn the guitars so that they do not overlap the top HUD
User prompt
When countdown timer gets to zero, let the player lose a life instead of ending the game
User prompt
Change it from shoot when open mouth to shoot when face plain neutral ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Change it from shoot when open mouth to shoot when blink
User prompt
Only two life is showing in the life counter at the beginning insteadof three. Check the whole code and fix it
User prompt
Only two life is showing in the life counter at the beginning insteadof three. Check the whole code and fix it
User prompt
⏪Revert to here Only two life is showing in the life counter at the beginning insteadof three. Check the whole code and fix it
User prompt
Only two life is showing in the life counter at the beginning insteadof three. Check the whole code and fix it
User prompt
Only two life is showing in the life counter at the beginning insteadof three. Check the whole code and fix it
User prompt
Only two life is showing in the life counter at the beginning insteadof three
User prompt
Only two life is showing in the life counter at the beginning insteadof three
User prompt
Show one life counter asset for each life
User prompt
Start with three lives. Show 3 life counters. Count from 1
User prompt
when the bullet hits let there be an animation like massive particle explosions on the hit. create two types of particle assets ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when the bullet hits let there be an animation likea particle explosions on the hit ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when the bullet hits let there be an animation likea supernova on the hit ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
- do not let the bomb overlap the instruments - do not let the bomb overlap the guitars
User prompt
- do not let the instruments overlap each other
User prompt
add a tuba and a harp to the instruments and create assets for them
User prompt
- do not let the instruments overlap the guitars
User prompt
- do not let the instruments overlap each other
User prompt
- do not let the instruments overlap each other - do not let the guitars overlap each other - do not let the guitars overlap the instruments
User prompt
Change countdown timer text color from black to white
User prompt
move the countdown timer to the bottom left of the screen and make the countdown timer text
User prompt
put the counter at the bottom left of the screen and make the text white
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; }; return self; }); var Guitar = Container.expand(function () { var self = Container.call(this); var guitarGraphics = self.attachAsset('guitar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.points = 5; self.instrumentType = 'guitar'; self.update = function () { self.x += self.speed; }; return self; }); var Gun = Container.expand(function () { var self = Container.call(this); var gunGraphics = self.attachAsset('gun', { anchorX: 0.5, anchorY: 1 }); self.update = function () { if (facekit.mouthCenter.x > 0) { self.x = facekit.mouthCenter.x; } }; return self; }); var Instrument = Container.expand(function (type) { var self = Container.call(this); var instrumentGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.points = 1; self.instrumentType = type; self.lifespan = 180; // 3 seconds at 60fps self.update = function () { self.lifespan--; }; return self; }); var Particle = Container.expand(function (x, y, type) { var self = Container.call(this); var particleGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; // Random velocity var angle = Math.random() * Math.PI * 2; var speed = 5 + Math.random() * 10; self.vx = Math.cos(angle) * speed; self.vy = Math.sin(angle) * speed; // Random rotation speed self.rotationSpeed = (Math.random() - 0.5) * 0.3; // Lifetime self.lifetime = 1000; // 1 second // Initial scale self.scaleX = self.scaleY = 1; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ var gun; var bullets = []; var guitars = []; var instruments = []; var particles = []; var level = 1; var guitarsHit = 0; var timeRemaining = 30; var guitarSpeed = 3; var instrumentSpawnRate = 120; var lastMouthOpen = false; var gameTimer; var spawnTimer = 0; var lives = 3; // Initialize gun gun = game.addChild(new Gun()); gun.x = 1024; gun.y = 2600; // Score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Level display var levelTxt = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); levelTxt.x = -20; LK.gui.topRight.addChild(levelTxt); // Timer display - larger and more prominent var timerTxt = new Text2('30', { size: 120, fill: 0xFFFFFF }); timerTxt.anchor.set(1, 0); timerTxt.x = -20; timerTxt.y = 80; LK.gui.topRight.addChild(timerTxt); // Guitars hit display var guitarsHitTxt = new Text2('Guitars: 0/3', { size: 60, fill: 0xFFFFFF }); guitarsHitTxt.anchor.set(0.5, 0); guitarsHitTxt.y = 100; LK.gui.top.addChild(guitarsHitTxt); // Lives display container var livesContainer = new Container(); livesContainer.x = -100; livesContainer.y = -100; LK.gui.bottomRight.addChild(livesContainer); // Create life icons var lifeIcons = []; for (var i = 0; i < 3; i++) { var lifeIcon = LK.getAsset('life', { anchorX: 0.5, anchorY: 0.5 }); lifeIcon.x = -i * 70; // Changed to position icons to the left lifeIcon.y = 0; lifeIcons.push(lifeIcon); livesContainer.addChild(lifeIcon); } // Start game timer gameTimer = LK.setInterval(function () { timeRemaining--; timerTxt.setText(timeRemaining.toString()); // Add color change when time is running out if (timeRemaining <= 10) { timerTxt.setStyle({ fill: 0xFF0000 }); } else { timerTxt.setStyle({ fill: 0xFFFFFF }); } if (timeRemaining <= 0) { // Lose a life instead of game over lives--; // Remove a life icon if (lifeIcons.length > 0 && lives >= 0) { var removedLife = lifeIcons.pop(); removedLife.destroy(); } // Flash screen red to indicate life lost LK.effects.flashScreen(0xFF0000, 500); // Check if game over if (lives <= 0) { LK.showGameOver(); } else { // Reset timer for next life timeRemaining = 30; timerTxt.setText(timeRemaining.toString()); // Reset timer color timerTxt.setStyle({ fill: 0xFFFFFF }); } } }, 1000); // Create particle explosion effect function createExplosion(x, y) { var particleCount = 15 + Math.floor(Math.random() * 10); for (var i = 0; i < particleCount; i++) { var particleType = Math.random() < 0.5 ? 'particle1' : 'particle2'; var particle = new Particle(x, y, particleType); particles.push(particle); game.addChild(particle); // Animate particle tween(particle, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: particle.lifetime, easing: tween.easeOut, onFinish: function onFinish() { // Particle will be cleaned up in update loop } }); } } // Play background music LK.playMusic('bgmusic'); game.update = function () { // Check neutral face (not mouth open) to shoot if (!facekit.mouthOpen && lastMouthOpen) { var newBullet = new Bullet(); newBullet.x = gun.x; newBullet.y = gun.y - 120; bullets.push(newBullet); game.addChild(newBullet); LK.getSound('shoot').play(); } lastMouthOpen = facekit.mouthOpen; // Spawn guitars if (LK.ticks % 180 === 0) { // Every 3 seconds var newGuitar = new Guitar(); newGuitar.x = -60; newGuitar.y = 500; // Moved lower to avoid HUD overlap newGuitar.speed = guitarSpeed; guitars.push(newGuitar); game.addChild(newGuitar); } // Spawn random instruments spawnTimer++; if (spawnTimer >= instrumentSpawnRate) { spawnTimer = 0; var types = ['drum', 'flute', 'piano', 'saxophone', 'bomb', 'xylophone', 'tuba', 'harp']; var type = types[Math.floor(Math.random() * types.length)]; var newInstrument = new Instrument(type); // Try to find a non-overlapping position var maxAttempts = 50; var attempts = 0; var validPosition = false; while (!validPosition && attempts < maxAttempts) { newInstrument.x = 300 + Math.random() * 1448; newInstrument.y = 500 + Math.random() * 1600; // Check if this position overlaps with existing instruments validPosition = true; for (var m = 0; m < instruments.length; m++) { var existingInstrument = instruments[m]; var dx = newInstrument.x - existingInstrument.x; var dy = newInstrument.y - existingInstrument.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDistance = 300; // Increased minimum distance between instruments if (distance < minDistance) { validPosition = false; break; } } // If this is a bomb, also check overlap with guitars if (validPosition && type === 'bomb') { for (var n = 0; n < guitars.length; n++) { var guitar = guitars[n]; var dx = newInstrument.x - guitar.x; var dy = newInstrument.y - guitar.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDistance = 300; // Same minimum distance for guitars if (distance < minDistance) { validPosition = false; break; } } } attempts++; } // Only add instrument if we found a valid position if (validPosition) { // Set special properties for bomb if (type === 'bomb') { newInstrument.points = -1; // Special marker for bomb newInstrument.instrumentType = 'bomb'; } instruments.push(newInstrument); game.addChild(newInstrument); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.y < -20) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check guitar collisions for (var j = guitars.length - 1; j >= 0; j--) { var guitar = guitars[j]; if (bullet.intersects(guitar)) { LK.setScore(LK.getScore() + guitar.points); scoreTxt.setText('Score: ' + LK.getScore()); guitarsHit++; guitarsHitTxt.setText('Guitars: ' + guitarsHit + '/3'); LK.getSound('guitarHit').play(); LK.effects.flashObject(guitar, 0xFFFFFF, 300); createExplosion(guitar.x, guitar.y); guitar.destroy(); guitars.splice(j, 1); bullet.destroy(); bullets.splice(i, 1); // Check level advancement if (guitarsHit >= 3) { level++; levelTxt.setText('Level: ' + level); guitarsHit = 0; guitarsHitTxt.setText('Guitars: 0/3'); timeRemaining = 30; guitarSpeed += 2; instrumentSpawnRate = Math.max(60, instrumentSpawnRate - 20); } break; } } if (i < 0 || i >= bullets.length) continue; // Check instrument collisions for (var k = instruments.length - 1; k >= 0; k--) { var instrument = instruments[k]; if (bullet.intersects(instrument)) { // Handle bomb collision if (instrument.instrumentType === 'bomb') { lives--; // Remove a life icon if (lifeIcons.length > 0 && lives >= 0) { var removedLife = lifeIcons.pop(); removedLife.destroy(); } LK.effects.flashScreen(0xFF0000, 500); LK.getSound('bombHit').play(); if (lives <= 0) { LK.showGameOver(); } } else { // Normal instrument hit LK.setScore(LK.getScore() + instrument.points); scoreTxt.setText('Score: ' + LK.getScore()); // Play specific sound based on instrument type if (instrument.instrumentType === 'drum') { LK.getSound('drumHit').play(); } else if (instrument.instrumentType === 'flute') { LK.getSound('fluteHit').play(); } else if (instrument.instrumentType === 'piano') { LK.getSound('pianoHit').play(); } else if (instrument.instrumentType === 'saxophone') { LK.getSound('saxophoneHit').play(); } else if (instrument.instrumentType === 'xylophone') { LK.getSound('xylophoneHit').play(); } else if (instrument.instrumentType === 'tuba') { LK.getSound('tubaHit').play(); } else if (instrument.instrumentType === 'harp') { LK.getSound('harpHit').play(); } } LK.effects.flashObject(instrument, 0xFFFFFF, 300); createExplosion(instrument.x, instrument.y); instrument.destroy(); instruments.splice(k, 1); bullet.destroy(); bullets.splice(i, 1); break; } } } // Update guitars for (var i = guitars.length - 1; i >= 0; i--) { var guitar = guitars[i]; if (guitar.x > 2108) { guitar.destroy(); guitars.splice(i, 1); } } // Update instruments for (var i = instruments.length - 1; i >= 0; i--) { var instrument = instruments[i]; if (instrument.lifespan <= 0) { instrument.destroy(); instruments.splice(i, 1); } } // Update particles for (var i = particles.length - 1; i >= 0; i--) { var particle = particles[i]; // Update position particle.x += particle.vx; particle.y += particle.vy; // Apply gravity particle.vy += 0.5; // Apply rotation particle.rotation += particle.rotationSpeed; // Slow down horizontal movement particle.vx *= 0.98; // Remove dead particles if (particle.alpha <= 0) { particle.destroy(); particles.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -237,9 +237,9 @@
if (LK.ticks % 180 === 0) {
// Every 3 seconds
var newGuitar = new Guitar();
newGuitar.x = -60;
- newGuitar.y = 300;
+ newGuitar.y = 500; // Moved lower to avoid HUD overlap
newGuitar.speed = guitarSpeed;
guitars.push(newGuitar);
game.addChild(newGuitar);
}
vertical bullet. In-Game asset. 2d. High contrast. No shadows
drum. In-Game asset. 2d. High contrast. No shadows
Guitar. In-Game asset. 2d. High contrast. No shadows
futuristic space cannon gun vertical top view. In-Game asset. 2d. High contrast. No shadows
piano. In-Game asset. 2d. High contrast. No shadows
saxophone. In-Game asset. 2d. High contrast. No shadows
red bomb. In-Game asset. 2d. High contrast. No shadows
xylophone. In-Game asset. 2d. High contrast. No shadows
gold musical note. In-Game asset. 3d. High contrast. No shadows
red musical note. In-Game asset. 3d. High contrast. No shadows
flute. In-Game asset. 3d. High contrast. No shadows
harp. In-Game asset. 3d. High contrast. No shadows
tuba. In-Game asset. 3d. High contrast. No shadows
Triple vertical bullet. In-Game asset. 3d. High contrast. No shadows
Music maestro monster head . 3d.. In-Game asset. High contrast. No shadows
Dark space background with stars
Bright green glowing musical note. In-Game asset. 3d. High contrast. No shadows