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aumneta la distancia de aparicion entre las notas y los obstaculos
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haz que el beat marker salga de la parte de atras de la nave
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haz que el beat marker siga a la nave ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Es que la distancia de aparicion entre las notas y obstaculos sea mayor, dejando una distancia para que el jugador no choque con los obstaculos
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Haz que cuando se llegue a los 10000 puntos dejen de aparecer asteroides
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Haz que se gane cuando la nave alienigena sea destruida
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Haz que a los 10000 puntos de score aparesca una nave alienigena que lanze rayos y que el jugador le dispare para destruirla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que la inmunidad se active cada que el combo aumente en 20 puntos
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Añade un poder que te de inmunidad por 10 segundo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que cuando se toque 3 obstaculos se acabe el juego y la nave espacial explote ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que las notas aparescan con más separacion entre ellas
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Haz que los obstaculos y las notas se muevan más rapido cada 20 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que cada 750 puntos de score obtenidos la velocidad de la nave aumente 2[m/s] ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que cada 750 puntos de score la velocidad de la nave aumente 2
User prompt
Haz que el combo suba solo si se toca una nota musical y que se reinicie cuando toques un obstaculo o si no se toca una nota
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Haz que el score suba solo si se toca una nota musical
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Haz que la velocidad de movimiento de la nave aumente cuando toque una nota ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que la nave se mueva de un carril al otro sin que se salte uno ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Elimina el sistema de combos
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Haz que el combo no se reinicie, solo se reiniciara si se choca con un obstaculo
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Haz que los abstaculos tengan más separacion entre ellos
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Haz que la nave aumente su velocidad a medida que toma las notas musicales ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que cuando se toque una note suene el sonido llamado "notamusical"
Code edit (1 edits merged)
Please save this source code
User prompt
PulseBeat
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BeatMarker = Container.expand(function () {
var self = Container.call(this);
var markerGraphics = self.attachAsset('beat_marker', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.intensity = 1.0;
self.update = function () {
self.y += self.speed;
// Fade out as it moves
markerGraphics.alpha = Math.max(0, 1 - self.y / 2732);
};
return self;
});
var Note = Container.expand(function () {
var self = Container.call(this);
var noteGraphics = self.attachAsset('note', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.collected = false;
self.beatTime = 0;
self.update = function () {
self.y += self.speed;
// Pulsing effect
var pulse = 0.8 + Math.sin(LK.ticks * 0.2) * 0.2;
noteGraphics.scaleX = pulse;
noteGraphics.scaleY = pulse;
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.wasHit = false;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Ship = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = shipSpeed;
self.isAlive = true;
self.update = function () {
if (!self.isAlive) return;
// Keep ship in bounds
if (self.x < 100) self.x = 100;
if (self.x > 1948) self.x = 1948;
};
return self;
});
var TunnelSegment = Container.expand(function () {
var self = Container.call(this);
var tunnelGraphics = self.attachAsset('tunnel', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0a0a0a
});
/****
* Game Code
****/
// Game variables
var ship;
var tunnelSegments = [];
var obstacles = [];
var notes = [];
var beatMarkers = [];
var beatTimer = 0;
var beatInterval = 30; // frames between beats (60fps / 2 = 30 frames = 0.5 seconds)
var gameSpeed = 8;
var shipSpeed = 8; // Initial ship speed
var shipLane = 1; // 0 = left, 1 = center, 2 = right
var lanes = [512, 1024, 1536];
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize ship
ship = game.addChild(new Ship());
ship.x = lanes[shipLane];
ship.y = 2400;
// Create initial tunnel segments
function createTunnelSegment(y) {
var segment = new TunnelSegment();
segment.x = 1024;
segment.y = y;
segment.alpha = 0.3;
return game.addChild(segment);
}
// Initialize tunnel
for (var i = 0; i < 30; i++) {
tunnelSegments.push(createTunnelSegment(i * 100 - 500));
}
// Create obstacle
function createObstacle(lane, y) {
var obstacle = new Obstacle();
obstacle.x = lanes[lane];
obstacle.y = y;
obstacles.push(obstacle);
return game.addChild(obstacle);
}
// Create note
function createNote(lane, y, beatTime) {
var note = new Note();
note.x = lanes[lane];
note.y = y;
note.beatTime = beatTime;
notes.push(note);
return game.addChild(note);
}
// Create beat marker
function createBeatMarker() {
var marker = new BeatMarker();
marker.x = 1024;
marker.y = ship.y - 200;
beatMarkers.push(marker);
return game.addChild(marker);
}
// Handle input for lane switching
function handleInput(targetLane) {
if (targetLane >= 0 && targetLane <= 2 && targetLane !== shipLane) {
shipLane = targetLane;
// Stop any existing tween on ship position
tween.stop(ship, {
x: true
});
// Smoothly tween to new lane position
tween(ship, {
x: lanes[shipLane]
}, {
duration: 200,
easing: tween.easeOut
});
}
}
// Touch controls
game.down = function (x, y, obj) {
// Divide screen into three lanes for touch control
if (x < 683) {
handleInput(0); // Left lane
} else if (x < 1365) {
handleInput(1); // Center lane
} else {
handleInput(2); // Right lane
}
// Check if touching on beat
checkBeatTiming();
};
function checkBeatTiming() {
var beatAccuracy = Math.abs(beatTimer % beatInterval - beatInterval / 2);
var maxAccuracy = beatInterval * 0.3; // 30% tolerance
if (beatAccuracy <= maxAccuracy) {
// Good timing
LK.setScore(LK.getScore() + 10);
tween(ship, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100
});
tween(ship, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
} else {
// Bad timing
LK.getSound('miss').play();
}
updateUI();
}
function updateUI() {
scoreTxt.setText('Score: ' + LK.getScore());
}
// Spawn content based on beat
function spawnContent() {
if (beatTimer % beatInterval === 0) {
// Create beat marker
createBeatMarker();
// Randomly spawn obstacles and notes
var spawnChance = Math.random();
// Check if there's enough space before spawning obstacle
var canSpawnObstacle = true;
for (var i = 0; i < obstacles.length; i++) {
if (obstacles[i].y < 300) {
// Check if any obstacle is too close to top
canSpawnObstacle = false;
break;
}
}
if (spawnChance < 0.15 && canSpawnObstacle) {
// Reduced from 0.3 to 0.15
// Spawn obstacle
var obstacleLane = Math.floor(Math.random() * 3);
createObstacle(obstacleLane, -100);
}
if (spawnChance > 0.6) {
// Spawn note
var noteLane = Math.floor(Math.random() * 3);
createNote(noteLane, -100, LK.ticks + 300);
}
}
}
// Game update loop
game.update = function () {
if (!ship.isAlive) return;
beatTimer++;
// Spawn new content
spawnContent();
// Manage tunnel segments
for (var i = tunnelSegments.length - 1; i >= 0; i--) {
var segment = tunnelSegments[i];
if (segment.y > 2800) {
segment.destroy();
tunnelSegments.splice(i, 1);
// Add new segment at the top
tunnelSegments.push(createTunnelSegment(-200));
}
}
// Check obstacle collisions
for (var j = obstacles.length - 1; j >= 0; j--) {
var obstacle = obstacles[j];
if (obstacle.y > 2800) {
obstacle.destroy();
obstacles.splice(j, 1);
continue;
}
if (!obstacle.wasHit && obstacle.intersects(ship)) {
obstacle.wasHit = true;
LK.effects.flashScreen(0xff4757, 500);
LK.getSound('miss').play();
// Reduce score
LK.setScore(Math.max(0, LK.getScore() - 50));
updateUI();
// Check game over condition
if (LK.getScore() <= -100) {
ship.isAlive = false;
LK.showGameOver();
}
}
}
// Check note collections
for (var k = notes.length - 1; k >= 0; k--) {
var note = notes[k];
if (note.y > 2800) {
note.destroy();
notes.splice(k, 1);
continue;
}
if (!note.collected && note.intersects(ship)) {
note.collected = true;
// Check timing accuracy
var timingAccuracy = Math.abs(beatTimer % beatInterval - beatInterval / 2);
var maxAccuracy = beatInterval * 0.4;
if (timingAccuracy <= maxAccuracy) {
// Perfect timing
LK.setScore(LK.getScore() + 20);
LK.getSound('notamusical').play();
// Increase ship speed
shipSpeed += 0.1;
ship.speed = shipSpeed;
// Visual feedback
tween(note, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 200
});
} else {
// Poor timing
LK.setScore(LK.getScore() + 5);
}
note.destroy();
notes.splice(k, 1);
updateUI();
}
}
// Clean up beat markers
for (var l = beatMarkers.length - 1; l >= 0; l--) {
var marker = beatMarkers[l];
if (marker.y > 2800 || marker.alpha <= 0) {
marker.destroy();
beatMarkers.splice(l, 1);
}
}
// Increase difficulty over time
if (LK.ticks % 1800 === 0) {
// Every 30 seconds
gameSpeed += 0.5;
beatInterval = Math.max(20, beatInterval - 1);
// Update speeds for all moving objects
for (var m = 0; m < tunnelSegments.length; m++) {
tunnelSegments[m].speed = gameSpeed;
}
for (var n = 0; n < obstacles.length; n++) {
obstacles[n].speed = gameSpeed;
}
for (var o = 0; o < notes.length; o++) {
notes[o].speed = gameSpeed;
}
for (var p = 0; p < beatMarkers.length; p++) {
beatMarkers[p].speed = gameSpeed;
}
}
// Tunnel pulsing effect based on beat
var beatPulse = Math.sin(beatTimer % beatInterval / beatInterval * Math.PI * 2);
for (var q = 0; q < tunnelSegments.length; q++) {
tunnelSegments[q].alpha = 0.2 + Math.abs(beatPulse) * 0.3;
}
// Victory condition
if (LK.getScore() >= 10000) {
LK.showYouWin();
}
};
// Start background music
LK.playMusic('background'); ===================================================================
--- original.js
+++ change.js
@@ -58,15 +58,11 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = shipSpeed;
- self.targetX = 1024;
self.isAlive = true;
self.update = function () {
if (!self.isAlive) return;
- // Smooth movement towards target
- var diff = self.targetX - self.x;
- self.x += diff * 0.15;
// Keep ship in bounds
if (self.x < 100) self.x = 100;
if (self.x > 1948) self.x = 1948;
};
@@ -156,11 +152,21 @@
return game.addChild(marker);
}
// Handle input for lane switching
function handleInput(targetLane) {
- if (targetLane >= 0 && targetLane <= 2) {
+ if (targetLane >= 0 && targetLane <= 2 && targetLane !== shipLane) {
shipLane = targetLane;
- ship.targetX = lanes[shipLane];
+ // Stop any existing tween on ship position
+ tween.stop(ship, {
+ x: true
+ });
+ // Smoothly tween to new lane position
+ tween(ship, {
+ x: lanes[shipLane]
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
}
}
// Touch controls
game.down = function (x, y, obj) {