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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
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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
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Haz que cada 750 puntos de score la velocidad de la nave aumente 2
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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 with speed-based duration tween(ship, { x: lanes[shipLane] }, { duration: Math.max(50, 200 - shipSpeed * 10), 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; // Increase ship movement speed temporarily for smooth lane switching tween(ship, { x: lanes[shipLane] }, { duration: Math.max(50, 200 - shipSpeed * 10), easing: tween.easeOut }); // 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
@@ -158,13 +158,13 @@
// Stop any existing tween on ship position
tween.stop(ship, {
x: true
});
- // Smoothly tween to new lane position
+ // Smoothly tween to new lane position with speed-based duration
tween(ship, {
x: lanes[shipLane]
}, {
- duration: 200,
+ duration: Math.max(50, 200 - shipSpeed * 10),
easing: tween.easeOut
});
}
}
@@ -294,8 +294,15 @@
LK.getSound('notamusical').play();
// Increase ship speed
shipSpeed += 0.1;
ship.speed = shipSpeed;
+ // Increase ship movement speed temporarily for smooth lane switching
+ tween(ship, {
+ x: lanes[shipLane]
+ }, {
+ duration: Math.max(50, 200 - shipSpeed * 10),
+ easing: tween.easeOut
+ });
// Visual feedback
tween(note, {
scaleX: 2,
scaleY: 2,