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Piyano c deki sesi oyuna ekle
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Oyun giderek zorlaşsij
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Bir şeri üzerinde ard arda en fazla 3tona gelsin
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Notalar her zaman farkli yerlerden gelsin
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Oyuncunu skoru arttikca notalarin hizi artsin
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Cizgi sağdan sola ful uzansin
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10000 piksel yqp genisligini
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Oyun hizi giderek arttsin
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piyano c hariç diğerlerini kaldır
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müzik sesini 2 yap
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2 nota daha ekle
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ortam müziğini kaldır
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Oyunun kqpqk foğrafı için magic tiles fotosu koy ve oyunun açiklamasıni yao
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Notalar rastgele gelsin
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High skor her oyunda sifirdan baslasin
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 126 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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High skor ekle ve her doğru nota 5 puan
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Her notayi dogru yerde bastigimiz zaman bas sesi gelsin
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Create a clean and simple 2D rhythm game using mouse clicks only. Audio: - Play a soft, clean piano loop in the background at 120 BPM. - The music must loop perfectly without delay or glitch. - When the player clicks correctly on time, play a short piano note (C, D, E, or F). - If the player clicks at the wrong time or misses, play a soft "buzz" sound. - The background music and sound effects should be balanced and not overlap. Gameplay: - Show 4 vertical lanes. - Every 0.5 seconds, a black tile falls down one of the lanes. - When a tile reaches the bottom line, the player must click it. - If the player clicks at the right moment, score +1 and play a piano note. - If missed or clicked wrong, reset score to 0 and play a "buzz" sound. Visuals: - Background: dark gray. - Tiles: black. - Bottom line: white line as timing marker. - Score: show in top center in white bold font. The game never ends. Mouse-only. Make sound timing smooth and glitch-free. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Audio enhancement: - At the beginning of the game (first 10 seconds), play a calm ambient pad sound or soft meditation music. - After 10 seconds, fade out the ambient sound and smoothly start the 120 BPM piano rhythm loop. - Make sure the transition is smooth and not abrupt. - All sound effects (click "ding", miss "buzz") should still work during both parts. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Create a clean and simple 2D rhythm game using mouse clicks only. Audio: - Play a soft, clean piano loop in the background at 120 BPM. - The music must loop perfectly without delay or glitch. - When the player clicks correctly on time, play a short piano note (C, D, E, or F). - If the player clicks at the wrong time or misses, play a soft "buzz" sound. - The background music and sound effects should be balanced and not overlap. Gameplay: - Show 4 vertical lanes. - Every 0.5 seconds, a black tile falls down one of the lanes. - When a tile reaches the bottom line, the player must click it. - If the player clicks at the right moment, score +1 and play a piano note. - If missed or clicked wrong, reset score to 0 and play a "buzz" sound. Visuals: - Background: dark gray. - Tiles: black. - Bottom line: white line as timing marker. - Score: show in top center in white bold font. The game never ends. Mouse-only. Make sound timing smooth and glitch-free.
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Müziği ekle
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Her doğru bastiğimiz nota için bir bas sesi ekle
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Butun baslarin cikma olasiligi ayni olsum
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Tile = Container.expand(function () { var self = Container.call(this); var tileGraphics = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; // Will be updated dynamically when tile is created self.lane = 0; self.lastY = 0; self.pianoNotes = ['pianoC']; self.selectedNote = self.pianoNotes[Math.floor(Math.random() * self.pianoNotes.length)]; self.update = function () { self.lastY = self.y; self.y += self.speed; }; self.down = function (x, y, obj) { var targetY = 2732 - 100; if (Math.abs(self.y - targetY) < 100) { LK.setScore(LK.getScore() + 5); LK.getSound('pianoC').play(); LK.getSound('bass').play(); scoreTxt.setText(LK.getScore()); // Update high score if current score exceeds it if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; highScoreTxt.setText('High: ' + highScore); } // Update game speed when score increases updateGameSpeed(); // Update speed for all existing tiles - increased progression for (var j = 0; j < tiles.length; j++) { tiles[j].speed = baseSpeed + Math.floor(LK.getScore() / 50) * 0.8; } self.destroy(); for (var i = tiles.length - 1; i >= 0; i--) { if (tiles[i] === self) { tiles.splice(i, 1); break; } } // Event handled successfully - no propagation control needed } else { LK.setScore(0); LK.getSound('buzz').play(); scoreTxt.setText(LK.getScore()); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2a2a2a }); /**** * Game Code ****/ var laneWidth = 2048 / 4; var lanes = []; var tiles = []; var laneConsecutiveCount = [0, 0, 0, 0]; // Track consecutive tiles per lane // Create lane separators for (var i = 1; i < 4; i++) { var separator = game.addChild(LK.getAsset('lane', { anchorX: 0.5, anchorY: 0 })); separator.x = i * laneWidth; separator.y = 0; } ; // Start main beat music immediately LK.playMusic('bgbeat', { volume: 2 }); // Create score text var scoreTxt = new Text2('0', { size: 120, fill: 0xffffff }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 80; LK.gui.top.addChild(scoreTxt); // Create high score text - reset to 0 at start of each game var highScore = 0; storage.highScore = 0; var highScoreTxt = new Text2('High: ' + highScore, { size: 80, fill: 0xcccccc }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.y = 200; LK.gui.top.addChild(highScoreTxt); // Create bottom line marker var bottomLine = game.addChild(LK.getAsset('bottomLine', { anchorX: 0.5, anchorY: 0.5 })); bottomLine.x = 2048 / 2; bottomLine.y = 2732 - 100; bottomLine.width = 2048; // Base spawn interval and speed - made more challenging var baseSpawnInterval = 400; var baseSpeed = 8; // Spawn tiles with dynamic interval based on score var tileSpawnTimer = LK.setInterval(function () { // Start spawning multiple tiles at higher scores for increased difficulty var tilesToSpawn = 1; if (LK.getScore() >= 100) tilesToSpawn = Math.random() < 0.2 ? 2 : 1; if (LK.getScore() >= 300) tilesToSpawn = Math.random() < 0.3 ? 2 : 1; for (var tileCount = 0; tileCount < tilesToSpawn; tileCount++) { var newTile = new Tile(); var randomLane = Math.floor(Math.random() * 4); // Check if this lane already has 3 consecutive tiles, if so pick a different lane var attempts = 0; while (laneConsecutiveCount[randomLane] >= 3 && attempts < 10) { randomLane = Math.floor(Math.random() * 4); attempts++; } // If all lanes are at max, reset all counters and use original lane if (attempts >= 10) { for (var k = 0; k < 4; k++) { laneConsecutiveCount[k] = 0; } randomLane = Math.floor(Math.random() * 4); } newTile.x = randomLane * laneWidth + laneWidth / 2; newTile.y = -75 - tileCount * 200; // Offset multiple tiles vertically newTile.lane = randomLane; newTile.lastY = newTile.y; // Set speed based on current score - increase by 0.8 every 50 points newTile.speed = baseSpeed + Math.floor(LK.getScore() / 50) * 0.8; // Update consecutive count for this lane laneConsecutiveCount[randomLane]++; // Reset other lanes' consecutive count for (var j = 0; j < 4; j++) { if (j !== randomLane) { laneConsecutiveCount[j] = 0; } } tiles.push(newTile); game.addChild(newTile); } }, baseSpawnInterval); // Function to update spawn rate based on score function updateGameSpeed() { // Calculate new spawn interval - decrease by 30ms every 50 points (minimum 150ms) var newInterval = Math.max(150, baseSpawnInterval - Math.floor(LK.getScore() / 50) * 30); LK.clearInterval(tileSpawnTimer); tileSpawnTimer = LK.setInterval(function () { // Advanced difficulty: spawn multiple tiles simultaneously at higher scores var tilesToSpawn = 1; if (LK.getScore() >= 200) tilesToSpawn = Math.random() < 0.3 ? 2 : 1; if (LK.getScore() >= 500) tilesToSpawn = Math.random() < 0.4 ? 2 : 1; if (LK.getScore() >= 1000) tilesToSpawn = Math.random() < 0.2 ? 3 : Math.random() < 0.5 ? 2 : 1; for (var tileCount = 0; tileCount < tilesToSpawn; tileCount++) { var newTile = new Tile(); var randomLane = Math.floor(Math.random() * 4); // Check if this lane already has 3 consecutive tiles, if so pick a different lane var attempts = 0; while (laneConsecutiveCount[randomLane] >= 3 && attempts < 10) { randomLane = Math.floor(Math.random() * 4); attempts++; } // If all lanes are at max, reset all counters and use original lane if (attempts >= 10) { for (var k = 0; k < 4; k++) { laneConsecutiveCount[k] = 0; } randomLane = Math.floor(Math.random() * 4); } newTile.x = randomLane * laneWidth + laneWidth / 2; newTile.y = -75 - tileCount * 200; // Offset multiple tiles vertically newTile.lane = randomLane; newTile.lastY = newTile.y; // Set speed based on current score - increase by 0.8 every 50 points newTile.speed = baseSpeed + Math.floor(LK.getScore() / 50) * 0.8; // Update consecutive count for this lane laneConsecutiveCount[randomLane]++; // Reset other lanes' consecutive count for (var j = 0; j < 4; j++) { if (j !== randomLane) { laneConsecutiveCount[j] = 0; } } tiles.push(newTile); game.addChild(newTile); } }, newInterval); } game.down = function (x, y, obj) { // Only reset score if clicking on empty area (not on tiles) // The tile's own down handler will handle scoring when clicked correctly var clickedOnTile = false; for (var i = 0; i < tiles.length; i++) { var tile = tiles[i]; var tileBounds = { x: tile.x - 200, // tile width/2 y: tile.y - 75, // tile height/2 width: 400, height: 150 }; if (x >= tileBounds.x && x <= tileBounds.x + tileBounds.width && y >= tileBounds.y && y <= tileBounds.y + tileBounds.height) { clickedOnTile = true; break; } } if (!clickedOnTile) { LK.setScore(0); LK.getSound('buzz').play(); scoreTxt.setText(LK.getScore()); } }; game.update = function () { // Update tiles and check for missed tiles for (var i = tiles.length - 1; i >= 0; i--) { var tile = tiles[i]; // Check if tile went off screen (missed) if (tile.lastY < 2732 && tile.y >= 2732) { LK.setScore(0); LK.getSound('buzz').play(); scoreTxt.setText(LK.getScore()); tile.destroy(); tiles.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -25,9 +25,9 @@
self.down = function (x, y, obj) {
var targetY = 2732 - 100;
if (Math.abs(self.y - targetY) < 100) {
LK.setScore(LK.getScore() + 5);
- LK.getSound(self.selectedNote).play();
+ LK.getSound('pianoC').play();
LK.getSound('bass').play();
scoreTxt.setText(LK.getScore());
// Update high score if current score exceeds it
if (LK.getScore() > highScore) {