User prompt
Farkli farkli bas seslwri ekle her nota icin
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Bas sesini kaldir
User prompt
Her notaya doğru bastigimizda bir bas sesi ekle
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Arka müziği kaldir
User prompt
High skore sifirla ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
En yuksek puan gosterimi getir ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Sağ uste high skore ekle ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Score artmiyor 5 de kaliyoer
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Please fix the bug: 'Uncaught TypeError: obj.stopPropagation is not a function' in or related to this line: 'obj.stopPropagation();' Line Number: 44
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'stopPropagation')' in or related to this line: 'obj.event.stopPropagation();' Line Number: 44
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Sadece ilk basta bastigimda 5 puan veriyor sonrakiler puan veemiyor
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Siyah notalqrin her biri icin 5 puan
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Her zamaninda bastigimiz nota icin 5bskor
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Asagina bir basma alani yap
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Create a 2D rhythm game inspired by Magic Tiles, using only mouse clicks. Gameplay: - The game plays a 120 BPM background music loop. - Four vertical lanes are shown on the screen (left to right). - Every 0.5 seconds, a black tile starts falling from the top in one of the lanes. - The player must click the tile when it reaches the bottom of the screen. - If the player clicks the tile at the correct moment, increase the score by 1 and play a "ding" sound. - If the player misses or clicks at the wrong time, reset the score to 0 and play a "buzz" sound. Visuals: - Background: white - Tiles: black rectangles falling vertically - Each lane is separated by thin lines - Score is shown at the top center in bold black font Mechanics: - Only one tile falls per beat (0.5s interval) - The game never stops — it continues forever Mouse only. No keyboard input. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create a 2D rhythm game using only mouse clicks. Gameplay: - Play a background music loop with a clear 120 BPM rhythm. - Place a large glowing circle in the center of the screen. - Every 0.5 seconds (on each beat), the circle quickly changes color for 0.3 seconds to signal the beat. - When the circle flashes, the player must click it during the 0.3 seconds window. - If the player clicks at the correct time, increase the score by 1 and play a "ding" sound. - If the player clicks at the wrong time or misses the flash, reset the score to 0 and play a "buzz" sound. Visuals: - Normal state: gray circle. - Flashing state: bright blue. - Background: black. - Score is shown at the top center in bold white font. The game runs forever. No game over. Just rhythm and score. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create a simple 2D rhythm game that uses only mouse clicks. Gameplay: - There is one big circle in the center of the screen. - Every 0.5 seconds, the circle flashes (changes color or size) for 0.3 seconds. - This matches a 120 BPM music beat. - The player must click the circle only while it is flashing. - If the player clicks at the correct moment, increase the score by 1. - If the player clicks too early, too late, or when the circle is not flashing, reset the score to 0. UI and visuals: - Show the score at the top center in white text. - Flashing circle should be bright (ex: blue when flashing, gray when idle). - Background is black. - Play a "ding" sound when clicked correctly, "buzz" sound if wrong. - The game never ends — just keeps going forever. Use very simple visuals and mechanics so it works easily. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Kodlri sil
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müzik hızını yavaşlat
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pc aşağı tuşu kırmızı yukarı tuşu mavi sol tuşu sarı sağ tuşu yeşil olarak ayarla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
bilgisayar ileri geri sağ sol tşlarına göre senkronizasyon yap
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Renklee arkada çalan müziğin basına göre yansin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Renkler müziğin ritmine göre yansin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create a 2D rhythm game. Display four big arrow icons in the center of the screen: up, down, left, right. Every 0.5 seconds, randomly select one arrow and make it glow for 0.4 seconds. Use a 120 BPM music loop that matches the arrow flashing timing. When the glowing arrow is shown, the player must press the matching arrow key. If the player presses the correct key while it’s glowing, increase score by 1. If the player presses the wrong key or presses when no arrow is glowing, reset score to 0. Show the score at the top of the screen. Do not stop the game when the player makes a mistake — keep going. Use these colors for glowing: - Up = Blue - Down = Red - Left = Yellow - Right = Green Add sound: play “ding” when correct, “buzz” when wrong. Use a black background. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create a 2D rhythm game with accurate beat synchronization. Gameplay: - The game uses a 120 BPM music track (1 beat every 0.5 seconds). - Every 0.5 seconds, randomly select one of four directions: up, down, left, right. - Make that arrow icon glow for 0.4 seconds, starting exactly on the beat. Input Timing: - If the player presses the matching arrow key during the 0.4 seconds the arrow is glowing, increase the score by 1. - If the input is outside the glow window, or is the wrong key, reset the score to 0. Timing Sync: - Use an internal beat timer tied directly to the music playback time (not a separate random timer). - The glowing arrows must appear exactly on the beat (aligned with the audio), not delayed or offset. Visuals: - Arrows: - Up: Blue - Down: Red - Left: Yellow - Right: Green - Arrows are centered on the screen and large. - Background is dark with soft pulsing on each beat. Sounds: - Play “ding” sound on correct input, “buzz” on wrong. - Do not stop music or gameplay on mistake — just reset score. Score: - Show the score in the center-top of the screen in large white text. Game continues forever with increasing score if player stays in rhythm. `` ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Arrow = Container.expand(function (direction, color) { var self = Container.call(this); self.direction = direction; self.isActive = false; self.lastWasActive = false; var arrowGraphics = self.attachAsset('arrow' + direction.charAt(0).toUpperCase() + direction.slice(1), { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { if (!self.isActive) { self.lastWasActive = self.isActive; self.isActive = true; // Flash the arrow brighter tween(arrowGraphics, { alpha: 1 }, { duration: 100 }); } }; self.deactivate = function () { if (self.isActive) { self.lastWasActive = self.isActive; self.isActive = false; // Fade back to normal tween(arrowGraphics, { alpha: 0.3 }, { duration: 100 }); } }; // Set initial state arrowGraphics.alpha = 0.3; return self; }); /**** * Initialize Game ****/ // Assets will be added as needed // Plugins will be imported as needed // Classes will be defined as needed var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var score = 0; var beatInterval = 500; // 120 BPM = 500ms per beat (0.5 seconds) var lastBeatTime = 0; var currentActiveArrow = null; var beatTiming = 400; // 0.4 seconds glow window var musicStartTime = 0; var gameStarted = false; // Create arrows var arrows = { up: null, down: null, left: null, right: null }; var arrowDirections = ['up', 'down', 'left', 'right']; // Create and position arrows arrows.up = game.addChild(new Arrow('up', 0x0066ff)); arrows.up.x = 2048 / 2; arrows.up.y = 2732 / 2 - 250; arrows.down = game.addChild(new Arrow('down', 0xff0000)); arrows.down.x = 2048 / 2; arrows.down.y = 2732 / 2 + 250; arrows.left = game.addChild(new Arrow('left', 0xffff00)); arrows.left.x = 2048 / 2 - 250; arrows.left.y = 2732 / 2; arrows.right = game.addChild(new Arrow('right', 0x00ff00)); arrows.right.x = 2048 / 2 + 250; arrows.right.y = 2732 / 2; // Create score display var scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Start music and sync timing LK.playMusic('bgbeat', { loop: true }); musicStartTime = LK.ticks * (1000 / 60); // Record when music started gameStarted = true; // Touch/input handling var inputPressed = false; function handleInput(direction) { if (inputPressed) return; inputPressed = true; if (currentActiveArrow && currentActiveArrow.isActive && currentActiveArrow.direction === direction) { // Correct input during active window score++; scoreTxt.setText('Score: ' + score); LK.getSound('correct').play(); // Deactivate arrow immediately on correct input currentActiveArrow.deactivate(); currentActiveArrow = null; } else { // Wrong input, wrong timing, or no active arrow score = 0; scoreTxt.setText('Score: ' + score); LK.getSound('wrong').play(); } // Reset input after short delay LK.setTimeout(function () { inputPressed = false; }, 100); } // Touch handlers for each arrow arrows.up.down = function () { handleInput('up'); }; arrows.down.down = function () { handleInput('down'); }; arrows.left.down = function () { handleInput('left'); }; arrows.right.down = function () { handleInput('right'); }; // Main game loop game.update = function () { if (!gameStarted) return; var currentTime = LK.ticks * (1000 / 60); // Convert ticks to milliseconds var timeSinceStart = currentTime - musicStartTime; // Calculate current beat based on music timing var currentBeat = Math.floor(timeSinceStart / beatInterval); var nextBeatTime = musicStartTime + (currentBeat + 1) * beatInterval; var timeToBeat = nextBeatTime - currentTime; // Check if we should trigger a new beat (within 16ms tolerance for 60fps) if (timeToBeat <= 16 && timeToBeat > -16 && currentBeat > Math.floor(lastBeatTime / beatInterval)) { lastBeatTime = nextBeatTime; // Deactivate current arrow if (currentActiveArrow) { currentActiveArrow.deactivate(); } // Choose random arrow to activate var randomDirection = arrowDirections[Math.floor(Math.random() * arrowDirections.length)]; currentActiveArrow = arrows[randomDirection]; currentActiveArrow.activate(); // Background pulse effect tween(game, { alpha: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(game, { alpha: 1 }, { duration: 100 }); } }); // Auto-deactivate after timing window and reset score if missed LK.setTimeout(function () { if (currentActiveArrow && currentActiveArrow.isActive) { // Player missed the beat - reset score score = 0; scoreTxt.setText('Score: ' + score); LK.getSound('wrong').play(); currentActiveArrow.deactivate(); currentActiveArrow = null; } }, beatTiming); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Arrow = Container.expand(function (direction, color) {
var self = Container.call(this);
self.direction = direction;
self.isActive = false;
self.lastWasActive = false;
var arrowGraphics = self.attachAsset('arrow' + direction.charAt(0).toUpperCase() + direction.slice(1), {
anchorX: 0.5,
anchorY: 0.5
});
self.activate = function () {
if (!self.isActive) {
self.lastWasActive = self.isActive;
self.isActive = true;
// Flash the arrow brighter
tween(arrowGraphics, {
alpha: 1
}, {
duration: 100
});
}
};
self.deactivate = function () {
if (self.isActive) {
self.lastWasActive = self.isActive;
self.isActive = false;
// Fade back to normal
tween(arrowGraphics, {
alpha: 0.3
}, {
duration: 100
});
}
};
// Set initial state
arrowGraphics.alpha = 0.3;
return self;
});
/****
* Initialize Game
****/
// Assets will be added as needed
// Plugins will be imported as needed
// Classes will be defined as needed
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var score = 0;
var beatInterval = 500; // 120 BPM = 500ms per beat (0.5 seconds)
var lastBeatTime = 0;
var currentActiveArrow = null;
var beatTiming = 400; // 0.4 seconds glow window
var musicStartTime = 0;
var gameStarted = false;
// Create arrows
var arrows = {
up: null,
down: null,
left: null,
right: null
};
var arrowDirections = ['up', 'down', 'left', 'right'];
// Create and position arrows
arrows.up = game.addChild(new Arrow('up', 0x0066ff));
arrows.up.x = 2048 / 2;
arrows.up.y = 2732 / 2 - 250;
arrows.down = game.addChild(new Arrow('down', 0xff0000));
arrows.down.x = 2048 / 2;
arrows.down.y = 2732 / 2 + 250;
arrows.left = game.addChild(new Arrow('left', 0xffff00));
arrows.left.x = 2048 / 2 - 250;
arrows.left.y = 2732 / 2;
arrows.right = game.addChild(new Arrow('right', 0x00ff00));
arrows.right.x = 2048 / 2 + 250;
arrows.right.y = 2732 / 2;
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Start music and sync timing
LK.playMusic('bgbeat', {
loop: true
});
musicStartTime = LK.ticks * (1000 / 60); // Record when music started
gameStarted = true;
// Touch/input handling
var inputPressed = false;
function handleInput(direction) {
if (inputPressed) return;
inputPressed = true;
if (currentActiveArrow && currentActiveArrow.isActive && currentActiveArrow.direction === direction) {
// Correct input during active window
score++;
scoreTxt.setText('Score: ' + score);
LK.getSound('correct').play();
// Deactivate arrow immediately on correct input
currentActiveArrow.deactivate();
currentActiveArrow = null;
} else {
// Wrong input, wrong timing, or no active arrow
score = 0;
scoreTxt.setText('Score: ' + score);
LK.getSound('wrong').play();
}
// Reset input after short delay
LK.setTimeout(function () {
inputPressed = false;
}, 100);
}
// Touch handlers for each arrow
arrows.up.down = function () {
handleInput('up');
};
arrows.down.down = function () {
handleInput('down');
};
arrows.left.down = function () {
handleInput('left');
};
arrows.right.down = function () {
handleInput('right');
};
// Main game loop
game.update = function () {
if (!gameStarted) return;
var currentTime = LK.ticks * (1000 / 60); // Convert ticks to milliseconds
var timeSinceStart = currentTime - musicStartTime;
// Calculate current beat based on music timing
var currentBeat = Math.floor(timeSinceStart / beatInterval);
var nextBeatTime = musicStartTime + (currentBeat + 1) * beatInterval;
var timeToBeat = nextBeatTime - currentTime;
// Check if we should trigger a new beat (within 16ms tolerance for 60fps)
if (timeToBeat <= 16 && timeToBeat > -16 && currentBeat > Math.floor(lastBeatTime / beatInterval)) {
lastBeatTime = nextBeatTime;
// Deactivate current arrow
if (currentActiveArrow) {
currentActiveArrow.deactivate();
}
// Choose random arrow to activate
var randomDirection = arrowDirections[Math.floor(Math.random() * arrowDirections.length)];
currentActiveArrow = arrows[randomDirection];
currentActiveArrow.activate();
// Background pulse effect
tween(game, {
alpha: 0.8
}, {
duration: 100,
onFinish: function onFinish() {
tween(game, {
alpha: 1
}, {
duration: 100
});
}
});
// Auto-deactivate after timing window and reset score if missed
LK.setTimeout(function () {
if (currentActiveArrow && currentActiveArrow.isActive) {
// Player missed the beat - reset score
score = 0;
scoreTxt.setText('Score: ' + score);
LK.getSound('wrong').play();
currentActiveArrow.deactivate();
currentActiveArrow = null;
}
}, beatTiming);
}
};