User prompt
The gun should automatically fire in sync with the speed of the falling notes. The player, using head movements, only needs to aim the crosshair at the notes — no manual shooting is required. ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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User prompt
Nota Avcısı: Yüzle Nişan Al!
Initial prompt
*Game Concept:* Notes fall from the top of the screen in multiple columns. A fixed gun is placed at the bottom-left corner. The player controls the aim by moving their head (FaceKit integration), and the crosshair moves accordingly on the screen. When the player taps a note while aiming at it, the note is shot and triggers a musical sound. *Features:* - Multiple falling note columns, each representing different piano notes - Fixed gun in bottom-left corner - Crosshair follows player’s head movement (FaceKit) - Tap a note while aiming to shoot and play the corresponding sound - Notes fall in sync with different music tracks (randomly chosen each round) - Difficulty increases every 10 points by speeding up the notes - Game title includes buttons to select speed: Slow, Normal, Fast - Gameplay hint: “Move your head to aim and tap notes to shoot” displayed on screen Türkçe yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ // Ball class: the fixed shooter at bottom left var Ball = Container.expand(function () { var self = Container.call(this); var ballAsset = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, width: BALL_SIZE, height: BALL_SIZE, color: 0xffffff, shape: 'ellipse' }); return self; }); // Bullet class: fired from ball towards crosshair var Bullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, width: BULLET_SIZE, height: BULLET_SIZE, color: 0x00e6e6, shape: 'ellipse' }); self.vx = 0; self.vy = 0; self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); // Crosshair class: follows facekit position var Crosshair = Container.expand(function () { var self = Container.call(this); var crossAsset = self.attachAsset('crosshair', { anchorX: 0.5, anchorY: 0.5, width: CROSS_SIZE, height: CROSS_SIZE, color: 0xff0000, shape: 'ellipse' }); return self; }); // Note class: falling note var Note = Container.expand(function () { var self = Container.call(this); // Randomly pick a color for the note var color = NOTE_COLORS[Math.floor(Math.random() * NOTE_COLORS.length)]; var noteAsset = self.attachAsset('note', { anchorX: 0.5, anchorY: 0.5, width: NOTE_WIDTH, height: NOTE_HEIGHT, color: color, shape: 'ellipse' }); self.column = 0; // which column this note is in self.speed = noteFallSpeed; // will be set on spawn self.hit = false; // has this note been hit self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181a20 }); /**** * Game Code ****/ // Note: All note assets will be ellipses with different colors for variety // --- Constants --- var NOTE_COLORS = [0xffe066, 0x66b3ff, 0xff66a3, 0x7cff66, 0xff8c66]; var GAME_W = 2048; var GAME_H = 2732; var BALL_SIZE = 120; var NOTE_WIDTH = 160; var NOTE_HEIGHT = 90; var CROSS_SIZE = 90; var BULLET_SIZE = 60; var NOTE_COLS = 5; var NOTE_MARGIN = 60; var NOTE_AREA_W = GAME_W - 2 * NOTE_MARGIN; var NOTE_COL_W = NOTE_AREA_W / NOTE_COLS; var NOTE_START_Y = -NOTE_HEIGHT; var BALL_X = 180; var BALL_Y = GAME_H - 220; var CROSS_MIN_X = 200; var CROSS_MAX_X = GAME_W - 200; var CROSS_MIN_Y = 200; var CROSS_MAX_Y = GAME_H - 400; var BULLET_SPEED = 48; // px per frame // --- Game State --- var notes = []; var bullets = []; var crosshair = null; var ball = null; var scoreTxt = null; var tipTxt = null; var lastNoteSpawnTick = 0; var noteFallSpeed = 12; // will be set by difficulty var noteSpawnInterval = 60; // ticks between notes, will be set by difficulty var difficulty = null; // 'slow', 'normal', 'fast' var gameStarted = false; var canShoot = true; var lastScore = 0; var musicTracks = [{ id: 'music1', name: 'Parça 1' }, { id: 'music2', name: 'Parça 2' }, { id: 'music3', name: 'Parça 3' }]; var currentMusic = null; // --- Difficulty Presets --- var DIFFICULTY_PRESETS = { 'slow': { noteFallSpeed: 10, noteSpawnInterval: 80 }, 'normal': { noteFallSpeed: 14, noteSpawnInterval: 60 }, 'fast': { noteFallSpeed: 20, noteSpawnInterval: 40 } }; // --- UI: Difficulty Selection --- var diffBtns = []; function showDifficultyMenu() { var btnLabels = [{ key: 'slow', label: 'Yavaş' }, { key: 'normal', label: 'Normal' }, { key: 'fast', label: 'Hızlı' }]; var btnW = 500, btnH = 180, btnGap = 60; var startY = GAME_H / 2 - (btnLabels.length * btnH + (btnLabels.length - 1) * btnGap) / 2; for (var i = 0; i < btnLabels.length; i++) { var btn = new Container(); var bg = btn.attachAsset('btnbg', { anchorX: 0.5, anchorY: 0.5, width: btnW, height: btnH, color: 0x222a38, shape: 'box' }); var txt = new Text2(btnLabels[i].label, { size: 90, fill: "#fff" }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; btn.addChild(txt); btn.x = GAME_W / 2; btn.y = startY + i * (btnH + btnGap); btn.difficulty = btnLabels[i].key; btn.down = function (x, y, obj) { startGame(this.difficulty); }; game.addChild(btn); diffBtns.push(btn); } // Show tip if (!tipTxt) { tipTxt = new Text2("Başını hareket ettir, notalara dokun ve ateş et!", { size: 70, fill: 0xFFE066 }); tipTxt.anchor.set(0.5, 0); } tipTxt.x = GAME_W / 2; tipTxt.y = 180; game.addChild(tipTxt); } // Remove difficulty menu function hideDifficultyMenu() { for (var i = 0; i < diffBtns.length; i++) { diffBtns[i].destroy(); } diffBtns = []; if (tipTxt) { tipTxt.destroy(); tipTxt = null; } } // --- Start Game --- function startGame(diffKey) { difficulty = diffKey; noteFallSpeed = DIFFICULTY_PRESETS[diffKey].noteFallSpeed; noteSpawnInterval = DIFFICULTY_PRESETS[diffKey].noteSpawnInterval; gameStarted = true; hideDifficultyMenu(); LK.setScore(0); lastScore = 0; notes = []; bullets = []; // Pick a random music currentMusic = musicTracks[Math.floor(Math.random() * musicTracks.length)]; LK.playMusic(currentMusic.id); // Ball ball = new Ball(); ball.x = BALL_X; ball.y = BALL_Y; game.addChild(ball); // Crosshair crosshair = new Crosshair(); crosshair.x = BALL_X + 400; crosshair.y = BALL_Y - 400; game.addChild(crosshair); // Score if (!scoreTxt) { scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); } scoreTxt.setText(0); // Show tip for a few seconds if (!tipTxt) { tipTxt = new Text2("Başını hareket ettir, notalara dokun ve ateş et!", { size: 70, fill: 0xFFE066 }); tipTxt.anchor.set(0.5, 0); } tipTxt.x = GAME_W / 2; tipTxt.y = 180; game.addChild(tipTxt); LK.setTimeout(function () { if (tipTxt) { tipTxt.destroy(); tipTxt = null; } }, 3000); } // --- End Game --- function endGame(win) { // Clean up for (var i = 0; i < notes.length; i++) notes[i].destroy(); notes = []; for (var i = 0; i < bullets.length; i++) bullets[i].destroy(); bullets = []; if (ball) { ball.destroy(); ball = null; } if (crosshair) { crosshair.destroy(); crosshair = null; } gameStarted = false; LK.stopMusic(); if (win) { LK.showYouWin(); } else { LK.showGameOver(); } } // --- Note Spawning --- function spawnNote() { var note = new Note(); // Pick a random column var col = Math.floor(Math.random() * NOTE_COLS); note.column = col; note.x = NOTE_MARGIN + NOTE_COL_W / 2 + col * NOTE_COL_W; note.y = NOTE_START_Y; note.speed = noteFallSpeed; notes.push(note); game.addChild(note); } // --- Difficulty Increase --- function maybeIncreaseDifficulty() { var score = LK.getScore(); if (score > 0 && score % 10 === 0 && score !== lastScore) { // Increase speed and spawn rate noteFallSpeed += 2; if (noteSpawnInterval > 20) noteSpawnInterval -= 6; lastScore = score; } } // --- Facekit Crosshair Update --- function updateCrosshair() { if (!crosshair) return; // Use facekit.noseTip or facekit.mouthCenter for aiming var fx = facekit.noseTip ? facekit.noseTip.x : facekit.mouthCenter ? facekit.mouthCenter.x : GAME_W / 2; var fy = facekit.noseTip ? facekit.noseTip.y : facekit.mouthCenter ? facekit.mouthCenter.y : GAME_H / 2; // Clamp to play area if (fx < CROSS_MIN_X) fx = CROSS_MIN_X; if (fx > CROSS_MAX_X) fx = CROSS_MAX_X; if (fy < CROSS_MIN_Y) fy = CROSS_MIN_Y; if (fy > CROSS_MAX_Y) fy = CROSS_MAX_Y; crosshair.x = fx; crosshair.y = fy; } // --- Fire Bullet --- function fireBullet() { if (!canShoot || !gameStarted) return; canShoot = false; // Find if crosshair is over a note var hitNote = null; for (var i = 0; i < notes.length; i++) { var n = notes[i]; if (!n.hit && crosshair && crosshair.intersects(n)) { hitNote = n; break; } } // Fire bullet towards crosshair var b = new Bullet(); b.x = ball.x; b.y = ball.y; // Direction vector var dx = crosshair.x - ball.x; var dy = crosshair.y - ball.y; var len = Math.sqrt(dx * dx + dy * dy); if (len === 0) { dx = 0; dy = -1; len = 1; } b.vx = BULLET_SPEED * dx / len; b.vy = BULLET_SPEED * dy / len; bullets.push(b); game.addChild(b); // If hitNote, mark as hit (so only one bullet per note) if (hitNote) { hitNote.hit = true; } // Play note sound (simulate: play a sound per note column) var soundId = 'note' + (hitNote ? hitNote.column : Math.floor(Math.random() * NOTE_COLS)); LK.getSound(soundId).play(); // Allow next shot after short delay LK.setTimeout(function () { canShoot = true; }, 250); } // --- Touch Handler: tap to fire if crosshair is over a note game.down = function (x, y, obj) { if (!gameStarted) return; fireBullet(); }; // --- Main Game Loop --- game.update = function () { if (!gameStarted) return; // Update crosshair position from facekit updateCrosshair(); // Spawn notes if (LK.ticks - lastNoteSpawnTick >= noteSpawnInterval) { spawnNote(); lastNoteSpawnTick = LK.ticks; } // Update notes for (var i = notes.length - 1; i >= 0; i--) { var n = notes[i]; n.update(); // If note is hit and bullet will reach it, handled below // If note falls below screen, game over if (n.y > GAME_H + NOTE_HEIGHT / 2) { endGame(false); return; } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); // Remove bullet if out of bounds if (b.x < -100 || b.x > GAME_W + 100 || b.y < -100 || b.y > GAME_H + 100) { b.destroy(); bullets.splice(i, 1); continue; } // Check collision with notes for (var j = notes.length - 1; j >= 0; j--) { var n = notes[j]; if (n.hit && b.intersects(n)) { // Hit! LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Remove note and bullet n.destroy(); notes.splice(j, 1); b.destroy(); bullets.splice(i, 1); // Difficulty up maybeIncreaseDifficulty(); // Win condition: 50 points if (LK.getScore() >= 50) { endGame(true); return; } break; } } } }; // --- Show Difficulty Menu on Start --- showDifficultyMenu(); /**** * Asset Initialization (for static analysis) ****/ // Notes (5 columns, 5 colors) for (var i = 0; i < NOTE_COLS; i++) {} // Ball // Crosshair // Bullet // Button background // Music tracks
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,440 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var facekit = LK.import("@upit/facekit.v1");
+
+/****
+* Classes
+****/
+// Ball class: the fixed shooter at bottom left
+var Ball = Container.expand(function () {
+ var self = Container.call(this);
+ var ballAsset = self.attachAsset('ball', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: BALL_SIZE,
+ height: BALL_SIZE,
+ color: 0xffffff,
+ shape: 'ellipse'
+ });
+ return self;
+});
+// Bullet class: fired from ball towards crosshair
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletAsset = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: BULLET_SIZE,
+ height: BULLET_SIZE,
+ color: 0x00e6e6,
+ shape: 'ellipse'
+ });
+ self.vx = 0;
+ self.vy = 0;
+ self.update = function () {
+ self.x += self.vx;
+ self.y += self.vy;
+ };
+ return self;
+});
+// Crosshair class: follows facekit position
+var Crosshair = Container.expand(function () {
+ var self = Container.call(this);
+ var crossAsset = self.attachAsset('crosshair', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: CROSS_SIZE,
+ height: CROSS_SIZE,
+ color: 0xff0000,
+ shape: 'ellipse'
+ });
+ return self;
+});
+// Note class: falling note
+var Note = Container.expand(function () {
+ var self = Container.call(this);
+ // Randomly pick a color for the note
+ var color = NOTE_COLORS[Math.floor(Math.random() * NOTE_COLORS.length)];
+ var noteAsset = self.attachAsset('note', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: NOTE_WIDTH,
+ height: NOTE_HEIGHT,
+ color: color,
+ shape: 'ellipse'
+ });
+ self.column = 0; // which column this note is in
+ self.speed = noteFallSpeed; // will be set on spawn
+ self.hit = false; // has this note been hit
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x181a20
+});
+
+/****
+* Game Code
+****/
+// Note: All note assets will be ellipses with different colors for variety
+// --- Constants ---
+var NOTE_COLORS = [0xffe066, 0x66b3ff, 0xff66a3, 0x7cff66, 0xff8c66];
+var GAME_W = 2048;
+var GAME_H = 2732;
+var BALL_SIZE = 120;
+var NOTE_WIDTH = 160;
+var NOTE_HEIGHT = 90;
+var CROSS_SIZE = 90;
+var BULLET_SIZE = 60;
+var NOTE_COLS = 5;
+var NOTE_MARGIN = 60;
+var NOTE_AREA_W = GAME_W - 2 * NOTE_MARGIN;
+var NOTE_COL_W = NOTE_AREA_W / NOTE_COLS;
+var NOTE_START_Y = -NOTE_HEIGHT;
+var BALL_X = 180;
+var BALL_Y = GAME_H - 220;
+var CROSS_MIN_X = 200;
+var CROSS_MAX_X = GAME_W - 200;
+var CROSS_MIN_Y = 200;
+var CROSS_MAX_Y = GAME_H - 400;
+var BULLET_SPEED = 48; // px per frame
+// --- Game State ---
+var notes = [];
+var bullets = [];
+var crosshair = null;
+var ball = null;
+var scoreTxt = null;
+var tipTxt = null;
+var lastNoteSpawnTick = 0;
+var noteFallSpeed = 12; // will be set by difficulty
+var noteSpawnInterval = 60; // ticks between notes, will be set by difficulty
+var difficulty = null; // 'slow', 'normal', 'fast'
+var gameStarted = false;
+var canShoot = true;
+var lastScore = 0;
+var musicTracks = [{
+ id: 'music1',
+ name: 'Parça 1'
+}, {
+ id: 'music2',
+ name: 'Parça 2'
+}, {
+ id: 'music3',
+ name: 'Parça 3'
+}];
+var currentMusic = null;
+// --- Difficulty Presets ---
+var DIFFICULTY_PRESETS = {
+ 'slow': {
+ noteFallSpeed: 10,
+ noteSpawnInterval: 80
+ },
+ 'normal': {
+ noteFallSpeed: 14,
+ noteSpawnInterval: 60
+ },
+ 'fast': {
+ noteFallSpeed: 20,
+ noteSpawnInterval: 40
+ }
+};
+// --- UI: Difficulty Selection ---
+var diffBtns = [];
+function showDifficultyMenu() {
+ var btnLabels = [{
+ key: 'slow',
+ label: 'Yavaş'
+ }, {
+ key: 'normal',
+ label: 'Normal'
+ }, {
+ key: 'fast',
+ label: 'Hızlı'
+ }];
+ var btnW = 500,
+ btnH = 180,
+ btnGap = 60;
+ var startY = GAME_H / 2 - (btnLabels.length * btnH + (btnLabels.length - 1) * btnGap) / 2;
+ for (var i = 0; i < btnLabels.length; i++) {
+ var btn = new Container();
+ var bg = btn.attachAsset('btnbg', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: btnW,
+ height: btnH,
+ color: 0x222a38,
+ shape: 'box'
+ });
+ var txt = new Text2(btnLabels[i].label, {
+ size: 90,
+ fill: "#fff"
+ });
+ txt.anchor.set(0.5, 0.5);
+ txt.x = 0;
+ txt.y = 0;
+ btn.addChild(txt);
+ btn.x = GAME_W / 2;
+ btn.y = startY + i * (btnH + btnGap);
+ btn.difficulty = btnLabels[i].key;
+ btn.down = function (x, y, obj) {
+ startGame(this.difficulty);
+ };
+ game.addChild(btn);
+ diffBtns.push(btn);
+ }
+ // Show tip
+ if (!tipTxt) {
+ tipTxt = new Text2("Başını hareket ettir, notalara dokun ve ateş et!", {
+ size: 70,
+ fill: 0xFFE066
+ });
+ tipTxt.anchor.set(0.5, 0);
+ }
+ tipTxt.x = GAME_W / 2;
+ tipTxt.y = 180;
+ game.addChild(tipTxt);
+}
+// Remove difficulty menu
+function hideDifficultyMenu() {
+ for (var i = 0; i < diffBtns.length; i++) {
+ diffBtns[i].destroy();
+ }
+ diffBtns = [];
+ if (tipTxt) {
+ tipTxt.destroy();
+ tipTxt = null;
+ }
+}
+// --- Start Game ---
+function startGame(diffKey) {
+ difficulty = diffKey;
+ noteFallSpeed = DIFFICULTY_PRESETS[diffKey].noteFallSpeed;
+ noteSpawnInterval = DIFFICULTY_PRESETS[diffKey].noteSpawnInterval;
+ gameStarted = true;
+ hideDifficultyMenu();
+ LK.setScore(0);
+ lastScore = 0;
+ notes = [];
+ bullets = [];
+ // Pick a random music
+ currentMusic = musicTracks[Math.floor(Math.random() * musicTracks.length)];
+ LK.playMusic(currentMusic.id);
+ // Ball
+ ball = new Ball();
+ ball.x = BALL_X;
+ ball.y = BALL_Y;
+ game.addChild(ball);
+ // Crosshair
+ crosshair = new Crosshair();
+ crosshair.x = BALL_X + 400;
+ crosshair.y = BALL_Y - 400;
+ game.addChild(crosshair);
+ // Score
+ if (!scoreTxt) {
+ scoreTxt = new Text2('0', {
+ size: 120,
+ fill: "#fff"
+ });
+ scoreTxt.anchor.set(0.5, 0);
+ LK.gui.top.addChild(scoreTxt);
+ }
+ scoreTxt.setText(0);
+ // Show tip for a few seconds
+ if (!tipTxt) {
+ tipTxt = new Text2("Başını hareket ettir, notalara dokun ve ateş et!", {
+ size: 70,
+ fill: 0xFFE066
+ });
+ tipTxt.anchor.set(0.5, 0);
+ }
+ tipTxt.x = GAME_W / 2;
+ tipTxt.y = 180;
+ game.addChild(tipTxt);
+ LK.setTimeout(function () {
+ if (tipTxt) {
+ tipTxt.destroy();
+ tipTxt = null;
+ }
+ }, 3000);
+}
+// --- End Game ---
+function endGame(win) {
+ // Clean up
+ for (var i = 0; i < notes.length; i++) notes[i].destroy();
+ notes = [];
+ for (var i = 0; i < bullets.length; i++) bullets[i].destroy();
+ bullets = [];
+ if (ball) {
+ ball.destroy();
+ ball = null;
+ }
+ if (crosshair) {
+ crosshair.destroy();
+ crosshair = null;
+ }
+ gameStarted = false;
+ LK.stopMusic();
+ if (win) {
+ LK.showYouWin();
+ } else {
+ LK.showGameOver();
+ }
+}
+// --- Note Spawning ---
+function spawnNote() {
+ var note = new Note();
+ // Pick a random column
+ var col = Math.floor(Math.random() * NOTE_COLS);
+ note.column = col;
+ note.x = NOTE_MARGIN + NOTE_COL_W / 2 + col * NOTE_COL_W;
+ note.y = NOTE_START_Y;
+ note.speed = noteFallSpeed;
+ notes.push(note);
+ game.addChild(note);
+}
+// --- Difficulty Increase ---
+function maybeIncreaseDifficulty() {
+ var score = LK.getScore();
+ if (score > 0 && score % 10 === 0 && score !== lastScore) {
+ // Increase speed and spawn rate
+ noteFallSpeed += 2;
+ if (noteSpawnInterval > 20) noteSpawnInterval -= 6;
+ lastScore = score;
+ }
+}
+// --- Facekit Crosshair Update ---
+function updateCrosshair() {
+ if (!crosshair) return;
+ // Use facekit.noseTip or facekit.mouthCenter for aiming
+ var fx = facekit.noseTip ? facekit.noseTip.x : facekit.mouthCenter ? facekit.mouthCenter.x : GAME_W / 2;
+ var fy = facekit.noseTip ? facekit.noseTip.y : facekit.mouthCenter ? facekit.mouthCenter.y : GAME_H / 2;
+ // Clamp to play area
+ if (fx < CROSS_MIN_X) fx = CROSS_MIN_X;
+ if (fx > CROSS_MAX_X) fx = CROSS_MAX_X;
+ if (fy < CROSS_MIN_Y) fy = CROSS_MIN_Y;
+ if (fy > CROSS_MAX_Y) fy = CROSS_MAX_Y;
+ crosshair.x = fx;
+ crosshair.y = fy;
+}
+// --- Fire Bullet ---
+function fireBullet() {
+ if (!canShoot || !gameStarted) return;
+ canShoot = false;
+ // Find if crosshair is over a note
+ var hitNote = null;
+ for (var i = 0; i < notes.length; i++) {
+ var n = notes[i];
+ if (!n.hit && crosshair && crosshair.intersects(n)) {
+ hitNote = n;
+ break;
+ }
+ }
+ // Fire bullet towards crosshair
+ var b = new Bullet();
+ b.x = ball.x;
+ b.y = ball.y;
+ // Direction vector
+ var dx = crosshair.x - ball.x;
+ var dy = crosshair.y - ball.y;
+ var len = Math.sqrt(dx * dx + dy * dy);
+ if (len === 0) {
+ dx = 0;
+ dy = -1;
+ len = 1;
+ }
+ b.vx = BULLET_SPEED * dx / len;
+ b.vy = BULLET_SPEED * dy / len;
+ bullets.push(b);
+ game.addChild(b);
+ // If hitNote, mark as hit (so only one bullet per note)
+ if (hitNote) {
+ hitNote.hit = true;
+ }
+ // Play note sound (simulate: play a sound per note column)
+ var soundId = 'note' + (hitNote ? hitNote.column : Math.floor(Math.random() * NOTE_COLS));
+ LK.getSound(soundId).play();
+ // Allow next shot after short delay
+ LK.setTimeout(function () {
+ canShoot = true;
+ }, 250);
+}
+// --- Touch Handler: tap to fire if crosshair is over a note
+game.down = function (x, y, obj) {
+ if (!gameStarted) return;
+ fireBullet();
+};
+// --- Main Game Loop ---
+game.update = function () {
+ if (!gameStarted) return;
+ // Update crosshair position from facekit
+ updateCrosshair();
+ // Spawn notes
+ if (LK.ticks - lastNoteSpawnTick >= noteSpawnInterval) {
+ spawnNote();
+ lastNoteSpawnTick = LK.ticks;
+ }
+ // Update notes
+ for (var i = notes.length - 1; i >= 0; i--) {
+ var n = notes[i];
+ n.update();
+ // If note is hit and bullet will reach it, handled below
+ // If note falls below screen, game over
+ if (n.y > GAME_H + NOTE_HEIGHT / 2) {
+ endGame(false);
+ return;
+ }
+ }
+ // Update bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var b = bullets[i];
+ b.update();
+ // Remove bullet if out of bounds
+ if (b.x < -100 || b.x > GAME_W + 100 || b.y < -100 || b.y > GAME_H + 100) {
+ b.destroy();
+ bullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with notes
+ for (var j = notes.length - 1; j >= 0; j--) {
+ var n = notes[j];
+ if (n.hit && b.intersects(n)) {
+ // Hit!
+ LK.setScore(LK.getScore() + 1);
+ scoreTxt.setText(LK.getScore());
+ // Remove note and bullet
+ n.destroy();
+ notes.splice(j, 1);
+ b.destroy();
+ bullets.splice(i, 1);
+ // Difficulty up
+ maybeIncreaseDifficulty();
+ // Win condition: 50 points
+ if (LK.getScore() >= 50) {
+ endGame(true);
+ return;
+ }
+ break;
+ }
+ }
+ }
+};
+// --- Show Difficulty Menu on Start ---
+showDifficultyMenu();
+/****
+* Asset Initialization (for static analysis)
+****/
+// Notes (5 columns, 5 colors)
+for (var i = 0; i < NOTE_COLS; i++) {}
+// Ball
+// Crosshair
+// Bullet
+// Button background
+// Music tracks
\ No newline at end of file
Make a wallpaper that features small music notes and guns. The image should look good for the game and not appear pixelated.. In-Game asset. 2d. High contrast. No shadows
A rounded rectangle frame with both the inside and the border colored — no text inside. Colors can be yellow, blue, or white.. In-Game asset. 2d. High contrast. No shadows
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sarı dörtgen kenarkarı açık mavi. In-Game asset. 2d. High contrast. No shadows
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küçük bir kırmızı kalp ve içinde beyaz 🎶 notası. In-Game asset. 2d. High contrast. No shadows