User prompt
Increase the crosshair size a bit.
User prompt
Translate "yavaş" to "Slow" and "hızlı" to "Fast" in the game's speed mode boxes.
User prompt
Split the note into new lines so it fits the screen, and change its color to green.
User prompt
Change the note text and add this new one: New note: "Aim at the notes by moving your head and fire the gun by tapping the screen."
User prompt
The game seems to be lagging—can you fix this issue?
User prompt
I am hitting the correct notes, but I still lose. When I reach the 3rd point, it suddenly says "You lost." Fix this. What is going wrong in the background?
User prompt
It counts as a loss even though I hit the correct notes. Fix this and remove all unnecessary code.
User prompt
The bullets should count only when they hit the notes in the correct sequence. Currently, after scoring some points, hits on notes out of order aren’t counted. Please fix it so that only hits on notes in the proper order increase the score consistently.
User prompt
After 4 points, even if I hit the notes, the game doesn’t count them—please fix this.
User prompt
The game doesn’t count the first note even though I hit it—please fix this.
User prompt
Even though I hit the notes, it’s not counting—please fix this.
User prompt
My hits on the notes are not being counted, please fix it immediately.
User prompt
If you miss the first note and hit the second one, show a “You lost” screen with the message: “You hit the wrong note.”
User prompt
If the player hits the second note after missing the first one and loses the game, show a “You lost” screen with a tip: “You need to hit the notes in order.”
User prompt
If the first note is missed, hitting the next note should result in a loss — the player should immediately lose the game.
User prompt
If the first note is missed, then even if the following note is hit, it should not count as a successful hit — no points should be awarded, and the note should not disappear from the screen.
User prompt
If I miss the first incoming note, even if I hit the second one, it shouldn’t be counted as a successful hit — and that second note should remain on screen instead of disappearing.
User prompt
When a note is missed or not hit in time, the game over screen no longer appears — please fix this immediately.
User prompt
Remove the condition where missing the first note blocks further scoring. Instead, allow each note to be scored independently, even if previous ones were missed.
User prompt
If the player misses the first incoming note, the next notes—even if hit—should not be counted until the first missed note is cleared.
User prompt
The note icon shouldn’t stretch sideways; it should be stretched vertically with shorter sides.
User prompt
Make the note boxes rectangular and a bit longer.
User prompt
Make the music note symbol rectangular.
User prompt
Make the gun even bigger.
User prompt
Increase the size of the gun.
/**** * 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: 'box' }); 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 ****/ // --- Constants --- // Note: All note assets will be ellipses with different colors for variety var NOTE_COLORS = [0xffe066, 0x66b3ff, 0xff66a3, 0x7cff66, 0xff8c66]; var GAME_W = 2048; var GAME_H = 2732; var BALL_SIZE = 420; var NOTE_WIDTH = 120; var NOTE_HEIGHT = 260; 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 --- // Slowed down for all modes var DIFFICULTY_PRESETS = { 'slow': { noteFallSpeed: 5, noteSpawnInterval: 120 }, 'normal': { noteFallSpeed: 7, noteSpawnInterval: 90 }, 'fast': { noteFallSpeed: 10, noteSpawnInterval: 60 } }; // --- UI: Difficulty Selection --- var diffBtns = []; function showDifficultyMenu() { var btnLabels = [{ key: 'slow', label: 'Slow' }, { key: 'normal', label: 'Normal' }, { key: 'fast', label: 'Fast' }]; 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("Aim at the notes by\nmoving your head\nand fire the gun by\ntapping the screen.", { size: 70, fill: 0x00ff00 }); 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; // Clean up any existing notes and bullets before starting for (var i = 0; i < notes.length; i++) { if (notes[i]) notes[i].destroy(); } notes = []; for (var i = 0; i < bullets.length; i++) { if (bullets[i]) bullets[i].destroy(); } 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("Aim at the notes by\nmoving your head\nand fire the gun by\ntapping the screen.", { size: 70, fill: 0x00ff00 }); 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++) { if (notes[i]) notes[i].destroy(); } notes = []; for (var i = 0; i < bullets.length; i++) { if (bullets[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 a normal delay (normal fire rate) LK.setTimeout(function () { canShoot = true; }, 320); } // --- Main Game Loop --- game.down = function (x, y, obj) { if (gameStarted) { fireBullet(); } }; game.update = function () { if (!gameStarted) return; // Update crosshair position from facekit updateCrosshair(); // Spawn notes if (LK.ticks - lastNoteSpawnTick >= noteSpawnInterval) { spawnNote(); lastNoteSpawnTick = LK.ticks; } // Only fire bullet on user tap (remove continuous fire to reduce lag) // fireBullet(); // 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]; // Initialize lastWasIntersecting if not set if (typeof b.lastWasIntersecting === "undefined") b.lastWasIntersecting = false; var isIntersecting = b.intersects(n); // Only count as a hit if bullet just started intersecting a note that is not already destroyed if (!n.hit && b.lastWasIntersecting === false && isIntersecting) { n.hit = true; // Mark as hit immediately to prevent double hits 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; } b.lastWasIntersecting = isIntersecting; } } }; // --- 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
@@ -83,10 +83,10 @@
/****
* Game Code
****/
-// Note: All note assets will be ellipses with different colors for variety
// --- Constants ---
+// Note: All note assets will be ellipses with different colors for variety
var NOTE_COLORS = [0xffe066, 0x66b3ff, 0xff66a3, 0x7cff66, 0xff8c66];
var GAME_W = 2048;
var GAME_H = 2732;
var BALL_SIZE = 420;
@@ -151,15 +151,15 @@
var diffBtns = [];
function showDifficultyMenu() {
var btnLabels = [{
key: 'slow',
- label: 'Yavaş'
+ label: 'Slow'
}, {
key: 'normal',
label: 'Normal'
}, {
key: 'fast',
- label: 'Hızlı'
+ label: 'Fast'
}];
var btnW = 500,
btnH = 180,
btnGap = 60;