User prompt
Increase it slightly and create smooth transitions between two colors. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The color tones are too strong; make them more subtle and less visible.
User prompt
There should be a subtle, color-gradient dynamic pattern in the background. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let *softbg* and *softb2* create smooth transition effects in the background of the FaceKit screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
give to UPIT: For softbg, use a light pastel color background like light blue, pale purple, or soft pink. For softb2, use a complementary but slightly darker soft tone like lavender, midnight blue, or gentle orange. Together, softbg and softb2 should create a smooth color transition effect.
User prompt
If a separate image is needed for soft background color transitions, then create that image.
User prompt
When a note is hit, a 🎶 (music note) symbol should smoothly float upward from the hit note, creating a light visual effect. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
After the game starts, add simple animations that move in sync with the music rhythm. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the FaceKit screen appears, add small animated light effects to the corners once the game starts. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
After the game starts, have a minimalist but stylish frame or border around the FaceKit area.
User prompt
A minimalist but stylish frame or border
User prompt
Music sounds stopped working, fix this immediately.
User prompt
Fix the issue so that the music sounds play correctly.
User prompt
Make the hide animation faster after the note is hit. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
*Change the color:* When hit, quickly change the note's color to gray/black and then hide it. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(noteAsset, {' Line Number: 531
User prompt
When a bullet hits a note, it should count as a point, and the note box should quickly darken and disappear.
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(noteAsset, {' Line Number: 531
User prompt
When a bullet hits a note, it should count as a point, and the note box should quickly darken and disappear.
User prompt
Add a quick disappearance animation when bullets hit the notes in the game. While implementing the animation, don’t modify other codes, because adding animations often causes the game to not register the hit even when notes are correctly shot. Just add a fast disappearance effect.
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(b, {' Line Number: 530 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a quick disappearance animation when bullets hit the notes in the game. While implementing the animation, don’t modify other codes, because adding animations often causes the game to not register the hit even when notes are correctly shot. Just add a fast disappearance effect.
User prompt
There is an automatic scaling issue — the backr becomes blurry. Set it to match the game screen size normally so there’s no blurriness.
User prompt
There is an automatic scaling issue — the backr image sometimes looks good, sometimes blurry. Please fix this.
/**** * 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, // now wider 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 ****/ // 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 = 420; var NOTE_WIDTH = 180; // was 120, now wider for less thin look var NOTE_HEIGHT = 180; // reduced from 260 to make notes less long var CROSS_SIZE = 160; 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() { // Hide facekit video feed if visible if (facekit && typeof facekit.setVisible === "function") { facekit.setVisible(false); } // Add Backr image as background if (!game._diffMenuBackr) { var backr = LK.getAsset('Backr', { anchorX: 0.5, anchorY: 0.5, width: GAME_W, height: GAME_H, x: GAME_W / 2, y: GAME_H / 2, scaleMode: 'nearest' // prevent blurriness by using nearest neighbor scaling }); if (typeof backr.setScaleMode === "function") { backr.setScaleMode('nearest'); } game.addChild(backr); game._diffMenuBackr = backr; } 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: 0xFFFFFF }); tipTxt.anchor.set(0.5, 0); } tipTxt.x = GAME_W / 2; tipTxt.y = 180; game.addChild(tipTxt); } // Remove difficulty menu function hideDifficultyMenu() { // Restore facekit video feed if (facekit && typeof facekit.setVisible === "function") { facekit.setVisible(true); } // Remove Backr background if present if (game._diffMenuBackr) { game._diffMenuBackr.destroy(); game._diffMenuBackr = null; } 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 = []; // Play PH6 only in fast mode, and make it more dominant in randomization var musicChoices; if (difficulty === 'fast') { // PH6 is more dominant: add it multiple times to increase its chance musicChoices = ['Ph6', 'Ph6', 'Ph6', 'Piano1', 'P2', 'P3', 'P4', 'P5']; } else { musicChoices = ['Piano1', 'P2', 'P3', 'P4', 'P5']; } var selectedMusic = musicChoices[Math.floor(Math.random() * musicChoices.length)]; // Stop any currently playing music before starting new one LK.stopMusic(); // Play the selected music with default options (looping, full volume) LK.playMusic(selectedMusic, { loop: true, fade: { start: 0, end: 1, duration: 400 } }); // 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); // --- Minimalist FaceKit Frame --- // Remove previous frame if any if (game._facekitFrame) { game._facekitFrame.destroy(); game._facekitFrame = null; } // Define FaceKit area (centered, square, 900x900 px, top 180px margin) var frameW = 900; var frameH = 900; var frameX = (GAME_W - frameW) / 2; var frameY = 180; // Frame thickness var border = 16; var frame = new Container(); // Top border var topBar = frame.attachAsset('btnbg', { anchorX: 0, anchorY: 0, width: frameW, height: border, color: 0xffffff, shape: 'box', x: 0, y: 0 }); // Bottom border var botBar = frame.attachAsset('btnbg', { anchorX: 0, anchorY: 0, width: frameW, height: border, color: 0xffffff, shape: 'box', x: 0, y: frameH - border }); // Left border var leftBar = frame.attachAsset('btnbg', { anchorX: 0, anchorY: 0, width: border, height: frameH, color: 0xffffff, shape: 'box', x: 0, y: 0 }); // Right border var rightBar = frame.attachAsset('btnbg', { anchorX: 0, anchorY: 0, width: border, height: frameH, color: 0xffffff, shape: 'box', x: frameW - border, y: 0 }); // Optional: add a subtle shadow for style for (var i = 0; i < frame.children.length; i++) { frame.children[i].alpha = 0.85; } frame.x = frameX; frame.y = frameY; game.addChild(frame); game._facekitFrame = frame; // 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: 0xFFFFFF }); 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.stopMusic(); LK.showGameOver(); } } // --- Note Spawning --- function spawnNote() { var note = new Note(); // Pick a random column, but skip the leftmost column (index 0) where the gun is located // Only allow notes in columns 1, 2, 3, 4 (total 4 columns, not 5) var allowedCols = []; for (var i = 1; i < NOTE_COLS; i++) { allowedCols.push(i); } var col = allowedCols[Math.floor(Math.random() * allowedCols.length)]; 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; // Instantly set crosshair position (no smoothing, no tween) 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 // Make hitbox more forgiving: allow hit if bullet is close to note center (within 0.6*NOTE_WIDTH and 0.6*NOTE_HEIGHT) var forgivingHit = false; if (!n.hit) { var dx = Math.abs(b.x - n.x); var dy = Math.abs(b.y - n.y); if (dx < NOTE_WIDTH * 0.6 && dy < NOTE_HEIGHT * 0.6) { forgivingHit = true; } } if (!n.hit && (b.lastWasIntersecting === false && isIntersecting || forgivingHit)) { n.hit = true; // Mark as hit immediately to prevent double hits LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Animate note color to gray/black, then remove if (n.children && n.children.length > 0 && n.children[0]) { // Tween the note's asset color to black (0x222222 for visible black) tween(n.children[0], { tint: 0x222222 }, { duration: 60, onFinish: function onFinish() { n.visible = false; n.destroy(); } }); } else { n.visible = false; 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
@@ -292,8 +292,74 @@
crosshair = new Crosshair();
crosshair.x = BALL_X + 400;
crosshair.y = BALL_Y - 400;
game.addChild(crosshair);
+ // --- Minimalist FaceKit Frame ---
+ // Remove previous frame if any
+ if (game._facekitFrame) {
+ game._facekitFrame.destroy();
+ game._facekitFrame = null;
+ }
+ // Define FaceKit area (centered, square, 900x900 px, top 180px margin)
+ var frameW = 900;
+ var frameH = 900;
+ var frameX = (GAME_W - frameW) / 2;
+ var frameY = 180;
+ // Frame thickness
+ var border = 16;
+ var frame = new Container();
+ // Top border
+ var topBar = frame.attachAsset('btnbg', {
+ anchorX: 0,
+ anchorY: 0,
+ width: frameW,
+ height: border,
+ color: 0xffffff,
+ shape: 'box',
+ x: 0,
+ y: 0
+ });
+ // Bottom border
+ var botBar = frame.attachAsset('btnbg', {
+ anchorX: 0,
+ anchorY: 0,
+ width: frameW,
+ height: border,
+ color: 0xffffff,
+ shape: 'box',
+ x: 0,
+ y: frameH - border
+ });
+ // Left border
+ var leftBar = frame.attachAsset('btnbg', {
+ anchorX: 0,
+ anchorY: 0,
+ width: border,
+ height: frameH,
+ color: 0xffffff,
+ shape: 'box',
+ x: 0,
+ y: 0
+ });
+ // Right border
+ var rightBar = frame.attachAsset('btnbg', {
+ anchorX: 0,
+ anchorY: 0,
+ width: border,
+ height: frameH,
+ color: 0xffffff,
+ shape: 'box',
+ x: frameW - border,
+ y: 0
+ });
+ // Optional: add a subtle shadow for style
+ for (var i = 0; i < frame.children.length; i++) {
+ frame.children[i].alpha = 0.85;
+ }
+ frame.x = frameX;
+ frame.y = frameY;
+ game.addChild(frame);
+ game._facekitFrame = frame;
// Score
if (!scoreTxt) {
scoreTxt = new Text2('0', {
size: 120,
@@ -522,55 +588,8 @@
b.lastWasIntersecting = isIntersecting;
}
}
};
-// --- Minimalist Stylish Frame ---
-// Create 4 thin rectangles as frame
-var FRAME_THICKNESS = 16;
-var frameTop = LK.getAsset('btnbg', {
- anchorX: 0,
- anchorY: 0,
- width: GAME_W,
- height: FRAME_THICKNESS,
- color: 0xffffff,
- shape: 'box'
-});
-var frameBottom = LK.getAsset('btnbg', {
- anchorX: 0,
- anchorY: 0,
- width: GAME_W,
- height: FRAME_THICKNESS,
- color: 0xffffff,
- shape: 'box'
-});
-var frameLeft = LK.getAsset('btnbg', {
- anchorX: 0,
- anchorY: 0,
- width: FRAME_THICKNESS,
- height: GAME_H,
- color: 0xffffff,
- shape: 'box'
-});
-var frameRight = LK.getAsset('btnbg', {
- anchorX: 0,
- anchorY: 0,
- width: FRAME_THICKNESS,
- height: GAME_H,
- color: 0xffffff,
- shape: 'box'
-});
-frameTop.x = 0;
-frameTop.y = 0;
-frameBottom.x = 0;
-frameBottom.y = GAME_H - FRAME_THICKNESS;
-frameLeft.x = 0;
-frameLeft.y = 0;
-frameRight.x = GAME_W - FRAME_THICKNESS;
-frameRight.y = 0;
-game.addChild(frameTop);
-game.addChild(frameBottom);
-game.addChild(frameLeft);
-game.addChild(frameRight);
// --- Show Difficulty Menu on Start ---
showDifficultyMenu();
/****
* Asset Initialization (for static analysis)