User prompt
Move the score display slightly downward and change its color to white.
User prompt
Let the player see their highest score for each speed mode the score should appear above the *btnmg* box. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
The high score should be displayed below the *btnbg* boxes.
User prompt
I want to add a feature that shows the highest score the player has achieved for each speed mode. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
When the player loses, the Game Over screen should appear after 2.5 seconds.
User prompt
When the player loses, the Game Over screen should appear after 3 seconds.
User prompt
When the game ends, play “go2” instead of “gg1”.
User prompt
When the player loses, the Game Over screen should appear after 4 seconds.
User prompt
Let's move the btnbg image slightly downward.
User prompt
Move the border up just a bit.
User prompt
Make the border image slightly larger.
User prompt
Move the border up just a bit.
User prompt
Increase the size of the border image a bit more.
User prompt
Place the border image behind the hint text and make it the same size as the "ipucu" text.
User prompt
Remove the *btnbg* behind the text.
User prompt
Make the *btnbg* image in the hint section the same size as the "ipucu" text.
User prompt
Make the *btnbg* image in the hint section the same size as the "not" text.
User prompt
When the player loses, the game over screen appears, the music stops, but the game keeps running in the background — during this, the “go2” sound plays once.
User prompt
When the game ends, the music stops, the game over screen appears, and “go2” plays once in the background.
User prompt
When the player loses, stop the game music and play “go2” at that moment.
User prompt
Play “go2” when the game ends.
User prompt
When the player loses, the game’s own music stops, and the “go2” sound file plays once and then stops.
User prompt
When selecting a mode or pressing the back-to-menu button after losing, play the “button” sound.
User prompt
After the mode is selected, the music starts playing. When the player loses the game, the music stops — at that moment, I want the “GG1” sound to play once.
User prompt
Make “GG1” the sound that plays when the player loses.
/**** * 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; }); // MusicNoteEffect class: floating music note symbol when a note is hit var MusicNoteEffect = Container.expand(function () { var self = Container.call(this); // Use a Text2 object for the music note symbol var noteSymbol = new Text2("♪", { size: 120, fill: "#fff" }); noteSymbol.anchor.set(0.5, 0.5); self.addChild(noteSymbol); // Animate: float up and fade out self.start = function (startX, startY) { self.x = startX; self.y = startY; self.alpha = 1; // Tween upward and fade out tween(self, { y: self.y - 220, alpha: 0 }, { duration: 700, easing: tween.cubicOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); // NotaggNote class: falling notagg note (special note, ends game if tapped) var NotaggNote = Container.expand(function () { var self = Container.call(this); var notaggAsset = self.attachAsset('Notagg', { anchorX: 0.5, anchorY: 0.5, width: NOTE_WIDTH, height: NOTE_HEIGHT }); self.column = 0; self.speed = noteFallSpeed; self.hit = false; self.isNotagg = true; // flag for special handling self.update = function () { self.y += self.speed; }; 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 --- // Ensure Notagg matches note image size var NOTE_COLORS = [0xffe066, 0x66b3ff, 0xff66a3, 0x7cff66, 0xff8c66]; var GAME_W = 2048; var GAME_H = 2732; // --- Dynamic Gradient Background --- // We'll use two large colored rectangles, tweening their tints and alpha for a subtle animated gradient effect. var bgLayer1 = null; var bgLayer2 = null; var bgGradientColors = [0x8635f1, // purple 0x66b3ff, // blue 0xff66a3, // pink 0x7cff66, // green 0xffe066, // yellow 0xb39ddb // lavender ]; var bgColorIdx1 = 0; var bgColorIdx2 = 1; var bgTweenDuration = 8000; // ms, slightly longer for smoother transitions function setupGradientBackground() { // Remove if already present if (bgLayer1) { bgLayer1.destroy(); bgLayer1 = null; } if (bgLayer2) { bgLayer2.destroy(); bgLayer2 = null; } // Layer 1 bgLayer1 = LK.getAsset('softbg2', { anchorX: 0.5, anchorY: 0.5, width: GAME_W * 1.1, height: GAME_H * 1.1, x: GAME_W / 2, y: GAME_H / 2, // Start with first color, slightly more visible tint: bgGradientColors[bgColorIdx1], alpha: 0.32 }); // Layer 2 bgLayer2 = LK.getAsset('softbg2', { anchorX: 0.5, anchorY: 0.5, width: GAME_W * 1.1, height: GAME_H * 1.1, x: GAME_W / 2, y: GAME_H / 2, // Start with second color, slightly more visible tint: bgGradientColors[bgColorIdx2], alpha: 0.22 }); // Add to back of display list game.addChildAt(bgLayer1, 0); game.addChildAt(bgLayer2, 1); // Start the animation loop animateGradientBackground(); } function animateGradientBackground() { // Pick next color indices var nextIdx1 = (bgColorIdx1 + 1) % bgGradientColors.length; var nextIdx2 = (bgColorIdx2 + 1) % bgGradientColors.length; // Animate tints and alpha for both layers, smoothly transitioning to next color tween(bgLayer1, { tint: bgGradientColors[nextIdx1], alpha: 0.32 }, { duration: bgTweenDuration, easing: tween.easeInOut, onFinish: function onFinish() { bgColorIdx1 = nextIdx1; animateGradientBackground(); } }); tween(bgLayer2, { tint: bgGradientColors[nextIdx2], alpha: 0.22 }, { duration: bgTweenDuration, easing: tween.easeInOut, onFinish: function onFinish() { bgColorIdx2 = nextIdx2; } }); } // Call setupGradientBackground once at game start setupGradientBackground(); 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() { // Play menu music if not already playing LK.stopMusic(); LK.playMusic('Menu1', { loop: true }); // 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) { // Play button sound var buttonSound = LK.getSound('buton'); if (buttonSound && typeof buttonSound.play === "function") { buttonSound.play(); } 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); } // Place btnbg behind tipTxt, sized to match tipTxt if (!game._tipBg) { // Use tipTxt.width/height after anchor set var bgPadX = 60; var bgPadY = 40; var btnbgW = tipTxt.width + bgPadX; var btnbgH = tipTxt.height + bgPadY; var tipBg = LK.getAsset('btnbg', { anchorX: 0.5, anchorY: 0, width: btnbgW, height: btnbgH, color: 0x000000, shape: 'box' }); tipBg.x = GAME_W / 2; tipBg.y = 180 - bgPadY / 2; game.addChild(tipBg); game._tipBg = tipBg; } 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; if (game._tipBg) { game._tipBg.destroy(); game._tipBg = null; } } } // --- Start Game --- function startGame(diffKey) { difficulty = diffKey; noteFallSpeed = DIFFICULTY_PRESETS[diffKey].noteFallSpeed; noteSpawnInterval = DIFFICULTY_PRESETS[diffKey].noteSpawnInterval; gameStarted = false; // Will be set to true after countdown // Stop menu music if playing LK.stopMusic(); 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); // 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); // Remove tipTxt immediately if present when game starts if (tipTxt) { tipTxt.destroy(); tipTxt = null; } // --- 3 2 1 Go! Countdown --- var countdownColors = ["#ff2d2d", "#ffe066", "#7cff66", "#a259ff"]; var countdownTexts = ["3", "2", "1", "Go!"]; var countdownObjs = []; var countdownIdx = 0; function showCountdownStep(idx) { // Remove previous countdown text if any for (var i = 0; i < countdownObjs.length; i++) { if (countdownObjs[i]) { countdownObjs[i].destroy(); } } countdownObjs = []; if (idx < countdownTexts.length) { var txt = new Text2(countdownTexts[idx], { size: idx === 3 ? 180 : 160, fill: countdownColors[idx] }); txt.anchor.set(0.5, 0.5); txt.x = GAME_W / 2; txt.y = GAME_H / 2; game.addChild(txt); countdownObjs.push(txt); // Animate scale up and fade out txt.scale.set(1, 1); txt.alpha = 1; tween(txt, { scaleX: 1.25, scaleY: 1.25, alpha: 0.0 }, { duration: 600, delay: 400, onFinish: function onFinish() { txt.destroy(); } }); // Next step after 800ms LK.setTimeout(function () { showCountdownStep(idx + 1); }, 800); } else { // Countdown finished, start game gameStarted = true; } } showCountdownStep(0); } // --- 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) { // Show win, then play menu music after popup closes LK.showYouWin(); LK.setTimeout(function () { LK.stopMusic(); LK.playMusic('Menu1', { loop: true }); }, 1200); } else { LK.showGameOver(); // Play go2 music once when the player loses (game over) LK.stopMusic(); LK.playMusic('go2', { loop: false }); // Play button sound for back-to-menu var buttonSound = LK.getSound('buton'); if (buttonSound && typeof buttonSound.play === "function") { buttonSound.play(); } LK.setTimeout(function () { LK.stopMusic(); LK.playMusic('Menu1', { loop: true }); }, 1200); } } // --- Note Spawning --- function spawnNote() { // 15% chance to spawn NotaggNote, otherwise normal Note var isNotagg = Math.random() < 0.15; var note; if (isNotagg) { note = new NotaggNote(); } else { note = new Note(); } // Pick a random column, now including the far left (index 0) so notes can fall above the gun // allowedCols now includes 0,1,2,3,4 (all columns) var allowedCols = []; for (var i = 0; i < NOTE_COLS; i++) { allowedCols.push(i); } // Increase position variation: allow some random offset within each column var col = allowedCols[Math.floor(Math.random() * allowedCols.length)]; note.column = col; // Add random offset within the column for more variation var colOffset = 0; if (difficulty === 'slow') { colOffset = (Math.random() - 0.5) * (NOTE_COL_W * 0.3); // up to ±15% of col width } else if (difficulty === 'normal') { colOffset = (Math.random() - 0.5) * (NOTE_COL_W * 0.5); // up to ±25% of col width } else if (difficulty === 'fast') { colOffset = (Math.random() - 0.5) * (NOTE_COL_W * 0.7); // up to ±35% of col width } note.x = NOTE_MARGIN + NOTE_COL_W / 2 + col * NOTE_COL_W + colOffset; note.y = NOTE_START_Y; // Increase falling speed slightly per mode if (difficulty === 'slow') { note.speed = noteFallSpeed + 1.2 + Math.random() * 0.8; // 1.2-2.0 px/frame more } else if (difficulty === 'normal') { note.speed = noteFallSpeed + 2.2 + Math.random() * 1.2; // 2.2-3.4 px/frame more } else if (difficulty === 'fast') { note.speed = noteFallSpeed + 3.2 + Math.random() * 1.8; // 3.2-5 px/frame more } else { 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) { // If it's a NotaggNote, end game immediately if (hitNote.isNotagg) { endGame(false); return; } hitNote.hit = true; } // Play note sound (simulate: play a sound per note column) // Stop all note sounds before playing a new one to prevent overlap for (var i = 0; i < NOTE_COLS; i++) { var s = LK.getSound('note' + i); if (s && typeof s.stop === "function") s.stop(); } 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; // --- Optimize: Use local variables, avoid per-frame allocations, and minimize nested loops --- // Update crosshair position from facekit updateCrosshair(); // Spawn notes if (LK.ticks - lastNoteSpawnTick >= noteSpawnInterval) { spawnNote(); lastNoteSpawnTick = LK.ticks; } // --- Update notes --- // Use a single pass to update and remove notes that are offscreen or hit for (var i = notes.length - 1; i >= 0; i--) { var n = notes[i]; n.update(); // If note falls below screen, trigger game over for all except NotaggNote if (n.y > GAME_H + NOTE_HEIGHT / 2) { // If it's a NotaggNote, just remove it, do not end game if (n.isNotagg) { n.visible = false; n.destroy(); notes.splice(i, 1); continue; } // For all other notes, reaching the bottom is game over endGame(false); return; } } // --- Update bullets --- // Use local references to avoid repeated property lookups 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; } // --- Optimize: Only check for collisions with visible, unhit notes --- var bulletHit = false; for (var j = notes.length - 1; j >= 0; j--) { var n = notes[j]; if (n.hit || n.visible === false) continue; // Initialize lastWasIntersecting if not set if (typeof b.lastWasIntersecting === "undefined") b.lastWasIntersecting = false; var isIntersecting = b.intersects(n); // 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; 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; } // Only allow hit if note is not already hit and not already destroyed, and bullet just started intersecting or is within forgiving hitbox if (b.lastWasIntersecting === false && isIntersecting || forgivingHit) { // If it's a NotaggNote, end game immediately if (n.isNotagg) { endGame(false); return; } n.hit = true; // Mark as hit immediately to prevent double hits notes.splice(j, 1); // Remove from notes array immediately to prevent further processing 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]) { var noteAsset = n.children[0]; tween(noteAsset, { tint: 0x222222 }, { duration: 60, onFinish: function (noteAsset, n) { return function () { if (noteAsset && noteAsset.parent) { noteAsset.parent.removeChild(noteAsset); } n.visible = false; n.destroy(); }; }(noteAsset, n) }); } else { n.visible = false; n.destroy(); } // Spawn floating music note effect at note position var effect = new MusicNoteEffect(); effect.start(n.x, n.y); game.addChild(effect); b.destroy(); bullets.splice(i, 1); // Difficulty up maybeIncreaseDifficulty(); // Win condition: 50 points if (LK.getScore() >= 50) { endGame(true); return; } bulletHit = true; break; } b.lastWasIntersecting = isIntersecting; } if (bulletHit) continue; } }; // --- Show Difficulty Menu on Start --- showDifficultyMenu(); // Prevent in-game sounds from playing in the menu by disabling their playback when not in game // Patch LK.getSound to return a dummy object with a no-op play() if not gameStarted var _LK_getSound = LK.getSound; LK.getSound = function (id) { if (!gameStarted) { return { play: function play() {} }; } return _LK_getSound.call(LK, id); }; /**** * 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
@@ -558,15 +558,25 @@
loop: true
});
}, 1200);
} else {
- LK.stopMusic();
LK.showGameOver();
- // Play go2 sound once when the player loses
- var go2Sound = LK.getSound('go2');
- if (go2Sound && typeof go2Sound.play === "function") {
- go2Sound.play();
+ // Play go2 music once when the player loses (game over)
+ LK.stopMusic();
+ LK.playMusic('go2', {
+ loop: false
+ });
+ // Play button sound for back-to-menu
+ var buttonSound = LK.getSound('buton');
+ if (buttonSound && typeof buttonSound.play === "function") {
+ buttonSound.play();
}
+ LK.setTimeout(function () {
+ LK.stopMusic();
+ LK.playMusic('Menu1', {
+ loop: true
+ });
+ }, 1200);
}
}
// --- Note Spawning ---
function spawnNote() {
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