User prompt
oyuncu yeterli parayla silahı alma butonuna basdığında Marketbuy sesi çalışsın
User prompt
Market butonua basdığında oyuncu Marketdoor sesi aktiv olsun
User prompt
Silah2 tesmini biraz aşağıla al
User prompt
Silah2 resmini çercivede ortaya al ve biraz boyutunu büyüt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
çercivenin uzunluğunu biraz kısalt
User prompt
Silah2 yazısını kaldır gözükmesin
User prompt
çercivenin içinde Silah2 resmini büyüt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Markete oyuncu bastəktan sonra arka planda ki penbe yere MarletB tesmini kullan
User prompt
marletin arka planı MarketB resmini kullan
User prompt
satıl alma butonunu çerçivenin altına yerleştir yani çercivenin dışında kalsın
User prompt
buy butonun çerçivenin aşağısına al
User prompt
silah alma yerini biraz aşağı ve ekranın soluna yerleştir
User prompt
markete silah kartının arkasında ki görsel Marketalan resmi olacak
User prompt
Market UI: Her silah bir kart olarak gösterilsin. Kart içinde üstte küçük silah görseli, altında silah adı, onun altında da 'Buy' (Satın Al) butonu olsun. Tüm kartlar yatay ya da dikey şekilde sıralansın. Butonlar çalışır olmalı
User prompt
canı marketen kaldır
User prompt
Silah2 görselini küçük boyuta resmini markete koy ve altına fiyatını bir de alma tuşunu koy ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Marketde silah alınma yerini kaldır
User prompt
Market butonunun hem yukarıya hem sağa doğru uzamasını istiyorum. Yani butonun yüksekliği ve genişliği aynı anda artsın
User prompt
market butonunu üzerinde ki simgeyi sil ve yerine Market resmini koy
User prompt
markete bir bölüm yarat Silah2 resmini ekle altına fiyatı ve almak için tuş koy ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
bule bullet görseline Silah2 ver
User prompt
Markete silah görselleri sarın almak için bir kısım ayarla silahın görseli olacak fiyatı ve almak tuşu olacak ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please increase the height of the market button upwards. Keep the width the same, only make the vertical size taller.
User prompt
marlet botununu boyunu uzalt
User prompt
market butonunu üste doğru uzalt
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); var storage = LK.import("@upit/storage.v1", { highScore_slow: 0, highScore_normal: 0, highScore_fast: 0, totalPoints: 0, extraLives: 0, silah2Owned: false }); /**** * 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; }); // Ball // Crosshair // Bullet // Button background // Music tracks // KucukNote class: horizontal moving note (slides left to right or right to left) var KucukNote = Container.expand(function () { var self = Container.call(this); var kucukAsset = self.attachAsset('kucuk_nota', { anchorX: 0.5, anchorY: 0.5, width: 160, height: 160 }); self.vx = 0; // horizontal velocity self.vy = 0; // vertical velocity (minimal) self.hit = false; self.isKucuk = true; // flag for special handling self.update = function () { self.x += self.vx; self.y += self.vy; }; 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 = 550; 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 - 150; 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 kucukNotes = []; var bullets = []; var crosshair = null; var ball = null; var scoreTxt = null; var livesTxt = 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', 'training' var gameStarted = false; var trainingMode = false; // flag for training mode var canShoot = true; var lastScore = 0; var lives = 3; // Player starts with 3 lives var kucukNoteActive = false; // Track if kucuk note is active var kucukNoteTimer = null; // Timer for kucuk note duration var KUCUK_NOTE_DURATION = 10000; // 10 seconds in milliseconds // Wave system variables var waveActive = false; var waveStartTime = 0; var waveDuration = 6000; // 6 seconds in milliseconds var waveNumber = 0; var lastWaveScore = 0; var waveSpawnTimer = 0; var waveSpawnInterval = 800; // spawn every 800ms during wave var musicTracks = [{ id: 'music1', name: 'Parça 1' }, { id: 'music2', name: 'Parça 2' }, { id: 'music3', name: 'Parça 3' }]; var currentMusic = null; // Market state var marketOpen = false; var marketItems = {}; // --- Difficulty Presets --- // Slowed down for all modes var DIFFICULTY_PRESETS = { 'slow': { noteFallSpeed: 5, noteSpawnInterval: 120 }, 'normal': { noteFallSpeed: 6, noteSpawnInterval: 90 }, 'fast': { noteFallSpeed: 8, 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' }, { key: 'training', label: 'Training' }]; 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' }); bg.y += 18; // Move the btnbg image slightly downward // High score text above the button (skip for training mode) if (btnLabels[i].key !== 'training') { var hsKey = "highScore_" + btnLabels[i].key; var hsVal = storage[hsKey] || 0; var hsTxt = new Text2("High Score: " + hsVal, { size: 54, fill: "#fff" }); hsTxt.anchor.set(0.5, 1); hsTxt.x = 0; // Move the high score text closer to the btnmg box (was -btnH/2-2, now -btnH/2+24) hsTxt.y = -btnH / 2 + 24; // above the btnbg, but closer to the button btn.addChild(hsTxt); } else { // Training mode - no description text } var txt = new Text2(btnLabels[i].label, { size: 90, fill: "#fff" }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 18; // Match the btnbg y offset to center text in button box 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); } // Add market button in bottom left corner var marketBtn = new Container(); var marketBg = marketBtn.attachAsset('btnbg', { anchorX: 0.5, anchorY: 0.5, width: 250, height: 220, color: 0x4a5568, shape: 'box' }); var marketImg = marketBtn.attachAsset('Market', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 100, x: 0, y: 0 }); marketBtn.x = 150; marketBtn.y = GAME_H - 150; marketBtn.down = function (x, y, obj) { // Play button sound var buttonSound = LK.getSound('buton'); if (buttonSound && typeof buttonSound.play === "function") { buttonSound.play(); } // Play Marketdoor sound when market opens var marketdoorSound = LK.getSound('Marketdoor'); if (marketdoorSound && typeof marketdoorSound.play === "function") { marketdoorSound.play(); } showMarket(); }; game.addChild(marketBtn); diffBtns.push(marketBtn); // 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); // Add border image behind tipTxt, sized to match the text (increased size for more padding) var borderImg = LK.getAsset('Cercive', { anchorX: 0.5, anchorY: 0, width: tipTxt.width * 1.28, height: tipTxt.height * 1.28 }); borderImg.x = 0; borderImg.y = -38; // move border up a bit more // Create a container to hold both var tipContainer = new Container(); tipContainer.addChild(borderImg); tipContainer.addChild(tipTxt); tipContainer.x = GAME_W / 2; tipContainer.y = 180; game.addChild(tipContainer); // Store for later removal game._tipBg = borderImg; game._tipContainer = tipContainer; } else { // If already created, just update position if (game._tipContainer) { game._tipContainer.x = GAME_W / 2; game._tipContainer.y = 180; } } } // 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; } if (game._tipContainer) { game._tipContainer.destroy(); game._tipContainer = null; } } } // --- Market Functions --- function showMarket() { marketOpen = true; hideDifficultyMenu(); // Add market background var marketBg = LK.getAsset('MarketB', { anchorX: 0.5, anchorY: 0.5, width: GAME_W, height: GAME_H, x: GAME_W / 2, y: GAME_H / 2 }); game.addChild(marketBg); game._marketBg = marketBg; // Market title var titleTxt = new Text2("MARKET", { size: 120, fill: "#fff" }); titleTxt.anchor.set(0.5, 0); titleTxt.x = GAME_W / 2; titleTxt.y = 100; game.addChild(titleTxt); game._marketTitle = titleTxt; // Currency display var currencyTxt = new Text2("Points: " + storage.totalPoints, { size: 80, fill: 0xFFD700 }); currencyTxt.anchor.set(0.5, 0); currencyTxt.x = GAME_W / 2; currencyTxt.y = 250; game.addChild(currencyTxt); game._marketCurrency = currencyTxt; // Create weapon card items var itemBtns = []; var weaponItems = { silah2: { name: 'Silah2', cost: 100, image: 'Silah2' } }; var itemKeys = Object.keys(weaponItems); var cardsPerRow = 2; var cardW = 350; var cardH = 450; var cardGapX = 80; var cardGapY = 60; var startX = 300; // Move to left side of screen var startY = 600; // Move lower down for (var i = 0; i < itemKeys.length; i++) { var itemKey = itemKeys[i]; var item = weaponItems[itemKey]; var row = Math.floor(i / cardsPerRow); var col = i % cardsPerRow; var itemCard = new Container(); // Card background var cardBg = itemCard.attachAsset('Marketalan', { anchorX: 0.5, anchorY: 0.5, width: cardW, height: cardH - 100 }); // Weapon image at top of card var weaponImg = itemCard.attachAsset(item.image, { anchorX: 0.5, anchorY: 0.5, width: 250, height: 250, x: 0, y: -20 }); // Weapon name below image - removed for cleaner display // Buy button at bottom var buyBtn = new Container(); var buyBg = buyBtn.attachAsset('btnbg', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 80, color: canAffordItem(itemKey) ? 0x00cc00 : 0x666666, shape: 'box' }); var buyTxt = new Text2("Buy - " + item.cost, { size: 40, fill: "#fff" }); buyTxt.anchor.set(0.5, 0.5); buyTxt.x = 0; buyTxt.y = 0; buyBtn.addChild(buyTxt); buyBtn.x = 0; buyBtn.y = cardH / 2 + 60; // Position button outside and below the card frame // Add all elements to card itemCard.addChild(weaponImg); itemCard.addChild(buyBtn); // Position card itemCard.x = startX + col * (cardW + cardGapX) + cardW / 2; itemCard.y = startY + row * (cardH + cardGapY); itemCard.itemKey = itemKey; // Purchase functionality if (canAffordItem(itemKey)) { buyBtn.down = function (x, y, obj) { var buttonSound = LK.getSound('buton'); if (buttonSound && typeof buttonSound.play === "function") { buttonSound.play(); } purchaseItem(this.parent.itemKey); }; } game.addChild(itemCard); itemBtns.push(itemCard); } // Back button var backBtn = new Container(); var backBg = backBtn.attachAsset('btnbg', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 100, color: 0x4a5568, shape: 'box' }); var backTxt = new Text2("Back", { size: 60, fill: "#fff" }); backTxt.anchor.set(0.5, 0.5); backTxt.x = 0; backTxt.y = 0; backBtn.addChild(backTxt); backBtn.x = GAME_W / 2; backBtn.y = GAME_H - 150; backBtn.down = function (x, y, obj) { var buttonSound = LK.getSound('buton'); if (buttonSound && typeof buttonSound.play === "function") { buttonSound.play(); } hideMarket(); }; game.addChild(backBtn); game._marketBtns = itemBtns; game._marketBackBtn = backBtn; } function hideMarket() { marketOpen = false; // Remove all market elements if (game._marketBg) { game._marketBg.destroy(); game._marketBg = null; } if (game._marketTitle) { game._marketTitle.destroy(); game._marketTitle = null; } if (game._marketCurrency) { game._marketCurrency.destroy(); game._marketCurrency = null; } if (game._marketBtns) { for (var i = 0; i < game._marketBtns.length; i++) { game._marketBtns[i].destroy(); } game._marketBtns = null; } if (game._marketBackBtn) { game._marketBackBtn.destroy(); game._marketBackBtn = null; } showDifficultyMenu(); } function canAffordItem(itemKey) { var weaponItems = { silah2: { name: 'Silah2', cost: 100, image: 'Silah2' } }; var item = weaponItems[itemKey]; return storage.totalPoints >= item.cost; } function purchaseItem(itemKey) { if (!canAffordItem(itemKey)) return; var weaponItems = { silah2: { name: 'Silah2', cost: 100, image: 'Silah2' } }; var item = weaponItems[itemKey]; storage.totalPoints -= item.cost; if (itemKey === 'silah2') { storage.silah2Owned = true; } // Play Marketbuy sound when purchase is successful var marketbuySound = LK.getSound('Marketbuy'); if (marketbuySound && typeof marketbuySound.play === "function") { marketbuySound.play(); } // Refresh market display hideMarket(); showMarket(); } // --- Start Game --- function startGame(diffKey) { difficulty = diffKey; trainingMode = diffKey === 'training'; if (trainingMode) { // Training mode uses slow settings noteFallSpeed = DIFFICULTY_PRESETS['slow'].noteFallSpeed; noteSpawnInterval = DIFFICULTY_PRESETS['slow'].noteSpawnInterval; } else { 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 = []; // Clean up kucuk notes for (var i = 0; i < kucukNotes.length; i++) { if (kucukNotes[i]) kucukNotes[i].destroy(); } kucukNotes = []; // Reset wave system state waveActive = false; waveNumber = 0; lastWaveScore = 0; waveSpawnTimer = 0; // Reset kucuk note state kucukNoteActive = false; if (kucukNoteTimer) { LK.clearTimeout(kucukNoteTimer); kucukNoteTimer = null; } // 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 or Training Mode indicator if (!scoreTxt) { scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); } if (trainingMode) { scoreTxt.setText('Training Mode'); scoreTxt.size = 20; // Even smaller text size for training mode } else { scoreTxt.setText(0); scoreTxt.size = 120; // Normal size for score } // Lives display in top right corner as 3 life images (hidden in training mode) lives = 3 + (storage.extraLives || 0); // Reset lives to 3 plus any purchased extra lives // Clean up existing lives display if (livesTxt) { livesTxt.destroy(); livesTxt = null; } if (game.livesImages) { for (var i = 0; i < game.livesImages.length; i++) { if (game.livesImages[i]) game.livesImages[i].destroy(); } } // Only create life images if not in training mode if (!trainingMode) { // Create 3 life images side by side game.livesImages = []; for (var i = 0; i < 3; i++) { var lifeImg = LK.getAsset('canbar', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80 }); lifeImg.x = -240 + i * 90; // Position side by side with 90px spacing, moved further to the left lifeImg.y = 60; LK.gui.topRight.addChild(lifeImg); game.livesImages.push(lifeImg); } } // Remove tipTxt and border image immediately if present when game starts if (tipTxt) { tipTxt.destroy(); tipTxt = null; if (game._tipBg) { game._tipBg.destroy(); game._tipBg = null; } if (game._tipContainer) { game._tipContainer.destroy(); game._tipContainer = 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); } // --- Life Loss Function --- function loseLife() { lives--; // Animate the life image disappearing from left to right instead of right to left // Find the leftmost remaining life image (index 0, 1, or 2) var lifeToRemove = null; if (game.livesImages) { for (var i = 0; i < game.livesImages.length; i++) { if (game.livesImages[i] && game.livesImages[i].alpha > 0) { lifeToRemove = game.livesImages[i]; break; } } } if (lifeToRemove) { tween(lifeToRemove, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { lifeToRemove.destroy(); } }); } // Flash screen red for feedback LK.effects.flashScreen(0xff0000, 500); // Check if game over if (lives <= 0) { endGame(false); } } // --- 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 = []; // Clean up kucuk notes for (var i = 0; i < kucukNotes.length; i++) { if (kucukNotes[i]) kucukNotes[i].destroy(); } kucukNotes = []; // Reset wave system state waveActive = false; waveNumber = 0; lastWaveScore = 0; waveSpawnTimer = 0; // Reset kucuk note state kucukNoteActive = false; if (kucukNoteTimer) { LK.clearTimeout(kucukNoteTimer); kucukNoteTimer = null; } if (ball) { ball.destroy(); ball = null; } if (crosshair) { crosshair.destroy(); crosshair = null; } if (livesTxt) { livesTxt.destroy(); livesTxt = null; } // Clean up lives images if (game.livesImages) { for (var i = 0; i < game.livesImages.length; i++) { if (game.livesImages[i]) game.livesImages[i].destroy(); } game.livesImages = null; } gameStarted = false; // Update high score for this difficulty if needed (skip for training mode) if (!trainingMode) { var score = LK.getScore(); var hsKey = "highScore_" + difficulty; if (typeof storage[hsKey] === "undefined" || score > storage[hsKey]) { storage[hsKey] = score; } // Add points to total currency storage.totalPoints += score; } 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 { // Play go2 sound once when the player loses var go2Sound = LK.getSound('go2'); if (go2Sound && typeof go2Sound.play === "function") { go2Sound.play(); } // Play button sound for back-to-menu var buttonSound = LK.getSound('buton'); if (buttonSound && typeof buttonSound.play === "function") { buttonSound.play(); } // Delay Game Over screen by 2.5 seconds (2500ms) LK.setTimeout(function () { LK.showGameOver(); // After Game Over, play menu music after 1.2s as before LK.setTimeout(function () { LK.stopMusic(); LK.playMusic('Menu1', { loop: true }); }, 1200); }, 2500); } } // --- Note Spawning --- function spawnNote() { // Don't spawn regular notes during wave periods if (waveActive) { return; } // 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); } // --- Wave System --- function startWave() { waveActive = true; waveStartTime = LK.ticks * (1000 / 60); // Convert ticks to milliseconds waveNumber++; waveSpawnTimer = LK.ticks; // Increase speed with each wave var speedMultiplier = 1 + (waveNumber - 1) * 0.3; // 30% faster each wave waveSpawnInterval = Math.max(600, 1200 - (waveNumber - 1) * 150); // Better spacing, minimum 600ms } function endWave() { waveActive = false; } function spawnWaveKucukNote() { // Create 3 fixed horizontal rows var rows = [GAME_H * 0.25, // Top row GAME_H * 0.45, // Middle row GAME_H * 0.65 // Bottom row ]; // Calculate total notes to spawn (5-7 per wave) var totalNotes = 5 + Math.floor(Math.random() * 3); // Random between 5-7 // Distribute notes across 3 rows as evenly as possible var notesPerRow = [Math.floor(totalNotes / 3), Math.floor(totalNotes / 3), Math.floor(totalNotes / 3)]; // Add remaining notes to random rows var remaining = totalNotes - (notesPerRow[0] + notesPerRow[1] + notesPerRow[2]); for (var r = 0; r < remaining; r++) { var randomRow = Math.floor(Math.random() * 3); notesPerRow[randomRow]++; } // Check if it's time to spawn a new wave set var timeInWave = LK.ticks - waveSpawnTimer; var waveInterval = 240; // 4 seconds between each complete wave spawn if (timeInWave % waveInterval === 0) { // Spawn all 3 rows at once with different movement directions for (var rowIndex = 0; rowIndex < 3; rowIndex++) { var notesToSpawn = notesPerRow[rowIndex]; if (notesToSpawn === 0) continue; // Alternate direction per row: even rows go left-to-right, odd rows go right-to-left var moveLeftToRight = rowIndex % 2 === 0; var baseSpeed = 8.5; // Increased from 4.5 to 8.5 for faster movement var waveSpeedMultiplier = 1 + (waveNumber - 1) * 0.3; var speed = baseSpeed * waveSpeedMultiplier; for (var noteIndex = 0; noteIndex < notesToSpawn; noteIndex++) { var note = new KucukNote(); // Set Y position for this row note.y = rows[rowIndex]; // Calculate horizontal spacing with proper distance between notes var noteSpacing = 200; // Minimum distance between notes if (moveLeftToRight) { // Start off-screen left, with proper spacing between notes note.x = -100 - noteIndex * noteSpacing; note.vx = speed; } else { // Start off-screen right, with proper spacing between notes note.x = GAME_W + 100 + noteIndex * noteSpacing; note.vx = -speed; } note.vy = 0; // No vertical movement for clean horizontal lines kucukNotes.push(note); game.addChild(note); } } } } // --- Kucuk Note Spawning --- function spawnKucukNote() { var note = new KucukNote(); // Randomly choose direction: 0 = left to right, 1 = right to left var direction = Math.floor(Math.random() * 2); if (direction === 0) { // Left to right note.x = -60; // Start off-screen left note.vx = 8 + Math.random() * 3; // Speed 8-11 px/frame - increased for faster movement } else { // Right to left note.x = GAME_W + 60; // Start off-screen right note.vx = -(8 + Math.random() * 3); // Speed -8 to -11 px/frame - increased for faster movement } // Random Y position in middle area of screen note.y = GAME_H * 0.3 + Math.random() * (GAME_H * 0.4); note.vy = (Math.random() - 0.5) * 2; // Slight vertical drift kucukNotes.push(note); game.addChild(note); // Activate kucuk note state - pause regular note spawning kucukNoteActive = true; // Clear any existing timer if (kucukNoteTimer) { LK.clearTimeout(kucukNoteTimer); } // Set timer to resume regular notes after 10 seconds kucukNoteTimer = LK.setTimeout(function () { kucukNoteActive = false; kucukNoteTimer = null; }, KUCUK_NOTE_DURATION); } // --- 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 (regular notes) 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; } } // Check for kucuk note hits var hitKucukNote = null; for (var i = 0; i < kucukNotes.length; i++) { var kn = kucukNotes[i]; if (!kn.hit && crosshair && crosshair.intersects(kn)) { hitKucukNote = kn; 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, lose a life (unless training mode) if (hitNote.isNotagg && !trainingMode) { loseLife(); if (lives <= 0) return; // Game ended in loseLife function } hitNote.hit = true; } // If hitKucukNote, mark as hit and remove immediately if (hitKucukNote) { hitKucukNote.hit = true; // Remove from array and destroy quickly for (var i = 0; i < kucukNotes.length; i++) { if (kucukNotes[i] === hitKucukNote) { kucukNotes.splice(i, 1); break; } } hitKucukNote.destroy(); // Award 2 points for hitting kucuk note LK.setScore(LK.getScore() + 2); if (!trainingMode) { scoreTxt.setText(LK.getScore()); } // Spawn floating music note effect var effect = new MusicNoteEffect(); effect.start(hitKucukNote.x, hitKucukNote.y); game.addChild(effect); } // 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; } // Wave system: trigger waves every 10 points var currentScore = LK.getScore(); // Check if we should start a new wave if (currentScore > 0 && currentScore % 10 === 0 && currentScore !== lastWaveScore && !waveActive) { startWave(); lastWaveScore = currentScore; } // Handle active wave if (waveActive) { var waveElapsed = LK.ticks * (1000 / 60) - waveStartTime; // Convert ticks to milliseconds // Check if wave should end if (waveElapsed >= waveDuration) { endWave(); } else { // Continuously call spawnWaveKucukNote - it handles its own timing internally spawnWaveKucukNote(); } } // --- Update kucuk notes --- for (var i = kucukNotes.length - 1; i >= 0; i--) { var kn = kucukNotes[i]; kn.update(); // Remove if moved off screen horizontally or vertically (no game over for kucuk notes) if (kn.x < -200 || kn.x > GAME_W + 200 || kn.y < -100 || kn.y > GAME_H + 100) { kn.destroy(); kucukNotes.splice(i, 1); } } // --- 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]; // Only update regular notes if kucuk note is not active if (!kucukNoteActive) { n.update(); } // If note falls below screen, handle based on note type if (n.y > GAME_H + NOTE_HEIGHT / 2) { // If it's a NotaggNote or training mode, just remove it, do not lose life if (n.isNotagg || trainingMode) { n.visible = false; n.destroy(); notes.splice(i, 1); continue; } // For all other notes, losing them costs a life loseLife(); n.visible = false; n.destroy(); notes.splice(i, 1); continue; } } // --- 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, lose a life (unless training mode) if (n.isNotagg && !trainingMode) { loseLife(); if (lives <= 0) return; // Game ended in loseLife function } 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); if (!trainingMode) { 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(); // Removed win condition - game is now infinite bulletHit = true; break; } b.lastWasIntersecting = isIntersecting; } // Check bullet collision with kucuk notes if (!bulletHit) { for (var j = kucukNotes.length - 1; j >= 0; j--) { var kn = kucukNotes[j]; if (kn.hit) continue; if (b.intersects(kn)) { kn.hit = true; kucukNotes.splice(j, 1); // Award 2 points LK.setScore(LK.getScore() + 2); if (!trainingMode) { scoreTxt.setText(LK.getScore()); } // Quick destruction with tween tween(kn, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 100, onFinish: function onFinish() { kn.destroy(); } }); // Spawn floating music note effect var effect = new MusicNoteEffect(); effect.start(kn.x, kn.y); game.addChild(effect); b.destroy(); bullets.splice(i, 1); // Removed win condition - game is now infinite bulletHit = true; break; } } } 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++) {}
===================================================================
--- original.js
+++ change.js
@@ -723,8 +723,13 @@
storage.totalPoints -= item.cost;
if (itemKey === 'silah2') {
storage.silah2Owned = true;
}
+ // Play Marketbuy sound when purchase is successful
+ var marketbuySound = LK.getSound('Marketbuy');
+ if (marketbuySound && typeof marketbuySound.play === "function") {
+ marketbuySound.play();
+ }
// Refresh market display
hideMarket();
showMarket();
}
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
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I want a button box with rounded corners and a colorful design using blue, yellow, and white colors. In-Game asset. There should be no text inside the button.
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beyaz ev simgesi. 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