User prompt
Arka plan olarak assetlerle uzay teması oluştur
User prompt
İlk top cube temas ettikten sonra daha hızlı düşmeye başlasınlar
User prompt
When the ball touches the cube, it should turn into a new asset. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yukarıdan düşen toplar gibi 2. Asset oluştur
User prompt
Şarkı ilk top yakalandıktan sonra başlasın
User prompt
Toplar çok daha hızlı düşmeli şarkıyla uyumlu olması gerekiyor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Ball Catcher Symphony
Initial prompt
Yukarıdan toplar düşecek aşağıda bir kup topları yakalayabilirse oyun devam edecek. Arkada şarkı çalacak. Toplar yakalanamazsa şarkı biter oyun biter.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12; // Much faster initial speed self.lastY = undefined; self.update = function () { self.y += self.speed; }; return self; }); var Ball2 = Container.expand(function () { var self = Container.call(this); var ball2Graphics = self.attachAsset('Ball2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 14; // Slightly different speed than Ball self.lastY = undefined; self.update = function () { self.y += self.speed; }; return self; }); var Cube = Container.expand(function () { var self = Container.call(this); var cubeGraphics = self.attachAsset('cube', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ var cube = game.addChild(new Cube()); cube.x = 2048 / 2; cube.y = 2732 - 200; var balls = []; var balls2 = []; var ballTypeCounter = 0; var ballSpawnTimer = 0; var ballSpawnInterval = 20; // Spawn ball every 20 frames (faster for music sync) var difficultyTimer = 0; var gameStarted = false; // Score display var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Music will start when first ball is caught gameStarted = false; // Touch controls for cube movement var isDragging = false; game.down = function (x, y, obj) { isDragging = true; cube.x = x; }; game.move = function (x, y, obj) { if (isDragging) { cube.x = Math.max(75, Math.min(2048 - 75, x)); // Keep cube within screen bounds } }; game.up = function (x, y, obj) { isDragging = false; }; game.update = function () { // Spawn balls ballSpawnTimer++; if (ballSpawnTimer >= ballSpawnInterval) { ballTypeCounter++; if (ballTypeCounter % 2 === 0) { // Spawn Ball type var newBall = new Ball(); newBall.x = Math.random() * (2048 - 160) + 80; // Random x position within screen bounds newBall.y = -40; newBall.lastY = newBall.y; // Add subtle scale animation for musical sync feeling newBall.scaleX = 0.3; newBall.scaleY = 0.3; tween(newBall, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); balls.push(newBall); game.addChild(newBall); } else { // Spawn Ball2 type var newBall2 = new Ball2(); newBall2.x = Math.random() * (2048 - 160) + 80; // Random x position within screen bounds newBall2.y = -40; newBall2.lastY = newBall2.y; // Add subtle scale animation for musical sync feeling newBall2.scaleX = 0.3; newBall2.scaleY = 0.3; tween(newBall2, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); balls2.push(newBall2); game.addChild(newBall2); } ballSpawnTimer = 0; } // Update difficulty - increase ball speed and spawn rate over time difficultyTimer++; if (difficultyTimer % 600 === 0) { // Every 10 seconds ballSpawnInterval = Math.max(10, ballSpawnInterval - 2); // Spawn much faster, minimum 10 frames for (var i = 0; i < balls.length; i++) { balls[i].speed = Math.min(18, balls[i].speed + 0.5); // Increase speed more aggressively, higher maximum } for (var j = 0; j < balls2.length; j++) { balls2[j].speed = Math.min(18, balls2[j].speed + 0.5); // Increase speed for Ball2 as well } } // Check ball collisions and cleanup for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; // Check if ball was caught by cube if (ball.intersects(cube)) { // Start music on first ball catch if (!gameStarted) { LK.playMusic('backgroundMusic'); gameStarted = true; } // Ball caught - increase score LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Play catch sound LK.getSound('catch').play(); // Remove ball ball.destroy(); balls.splice(i, 1); continue; } // Check if ball hit the ground (missed) if (ball.lastY < 2732 && ball.y >= 2732) { // Ball missed - stop music and end game LK.stopMusic(); LK.showGameOver(); return; } // Update last position for ground detection ball.lastY = ball.y; // Remove balls that are way off screen if (ball.y > 2800) { ball.destroy(); balls.splice(i, 1); } } // Check Ball2 collisions and cleanup for (var k = balls2.length - 1; k >= 0; k--) { var ball2 = balls2[k]; // Check if ball2 was caught by cube if (ball2.intersects(cube)) { // Start music on first ball catch if (!gameStarted) { LK.playMusic('backgroundMusic'); gameStarted = true; } // Ball2 caught - increase score LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Play catch sound LK.getSound('catch').play(); // Remove ball2 ball2.destroy(); balls2.splice(k, 1); continue; } // Check if ball2 hit the ground (missed) if (ball2.lastY < 2732 && ball2.y >= 2732) { // Ball2 missed - stop music and end game LK.stopMusic(); LK.showGameOver(); return; } // Update last position for ground detection ball2.lastY = ball2.y; // Remove balls2 that are way off screen if (ball2.y > 2800) { ball2.destroy(); balls2.splice(k, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -18,8 +18,21 @@
self.y += self.speed;
};
return self;
});
+var Ball2 = Container.expand(function () {
+ var self = Container.call(this);
+ var ball2Graphics = self.attachAsset('Ball2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 14; // Slightly different speed than Ball
+ self.lastY = undefined;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
var Cube = Container.expand(function () {
var self = Container.call(this);
var cubeGraphics = self.attachAsset('cube', {
anchorX: 0.5,
@@ -41,8 +54,10 @@
var cube = game.addChild(new Cube());
cube.x = 2048 / 2;
cube.y = 2732 - 200;
var balls = [];
+var balls2 = [];
+var ballTypeCounter = 0;
var ballSpawnTimer = 0;
var ballSpawnInterval = 20; // Spawn ball every 20 frames (faster for music sync)
var difficultyTimer = 0;
var gameStarted = false;
@@ -72,24 +87,46 @@
game.update = function () {
// Spawn balls
ballSpawnTimer++;
if (ballSpawnTimer >= ballSpawnInterval) {
- var newBall = new Ball();
- newBall.x = Math.random() * (2048 - 160) + 80; // Random x position within screen bounds
- newBall.y = -40;
- newBall.lastY = newBall.y;
- // Add subtle scale animation for musical sync feeling
- newBall.scaleX = 0.3;
- newBall.scaleY = 0.3;
- tween(newBall, {
- scaleX: 1,
- scaleY: 1
- }, {
- duration: 200,
- easing: tween.easeOut
- });
- balls.push(newBall);
- game.addChild(newBall);
+ ballTypeCounter++;
+ if (ballTypeCounter % 2 === 0) {
+ // Spawn Ball type
+ var newBall = new Ball();
+ newBall.x = Math.random() * (2048 - 160) + 80; // Random x position within screen bounds
+ newBall.y = -40;
+ newBall.lastY = newBall.y;
+ // Add subtle scale animation for musical sync feeling
+ newBall.scaleX = 0.3;
+ newBall.scaleY = 0.3;
+ tween(newBall, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ balls.push(newBall);
+ game.addChild(newBall);
+ } else {
+ // Spawn Ball2 type
+ var newBall2 = new Ball2();
+ newBall2.x = Math.random() * (2048 - 160) + 80; // Random x position within screen bounds
+ newBall2.y = -40;
+ newBall2.lastY = newBall2.y;
+ // Add subtle scale animation for musical sync feeling
+ newBall2.scaleX = 0.3;
+ newBall2.scaleY = 0.3;
+ tween(newBall2, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ balls2.push(newBall2);
+ game.addChild(newBall2);
+ }
ballSpawnTimer = 0;
}
// Update difficulty - increase ball speed and spawn rate over time
difficultyTimer++;
@@ -98,8 +135,11 @@
ballSpawnInterval = Math.max(10, ballSpawnInterval - 2); // Spawn much faster, minimum 10 frames
for (var i = 0; i < balls.length; i++) {
balls[i].speed = Math.min(18, balls[i].speed + 0.5); // Increase speed more aggressively, higher maximum
}
+ for (var j = 0; j < balls2.length; j++) {
+ balls2[j].speed = Math.min(18, balls2[j].speed + 0.5); // Increase speed for Ball2 as well
+ }
}
// Check ball collisions and cleanup
for (var i = balls.length - 1; i >= 0; i--) {
var ball = balls[i];
@@ -134,5 +174,40 @@
ball.destroy();
balls.splice(i, 1);
}
}
+ // Check Ball2 collisions and cleanup
+ for (var k = balls2.length - 1; k >= 0; k--) {
+ var ball2 = balls2[k];
+ // Check if ball2 was caught by cube
+ if (ball2.intersects(cube)) {
+ // Start music on first ball catch
+ if (!gameStarted) {
+ LK.playMusic('backgroundMusic');
+ gameStarted = true;
+ }
+ // Ball2 caught - increase score
+ LK.setScore(LK.getScore() + 1);
+ scoreTxt.setText(LK.getScore());
+ // Play catch sound
+ LK.getSound('catch').play();
+ // Remove ball2
+ ball2.destroy();
+ balls2.splice(k, 1);
+ continue;
+ }
+ // Check if ball2 hit the ground (missed)
+ if (ball2.lastY < 2732 && ball2.y >= 2732) {
+ // Ball2 missed - stop music and end game
+ LK.stopMusic();
+ LK.showGameOver();
+ return;
+ }
+ // Update last position for ground detection
+ ball2.lastY = ball2.y;
+ // Remove balls2 that are way off screen
+ if (ball2.y > 2800) {
+ ball2.destroy();
+ balls2.splice(k, 1);
+ }
+ }
};
\ No newline at end of file
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