User prompt
breathbar çok kolay, hemen doluyor, biraz daha zorlaştır
User prompt
breathbar 30 tıklama sonrası hızlandır, 50 tıklama sonra bir daha hizlandır, 70 tıklama sonrası bir daha hızlandır. 100 tıklama sonra yine hızlandır
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'leaderboard.push({' Line Number: 687
User prompt
lütfen kodumu düzel ve leaderboard bir şeklide, kayıtlı olmasını sağla ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
ready yazısı gözüktüğünde overlay kullan, birde leaderboard ready yazısı gözüktünde gözüksün
User prompt
her oyuna başladığımda bana yeni nick veriyor, bana bir sefer vermesi yeterli olmaz mı ? ve her seferdinde leaderboard, siliniyor. yanı anlık görüyorum, kayıt etmiyormusun veriyi ?
User prompt
yok yine olmadı, nasıl yapa bilriz, farklı çözüm üret. leaderboar yapmamız lazım, farklı bir çözüm vardır
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.leaderboard = leaderboard;' Line Number: 636 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
tamam verdiğin çözümü, kodumda uygula
User prompt
Please fix the bug: 'Uncaught TypeError: storage.set is not a function' in or related to this line: 'storage.set('leaderboard', leaderboard);' Line Number: 636 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.leaderboard = leaderboard;' Line Number: 636
User prompt
hayır scorboard sayaç olmasın, scoreboard ta oyuncunu skoru kaydedilsın, dünya çapında kaçıncı sırada görünsün. ilk 10 göstermek yeterli, ama oyuncunu kendi sıralaması da göstermek gerekir
User prompt
şimdi bir skor tablosu yapalım, ekranın sağ altında bir yazı olsun scoreboard, ve oyuncunun skoru orada kaydedilsin. rekabet olmalı ki oyun oynansın
User prompt
nick name sayacı bitince, overlay kapanmasın, onu kaldır, ekran dursun, ready tuşuna basınca overlay kapansın
User prompt
ben ready tuşuna basınca overlay kaybolsun oyun başlasın
User prompt
nickname seçimi yapılırken, arka plana transparan siyah bir overlay at, seçim iyi belli olsun, birde yazıları birz büyük olsun, rengi beyaz olsun
User prompt
seçilen nickname oyun bitene dek, başlığın altına yer alsın küçük yazıyla
User prompt
breathbarı sağ tarafa al, skor sayıcını altına
User prompt
nickname seçimi yapıldıtan sonra, bir tane breathBar ekle
User prompt
yok olmadı, sen önce breathbarı bir iptal et, yanı sil
User prompt
breathbar durmuyor, şaka gibi ya, neden durmuyor. önce beklesin, nickname seçim yapsın ben ready tuşuna bastıktan sonra başlat şu oyunu lütfen
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = leaderboardStorageSafe;' Line Number: 662
User prompt
breathbar dursun lutfen ben ready butona basınca başlasın
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = leaderboardReallyReallyFinal;' Line Number: 639
User prompt
breathbar nickname atanmadan, hemen başlıyor, başlamasın, ben ready tuşuna basınca başlasın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Beat Particle var BeatParticle = Container.expand(function () { var self = Container.call(this); var p = self.attachAsset('beatParticle', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.alpha = 1; self.scale = 1; self.update = function () { self.x += self.vx; self.y += self.vy; self.scale += 0.02; self.alpha -= 0.018; p.scaleX = p.scaleY = self.scale; if (self.alpha <= 0) { self.destroyed = true; } }; return self; }); // BreathBar: Visual breath meter with fill, danger, and update logic var BreathBar = Container.expand(function () { var self = Container.call(this); // Background var bg = self.attachAsset('breathBarBg', { anchorX: 0.5, anchorY: 0, x: 0, y: 0 }); // Danger zone (red, bottom) var danger = self.attachAsset('breathBarDanger', { anchorX: 0.5, anchorY: 0, x: 0, y: 20 }); // Fill (cyan, dynamic) var fill = self.attachAsset('breathBarFill', { anchorX: 0.5, anchorY: 0, x: 0, y: 20 }); // Bar state self.maxValue = 100; self.value = 100; self.drainPerTick = 0.18; // ~10s to empty self.minValue = 0; // Set fill height based on value self.setValue = function (v) { self.value = Math.max(self.minValue, Math.min(self.maxValue, v)); // Fill height: 0-660px, y=20 var fillHeight = Math.round(660 * (self.value / self.maxValue)); fill.height = fillHeight; fill.y = 20 + (660 - fillHeight); // Danger always at y=20, height=660 // Optionally, fade fill if low if (self.value < 20) { fill.alpha = 0.5 + 0.5 * (self.value / 20); } else { fill.alpha = 1; } }; // Drain bar per tick self.update = function () { self.setValue(self.value - self.drainPerTick); }; // Refill instantly (e.g. on tap) self.refill = function () { self.setValue(self.maxValue); }; // Is bar empty? self.isEmpty = function () { return self.value <= self.minValue + 0.01; }; // Init self.setValue(self.value); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a0a1a }); /**** * Game Code ****/ // Music // Sound // Soundwave // Slogan Neon Bar // Beat Particle // Music Note // --- Breath Meter // Red Tap Button // Character: Big, cartoon beatboxer with headphones, hoodie, sneakers // --- Neon Slogan at Top --- function _typeof5(o) { "@babel/helpers - typeof"; return _typeof5 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof5(o); } function _typeof4(o) { "@babel/helpers - typeof"; return _typeof4 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof4(o); } function _typeof3(o) { "@babel/helpers - typeof"; return _typeof3 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof3(o); } function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } var sloganText = new Text2('BEATBOX TAP STAR', { size: 140, fill: 0x00FFFF, font: "Impact, 'Arial Black', Tahoma" }); sloganText.anchor.set(0.5, 0.5); sloganText.x = 2048 / 2; sloganText.y = 130; game.addChild(sloganText); // --- Score Text (top right) --- var scoreText = new Text2('0', { size: 110, fill: 0xffffff, font: "Impact, 'Arial Black', Tahoma" }); scoreText.anchor.set(1, 0); // right-top scoreText.x = -10; // 10px from right edge scoreText.y = 30; // 30px from top (no breathbar) LK.gui.right.addChild(scoreText); // --- Beatboxer Character (center stage) --- // Character switching logic // Character style 0: Blue square placeholder var characterPlaceholder0 = LK.getAsset('characterPlaceholder', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2350 }); // Character style 1: Pink ellipse placeholder var characterPlaceholder1 = LK.getAsset('beatboxerHead', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2350, color: 0xff66cc }); characterPlaceholder1.visible = false; // Character style 2: Green box placeholder var characterPlaceholder2 = LK.getAsset('beatParticle', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2350, color: 0x00ffcc }); characterPlaceholder2.visible = false; // Character style 3: Blue square placeholder (new) var characterPlaceholder3 = LK.getAsset('characterPlaceholderSquare', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2350 }); characterPlaceholder3.visible = false; game.addChild(characterPlaceholder0); game.addChild(characterPlaceholder1); game.addChild(characterPlaceholder2); game.addChild(characterPlaceholder3); // Track which character is currently shown (0, 1, 2, 3) var characterStyle = 0; var characterList = [characterPlaceholder0, characterPlaceholder1, characterPlaceholder2, characterPlaceholder3]; // --- Beatboxer character instance removed as per instructions --- // --- Tap Button (bottom center) --- var tapButton = LK.getAsset('tapButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2350 //{1U} // moved up by 150px }); game.addChild(tapButton); // --- Animated Background Particles --- var beatParticles = []; // --- Game State --- var score = 0; var isGameOver = false; var canTap = true; var lastTapTick = 0; // --- Nickname and Leaderboard --- var nickname = storage.nickname || null; var leaderboard = storage.leaderboard || []; var leaderboardText = null; // --- Nickname Animation --- var nicknameAnimText = null; var nicknameAnimTimer = null; var nicknameAnimTicks = 0; var nicknameAnimBase = "BeatBoxer"; var nicknameAnimCurrent = ""; var nicknameAnimDone = false; // Assign a random nickname and animate it function assignRandomNicknameAndShow() { // If already set, skip if (nickname) return; nicknameAnimTicks = 0; nicknameAnimDone = false; // Create animated nickname text if (nicknameAnimText) { nicknameAnimText.destroy(); nicknameAnimText = null; } nicknameAnimText = new Text2("YOUR NICKNAME IS ...", { size: 110, fill: 0x00ffcc, font: "Impact, 'Arial Black', Tahoma", align: 'center' }); nicknameAnimText.anchor.set(0.5, 0.5); nicknameAnimText.x = 2048 / 2; nicknameAnimText.y = 700; game.addChild(nicknameAnimText); // Animate the number rolling for 1.2 seconds, then pick a random number nicknameAnimTimer = LK.setInterval(function () { nicknameAnimTicks++; // Animate number from 01 to 99 var num = Math.floor(Math.random() * 99) + 1; var numStr = (num < 10 ? "0" : "") + num; nicknameAnimCurrent = nicknameAnimBase + numStr; nicknameAnimText.setText("YOUR NICKNAME IS\n" + nicknameAnimCurrent); // After 1.2 seconds (about 18 frames), finalize nickname if (nicknameAnimTicks > 18) { LK.clearInterval(nicknameAnimTimer); nicknameAnimTimer = null; // Final random number var finalNum = Math.floor(Math.random() * 99) + 1; var finalNumStr = (finalNum < 10 ? "0" : "") + finalNum; nickname = nicknameAnimBase + finalNumStr; storage.nickname = nickname; nicknameAnimText.setText("YOUR NICKNAME IS\n" + nickname); nicknameAnimDone = true; // Remove after 1.2s LK.setTimeout(function () { if (nicknameAnimText) { nicknameAnimText.destroy(); nicknameAnimText = null; } gamePausedForNickname = false; }, 1200); } }, 65); // Pause game logic until nickname is set gamePausedForNickname = true; } // On first load, always clear storage and assign new nickname, then show Ready button function resetAndAssignNickname() { // Clear storage for nickname and leaderboard storage.nickname = null; storage.leaderboard = []; nickname = null; leaderboard = []; // Remove any previous nickname text if (nicknameAnimText) { nicknameAnimText.destroy(); nicknameAnimText = null; } // Assign new nickname with animation assignRandomNicknameAndShow(); // After nickname animation is done, show Ready button function showReadyButtonWhenDone() { if (nicknameAnimDone) { // Show Ready button if (window.readyBtn) { window.readyBtn.destroy(); window.readyBtn = null; } var readyBtn = new Text2("READY", { size: 140, fill: 0x00ffcc, font: "Impact, 'Arial Black', Tahoma", align: 'center' }); readyBtn.anchor.set(0.5, 0.5); readyBtn.x = 2048 / 2; readyBtn.y = 1100; game.addChild(readyBtn); window.readyBtn = readyBtn; readyBtn.interactive = true; readyBtn.buttonMode = true; readyBtn.down = function (x, y, obj) { // Remove button, unpause game if (window.readyBtn) { window.readyBtn.destroy(); window.readyBtn = null; } gamePausedForNickname = false; // Create and show breathBar (if not already) if (!breathBar) { breathBar = new BreathBar(); // Place at left edge, below top margin (avoid top left 100x100) breathBar.x = 80; breathBar.y = 160; game.addChild(breathBar); } }; } else { LK.setTimeout(showReadyButtonWhenDone, 100); } } showReadyButtonWhenDone(); // Pause game logic until nickname is set and Ready pressed gamePausedForNickname = true; } resetAndAssignNickname(); function showLeaderboard() { if (leaderboardText) { leaderboardText.destroy(); leaderboardText = null; } var sorted = leaderboard.slice().sort(function (a, b) { return b.score - a.score; }).slice(0, 10); var lines = ['🏆 TOP SCORES 🏆']; for (var i = 0; i < sorted.length; i++) { lines.push(i + 1 + '. ' + sorted[i].nickname + ' - ' + sorted[i].score); } leaderboardText = new Text2(lines.join('\n'), { size: 80, fill: 0xffff00, font: "Impact, 'Arial Black', Tahoma", align: 'center' }); leaderboardText.anchor.set(0.5, 0.5); leaderboardText.x = 2048 / 2; leaderboardText.y = 2732 / 2; game.addChild(leaderboardText); // Remove leaderboard after 3 seconds LK.setTimeout(function () { if (leaderboardText) { leaderboardText.destroy(); leaderboardText = null; } }, 3000); } // On first load, ask for nickname if not set var gamePausedForNickname = false; // --- BreathBar instance (created after Ready) --- var breathBar = null; // --- Helper: Animate Tap Button Glow --- function animateTapButtonGlow() { // Button press animation: scale down then up tween(tapButton, { scaleX: 0.92, scaleY: 0.92 }, { duration: 80, easing: tween.cubicOut, onFinish: function onFinish() { tween(tapButton, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.cubicIn }); } }); } // --- Helper: Add Beat Particle --- function spawnBeatParticle() { var p = new BeatParticle(); p.x = 2048 / 2; p.y = 1200 - 220; p.vx = (Math.random() - 0.5) * 1.5; p.vy = -1.5 - Math.random() * 1.5; p.alpha = 0.8 + Math.random() * 0.2; beatParticles.push(p); game.addChild(p); } // --- Tap Button Handler --- function handleTap(x, y, obj) { if (isGameOver || !canTap) { return; } // Only register tap if inside button var dx = x - tapButton.x; var dy = y - tapButton.y; var r = tapButton.width / 2; if (dx * dx + dy * dy > r * r) { return; } // Tap registered! canTap = false; lastTapTick = LK.ticks; // Animate animateTapButtonGlow(); spawnBeatParticle(); LK.getSound('beatbox').play(); // Refill breathBar on tap if (breathBar) { breathBar.refill(); } // Update score and UI score++; scoreText.setText(score); // Switch character: loop through 3 styles // Hide all, show next characterList[characterStyle].visible = false; characterStyle = (characterStyle + 1) % characterList.length; characterList[characterStyle].visible = true; // Animate if Beatboxer // (No Beatboxer instance present, so no animation triggered here) // Win condition removed for endless play } // --- Tap Button Down/Up/Move --- game.down = function (x, y, obj) { if (gamePausedForNickname) return; handleTap(x, y, obj); }; game.move = function (x, y, obj) { if (gamePausedForNickname) return; // No drag needed, but allow repeated tap if (!canTap && LK.ticks - lastTapTick > 7) { canTap = true; } }; game.up = function (x, y, obj) { if (gamePausedForNickname) return; // Allow next tap canTap = true; }; // --- Main Game Update --- game.update = function () { if (isGameOver || gamePausedForNickname) { // Still allow sloganText and background particles to animate // Animate sloganText neon pulse sloganText.alpha = 0.85 + 0.15 * Math.sin(LK.ticks * 0.08); sloganText.scaleX = sloganText.scaleY = 1 + 0.03 * Math.sin(LK.ticks * 0.07); // Animate background: spawn beat particles if (LK.ticks % 30 === 0) { spawnBeatParticle(); } // Update and cleanup beat particles for (var i = beatParticles.length - 1; i >= 0; i--) { var p = beatParticles[i]; p.update(); if (p.destroyed) { p.destroy(); beatParticles.splice(i, 1); } } // Prevent breathbar from draining or updating while waiting for Ready return; } // --- BreathBar logic (drain, refill, game over) --- if (breathBar) { breathBar.update(); if (breathBar.isEmpty() && !isGameOver) { isGameOver = true; LK.showGameOver(); // Optionally, flash bar red tween(breathBar, { alpha: 0.2 }, { duration: 200, yoyo: true, repeat: 2, onFinish: function onFinish() { breathBar.alpha = 1; } }); } } // Animate sloganText neon pulse sloganText.alpha = 0.85 + 0.15 * Math.sin(LK.ticks * 0.08); sloganText.scaleX = sloganText.scaleY = 1 + 0.03 * Math.sin(LK.ticks * 0.07); // Animate background: spawn beat particles if (LK.ticks % 30 === 0) { spawnBeatParticle(); } // Update and cleanup beat particles for (var i = beatParticles.length - 1; i >= 0; i--) { var p = beatParticles[i]; p.update(); if (p.destroyed) { p.destroy(); beatParticles.splice(i, 1); } } }; // --- Play Music --- LK.playMusic('neonbeat', { fade: { start: 0, end: 1, duration: 1200 } });
===================================================================
--- original.js
+++ change.js
@@ -29,8 +29,68 @@
}
};
return self;
});
+// BreathBar: Visual breath meter with fill, danger, and update logic
+var BreathBar = Container.expand(function () {
+ var self = Container.call(this);
+ // Background
+ var bg = self.attachAsset('breathBarBg', {
+ anchorX: 0.5,
+ anchorY: 0,
+ x: 0,
+ y: 0
+ });
+ // Danger zone (red, bottom)
+ var danger = self.attachAsset('breathBarDanger', {
+ anchorX: 0.5,
+ anchorY: 0,
+ x: 0,
+ y: 20
+ });
+ // Fill (cyan, dynamic)
+ var fill = self.attachAsset('breathBarFill', {
+ anchorX: 0.5,
+ anchorY: 0,
+ x: 0,
+ y: 20
+ });
+ // Bar state
+ self.maxValue = 100;
+ self.value = 100;
+ self.drainPerTick = 0.18; // ~10s to empty
+ self.minValue = 0;
+ // Set fill height based on value
+ self.setValue = function (v) {
+ self.value = Math.max(self.minValue, Math.min(self.maxValue, v));
+ // Fill height: 0-660px, y=20
+ var fillHeight = Math.round(660 * (self.value / self.maxValue));
+ fill.height = fillHeight;
+ fill.y = 20 + (660 - fillHeight);
+ // Danger always at y=20, height=660
+ // Optionally, fade fill if low
+ if (self.value < 20) {
+ fill.alpha = 0.5 + 0.5 * (self.value / 20);
+ } else {
+ fill.alpha = 1;
+ }
+ };
+ // Drain bar per tick
+ self.update = function () {
+ self.setValue(self.value - self.drainPerTick);
+ };
+ // Refill instantly (e.g. on tap)
+ self.refill = function () {
+ self.setValue(self.maxValue);
+ };
+ // Is bar empty?
+ self.isEmpty = function () {
+ return self.value <= self.minValue + 0.01;
+ };
+ // Init
+ self.setValue(self.value);
+ return self;
+});
/****
* Initialize Game
****/
@@ -273,8 +333,16 @@
window.readyBtn.destroy();
window.readyBtn = null;
}
gamePausedForNickname = false;
+ // Create and show breathBar (if not already)
+ if (!breathBar) {
+ breathBar = new BreathBar();
+ // Place at left edge, below top margin (avoid top left 100x100)
+ breathBar.x = 80;
+ breathBar.y = 160;
+ game.addChild(breathBar);
+ }
};
} else {
LK.setTimeout(showReadyButtonWhenDone, 100);
}
@@ -315,9 +383,10 @@
}, 3000);
}
// On first load, ask for nickname if not set
var gamePausedForNickname = false;
-// (breathbar visuals and logic removed)
+// --- BreathBar instance (created after Ready) ---
+var breathBar = null;
// --- Helper: Animate Tap Button Glow ---
function animateTapButtonGlow() {
// Button press animation: scale down then up
tween(tapButton, {
@@ -366,8 +435,12 @@
// Animate
animateTapButtonGlow();
spawnBeatParticle();
LK.getSound('beatbox').play();
+ // Refill breathBar on tap
+ if (breathBar) {
+ breathBar.refill();
+ }
// Update score and UI
score++;
scoreText.setText(score);
// Switch character: loop through 3 styles
@@ -418,9 +491,27 @@
}
// Prevent breathbar from draining or updating while waiting for Ready
return;
}
- // (breathbar logic removed, endless play)
+ // --- BreathBar logic (drain, refill, game over) ---
+ if (breathBar) {
+ breathBar.update();
+ if (breathBar.isEmpty() && !isGameOver) {
+ isGameOver = true;
+ LK.showGameOver();
+ // Optionally, flash bar red
+ tween(breathBar, {
+ alpha: 0.2
+ }, {
+ duration: 200,
+ yoyo: true,
+ repeat: 2,
+ onFinish: function onFinish() {
+ breathBar.alpha = 1;
+ }
+ });
+ }
+ }
// Animate sloganText neon pulse
sloganText.alpha = 0.85 + 0.15 * Math.sin(LK.ticks * 0.08);
sloganText.scaleX = sloganText.scaleY = 1 + 0.03 * Math.sin(LK.ticks * 0.07);
// Animate background: spawn beat particles